[Portal 2] HOWTO: Test Co-Op maps alone
Quote from Dewin on April 27, 2011, 6:54 pmThis is a guide on how you can test co-op maps alone. This also works for any existing coop maps. It does not require you to do anything special with the map file itself. Thanks to the early posters in this thread and various people on the Source forums for the information, I just assembled it all in one place.
The following gets you started:
ss_map mapname: Load mapname in splitscreen mode.
ss_splitmode 0: Side-by-side split
ss_splitmode 1: Top-and-bottom splitIf you run dual monitors and want to split to each monitor, follow the guide here: http://forums.steampowered.com/forums/s ... ?t=1857198
Controlling the second player:
There are a number of ways you can do this:1. Use in_forceuser
This lets you "take over" the second player. It is flagged as a cheat, however, so cheats need to be enabled.
sv_cheats 1: Turn on cheats
in_forceuser 1: Control second player
in_forceuser 0: Control first playerI suggest a keybind for this:
BindToggle "z" in_forceuser
Swaps you between first and second player.2. Use a controller
This is actually more complicated than it sounds, unless you have two controllers. There doesn't seem to be a way in Steam to bind actions on the first controller to actions for the second player.More information for this can be found here: http://forums.steampowered.com/forums/s ... ?t=1847904
3. Use change_portalgun_linkage
This lets you create multiple sets of portals as one player, so isn't truly playing two players.It's not yet tested to see if portals that are in the set you aren't currently linked to survive going through a fizzler.
I recommend the first option -- it's the easiest to set up, and doesn't require you to jump back and forth between mouse+keyboard and controller.
Of course, if you really are testing with two people, the second option is probably your best bet.
This is a guide on how you can test co-op maps alone. This also works for any existing coop maps. It does not require you to do anything special with the map file itself. Thanks to the early posters in this thread and various people on the Source forums for the information, I just assembled it all in one place.
The following gets you started:
ss_map mapname: Load mapname in splitscreen mode.
ss_splitmode 0: Side-by-side split
ss_splitmode 1: Top-and-bottom split
If you run dual monitors and want to split to each monitor, follow the guide here: http://forums.steampowered.com/forums/s ... ?t=1857198
Controlling the second player:
There are a number of ways you can do this:
1. Use in_forceuser
This lets you "take over" the second player. It is flagged as a cheat, however, so cheats need to be enabled.
sv_cheats 1: Turn on cheats
in_forceuser 1: Control second player
in_forceuser 0: Control first player
I suggest a keybind for this:
BindToggle "z" in_forceuser
Swaps you between first and second player.
2. Use a controller
This is actually more complicated than it sounds, unless you have two controllers. There doesn't seem to be a way in Steam to bind actions on the first controller to actions for the second player.
More information for this can be found here: http://forums.steampowered.com/forums/s ... ?t=1847904
3. Use change_portalgun_linkage
This lets you create multiple sets of portals as one player, so isn't truly playing two players.
It's not yet tested to see if portals that are in the set you aren't currently linked to survive going through a fizzler.
I recommend the first option -- it's the easiest to set up, and doesn't require you to jump back and forth between mouse+keyboard and controller.
Of course, if you really are testing with two people, the second option is probably your best bet.
Quote from suicidal_banana on April 27, 2011, 7:05 pmTry remove the mp_ tag on the mapname maybe?
Since that prolly wont do shit, try decompiling the map, i noticed most maps have these dedicated boxes with entitys for mp, im sure you could fiddle with those. to achieve support for both sp and mp (and i guess you will need them for proper functioning coop anyway)
Try remove the mp_ tag on the mapname maybe?
Since that prolly wont do shit, try decompiling the map, i noticed most maps have these dedicated boxes with entitys for mp, im sure you could fiddle with those. to achieve support for both sp and mp (and i guess you will need them for proper functioning coop anyway)
Quote from Mevious on April 27, 2011, 7:06 pmWhat you could do is use visgroups to change what entities the map is compiled with. Mark the info_player_start as part of a custom visgroup called "1 player" or something and the coop starts as part of "2 players". Then you can select which one to use before you compile. This will also allow you to test puzzles as a single person that wouldn't be possible otherwise e.g., have cleansers and walls that are only part of the "2 players" group so that they won't hinder you when testing by yourself. I use this feature all the time if I need multiple versions of a map.
What you could do is use visgroups to change what entities the map is compiled with. Mark the info_player_start as part of a custom visgroup called "1 player" or something and the coop starts as part of "2 players". Then you can select which one to use before you compile. This will also allow you to test puzzles as a single person that wouldn't be possible otherwise e.g., have cleansers and walls that are only part of the "2 players" group so that they won't hinder you when testing by yourself. I use this feature all the time if I need multiple versions of a map.
Portal 1: Portal Pro, Resurrection, Dyad, Rexaura
Portal 2: [Coop] Electrophobia, [PTI] EotM Collection, [SP] Aperture Halloween
Quote from CraigChrist on April 27, 2011, 7:12 pmYou can try running a map in splitscreen mode. If you have a gamepad you can than test with both players.... one by one
You can try running a map in splitscreen mode. If you have a gamepad you can than test with both players.... one by one
Quote from ollj on April 28, 2011, 11:09 amit is possible. the map "coop_spawn" has a compilable version of a minimalistic coop-spawn that is palyable in singleplayer.
it is possible. the map "coop_spawn" has a compilable version of a minimalistic coop-spawn that is palyable in singleplayer.
Quote from Dewin on April 28, 2011, 2:34 pmThanks for the replies. Based on them and some other information I've gathered, I'm going to edit a HOWTO into the opening post shortly.
Thanks for the replies. Based on them and some other information I've gathered, I'm going to edit a HOWTO into the opening post shortly.
Quote from CraigChrist on April 28, 2011, 4:15 pmGreat! I didn't know you can switch players. With that you can fully test a map without any problems (gamepad can cause some issues and i'ts not that easy to set up). Of course for fast paced maps and the ones where both players have to do something at the same time this won't work... I suggest cloning yourself
Thanks for the info
Great! I didn't know you can switch players. With that you can fully test a map without any problems (gamepad can cause some issues and i'ts not that easy to set up). Of course for fast paced maps and the ones where both players have to do something at the same time this won't work... I suggest cloning yourself
Thanks for the info
Quote from msleeper on April 28, 2011, 4:35 pmSo is the first post now a complete how-to on how to solo-test a coop map?
So is the first post now a complete how-to on how to solo-test a coop map?
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Quote from msleeper on April 28, 2011, 5:18 pmCool. Sticky'd. You should probably post this on the VDC too.
Cool. Sticky'd. You should probably post this on the VDC too.
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