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Strange Behaviour on Map Reload

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I'm gonna bet money that you accidentally altered and saved the instance and some how caused this. I know I accidentally overwrote a couple of instances just messing with them myself.

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That may be the case, I did go through most of the Instances to see how they work.. However, I remember being pretty sure to click "don't save" if I accidentally moved/changed something.. But who knows. It'll be a while before I can get to the sdk to check though, busy with other stuff at the moment...

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Gah, ok, so I checked cache integrity (which reset my extras menu file.. ugh) and recompiled. Annnd: problem persists.

I'm going to upload my bsp, see if anyone else gets the problem as well.. If so, then I'll also upload the vmf, see if anyone can find what's wrong..

through_the_roof.bsp

Keep in mind that this is a very unfinished map.. Only has two chambers. =P I'm thinking of instancing the third, as it'll be pretty big.

Thanks for helping out,
~Sidneys1

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Just tried it about 4 times. Everything worked fine each time. First i finished it, then it restarted, worked fine, so I got to the bridge again, then started it again through the console, and finished one more time and it restarted and once again everything worked fine...

It's definitely something on your side. Try rebuilding the cache for the game...

I got no more ideas right now, really strange

Hmm, ok.. I'll try verifying the entire Portal 2 cache, see if that turns up anything.

Have a nice day,
~Sidneys1

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Yup, that was it.. verified the Portal 2 cache and that was corrupt.. The resulting patches were 17ish megs, so a pretty substantial file was corrupt. Wonder what it was.. Is there any way of finding out?

Have a nice day,
~Sidneys1

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I doubt it but I don't know for sure. I'm guessing a DLL, but that's just a guess. Makes me wonder what else could have been broken for you.

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I'm thinking that it must've had something to do with the order in which the player and triggers/events are initalized.. Something like the player spawning withing the trigger before the trigger could fire its events, thus preventing the elevator from continuing down the shaft. Who knows.. I'd report it to the mailing list, but it isn't really Valve's fault since it was a cache integrity issue, not a real 'bug'.

Have a nice day,
~Sidneys1

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