Post your Portal 2 Authoring Tool Bugs

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Aoyami
1 Posts
Posted May 23, 2011
Replied 5 hours later
Hi guys,
Im trying to compile my map, but it says that func_portal_bumper is leaked, when i go to its coordinates, it appears to be out of my map, i cant select it with select tool, or find it in objects list, i copied my map without selecting place of that entity, and it keeps saying its leaked, though i have never created this entity myself.
Im new to Hammer, but when i previously compiled my map succesfully it looked great, but i cant release it with that error 8(
Can you please help me? :smile:
[SOLVED]
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crashman1977
5 Posts
Posted May 23, 2011
Replied 8 hours later
Anyone figure out how to get for example Glados to speak in the authoring tool beta. Seems there is a bug none of the sounds work for me only material sounds or machine but all voice acting are not playable through portal 2 authoring tools. Anyone got any idea on how I can fix this problem. I was thinking the files was just in the wrong location.
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tactical fluke
31 Posts
Posted May 23, 2011
Replied 6 hours later
in my co-op map, there are random leaks all over the place that actually arent leaks. the pointfile points to a random place inside my map. whats wrong?
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Hober
1,180 Posts
Posted May 23, 2011
Replied 1 hour later
It almost certainly isn't a bug with Hammer. Start a new thread and attach your VMF to it so people can take a look.
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Mediaburn
25 Posts
Posted May 26, 2011
Replied 2 days later

iWork925 wrote:
Continuing from my previous post. This is also a common occurance.

http://i55.tinypic.com/rwni4l.png

1) Its an issue with your card. Prolly the editor adresses a part of the memory wich isn't adressed at all times. (not even with crysis). I have had simulair issues with my graphics card. All games runned fine. Except EVE online, it crashed occasionaly but always while in one type of space (with gas clouds). Exemaning the error more closely. I found out a small part of the cards memory was corrupted. Otherwise hardly adressed. But with the EVE visuals id did and it crashed. I was confused since EVE isnt a heavy game for graphics cards. IMO your card is about to die... Just my 2 cents :razz:

2) If your running Windows 7 it might be a registery fault. Since the driver isnt responding it might be Windows 7 thats bugging your graphics card. Win7 has a nasty reg key that basicly checks if your card is still responding all the time. Explained in easy words;

Windows 7 says to graphics card: poke "Hey you stil there"
graphis card to Windows 7: "Yeah"
Windows 7 says to graphics card: poke "Hey you stil there"
graphis card to Windows 7: "Yeah"
Windows 7 says to graphics card: poke "Hey you stil there"
graphis card to Windows 7: "Yeah"

Suddenly the following thing happens:

Windows 7 says to graphics card: poke "Hey you stil there"
graphis card gets no time to respond cuz he busy calculating
Windows 7 says to graphics card: poke "Hey you stil there"
Windows 7 says to graphics card: poke "Hey you stil there"
Windows 7 thinks: Graphics card not responding!!!! BOOT!!!

The Fix:
We will raise the TDR timeout period to 10 seconds. (this should be sufficient, don't go any higher as it may be bad for your video card IF an actual issue does arise.)
1. Open Registry Editior (regedit.exe)
2. Navigate to "HKEY_LOCAL_MACHINE\System\CurrentControlSet\Control\GraphicsDrivers"
3. Create a new 32_BIT DWORD Key, and name it "TdrDelay" (case-sensitive) and assign it a Decimal Value of "10". (If one already exists, just change the value from 2 to 10)

Or Copy the following into notepad, and save as a .reg file. (Easy Way) Then Import the settings.

Code:

Windows Registry Editor Version 5.00

[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\GraphicsDrivers]
"TDR_DEBUG_MODE_IGNORE_TIMEOUT"=dword:00000001
"TdrDelay"=dword:00000010

[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\GraphicsDrivers\DCI]
"Timeout"=dword:00000007

[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\GraphicsDrivers\MemoryManager]
"Period.EnableEvictionThresholdForWrite"=dword:00000000

[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\GraphicsDrivers\TdrTestMode]
"TDR_DEBUG_MODE_IGNORE_TIMEOUT"=dword:00000001

[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\GraphicsDrivers\UseNewKey]

