[SP] Linking Annex - The Proposal Project
by MissStabby · Uploaded Aug 23, 2011
File Size: 72.99 MB
Downloads: 6639
Rating: (38 votes)
Description
On Monday August 21 Gary Hudston Proposed to his girlfriend using this map. It is made by MissStabby and TophattWaffle. It's a project we worked on for about 6 weeks. Other maps we created were: MissStabby - Angrybombs Tophattwaffle - Reconstruction TO PLAY THE MAP: Put the VPK in the addons folder put the bik files in your media folder. open console and type: map la_bringing_together IMPORTANT: When loading the mod, portal 2 loads modified scripts, needed for the mod. If you want to play other maps or the campains, restart portal2 first!! here is some more info as well as a playthrough of the entire game: iXACx_gz8tM Credits: Chamber 1: TophattWaffle Chamber 2: MissStabby Chamber 3: MissStabby Animations: MissStabby Scripting: TophattWaffle HammerQA: TophattWaffle Voice: Ellen McLain Dialog writing: Gary Hudston Recording: VALVe have fun playing it! p.s. She said yes!
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Awwww. So this is what that big project was about. That's serious god damn impressive, time to play this no doubt epic campaign.
Pricee wrote:
Now all we need is a video of her reaction :3
Sadly we'll never get to see that.
Stephany is a bit camera shy, so Gary decided not to record it...
Brilliant couple of levels. Only slight thing, could you please put in the description what the map name is (the bsp)? It took me ages to find out.
Fabulous. At 3 am in the morning, it still made me cry.
I had no idea that MissStabby is a woman. 99% of mappers are male.
I cant load the map
what I should write in the console? map linking_annex, or something else?
It's a sweet little project, but I have serious doubts about the good taste of someone proposing over a game.
...now we need a customizable version to spread the meme.
But imagine how awkward if she didn't get the message: "ah ah dude, you would never guess, at the end of that map there was a love message for someone, I mean I would never".
I thought this was a very nice little project and a quite original idea of proposal.
I'm posting while playing it for the first time. I'll update this as soon as i encounter anything worth mentioning.
a) Add an autosave after entering the first room after the panels got in order, restarting from scratch after trying out the faithplate (and dying) can be annoying.
b) After leaving the elevator that took me from the 1st to the 2nd room the door didn't open, i had to step back again and approach it again. No idea if that's a design element.
c) Did the elevator between room 2 and 3 depart moving upwards and arrive moving downwards?
d) Loved it, really nice map. Good work dude. And i laughed a lot when i entered the 3rd chamber, but then tabbed out ;(. Really appreciate the work, even if the actual puzzle are slightly to easy for my taste. A little bit more of a challenge and this would be extremly awesome.
satchmo wrote:
Fabulous. At 3 am in the morning, it still made me cry.I had no idea that MissStabby is a woman. 99% of mappers are male.
Make that 97%. There are more woman around here than you think.
So it was a proposal! Very clever and sweet, I think. Assuming she's into Portal, I think it's a great way to propose.
By the way, I'm also a woman.
I just registered to say 2 things: Congratulations!
Also, the voices in this map were provided my Ellen McLain herself at Valve?
bmaster2000 wrote:
Unless i missed it what was her answer? Did she accept?
who could resist glados, if she said no, a incinerator would open under her feet.
Now, this does makes the wait for the official Valve DLC interesting...
From a gameplay perspective, four things I found a bit buggy:
- In the first room, I think one can get stranded by jumping over the abyss without the ball.
- In the second room, catching the reflector cube that is jumping up and down (the second reflection cube, in sideroom #1) is a bit difficult. Maybe put the portal surface higher, so that one has a chance to catch the cube when it has lower speed?
- When I entered the second room (la_heart), "save game" was greyed out and stayed so until I reloaded the autosave at the beginning of la_heart again.
- Not that it confused me in any way, but it would be better if you would write a kind of readme with instructions on how to load the mod.
@satchmo: This is a Portal forum, not an RPG one, so some female nicks here actually do have a woman behind them. 
This is so sweet! I was able to play it through without cheats (a big plus) and the Proposal at the endwas so sweet! I was choked up at the end.
Although I felt like I was intruding... since I'm not Stephanie. Oh well 
Was that Ellen McLain/GLaDOS for real? 
- Like in the video, in the first map, the cube moved out of the receptacle and then one can't pick it up again. That's a bit weird.
- In the first chamber of the second map, performance seems to suck. I never had any issue before, even for map other people complained about. I can still play that one fine on my machine but I suspect that on slower machines, it's going to be a problem.
- Also, the 1,2,3,4 symbols are a bit redundant with the number of cube tags.
