Challenge maps in Portal 2?
Quote from Player1 on April 23, 2011, 12:26 amhanging_rope wrote:It only does it if you type it in then load the map.I tried it on chamber 06/22 (sp_a2_trust_fling) but it looks like it resets it to zero when it loads the map. I tried creating an sp_a2_trust_fling.bns as well, but this didn't change anything. Hrmpf.
I tried it on chamber 06/22 (sp_a2_trust_fling) but it looks like it resets it to zero when it loads the map. I tried creating an sp_a2_trust_fling.bns as well, but this didn't change anything. Hrmpf.
Quote from Player1 on April 23, 2011, 12:40 amPlayer1 wrote:For reference:
...snip...Arg lol. I just found portal2/scripts/vscripts/transitions/sp_transition_list.nut which contains all the level names in the correct sequence >.<
Well I got to play Portal 2 again so it's not all bad I guess
...snip...
Arg lol. I just found portal2/scripts/vscripts/transitions/sp_transition_list.nut which contains all the level names in the correct sequence >.<
Well I got to play Portal 2 again so it's not all bad I guess
Quote from Player1 on April 23, 2011, 2:01 amGrr I'm about to give up for now at least.
I found some promising UI code in portal2/scripts/vguiedit/ in LUA. But it looks very unfinished and doesn't correspond well with the actual in-game menus.
In the VPK's I found lots of UI setup (in .res files) including what I think is actually the used UI. There's even a bonusmappanel.res and a bonusmapsdialog.res. But I can't see any actual code here, so I'm fearing that it's actually compiled into the client :S
I was hoping for an easy way to create a new menu similar to the extras menu to at least put shortcuts to the relevant "challenge" maps in, but I can't see how right now.
And it's 8am now so fatigue is also slowing my processing down
Grr I'm about to give up for now at least.
I found some promising UI code in portal2/scripts/vguiedit/ in LUA. But it looks very unfinished and doesn't correspond well with the actual in-game menus.
In the VPK's I found lots of UI setup (in .res files) including what I think is actually the used UI. There's even a bonusmappanel.res and a bonusmapsdialog.res. But I can't see any actual code here, so I'm fearing that it's actually compiled into the client :S
I was hoping for an easy way to create a new menu similar to the extras menu to at least put shortcuts to the relevant "challenge" maps in, but I can't see how right now.
And it's 8am now so fatigue is also slowing my processing down
Quote from Player1 on April 24, 2011, 8:25 pmI've not made any further progress (haven't really tried), but one thing that might be of general interest is this addition I've made to the extras menu:
- Code: Select all
"sp_a2_laser_intro"
{
"title" "Test 01/22"
"subtitle" "Laser"
"map" "sp_a2_laser_intro"
}"sp_a2_laser_stairs"
{
"title" "Test 02/22"
"subtitle" "Discouragement Redirection Cube"
"map" "sp_a2_laser_stairs"
}"sp_a2_dual_lasers"
{
"title" "Test 03/22"
"subtitle" "Dual Lasers"
"map" "sp_a2_dual_lasers"
}"sp_a2_laser_over_goo"
{
"title" "Test 04/22"
"subtitle" "Laser Over Goo"
"map" "sp_a2_laser_over_goo"
}"sp_a2_catapult_intro"
{
"title" "Test 05/22"
"subtitle" "Aerial Faith Plates"
"map" "sp_a2_catapult_intro"
}"sp_a2_trust_fling"
{
"title" "Test 06/22"
