How do I get GLaDOS to speak when a camera is detached?
Quote from taco on February 13, 2008, 4:58 pmHe did use them, but it didn't work so he released the files separately to get the map to "work" in time for the contest.
The files are still packed into the current map though, so you are essentially downloading some 50mb for the map and then another 50mb*2 for the double resources.
The map really needs to be fixed up - and made smaller in file size.
He did use them, but it didn't work so he released the files separately to get the map to "work" in time for the contest.
The files are still packed into the current map though, so you are essentially downloading some 50mb for the map and then another 50mb*2 for the double resources.
The map really needs to be fixed up - and made smaller in file size.
Quote from NocturnalGhost on February 13, 2008, 5:03 pmI haven't looked into it much myself, but I believe that certain files will not work if bspzipped, as they are loaded when the game starts, rather than when the map is loaded.
I'm not sure if scenes.image is one of these files, but suspect that it may be, as Riven's original upload was bspzipped, and none of his scenes worked, which is why he distributed these files seperately.
However, it may not have been the packing of the scenes.image file in particular that caused his original problem. Some experimentation will probably be needed on this.
I haven't looked into it much myself, but I believe that certain files will not work if bspzipped, as they are loaded when the game starts, rather than when the map is loaded.
I'm not sure if scenes.image is one of these files, but suspect that it may be, as Riven's original upload was bspzipped, and none of his scenes worked, which is why he distributed these files seperately.
However, it may not have been the packing of the scenes.image file in particular that caused his original problem. Some experimentation will probably be needed on this.
Quote from iamafractal on February 14, 2008, 8:30 amwell this is really valve's falut for having a design that requires so many different little files for custom maps first off and secondly that allows anybody to commingle lots and lots of custom files with the original game files.
there can be just as much functionality with everything nicely packed into one custom maps folder, separate from everything else.
its just lazy programmers who found it easier to have .bsp files separate from any sound files or models or anything else that goes with a map.... good for the valve programmers. saved them a few hours. bad for users... makes an atrocious mess of the portal folder after a while.
well this is really valve's falut for having a design that requires so many different little files for custom maps first off and secondly that allows anybody to commingle lots and lots of custom files with the original game files.
there can be just as much functionality with everything nicely packed into one custom maps folder, separate from everything else.
its just lazy programmers who found it easier to have .bsp files separate from any sound files or models or anything else that goes with a map.... good for the valve programmers. saved them a few hours. bad for users... makes an atrocious mess of the portal folder after a while.
The cake is a PI
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Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...
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Quote from NykO18 on February 14, 2008, 10:04 amI agree with the "too much little files" side, but I can't agree with the "makes an atrocious mess of the portal folder after a while" one. This is not inevitable. If Portal mappers were a bit more courageous, they could embed ALL of their custom files in their BSP. And by 'all', I mean everything. The only thing that cannot be embedded for the moment, is scene files. But the feature should come in a few weeks.
I agree with the "too much little files" side, but I can't agree with the "makes an atrocious mess of the portal folder after a while" one. This is not inevitable. If Portal mappers were a bit more courageous, they could embed ALL of their custom files in their BSP. And by 'all', I mean everything. The only thing that cannot be embedded for the moment, is scene files. But the feature should come in a few weeks.
Quote from Hyakkidouran on February 14, 2008, 10:18 amI wouldn't say Valve develloppers are lazy. Just code a game and see if you can do that by actually being lazy...
I personnally thinks the SDK is simple when you see all he things you can actually do with it.
Saying SDK is a mess is kinda like saying building a bridge is a mess : yes, it is, but this mess is very small when compared to the result.
I wouldn't say Valve develloppers are lazy. Just code a game and see if you can do that by actually being lazy...
I personnally thinks the SDK is simple when you see all he things you can actually do with it.
Saying SDK is a mess is kinda like saying building a bridge is a mess : yes, it is, but this mess is very small when compared to the result.
NO! THE CAKE! NOOOOOOOO !
Quote from iamafractal on February 14, 2008, 10:45 ami say that the entire thing should be just a "bmz" file. its places like this where i look fondly at the mac os in comparison.
you have local as well as global resources and applications are smart enough to figure out the priorities of such resources and load them properly. in the meantime everything is kept nice and neat.
i say that the entire thing should be just a "bmz" file. its places like this where i look fondly at the mac os in comparison.
you have local as well as global resources and applications are smart enough to figure out the priorities of such resources and load them properly. in the meantime everything is kept nice and neat.