- For the second cube in the second room, after picking it up, it's hard to notice that the fizzler will disappear. Instead, seeing the other stuff (funnel/buttons for the 4th cube) through the portals, I tried to get there so I used the cube to climb the railing and jumped into the portal (especially easy to think since the same mechanic was used in the previous map):
- the faith plate send me through the tube from where the 2nd cube came from
- when trying to get back in the portal, I missed the plate, fell in the pit but I didn't die
HOW DO I ESCAPE THE LAST MAP? I'm not the one!!!
Overall, they are OK maps but way too easy (but then, you don't want to frustrate the player in this case, not even a bit
).
Nahor wrote:
- Like in the video...
...Overall, they are OK maps but way too easy (but then, you don't want to frustrate the player in this case, not even a bit).
indeed, the girl this map was made for wasnt a veteran portal player, but just someone who had previously enjoyed playing coop with his (portalfan) boyfriend.
so i had to make sure it was all direct puzzles, like cube -> button, instead of having puzzles layered over eachother with some added mindfuck sauce. 
I hope we can hear more about you and the soon-to-be-married, I bet Valve has appreciated the initiative.
It was an extremely fun map to play and the GlaDos humor is always appreciated.
Nice project - I hope they will be very happy together! At the reception don't forget
to have 5 cakes!
What an amazingly creative project. Would it offend anyone if someone else wanted to use the same map for their marriage proposal? The only change needed would be to replace the names. If this is possible I would like to use the same map to propose to my girl friend. Her name is Sophy Qualman, and mine is Paul Collett
Thanks!
I played it and even though it was a fairly easy map, it has to be the best map I have ever played. 
Understandably easy... but it had too many bugs and oddities for my liking... and I wasn't even looking out for them. Didn't expect to see so many in what should be a very polished map, considering the amount of time that went into it... I wonder if you'll go back and release a v1.1 even if it's for TWP rather than some lady.
Oh well. Now I'm looking forward to the ending to Angrybombs. Maybe you can get it out while it's still in the spotlight! ;p
How did u work together on 1 map? Or did u cut it into parts, and both of them made a few? I ask it because i wanted to make a map with my friend, but i didnt have any idea how to make it. (if u can, pls send a PM)
I liked the map. The first chamber actually I didn't find it simple
but it became more and more easy, for me, to the end. The map has some "problems", that were already mentioned in this topic. But I liked the idea, that is for a proposal and the map has some elements which you don't see in any map. The final chamber was great. No one mentioned here but I think is about this topic, right?
MissStabby I like this map, I know you didn't do it by your-self but I like it. I don't know how you have the time. You did Angrybombs, this one and "the sequel" to the Angrybombs, that I heard is in the making.
Apparently this is actually Ellen McLain voice. It should be noted on Imdb on her page, although I don't know if it can be mentioned separately since is already credited for Portal 2.
I don't know if it is a secret, but who is Gary Hudston? This one by any chance?
Off-topic maybe:
1. When Gary Hudston presented this map to his girlfriend for her to play, it did together with the picture from the Spotlight, the one with the ring? Kind of a spoiler
for her.
2. Joke. This is the ultimate test before marrying someone. If you are smart enough to finish this map/tests you can be my wife, if not you won't even find out about the proposal
.
PS. You know that in the chamber with a lot of reflecto-cube the laser doesn't have to go through all the cubes?
Later edit: PPS. Very inspired choice of the song (in the end). You haven't credit it. Could you tell me so I won't have to search through my mind ? I know I heard it before. Thanks! MissStabby I hope I didn't sound patronizing (above).
hyperion1is wrote:
PS. You know that in the chamber with a lot of reflecto-cube the laser doesn't have to go through all the cubes?
But it makes a love heart when you do it right!> hyperion1is wrote:
You haven't credit it. Could you tell me so I won't have to search through my mind?
The song is 'Exile Vilify' by The National. It was a song especially made for Portal 2 and is in the game files. Haven't you seen the Portal 2 Music Video contest?
chickenmobile wrote:
Haven't you seen the Portal 2 Music Video contest?
Yes
hyperion1is wrote:
Could you tell me so I won't have to search through my mind ? I know I heard it before
Thanks a lot!
I enjoyed playing these LOL Very cool and sophysticated too, the only thing, yeah you can get stranded in some places on the first map but I don't know if there's even any wish to "bugfix" this, as it's more of a showcase right?
Anyway, to make it easier for players I thought, why not let the players access this from their extra menu? I made a little transition from the files I did for my own campaign that's in the works , and it works!
I can pack the thing if you're interested:
Uploaded with ImageShack.us
Damn, it's also sad that you can't seem to pack the bik files with a vpk'd media folder too 
CosmicD wrote:
Anyway, to make it easier for players I thought, why not let the players access this from their extra menu? I made a little transition from the files I did for my own campaign that's in the works , and it works!
Wow that's awesome, how'd you do that?
Doug does all the packaging, but if you say how it is done, i could try to contact him about repackaging the mod.
Thanks!
Nyskrte wrote:
Why isn't TophattWaffle credited in the Community Spotlight?