"subtitle" "Advanced Aerial Faith Plates"
"map" "sp_a2_trust_fling"
}"sp_a2_pit_flings"
{
"title" "Test 07/22"
"subtitle" "Pit Flings"
"map" "sp_a2_pit_flings"
}"sp_a2_fizzler_intro"
{
"title" "Test 08/22"
"subtitle" "Lasers And Emancipation Fields"
"map" "sp_a2_fizzler_intro"
}"sp_a2_sphere_peek"
{
"title" "Test 09/22"
"subtitle" "The Broken Aerial Faith Plate"
"map" "sp_a2_sphere_peek"
}"sp_a2_ricochet"
{
"title" "Test 10/22"
"subtitle" "Ricochet"
"map" "sp_a2_ricochet"
}"sp_a2_bridge_intro"
{
"title" "Test 11/22"
"subtitle" "Hard Light Bridge"
"map" "sp_a2_bridge_intro"
}"sp_a2_bridge_the_gap"
{
"title" "Test 12/22"
"subtitle" "Bridge the Gap"
"map" "sp_a2_bridge_the_gap"
}"sp_a2_turret_intro"
{
"title" "Test 13/22"
"subtitle" "Turrets"
"map" "sp_a2_turret_intro"
}"sp_a2_laser_relays"
{
"title" "Test 14/22"
"subtitle" "Laser Relays"
"map" "sp_a2_laser_relays"
}"sp_a2_turret_blocker"
{
"title" "Test 15/22"
"subtitle" "Turret Blocker"
"map" "sp_a2_turret_blocker"
}"sp_a2_laser_vs_turret"
{
"title" "Test 16/22"
"subtitle" "Laser vs Turret"
"map" "sp_a2_laser_vs_turret"
}"sp_a2_pull_the_rug"
{
"title" "Test 17/22"
"subtitle" "Pull the Rug"
"map" "sp_a2_pull_the_rug"
}"sp_a2_column_blocker"
{
"title" "Test 18/22"
"subtitle" "Column Blocker"
"map" "sp_a2_column_blocker"
}"sp_a2_laser_chaining"
{
"title" "Test 19/22"
"subtitle" "Laser Chaining"
"map" "sp_a2_laser_chaining"
}"sp_a2_triple_laser"
{
"title" "Test 20/22"
"subtitle" "Triple Lasers"
"map" "sp_a2_triple_laser"
}"sp_a3_jump_intro"
{
"title" "1953/01+02"
"subtitle" "Repulsion Gel"
"map" "sp_a3_jump_intro"
}"sp_a3_bomb_flings"
{
"title" "1957/02"
"subtitle" "Bomb Flings"
"map" "sp_a3_bomb_flings"
}"sp_a3_crazy_box"
{
"title" "1958/27+28"
"subtitle" "Crazy Box"
"map" "sp_a3_crazy_box"
}"sp_a3_speed_ramp"
{
"title" "1972/01+02"
"subtitle" "Propulsion Gel Ramp"
"map" "sp_a3_speed_ramp"
}"sp_a3_speed_flings"
{
"title" "1976/06"
"subtitle" "Propulsion Gel Fling"
"map" "sp_a3_speed_flings"
}
"sp_a3_portal_intro"
{
"title" "1982"
"subtitle" "Conversion Gel"
"map" "sp_a3_portal_intro"
}
"sp_a4_tb_intro"
{
"title" "Wheatley 01/19"
"subtitle" "Excursion Funnel"
"map" "sp_a4_tb_intro"
}"sp_a4_tb_trust_drop"
{
"title" "Wheatley 02/19"
"subtitle" "Trust Drop"
"map" "sp_a4_tb_trust_drop"
}"sp_a4_tb_wall_button"
{
"title" "Wheatley 03/19"
"subtitle" "Wall Button"
"map" "sp_a4_tb_wall_button"
}"sp_a4_tb_polarity"
{
"title" "Wheatley 04/19"
"subtitle" "Polarity"
"map" "sp_a4_tb_polarity"
}"sp_a4_tb_catch"
{
"title" "Wheatley 05/19"
"subtitle" "Catch"
"map" "sp_a4_tb_catch"
}"sp_a4_stop_the_box"
{
"title" "Wheatley 06/19"
"subtitle" "Stop the Box"
"map" "sp_a4_stop_the_box"
}"sp_a4_laser_catapult"
{
"title" "Wheatley 11/19"
"subtitle" "Laser Aerial Faith Plate"
"map" "sp_a4_laser_catapult"
}"sp_a4_laser_platform"
{
"title" "Wheatley 12/19"
"subtitle" "Laser Platform"
"map" "sp_a4_laser_platform"
}"sp_a4_speed_tb_catch"
{
"title" "Wheatley 15/19"
"subtitle" "Propulsion Funnel Catch"
"map" "sp_a4_speed_tb_catch"
}"sp_a4_jump_polarity"
{
"title" "Wheatley 16/19"
"subtitle" "Repulsion Polarity"
"map" "sp_a4_jump_polarity"
}Just paste that in somewhere in portal2/scripts/extras.txt with a normal text editor, eg. notepad. (I put mine in the top.) This gets you a quick way to start a specific test chamber.
