Proper Chapter Menus and Titles?
Dont think anyone has managed to get it working properly without using the Extras menu.
I tried it a while back.
It seems that for some reason it was not reading the cfg/chapter1.cfg file, which I believe is used by other source games to control chapter selection from the 'Single Player' menu option.
I played around with it for a while, but I could not get it to start up my map, whatever I did. 
Rob.
Vordwann wrote:
http://www.se51.net/2011/09/15/how-to-make-your-own-portal-2-mod/
Hi,
Thats for just changing the 'Extra' menu though isnt it?
It doesnt give you the ability to have 'save' and 'load' your saves, and doesnt use the 'Single Player' option...
Rob.
at this point I've heard no one being able to change the singeplayer menu. It SEEMS to be hard coded in the game =(
It seems that it gets some problem when its loading up the bsp.
Even though you cant specify the map name, if you just use the same menus as the main game, when you click on chapter 1 it starts to try to load 'sp_a1_intro1.bsp' (if you put that in your mods maps dir) but then it just sits there not doing much.
I've tried to find if it was getting errors or something but nothing comes up in the console (inc developer 3 set) and even looking with 'process monitor' software, it just seems to read the 'bsp' file and then just stop.
Either we are missing some other setting, or it just doesnt work outside the standard portal2 dir 
Ah well...
The map names of all official maps are hardcoded into it. That could mean anything, but I'm guessing it means the chapter buttons are hardcoded.
I did a string search for the map names of each chapter's first map (e.g. sp_a1_intro1) and it seems like there is no where that defines that that button would load that map.
So yeah.
Even though the names are hard coded, it doesn't start the maps correctly, just seems to 'loop' waiting for something when you start the chapter.
Even if you use the original maps.
Rob.
DigitalMan wrote:
Is there even a point to the chapter cfg files? It doesn't look like it since they only go up to Chapter 6 (at least for me) and there are more than 6 chapters in the game of Portal 2. It also seems odd that Valve (might have) hard coded the chapters into a dll file instead of maybe into a vpk file, but that's just me.
I think they're a remnant of early Portal 2 development. Other Source games all use them, only Portal 2 and (I think) L4D2 doesn't.
Portal 2 doesn't use the standard chapter select screen/dialog we see like in Portal 1 and HL2..
andyb wrote:
I think its possible to make a mod work just like portal 2 does but alot of editing would need to be done to portals main res files and a few other files to change paths etc then redone into your own pak vpk.No idea of all the files but i've been slowly going through them when I have time.
Thing is, the chapter select menu is hardcoded into the game. If they were in the res files we'd have found them by now.
Everything else is doable of course. We just can't use the New Game/Challenge Mode menus. :/
DigitalMan wrote:
Another problem I have is that my mod doesn't seem to like reading the portal2_english file.
You need to copy the portal2_english.txt to your mod, renamed as _english.txt, where is the folder name of the mod in sourcemods. You could also not be anglocentric and copy and rename all the other language files, too.
Created CMatchSessionOfflineCustom:
settings {
system {
network offline
access public
}
game {
mode sp
map sp_a1_intro1
}
options {
action create
}
}
InitializeDlcMachineSettings: [mask:0x6]
CMatchSessionOfflineCustom::InitializeGameSettings adjusted settings:
settings {
system {
network offline
access public
}
game {
mode sp
map sp_a1_intro1
mp_coop_start int( 1 = 0x1 )
state lobby
dlcrequired u64( 0 = 0x0 )
}
options {
action create
server listen
}
members {
numMachines int( 1 = 0x1 )
numPlayers int( 1 = 0x1 )
numSlots int( 1 = 0x1 )
machine0 {
id u64( 76561198041187132 = 0x110000104D2C33C )
flags u64( 0 = 0x0 )
numPlayers int( 1 = 0x1 )
dlcmask u64( 6 = 0x6 )
tuver 20110805
ping int( 0 = 0x0 )
player0 {
xuid u64( 76561198041187132 = 0x110000104D2C33C )
name FelipeCaners
game {
mp_coop_start int( 1 = 0x1 )
}
}
}
}
}
SignalXWriteOpportunity(2)
It looks like a default Portal 2 script, although I'm not sure. Since Portal 2 has a lot of scripts to handle a lot of things (as I found out modding the game), this bit of code could belong to some script.
Has someone figured out how to load custom maps from the chapter selection screen?