He is, though only one account can host one file at the same time, and the spotlight is linked to the account of the uploader.
oh, I will give you the nesecery files then, it will go inside the vpk map structure, just keep it structured what's inside.
http://dl.dropbox.com/u/1319539/linking ... gannex.zip
The actual maps weren't that great, and not spotlight material without the amazing project backstory and custom GLaDOS dialogue. I'll be honest here. I know it was supposed to be easy, but there comes a point... oh and the BTS sections were very lackluster.
I did love the final room though, without a doubt.
I have problems with the costum sounds!
http://cloud.steampowered.com/ugc/55866 ... F781254BF/
http://cloud.steampowered.com/ugc/55866 ... 9B3097684/
If you know what time and work goes into creating a fully ornamented "BTS section", you'd be amazed. This was a showcase project and I'm already amazed by how it looked and wonder that her vvis compile don't take 5 million years to complete.
For my map for example We had to sepparate the 3d skybox to not have an awfull compile time. You don't need twisted and extremely hard puzzles to make a nice portal experience imo. I already played it 3 times and just the potential of raising the bar to mechanize an entire portal room has been set here.
Cybermaxke wrote:
I have problems with the costum sounds!http://cloud.steampowered.com/ugc/55866 ... F781254BF/
http://cloud.steampowered.com/ugc/55866 ... 9B3097684/
I'm not 100% sure that this is the issue but Do you have an autoexec.cfg in your main game's cfg folder, or start your game with a special commandline ?
Maybe, a COOP version of the map could reuse the voiceovers to tell another Blue & Orange story. You know, connected to the stuff about becoming more human.. awwww.
Anyone get this to work on a Mac? I move the files over to the specified folders and when I launch portal 2 the game crashes after the valve into video. When I removed the files I put in, the game works fine. The file causing the issue is "linking_annex.vpk".
Congrats, MissStabby and TopHATTwaffle for bringing such a nice spotlight to the Portal mapping scene! And of course congratulations and best wishes to LovelyNeurotoxin and his LovelyNonToxic fianc?e!
I spotted this back in July over in the thread with the original request for mapping help, and I strongly suspected the secret project was something wedding related. I am so glad to see that no one spoiled the surprise, or leaked it to the media. The reaction in the gaming press to this story has been mostly wonderful, and the good folks over at Rock, Paper, Shotgun especially had very nice things to say about it. It's even breaking through into the mainstream with articles on sites like Wired, TIME, Engadget, etc.
I do agree with msleeper, it would be great if the YouTube video (that the majority of people interested in this story will see; over 400K views already) would provide a direct link to the TWP community. It would also be really nice to see Valve highlight this on the Official Portal 2 site. News has been a bit slow over there, lately, don't you agree? 
Bravo to all involved! 
xdiesp wrote:
Maybe, a COOP version of the map could reuse the voiceovers to tell another Blue & Orange story. You know, connected to the stuff about becoming more human.. awwww.
Holy shit, make this happen.
hey, what "addon" folder am i supposed to put the vpk file in, i got the other files in my media folder, but i don't know what addon folder you are talking bout
ryo786 wrote:
hey, what "addon" folder am i supposed to put the vpk file in, i got the other files in my media folder, but i don't know what addon folder you are talking bout
Neither do I. I just created an addon folder in the same place where I have the "media" folder: /portal2. It worked.
I really enjoyed playing these few maps. First: Best wishes for you both too, Gary and Stephani (I think).
This idea for a proposal is really great and Miss Stabby and TobohattWaffle made a good job!
The chambers were not very hard, but they were fun. Nice effects were built in and these extra GLaDos lines Ellen McLain recorded were just great from the beginning to the end of the map.
There are some minor things I would criticize. In the second chamber sometimes the shadows of the cubes were not drawn in the middle of the main chamber.
Everytime I get a cube, the fizzlers made their animation, but were already off.
The cube in the second chamber spawned in the players field of view.
The fog end distance could be a bit lower value.
The sounds of the panels in the "Suprise Chamber" were very loud. There is a keyvalue where you can turn off the sounds of a prop_dynamic.
If you fall down in the first chamber, I could see some nodraw faces of the entry.
If I was going up with the elevator, I arrived in the next level by going down.
But, as you see, that are just minor things just perfectionists like me notice.
Overall it's a good work!
Quote:
The chambers were not very hard...