I've not made any further progress (haven't really tried), but one thing that might be of general interest is this addition I've made to the extras menu:
- Code: Select all
"sp_a2_laser_intro"
{
"title" "Test 01/22"
"subtitle" "Laser"
"map" "sp_a2_laser_intro"
}"sp_a2_laser_stairs"
{
"title" "Test 02/22"
"subtitle" "Discouragement Redirection Cube"
"map" "sp_a2_laser_stairs"
}"sp_a2_dual_lasers"
{
"title" "Test 03/22"
"subtitle" "Dual Lasers"
"map" "sp_a2_dual_lasers"
}"sp_a2_laser_over_goo"
{
"title" "Test 04/22"
"subtitle" "Laser Over Goo"
"map" "sp_a2_laser_over_goo"
}"sp_a2_catapult_intro"
{
"title" "Test 05/22"
"subtitle" "Aerial Faith Plates"
"map" "sp_a2_catapult_intro"
}"sp_a2_trust_fling"
{
"title" "Test 06/22"
"subtitle" "Advanced Aerial Faith Plates"
"map" "sp_a2_trust_fling"
}"sp_a2_pit_flings"
{
"title" "Test 07/22"
"subtitle" "Pit Flings"
"map" "sp_a2_pit_flings"
}"sp_a2_fizzler_intro"
{
"title" "Test 08/22"
"subtitle" "Lasers And Emancipation Fields"
"map" "sp_a2_fizzler_intro"
}"sp_a2_sphere_peek"
{
"title" "Test 09/22"
"subtitle" "The Broken Aerial Faith Plate"
"map" "sp_a2_sphere_peek"
}"sp_a2_ricochet"
{
"title" "Test 10/22"
"subtitle" "Ricochet"
"map" "sp_a2_ricochet"
}"sp_a2_bridge_intro"
{
"title" "Test 11/22"
"subtitle" "Hard Light Bridge"
"map" "sp_a2_bridge_intro"
}"sp_a2_bridge_the_gap"
{
"title" "Test 12/22"
"subtitle" "Bridge the Gap"
"map" "sp_a2_bridge_the_gap"
}"sp_a2_turret_intro"
{
"title" "Test 13/22"
"subtitle" "Turrets"
"map" "sp_a2_turret_intro"
}"sp_a2_laser_relays"
{
"title" "Test 14/22"
"subtitle" "Laser Relays"
"map" "sp_a2_laser_relays"
}"sp_a2_turret_blocker"
{
"title" "Test 15/22"
"subtitle" "Turret Blocker"
"map" "sp_a2_turret_blocker"
}"sp_a2_laser_vs_turret"
{
"title" "Test 16/22"
"subtitle" "Laser vs Turret"
"map" "sp_a2_laser_vs_turret"
}"sp_a2_pull_the_rug"
{
"title" "Test 17/22"
"subtitle" "Pull the Rug"
"map" "sp_a2_pull_the_rug"
}"sp_a2_column_blocker"
{
"title" "Test 18/22"
"subtitle" "Column Blocker"
"map" "sp_a2_column_blocker"
}"sp_a2_laser_chaining"
{
"title" "Test 19/22"
"subtitle" "Laser Chaining"
"map" "sp_a2_laser_chaining"
}"sp_a2_triple_laser"
{
"title" "Test 20/22"
"subtitle" "Triple Lasers"
"map" "sp_a2_triple_laser"
}"sp_a3_jump_intro"
{
"title" "1953/01+02"
"subtitle" "Repulsion Gel"
"map" "sp_a3_jump_intro"
}"sp_a3_bomb_flings"
{
"title" "1957/02"
"subtitle" "Bomb Flings"
"map" "sp_a3_bomb_flings"
}"sp_a3_crazy_box"
{
"title" "1958/27+28"
"subtitle" "Crazy Box"
"map" "sp_a3_crazy_box"
}"sp_a3_speed_ramp"
{
"title" "1972/01+02"
"subtitle" "Propulsion Gel Ramp"
"map" "sp_a3_speed_ramp"
}"sp_a3_speed_flings"
{
"title" "1976/06"
"subtitle" "Propulsion Gel Fling"
"map" "sp_a3_speed_flings"
}
"sp_a3_portal_intro"
{
"title" "1982"
"subtitle" "Conversion Gel"
"map" "sp_a3_portal_intro"
}