  1. Reboot your system, and try again.
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Krandel
3 Posts
Posted May 26, 2011
Replied 12 hours later
Hammer.exe just crashed when I tried to spawn a box_dropper instance.
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msleeper
4,136 Posts
Admin
Posted May 26, 2011
Replied 3 minutes later
Can you reproduce that? Hammer crashes a lot.
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Wsterfury
11 Posts
Posted May 26, 2011
Replied 26 minutes later
Edit: I'm an idiot and can't read, nevermind.
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TripleG10
107 Posts
Posted May 27, 2011
Replied 19 hours later
When I use a telescope_arm_mdl and I do an animation, it does it, but the model itself jumps to another place, a few spaces over, making it impossible to work with. That way, while acctually playing, it looks weird because to make it work I have to put it in a completely different spot so that when it skips over, it appears where I want it. This causes problems and makes the model very hard to work with. You can easily see by making an entity for the telescope_arm and going to model, (next to inputs and outputs, whatever that menu is) and trying a few. Mine was move01_09.
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Will T.
163 Posts
Posted May 27, 2011
Replied 1 hour later
Are you using the 64x64 robot arm (as opposed to the actual "telescope_arm" models, which are 128x128/256x128 have a very different/limited set of animations)?

Every animation for the robot arm has at least a couple of "idle" states. These will put the robot arm in its start or end position for each animation. Use the idle state ("idleend" is usually better as it puts it in its final "in-the-wall" state) for whichever animation you want as the initial animation instead of "BindPose." Makes placement a million times easier. :wink:

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kwp21 pitts
260 Posts
Posted May 27, 2011
Replied 2 hours later
The only bug I experience I had was hammer randomly crashing. The good thing is it hasn't impacted my mapping progress.
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ChickenMobile
2,460 Posts
Posted May 28, 2011
Replied 8 hours later
Whenever I click the flag tab (most of the time) it crashes Hammer.
If I select a block and open its properties, then try to move around the 3D view, it becomes unbearably laggy. Sometimes resulting in Hammer crashing.

That's all for me. I can usually get around these things by saving the map just before I click flags and closing the properties of an object until I need to use it.

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Kosire
6 Posts
Posted May 29, 2011
Replied 1 day later
You can't make arches with all vertex points in the same corner. You can't do it in Alien Swarm or Portal 2 hammer, but you can do it fine in l4d/l4d2 and source sdk hammer.

Because when you reload the map all vertex points in the corner are off grid going nuts.. :boring:

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EL POLLO LOCO
34 Posts
Posted May 30, 2011
Replied 1 day later
Hey I don't know if this is a bug or not but it keeps saying I have something in my map that is leaked. So I load the pointfile and it points to stuff that I know is not leaked. For example it pointed to a logic auto and so I moved it to between the ceiling and floor and it didn't stop saying it was leaked till I deleted it. And now its doing it with props and stuff that I KNOW are fine.
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msleeper
4,136 Posts
Admin
Posted May 30, 2011
Replied 1 hour later
It is saying you have a leak, because you have a leak. Deleting the entities that it is saying are leaking won't help - the first entity that leaks is just the one that reports it.

Load your point file and find where you leak is. Hammer doesn't lie when it says there is one.

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NocturnalGhost
200 Posts
Posted May 30, 2011
Replied 12 minutes later

When Hammer says that an entity is leaking, it doesn't usually mean that there is a problem with the entity itself. The entity is just the start of a trace line to the leak, which is generally caused by a gap in brushwork leading out into the void. The pointfile starts at the entity, and traces a path outside the level. The point where it exits the brushwork is where the leak is usually located.

Leaks can be caused by entities, specifically when their origin helpers are outside the map, but this is less common than traditional leaks caused by gaps in brushwork, or use of non-sealing textures on external walls.

http://developer.valvesoftware.com/wiki/Leak

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EL POLLO LOCO
34 Posts
Posted May 30, 2011
Replied 3 hours later
Yeah but the things its pointing to i haven;t touched or changed in any way. so I don;t get how its leaked.
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Mediaburn
25 Posts
Posted May 31, 2011
Replied 7 hours later

EL POLLO LOCO wrote:
Yeah but the things its pointing to i haven;t touched or changed in any way. so I don;t get how its leaked.

I had the same problem. And with me it was a texture that leaked. The brush had the no draw texture and one face on the map side had a texture. It leaked like hell and it didnt show with the trace line. When I applied the texture all over the brush it stoped leaking.

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ChickenMobile
2,460 Posts
Posted May 31, 2011
Replied 1 hour later

Mediaburn wrote:
I had the same problem. And with me it was a texture that leaked. The brush had the no draw texture and one face on the map side had a texture. It leaked like hell and it didnt show with the trace line. When I applied the texture all over the brush it stoped leaking.

Some textures leak into the void because technically it isn't a solid block texture. For example there is a texture called "tools/nodraw_glass_footsteps". It looks like a nodraw texture but dont be fooled!, it acts like glass and will cause leaks if not used in the right place.

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EL POLLO LOCO
34 Posts
Posted May 31, 2011
Replied 7 hours later
Does this mean I should make sure I have no nodraw textures or something?