I bet he didn't want her to ragequit before the end 
hyperion1is wrote:
ryo786 wrote:hey, what "addon" folder am i supposed to put the vpk file in, i got the other files in my media folder, but i don't know what addon folder you are talking bout
Neither do I. I just created an addon folder in the same place where I have the "media" folder: /portal2. It worked.
what do you mean, ive' put the vpk in the maps folder, and the others are in the media folder, but it doesn't work
gallardo wrote:
I bet he didn't want her to ragequit before the end
Oh you are fully right. It just was my opinion of the map, regardless of it's use.
ryo786 wrote:
hyperion1is wrote:ryo786 wrote:
hey, what "addon" folder am i supposed to put the vpk file in, i got the other files in my media folder, but i don't know what addon folder you are talking bout
Neither do I. I just created an addon folder in the same place where I have the "media" folder: /portal2. It worked.
what do you mean, ive' put the vpk in the maps folder, and the others are in the media folder, but it doesn't work
You need to put the vpk in portal2/addons folder (not maps).. if you don't have an addons folder yet you can create it. The functionality for this is half there but you still have to type the mapname map la_bringing_together to start.
where would i create the addons folder, the first portal to or the 2nd portal 2?
Nevermind, MissStabby helped me out.
Thanks though
ryo786 wrote:
where would i create the addons folder, the first portal to or the 2nd portal 2?
The second. That's way I specified "in the same place where I have the "media" folder" to have an idea where (not in the "media" folder but in the portal2 folder where you have "media" folder and so on. ) - just to be clear 
Awww how sweet, never saw anything like this in portal 1...The puzzles in 1 and 2 were easy and 3 - hope it worked.... thanks for creating....
Reave wrote:
Anyone get this to work on a Mac? I move the files over to the specified folders and when I launch portal 2 the game crashes after the valve into video. When I removed the files I put in, the game works fine. The file causing the issue is "linking_annex.vpk".
Nope, not working on Mac. Instalation of Portal 2 via Steam. Anyone got it working on Mac?
It was very cool visually - but so simple and easy that I did not enjoy it much.
Obviously that differs from most others. I only play Portal for a challenge and to have to really think to figure each map out. If you take that challenge away then you take most of the fascination away.
Miss Stabby did Angry bombs and that was challenging and difficult.
So I thought this would be similar in the difficulty area.
Still - the levels were laid out beautifully and the mechanics interplay was very cool.
The original request specified that it not be too challenging. As someone else said, wouldn't want her to rage quit before getting to the end 
When I saw this map was by MissStabby
and TopHATTwaffle
, I knew it would be awesome.
I encountered a bug the first time I played it. In the first room, the weighted companion cube never dropped. I didn't take the edgeless safety cube with me the first time, and went back and got it, so maybe I triggered something out of sequence. After restarting, and taking the ESC with me on the first trip, it worked fine, although the ESC was suspended in the air above the receptacle.
Perhaps related to the first bug, the first time I flew over, I saw a button that disappeared when the floor lowered. In any case, I never saw that button again, and therefore never used it.
I only rated this a 5/5 because there wasn't an option for eleventeen.
At least you guys can play it, When i do all i get is the beginning portal 2 intro and than "Playthrough test over" or something like that, and for some reason after setting up this new map exactly the way it said to, I lost all my levels in the developer commentary mode that were all unlocked, since i did after all beat the game. (Ages ago)
could it be that you have another vpk installed that is superceding the sp_transition_list.nut file in this vpk ? You have that when the transition instance doesn't know where to point to for the next map. So I think somehow you must have another transition file ?
Does not work on my mac either.. once files are in appropriate folders, the game crashes after valve screen..
when files are removed, game behaves normally.. Hmmmm Ideas?
I'm wanting to play this level, but you'll have to forgive me that I don't understand the instructions. Where are these folders I need to put the files in and what's this console I need to type in the command line? I have no context here on what to put where and what's going on.
That's awesome! The final map made me a little teary eyed.
The only trouble I had was the second cube in the second room. I was playing without sound and pressed the button immediately, which seemed to cause the cube to drop. So I assumed that was the purpose of the button, and didn't try it again. Then I jumped down off the railing and grabbed the cube myself, and tried various ways to get back to where I started. I kept trying to hit the top faith plate in mid-air, thinking it would kick me back to start. Finally I watched your youtube video and figured out what I was supposed to do.
Also my daughter kept saying "Now what?? What do we do next??" at the end. 
worm3rd wrote:
I'm wanting to play this level, but you'll have to forgive me that I don't understand the instructions. Where are these folders I need to put the files in and what's this console I need to type in the command line? I have no context here on what to put where and what's going on.
I'd like to point to a glitch that players will experience when installing this AND go back to playing the stock campaign.
Your transition_list.nut doesn't contain the standard levels, therefor everyone who plays the stock maps will be greeted with a "end of playtest" message and the level won't transition to the next map.
This can be easily remedied by modifying your arrival_Departure_transition_ents.vmf instance by pointing the logic script entity which is inthere, to a custom script file like like annex_transition_list.nut. Then save the instance as annex_arrivel_departure_transition_ents.vmf or something like this..
You can even do this with the elevator motif file but this one is hidden in the func_elevator entity in the departure logic instance. You could change the script files that the elevator brush reads there as well.
This way your vpk's files won't conflict with the stock campaign.
I have however not a clue how to remedy the fact that in stock campaigns you see 00 on every room sign. That's because the game only reads one sp_lightboard_icons.txt and I didn't find yet an instance or logic_script that points to that file. It might be even hardcoded in the engine for now.
