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[SP] Linking Annex - The Proposal Project

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Yes, this transition list needs to be fixed ASAP. There are going to be some very confused downloaders with some serious problems.

Current Community Contributor status: not a community contributor. Lost it. :(

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:

1. The downloaded archive (LinkingAnnex.zip) contains two folders: addons and media.
2. From the archive's media folder, copy out these files Bliss.bik and Ring.bik, and paste them to your ...Portal 2portal2media.
3. From the archive's addons folder, copy out and paste this file linking_annex.vpk to your ...Portal 2portal2addons. 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.
4. Now start Portal 2 game
5. Hit "~"
6. Type map la_bringing_together
7. Hit "Enter" and take it from there.

Hopefully enjoy.

that's what I did, the files are in the correct folders, but it's not working :S

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.

Portal 2 Marriage Proposal project: Linking Annex
Spotlighted and over 9000 downloads!!! SP_Angrybombs


Here's my youtube & deviantart
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.

Image
Now with 100% more inline comments!

On a video cool map, thanks!

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