The cake is a PI
--
Add me on STEAM: iamafractal
I'm up for coop games & beta testing your maps...
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Quote from NocturnalGhost on February 14, 2008, 2:34 pmThe problem is, the method used for custom vcd fles at the moment means that they require the creation of the file scenes.image, which must be placed in the scenes folder.
You can't, for example, make a scenes2.image file, and get the game to see it. This means that any custom scene files have to be named in a way that overwrites the original, and since they can't be embedded in the bsp, there is no way to use them without breaking the original game, or making a mod.
This is the situation with the beta sdk, and so, has a good chance of being the same in the release, since I haven't seen anyone complaining to Valve about this method yet.
Also, I don't think that bmz files will solve this, as they basically just extract the files to the correct folders anyway
It is also worth saying that there are other files that will not work when bspzipped. Some of the script files are executed before the map loads, and so modified versions packed inside the bsp will not function.
I may be wrong about some of the above, so feel free to correct me. That is just my understanding of it. Also, I would love to see some evidence that Valve will be making custom scene usage any better than it is in the current beta SDK implementation.
The problem is, the method used for custom vcd fles at the moment means that they require the creation of the file scenes.image, which must be placed in the scenes folder.
You can't, for example, make a scenes2.image file, and get the game to see it. This means that any custom scene files have to be named in a way that overwrites the original, and since they can't be embedded in the bsp, there is no way to use them without breaking the original game, or making a mod.
This is the situation with the beta sdk, and so, has a good chance of being the same in the release, since I haven't seen anyone complaining to Valve about this method yet.
Also, I don't think that bmz files will solve this, as they basically just extract the files to the correct folders anyway
It is also worth saying that there are other files that will not work when bspzipped. Some of the script files are executed before the map loads, and so modified versions packed inside the bsp will not function.
I may be wrong about some of the above, so feel free to correct me. That is just my understanding of it. Also, I would love to see some evidence that Valve will be making custom scene usage any better than it is in the current beta SDK implementation.
Quote from NykO18 on February 14, 2008, 3:22 pmNocturnalGhost wrote:This is the situation with the beta sdk, and so, has a good chance of being the same in the release, since I haven't seen anyone complaining to Valve about this method yet.This is a feature of the next SDK.
This is a feature of the next SDK.
Quote from Riven on March 6, 2008, 10:18 pmWow, I just found this thread, and I gotta say: I'm sooo Sorry for all the trouble that my broken map has caused everyone.
Quote:You can't, for example, make a scenes2.image file, and get the game to see it.-Yes, that's totally true, and I tried to do that before releasing the map, but it wouldn't work.
Because nobody to my knowledge had done this before, you could say I was taking my chances implementing the custom vcd's with the new scenes.image file and that I was the first sucker to be fooled by its dis-functionality. I would take the map down, but I can't find a way to remove a file from filefront because I uploaded it without an account. I also can't remove the links I posted from the contest rules thread because it's locked, but It's probably best if msleeper remove the link from the voting thread.
Once again, I'm working to fix the map, and I'm debating whether I want to rework it with ambient_generics and timed triggers for everything, or wait until the scenes.image file gets fixed in the next update. (If it does). I'm also experimenting with bspzip and the file size, so hopefully I can release this map when it's finally "fixed" and done!
-Again, I'm sooo sorry for all the trouble. (there are currently 87 downloads for that file on filefront, and it needs to stop; this could mess up so many people!)
Wow, I just found this thread, and I gotta say: I'm sooo Sorry for all the trouble that my broken map has caused everyone.
-Yes, that's totally true, and I tried to do that before releasing the map, but it wouldn't work.
Because nobody to my knowledge had done this before, you could say I was taking my chances implementing the custom vcd's with the new scenes.image file and that I was the first sucker to be fooled by its dis-functionality. I would take the map down, but I can't find a way to remove a file from filefront because I uploaded it without an account. I also can't remove the links I posted from the contest rules thread because it's locked, but It's probably best if msleeper remove the link from the voting thread.
Once again, I'm working to fix the map, and I'm debating whether I want to rework it with ambient_generics and timed triggers for everything, or wait until the scenes.image file gets fixed in the next update. (If it does). I'm also experimenting with bspzip and the file size, so hopefully I can release this map when it's finally "fixed" and done!
-Again, I'm sooo sorry for all the trouble. (there are currently 87 downloads for that file on filefront, and it needs to stop; this could mess up so many people!)