Let's hope for some better optimizations around these custom campaign issues after the DLC.
ryo786 wrote:
how did you get it in 3rd person?
Open developer console, type 'sv_cheats 1' then type in 'thirdperson'. Simple Google search...
ryo786 wrote:
Portal2Two wrote:how did you get it in 3rd person?
Portal 2 Exclusive Third Person Walkthrough
- Start Portal 2 (IMPORTANT!)
- Options > Keyboard > Enable developer console > Apply
- Load a map and start playing it
- Hit " ~ "
- In the developer console type:
sv_cheats 1
(hit enter)
Thirdperson mode
(hit enter)
thirdpersonshoulder 1
(hit enter)
Something to note:
- you may have to type that all twice
- retype above codes with each next level or a new map
- while in 3rd person view, it is much harder to fire portals (especially on remote surfaces)
- white artifacts may appear when Chell gets too close to a wall and sometimes when she goes through portals
>> Enjoy <<
thirdpersonshoulder works without cheats on. I played portal 2 with this option on once, and the bit where you went through the tubes with Wheatley my character was standing inside a black room. Annoying much.
CosmicD wrote:
I'd like to point to a glitch that players will experience when installing this AND go back to playing the stock campaign.Your transition_list.nut doesn't contain the standard levels, therefor everyone who plays the stock maps will be greeted with a "end of playtest" message and the level won't transition to the next map.
This can be easily remedied by modifying your arrival_Departure_transition_ents.vmf instance by pointing the logic script entity which is inthere, to a custom script file like like annex_transition_list.nut. Then save the instance as annex_arrivel_departure_transition_ents.vmf or something like this..
You can even do this with the elevator motif file but this one is hidden in the func_elevator entity in the departure logic instance. You could change the script files that the elevator brush reads there as well.
This way your vpk's files won't conflict with the stock campaign.
I have however not a clue how to remedy the fact that in stock campaigns you see 00 on every room sign. That's because the game only reads one sp_lightboard_icons.txt and I didn't find yet an instance or logic_script that points to that file. It might be even hardcoded in the engine for now.
Let's hope for some better optimizations around these custom campaign issues after the DLC.
Can you explain to me in more simple terms? I have the same problem but i don't want to delete all my custom maps just to play this new map.
Yes, this transition list needs to be fixed ASAP. There are going to be some very confused downloaders with some serious problems.
I'm playing custom maps and record my first time of playing them. So the run is not perfect and may not use only intended ways, but maybe it can let you see how other people may understand the map or you could just enjoy someone playing this map for entertainment.
Anyways, here is the recording:
l_Tj_FO7p1E
(Link: http://www.youtube.com/watch?v=l_Tj_FO7p1E)
Also note the video description for more feedback and my signature for additional project information.
KhaoManee wrote:
CosmicD wrote:I'd like to point to a glitch that players will experience when installing this AND go back to playing the stock campaign.
Your transition_list.nut doesn't contain the standard levels, therefor everyone who plays the stock maps will be greeted with a "end of playtest" message and the level won't transition to the next map.
This can be easily remedied by modifying your arrival_Departure_transition_ents.vmf instance by pointing the logic script entity which is inthere, to a custom script file like like annex_transition_list.nut. Then save the instance as annex_arrivel_departure_transition_ents.vmf or something like this..
You can even do this with the elevator motif file but this one is hidden in the func_elevator entity in the departure logic instance. You could change the script files that the elevator brush reads there as well.
This way your vpk's files won't conflict with the stock campaign.
I have however not a clue how to remedy the fact that in stock campaigns you see 00 on every room sign. That's because the game only reads one sp_lightboard_icons.txt and I didn't find yet an instance or logic_script that points to that file. It might be even hardcoded in the engine for now.
Let's hope for some better optimizations around these custom campaign issues after the DLC.
Can you explain to me in more simple terms? I have the same problem but i don't want to delete all my custom maps just to play this new map.
Well, the thing is that this transitions file is packed with the linking annex vpk. You would just have to remove that one to see the transitions working again. For an end user like you, the other solution would be also very complicated, like you would have to unpack the vpk, add the standard maps information to the bits of the linking annex transitions list file and repack the vpk. You should just move it elsewhere if you want to play the normal maps. Unless they want to reupload a newer fixed version,
SO.. uhh any progress on making this playable on a mac, or are you just not addressing the issue at all?
it wont let me play the map, the console says:
CModelLoader::Map_IsValid: No such map 'maps/la_bringing_together.bsp'
map load failed: la_bringing_together not found or invalid
i put the folder "addons" with the VPK file in the map folder and the BIK files in the media folder,
any help? 
@chickenmobile
chickenmobile wrote:
thirdpersonshoulder works without cheats on. I played portal 2 with this option on once, and the bit where you went through the tubes with Wheatley my character was standing inside a black room. Annoying much.