"sp_a4_tb_intro"
{
"title" "Wheatley 01/19"
"subtitle" "Excursion Funnel"
"map" "sp_a4_tb_intro"
}"sp_a4_tb_trust_drop"
{
"title" "Wheatley 02/19"
"subtitle" "Trust Drop"
"map" "sp_a4_tb_trust_drop"
}"sp_a4_tb_wall_button"
{
"title" "Wheatley 03/19"
"subtitle" "Wall Button"
"map" "sp_a4_tb_wall_button"
}"sp_a4_tb_polarity"
{
"title" "Wheatley 04/19"
"subtitle" "Polarity"
"map" "sp_a4_tb_polarity"
}"sp_a4_tb_catch"
{
"title" "Wheatley 05/19"
"subtitle" "Catch"
"map" "sp_a4_tb_catch"
}"sp_a4_stop_the_box"
{
"title" "Wheatley 06/19"
"subtitle" "Stop the Box"
"map" "sp_a4_stop_the_box"
}"sp_a4_laser_catapult"
{
"title" "Wheatley 11/19"
"subtitle" "Laser Aerial Faith Plate"
"map" "sp_a4_laser_catapult"
}"sp_a4_laser_platform"
{
"title" "Wheatley 12/19"
"subtitle" "Laser Platform"
"map" "sp_a4_laser_platform"
}"sp_a4_speed_tb_catch"
{
"title" "Wheatley 15/19"
"subtitle" "Propulsion Funnel Catch"
"map" "sp_a4_speed_tb_catch"
}"sp_a4_jump_polarity"
{
"title" "Wheatley 16/19"
"subtitle" "Repulsion Polarity"
"map" "sp_a4_jump_polarity"
}
Just paste that in somewhere in portal2/scripts/extras.txt with a normal text editor, eg. notepad. (I put mine in the top.) This gets you a quick way to start a specific test chamber.

Quote from msleeper on April 25, 2011, 12:21 amI bigspoiler'd the map list, since you basically posted the entire game. Use spoilers accordingly, please.
I bigspoiler'd the map list, since you basically posted the entire game. Use spoilers accordingly, please.
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
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Quote from Beer-Me on April 25, 2011, 12:46 pmOh this is looking very promising indeed, great work Player1!
It's a shame there is no modular way of editing extras.txt, meaning map makers could release a custom extra file that adds their map to the extras list.
Oh this is looking very promising indeed, great work Player1!
It's a shame there is no modular way of editing extras.txt, meaning map makers could release a custom extra file that adds their map to the extras list.
Check out my Portal 2 map, Entrapment!
http://forums.thinking.withportals.com/community-releases/entrapment-1-1-1-t2323.html
Quote from Haapavuo on April 28, 2011, 5:52 am[quote="Beer-Me"] It's a shame there is no modular way of editing extras.txt, meaning map makers could release a custom extra file that adds their map to the extras list. [/quote]
I'm willing to create a program that makes the editing of extras.txt file easy. The program would open the extras.txt file and add a new section in the end of it. It is going to have a settings.ini file in which the portal 2 path, default title & subtitle & map file name are stored. I'm also going to make it to automatically recognize the map files in the folder where the program is.
