PTI maps exported with puzzlemaker_export broken

Posted May 23, 2012

So, I just (re) built my map in PTI (I'm still not fully comfortable in Hammer to make a map from scratch inside of it), exported it to Hammer, then built it in Hammer after making a few changes to it (moving some overlays around and such). However, when I loaded the map in-game, I noticed there were a TON of things either missing, broken, or otherwise nonfunctional. Among them: (in order of start to end)

  • • The circular intro room doesn't play any video on the screens, they're all shut off.- • Cave Johnson's voice files don't play.- • The half-built sections of the starting (and ending) rooms all are blacked out, with the textures normally visible inside them no longer present.- • The ending elevator room doesn't play any video, just like the starting room.- • The elevator ride doesn't end the level - it just keeps going.
    Am I missing something, or are these added during the publishing process and not the exporting one? Is there any way I can re-enable the elevator screens, voice lines, ending point, etc. without having to practically gut my map?
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Posted May 23, 2012
Replied 40 minutes later
the export isn't broken, the map doesn't transition to another map so it goes on forever and videosplitter is broken for maps not in the workshop.
Posted May 23, 2012
Replied 15 minutes later
What about the voice and the odd graphical bug in the entrance/exit hallways?
Posted May 23, 2012
Replied 9 minutes later
Check that you have a pti_arrival_departure_transition_ents instance in there somewhere. PTI adds it automatically, but Hammer doesn't of course.
Posted May 23, 2012
Replied 14 minutes later
That's part of the elevator entrance instance by default, correct?
Posted May 23, 2012
Replied 18 minutes later
you have to upload your map to the workshop for your map to work properly.
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Posted May 24, 2012
Replied 6 hours later

spongylover123 wrote:
you have to upload your map to the workshop for your map to work properly.

Wow, really? You can't run a map like normal for it to work? That... seems pretty wrong.

Posted May 24, 2012
Replied 28 minutes later

msleeper wrote:
spongylover123 wrote:

you have to upload your map to the workshop for your map to work properly.

Wow, really? You can't run a map like normal for it to work? That... seems pretty wrong.

At least they didn't replace the old instances...

Posted May 24, 2012
Replied 42 minutes later

The Chosen One wrote:
- • The circular intro room doesn't play any video on the screens, they're all shut off.- • Cave Johnson's voice files don't play.- • The half-built sections of the starting (and ending) rooms all are blacked out, with the textures normally visible inside them no longer present.- • The ending elevator room doesn't play any video, just like the starting room.- • The elevator ride doesn't end the level - it just keeps going.

The video's are now rendered with a new script. For some reason it automatically loads with a queue map.
Cave Johnson's voice files are controlled by global_ents_pti, that only works via queue maps.
The not visible parts: strange
Ending elevator video, once again the new scripts.
The elevator ends with the global_ents_pti: the rating screen. This also only shows up if you load it from the queue.

So yea, try to publish it, test it and improve if needed :sad:

Posted May 26, 2012
Replied 2 days later
So, uploading it seems to fix the problems with the video screens and the end-of-level transitions when played through the queue. however, the voice files don't play, and the bug with the textures is still there.

I'm about 750 miles from my computer, however, so a copy of the VMF won't be available until Monday or so.

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649 Posts
Posted May 26, 2012
Replied 4 minutes later
Cave not talking might as well be because you ran out of quotes and have to reset them to hear them again. I don't know about the graphic problem though. Do you have a link to the workshop file?
Posted May 26, 2012
Replied 16 minutes later
No idea how to reset the quotes or whether it's necessary. Anyways, here's the Workshop file.
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649 Posts
Posted May 26, 2012
Replied 52 minutes later
This is the command to reset them: cm_reset_vo_progress

I just tried that, but maybe I did something wrong: I didn't hear a quote. I guess you mean the black floor tiles that are usually of a more yellow/brown color? No idea why they look different here if you didn't change anything.

Posted May 28, 2012
Replied 2 days later
Yes, I do mean the brown/yellow floor tiles.
Posted Jun 02, 2012
Replied 5 days later
For those interested, here's a VMF and pre-compiled BSP of the map.
Attachments
PDtFESC-v2r1.vmf
4.86 MB 71 downloads
pdtfesc-v2r1.bsp
16.60 MB 56 downloads
Posted Jun 03, 2012
Replied 2 hours later
The blacked out sections are probably because you didn't do a final compile. At least, that's what fixed it for me.
Posted Jun 03, 2012
Replied 5 minutes later
I'm having a brain fart. What do you mean by "final compile"? Is it something different than compiling normally?
Posted Jun 03, 2012
Replied 4 hours later

The Chosen One wrote:
I'm having a brain fart. What do you mean by "final compile"? Is it something different than compiling normally?

Yes, it takes a bit longer and it will look better. To do so go press F9, go to expert mode and select full compile both -final (not sure about the phrasing). It takes longer but it'll look better!

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649 Posts
Posted Jun 04, 2012
Replied 1 day later
You still had the problem that the Cave Johnson quote isn't working, right? LP pointed out what was wrong on my map with the same issue. Find the global_pti_ent and check it's properties. There should be an option "disable_pti_audio". Set this to 1 and he's talking again. I know it sounds more reasonable to pick 0, but it really is 1. :thumbup:
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649 Posts
Posted Jun 05, 2012
Replied 1 day later
Oh, apparently this has a side issue: The Cave line plays again when an autosave is loaded later in the map. I guess I will collapse the pti stuff completely and just play a fixed quote instead in the beginning.