Yes, it works that way by simply typing word thirdpersonshoulder in the console (~) TWICE. And true, chambers like the very first one of Courtesy Call lose all textures with third person view enabled.
~~~~~~~~~~~~~~
@Sik-7
Sik-7 wrote:
it wont let me play the map, the console says:
CModelLoader::Map_IsValid: No such map 'maps/la_bringing_together.bsp'
map load failed: la_bringing_together not found or invalid
i put the folder "addons" with the VPK file in the map folder and the BIK files in the media folder,
any help?
No, no, no! The .bik files go to media folder and the .vpk one goes into addons.
=================
Ok, step by step:
- The downloaded archive (LinkingAnnex.zip) contains two folders: addons and media.
- From the archive's media folder, copy out these files Bliss.bik and Ring.bik, and paste them to your ...\Portal 2\portal2\media.
- From the archive's addons folder, copy out and paste this file linking_annex.vpk to your ...\Portal 2\portal2\addons. If there is no addons in your portal directory, not to worry - there is no such folder there by default. Create new folder and name it addons. Don't forget to put linking_annex.vpk in there.
- Now start Portal 2 game
- Hit "~"
- Type map la_bringing_together
- Hit "Enter" and take it from there.
Hopefully enjoy.
CosmicD wrote:
KhaoManee wrote:CosmicD wrote:
I'd like to point to a glitch that players will experience when installing this AND go back to playing the stock campaign.
Your transition_list.nut doesn't contain the standard levels, therefor everyone who plays the stock maps will be greeted with a "end of playtest" message and the level won't transition to the next map.
This can be easily remedied by modifying your arrival_Departure_transition_ents.vmf instance by pointing the logic script entity which is inthere, to a custom script file like like annex_transition_list.nut. Then save the instance as annex_arrivel_departure_transition_ents.vmf or something like this..
You can even do this with the elevator motif file but this one is hidden in the func_elevator entity in the departure logic instance. You could change the script files that the elevator brush reads there as well.
This way your vpk's files won't conflict with the stock campaign.
I have however not a clue how to remedy the fact that in stock campaigns you see 00 on every room sign. That's because the game only reads one sp_lightboard_icons.txt and I didn't find yet an instance or logic_script that points to that file. It might be even hardcoded in the engine for now.
Let's hope for some better optimizations around these custom campaign issues after the DLC.
Can you explain to me in more simple terms? I have the same problem but i don't want to delete all my custom maps just to play this new map.
Well, the thing is that this transitions file is packed with the linking annex vpk. You would just have to remove that one to see the transitions working again. For an end user like you, the other solution would be also very complicated, like you would have to unpack the vpk, add the standard maps information to the bits of the linking annex transitions list file and repack the vpk. You should just move it elsewhere if you want to play the normal maps. Unless they want to reupload a newer fixed version,
It seems that portal loads the default files on startup, but when playing the mod it loads the modified scripts.
So if you wanted to play SP after this mod, just restart portal to load the default files again.
chickenmobile wrote:
thirdpersonshoulder works without cheats on. I played portal 2 with this option on once, and the bit where you went through the tubes with Wheatley my character was standing inside a black room. Annoying much.
Fairly certain that's because it switches to a point_viewcontrol for those segments.
Sik-7 wrote:
that's what I did, the files are in the correct folders, but it's not working :S
How you said is actually like this on the 3rd step of the Portal2Two explanation.
Portal2Two wrote:
3. From the archive's addons folder, copy out and paste this file linking_annex.vpk to your ...\Portal 2\portal2\maps\addons. If there is no addons in your portal directory, not to worry - there is no such folder there by default. Create new folder and name it addons. Don't forget to put linking_annex.vpk in there.
When in fact should be the path Portal2Two stated \Portal 2\portal2\addons; so the final path is:
...Portal 2\portal2\addons\linking_annex.vpk
Good luck!
CosmicD wrote:
I'd like to point to a glitch that players will experience when installing this AND go back to playing the stock campaign.Your transition_list.nut doesn't contain the standard levels, therefor everyone who plays the stock maps will be greeted with a "end of playtest" message and the level won't transition to the next map.
To play stock maps without this glitch it took me to empty all .VPK files from the addons folder and then to restart Portal 2. I had a lot of *.VPK's of different authors and simply restarting Portal didn't help.
Ski-7 wrote:
Portal2Two wrote:
- The downloaded archive (LinkingAnnex.zip) contains two folders: addons and media.
- From the archive's media folder, copy out these files Bliss.bik and Ring.bik, and paste them to your ...\Portal 2\portal2\media.
- From the archive's addons folder, copy out and paste this file linking_annex.vpk to your ...\Portal 2\portal2\addons. If there is no addons in your portal directory, not to worry - there is no such folder there by default. Create new folder and name it addons. Don't forget to put linking_annex.vpk in there.