I'm going to start working on the program today. I'll update my progress to this topic.
Sorry for my bad english, I'm from Finland.
[quote="Beer-Me"] It's a shame there is no modular way of editing extras.txt, meaning map makers could release a custom extra file that adds their map to the extras list. [/quote]
I'm willing to create a program that makes the editing of extras.txt file easy. The program would open the extras.txt file and add a new section in the end of it. It is going to have a settings.ini file in which the portal 2 path, default title & subtitle & map file name are stored. I'm also going to make it to automatically recognize the map files in the folder where the program is.
I'm going to start working on the program today. I'll update my progress to this topic.
Sorry for my bad english, I'm from Finland.
Quote from Player1 on April 28, 2011, 6:23 amHaapavuo wrote:I'm going to start working on the program today. I'll update my progress to this topic.I think this is a bit premature. We should at least wait until either 1) the SDK is out, and only proceed if there's no proper way to package bonus maps, or 2) we reach a critical mass of custom maps and still do not have an SDK.
Imo wait a month or so at least. Packaging maps with an executable is also problematic imo and should not be done unless we have no other way to do it.
I think this is a bit premature. We should at least wait until either 1) the SDK is out, and only proceed if there's no proper way to package bonus maps, or 2) we reach a critical mass of custom maps and still do not have an SDK.
Imo wait a month or so at least. Packaging maps with an executable is also problematic imo and should not be done unless we have no other way to do it.
Quote from Haapavuo on April 28, 2011, 6:35 amWell, I guess you are right. I'm probably going to make the program though. Just for exercise if it has no proper use...
Modding the menus sounds very interesting to me. If you need somekind of modding tools later, I'm eager to help by making some.
EDIT: Ok, here is the program: post28934.html#p28934
Well, I guess you are right. I'm probably going to make the program though. Just for exercise if it has no proper use...
Modding the menus sounds very interesting to me. If you need somekind of modding tools later, I'm eager to help by making some.
EDIT: Ok, here is the program: post28934.html#p28934
Quote from Beer-Me on April 29, 2011, 10:59 amHaapavuo wrote:Beer-Me wrote:It's a shame there is no modular way of editing extras.txt, meaning map makers could release a custom extra file that adds their map to the extras list.I'm willing to create a program that makes the editing of extras.txt file easy. The program would open the extras.txt file and add a new section in the end of it. It is going to have a settings.ini file in which the portal 2 path, default title & subtitle & map file name are stored. I'm also going to make it to automatically recognize the map files in the folder where the program is.
I'm going to start working on the program today. I'll update my progress to this topic.
Sorry for my bad english, I'm from Finland.
Personally thats not how I would do it, doesn't seem modular enough.
I would make your app read a folder called "Extras", any .txt file inside that, your app will automatically read, and then amend onto the extras.txt and then simply output the file to the main directory.
That way map makers can simple add a custom text file to the release that has any title, and will be read from your app.
If you need any help, give me a shout Haapavuo, what language are you thinking of developing it in, C#, C++?
I'm willing to create a program that makes the editing of extras.txt file easy. The program would open the extras.txt file and add a new section in the end of it. It is going to have a settings.ini file in which the portal 2 path, default title & subtitle & map file name are stored. I'm also going to make it to automatically recognize the map files in the folder where the program is.
I'm going to start working on the program today. I'll update my progress to this topic.
Sorry for my bad english, I'm from Finland.
Personally thats not how I would do it, doesn't seem modular enough.
I would make your app read a folder called "Extras", any .txt file inside that, your app will automatically read, and then amend onto the extras.txt and then simply output the file to the main directory.
That way map makers can simple add a custom text file to the release that has any title, and will be read from your app.
If you need any help, give me a shout Haapavuo, what language are you thinking of developing it in, C#, C++?
Check out my Portal 2 map, Entrapment!
http://forums.thinking.withportals.com/community-releases/entrapment-1-1-1-t2323.html