Co-op map woes - #Valve_Reject_Server_Full
Quote from Dewin on April 29, 2011, 12:25 amWell, I successfully put together a (now-stickied) guide on how to test coop maps. Now, if only I could figure out how to make one. This has me completely baffled.
Since I want to make a lot of instances (think prefabs), one of my goals has been to take some existing structures and trim them down to pretty much the bare minimum. So I'm working on doing this for the start of a coop map. I'm using a decompiled version of mp_coop_doors as a base, as it's nice and small. Trim everything down and it still loads in multiplayer (instead of #Valve_Reject_Server_Full). Trim some more and it still loads. Copy/paste it into a new map, save... and it doesn't load. Argh.
Well, it turns out that while I could ss_map mp_coop_doors_d as much as I wanted, merely renaming it to another bsp made it stop working (likely meaning at some point I deleted something that makes a map coop-capable, but Portal somehow remembered that map was 'blessed'), as did copy/pasting everything into a new map. So something really wonky is going on here.
At this point I've torn out all my hair. What's the bare minimum required to get a multiplayer map built/working?
Well, I successfully put together a (now-stickied) guide on how to test coop maps. Now, if only I could figure out how to make one. This has me completely baffled.
Since I want to make a lot of instances (think prefabs), one of my goals has been to take some existing structures and trim them down to pretty much the bare minimum. So I'm working on doing this for the start of a coop map. I'm using a decompiled version of mp_coop_doors as a base, as it's nice and small. Trim everything down and it still loads in multiplayer (instead of #Valve_Reject_Server_Full). Trim some more and it still loads. Copy/paste it into a new map, save... and it doesn't load. Argh.
Well, it turns out that while I could ss_map mp_coop_doors_d as much as I wanted, merely renaming it to another bsp made it stop working (likely meaning at some point I deleted something that makes a map coop-capable, but Portal somehow remembered that map was 'blessed'), as did copy/pasting everything into a new map. So something really wonky is going on here.
At this point I've torn out all my hair. What's the bare minimum required to get a multiplayer map built/working?
Quote from msleeper on April 29, 2011, 12:27 amDewin wrote:(likely meaning at some point I deleted something that makes a map coop-capable, but Portal somehow remembered that map was 'blessed')This is not how computers work just FYI. There is no sorcery involved.
I'm guessing there is a worldspawn value set or something, but I have not touched Portal 2 mapping at all so I can't say for sure.
This is not how computers work just FYI. There is no sorcery involved.
I'm guessing there is a worldspawn value set or something, but I have not touched Portal 2 mapping at all so I can't say for sure.
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Quote from Dewin on April 29, 2011, 12:41 amI know that's not how computers work either -- But I couldn't think of any other explanation why the exact same BSP file worked under one filename but not another -- and maybe there was some caching of sorts going on.
It turns out, the file name matters, and must start with mp_coop. (There must be some other way though, since the hack to play singleplayer maps in coop doesn't involve changing the filenames but instead uses the commentary system to add some extra entities).
So much for prefixing all my maps with dewin_ so I can separate them from the official ones!
I know that's not how computers work either -- But I couldn't think of any other explanation why the exact same BSP file worked under one filename but not another -- and maybe there was some caching of sorts going on.
It turns out, the file name matters, and must start with mp_coop. (There must be some other way though, since the hack to play singleplayer maps in coop doesn't involve changing the filenames but instead uses the commentary system to add some extra entities).
So much for prefixing all my maps with dewin_ so I can separate them from the official ones!
Quote from msleeper on April 29, 2011, 12:52 amThat kind of sucks. I wonder if that is going to be changed after the official SDK release.
That kind of sucks. I wonder if that is going to be changed after the official SDK release.
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Quote from Nightgunner5 on April 29, 2011, 11:07 amDewin wrote:So much for prefixing all my maps with dewin_ so I can separate them from the official ones!Name all your singleplayer maps dewin_ and all your multiplayer maps mp_coop_dewin_.
Name all your singleplayer maps dewin_ and all your multiplayer maps mp_coop_dewin_.
Quote from Dewin on April 29, 2011, 2:41 pmActually, what I haven't tested is if it needs to start with mp_coop or merely contain mp_coop somewhere in the filename. I'm guessing the former, but I'll have a chance to try it soon enough.
Edit: The map merely needs to contain mp_coop. ss_map foo_mp_coop_blah works.
Actually, what I haven't tested is if it needs to start with mp_coop or merely contain mp_coop somewhere in the filename. I'm guessing the former, but I'll have a chance to try it soon enough.
Edit: The map merely needs to contain mp_coop. ss_map foo_mp_coop_blah works.