- Now start Portal 2 game
- Hit "~"
- Type map la_bringing_together
- Hit "Enter" and take it from there.
that's what I did, the files are in the correct folders, but it's not working :S
I'm sure it's not what you did, because your first post states this:
Ski-7 wrote:
i put the folder "addons" with the VPK file in the map(WRONG, "addons" ARE NOT SUPPOSED TO BE inside "maps", that's the source if your problems) folder and the BIK files in the media folder, any help?
Again, according to the instructions:
MissStaby wrote:
TO PLAY THE MAP:Put the VPK in the addons folder
put the bik files in your media folder.
open console and type:
map la_bringing_together
.VPK --> addons
.bik --> media
console -> ~
type ----> map la_bringing_together
kind of silly that you can't pack bik files in a vpk'd media folder as a campaign author. I really hope they fix this
CosmicD wrote:
kind of silly that you can't pack bik files in a vpk'd media folder as a campaign author. I really hope they fix this
Even if they fix it in "Linking Annex Project", other .VPK maps will give you the same glitch.
MissStaby wrote:
Well, the thing is that this transitions file is packed with the linking annex vpk. You would just have to remove that one to see the transitions working again. For an end user like you, the other solution would be also very complicated, like you would have to unpack the vpk, add the standard maps information to the bits of the linking annex transitions list file and repack the vpk. You should just move it elsewhere if you want to play the normal maps. Unless they want to reupload a newer fixed version.
Like it has been said numerous times, if the glitch persists with the stock maps, just go ahead and empty the addons folder and then restart Portal 2. Or temporarily rename addons. No big deal really.
Portal2Two wrote:
Like it has been said numerous times, if the glitch persists with the stock maps, just go ahead and empty the addons folder and then restart Portal 2. Or temporarily rename addons. No big deal really.
Yes, but its still frustrating to have to go through this, I would have thought valve could have accomodated custom maps much better tha they have done. Also, it has been said a bazillion times on this forum, but perhaps it should be put it the maps readme too?
xdiesp wrote:
Maybe, a COOP version of the map could reuse the voiceovers to tell another Blue & Orange story. You know, connected to the stuff about becoming more human.. awwww.
0.0
I will pay to play a map like that.
I'm really upset because this looks great but whenever I try loading Portal 2 with the .vpk in the addons folder it crashes
I know it's something to do with the .vpk because I tried opening portal with it and without it, and I removed all other .vpk's in that folder. I'm on a Mac. Could that have something to do with it? Pleeeease fix it!
Yes, it's because you're on a Mac. The only users writing in to complain about the .vpk file crashing Portal 2.app are Mac OS folks. I'm in the same boat. Of all the custom maps I've tried this is the only one to crash Portal 2.
I just played it and it was the first map I got to work.. Absolutely loved it! It's 3am CST and people are wondering why I'm balling my eyes out to a video game! So, I told them the story from idea to software and now here we are, agreeing how awesome of an idea this was.
Much love to Valve and Ellen McLain for agreeing to make this happen!
Congratulations to Gary and Stephanie!
MissStabby and TophattWaffle, you guys RAWK!
oigroig wrote:
where is the download link/button?
i can't find that
On page 1 of this thread you will find the download link for LA project.
Sorry for the small bump, but I seem to be running into a few installation issues. I've place the .vpk file in common\portal 2\portal2\addons and the two .bik files in common\portal 2\portal2\media, yet for some reason they are not showing up in the dev console when I begin typing in the map name.
Is there a step I'm missing?
KKiONI wrote:
Sorry for the small bump, but I seem to be running into a few installation issues. I've place the .vpk file in common\portal 2\portal2\addons and the two .bik files in common\portal 2\portal2\media, yet for some reason they are not showing up in the dev console when I begin typing in the map name.
Is there a step I'm missing?
Right now the dlc had cut off any use of the addons folder, sorry, I guess you have to wait until valve fixes it, or just extract the vpk and put the files in the folders
spongylover123 wrote:
KKiONI wrote:Sorry for the small bump, but I seem to be running into a few installation issues. I've place the .vpk file in common\portal 2\portal2\addons and the two .bik files in common\portal 2\portal2\media, yet for some reason they are not showing up in the dev console when I begin typing in the map name.
Is there a step I'm missing?Right now the dlc had cut off any use of the addons folder, sorry, I guess you have to wait until valve fixes it, or just extract the vpk and put the files in the folders
What program do I need to extract the vpk? I have tried to run it with Valve's addoninstaller, but it does not work.
Yeah they broke (intentionally or not) support for addon vpk's in the addons folder. The best thing you can do is use gcfscape now to extract everything from the cfg to the cfg folder, maps to the maps folder, media to the media folder etc ... it will kinda pollute your game install in a sense that it overwrites some sceripts, but the only alternative is to build a sourcemod template and put everything in your steam's sourcemods dir, but the creator will have to do this.... or wait until valve is clearing up on how they want mods to be played.
I had to release my campaign as a sourcemod although not so many things are modded.
skeezik$ wrote:
spongylover123 wrote:KKiONI wrote:
Sorry for the small bump, but I seem to be running into a few installation issues. I've place the .vpk file in common\portal 2\portal2\addons and the two .bik files in common\portal 2\portal2\media, yet for some reason they are not showing up in the dev console when I begin typing in the map name.
Is there a step I'm missing?Right now the dlc had cut off any use of the addons folder, sorry, I guess you have to wait until valve fixes it, or just extract the vpk and put the files in the folders
What program do I need to extract the vpk? I have tried to run it with Valve's addoninstaller, but it does not work.
I found a great tool, GCFScape, available here:http://nemesis.thewavelength.net/index.php?p=26. Unpack everything into its respective folder in Steam\steamapps\common\portal 2\portal2\
The transitions did not work, but you can play the 3 maps in order: la_bringing_together, la_heart, la_chapel. Very cute! I particularly enjoyed the moving room dynamic in bringing together, and the new voice acting is great.
I put the files in the appropriate places according to the description. I checked 3 times. I restarted Portal 2 at least twice, and I still get this error:
CModelLoader::Map_IsValid: No such map 'maps/la_bringing_together.bsp'
map load failed: la_bringing_together not found or invalid
I checked my Portal2\Maps directory. There's no la_bringing_together.bsp file!
Help!
Numerous searches have yielded me things for Vampire: The Masquerade. They don't seem to work for Portal 2.
Where do I get a VPK unpacker that works for Portal 2's most recent version?
Endarire wrote:
Numerous searches have yielded me things for Vampire: The Masquerade. They don't seem to work for Portal 2.Where do I get a VPK unpacker that works for Portal 2's most recent version?
GFCscape
I extracted la_bringing_together.vpk into my "Portal 2" directory, not "Maps."
I got this error. This is the same error I got the last time I tried running a custom map in Portal 2.
] map la_bringing_together
SignalXWriteOpportunity(4)
(52335986):Remove listener class CPortal_Player
(52335986):Remove listener class CPlayerInventory
Dropped Endarire from server (Server shutting down)
failed processing
Dumping messages for channel CLIENT(loopback) 0x08D18EC0
Header bits 96, flags == 1
1 messages
0 -----------------------
svc_TempEntities: type( 27 ) group ( 6 ) size ( 84 bytes ), startbit 6 end bit 305
svc_TempEntities: number 0, bytes 35
RAW(svc_TempEntities) start
svc_TempEntities >> ,a............... 2c61ed09 00000000 c08ed108 e09a9c06 01000000 12010000
svc_TempEntities >> ..........X...m..... 00000000 000c8301 c0020000 58000000 b3b76d0b 1f000000
svc_TempEntities >> ..P.......... 00a08c01 50a08c01 f89f8c01 00000000 00000000 ffffffff
svc_TempEntities >> ............ 00000000 00010000 00000000
RAW(svc_TempEntities) end
Raw
PKT >> q.......la.....@".m.. 71010000 e4020000 016c6100 0816800d 402280b3 b76d0b00
PKT >> ...................... 00020000 08100002 0000fe04 03121080 00000000 01b00401
PKT >> . ...D.go....... .... 102000fc ff1b8044 00676fdb 16000004 00001020 00040000
PKT >> ..$ ..... .. @.$.+ fc090624 20000100 0000fa20 10022040 00f8ffb3 2488912b
PKT >> ..0 9ba30b93 a30330
I have been following your post since last six months and I must say I got so many useful information related to this.
Thank you for posting it here and sharing with us.
______
canberra annexes
Clear sign that a star is born.
On Monday August 21 Gary Hudston Proposed to his girlfriend using this map.
It is made by MissStabby and TophattWaffle.
It's a project we worked on for about 6 weeks.
Other maps we created were:
MissStabby - [url=http://forums.thinking.withportals.com/downloads.php?view=detail&df_id=1024]Angrybombs[/url]
Tophattwaffle - Reconstruction
TO PLAY THE MAP:
Put the VPK in the addons folder
put the bik files in your media folder.
open console and type:
map la_bringing_together
IMPORTANT:
When loading the mod, portal 2 loads modified scripts, needed for the mod.
If you want to play other maps or the campains, restart portal2 first!!
here is some more info as well as a playthrough of the entire game:
iXACx_gz8tM
Credits:
Chamber 1: TophattWaffle
Chamber 2: MissStabby
Chamber 3: MissStabby
Animations: MissStabby
Scripting: TophattWaffle
HammerQA: TophattWaffle
Voice: Ellen McLain
Dialog writing: Gary Hudston
Recording: VALVe
have fun playing it!
p.s.
She said yes!
File Name: LinkingAnnex.zip
File Size: 72.99 MiB
Click here to download Linking Annex - The Proposal Project