WHY is my map not compatible with the workshop?

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CoolDudeClem
26 Posts
Posted Aug 12, 2013
I DON'T UNDERSTAND! Ok first thanks to everyone who helped out with my skybox issue, now my map looks how it should.

I finished doing everything I wanted to my map and compiled it, no errors (ok there was a leak somewhere but I just put a big hollow nodraw brush around the whole map and it fixed that). I played through the entire map to make sure everything works and it does, no weird glitches or errors.

But, when I try to publish it in the publishing tool, I get this stupid f** error come up every g d*** time "This map does not have proper support for Workshop" but it doesn't say WHY. How am I supposed to know what's wrong if it doesn't say WHY. There is a link in the error, but clicking it doesn't do anything and when I tried to get to the site by typing it in manually I just got something about Virgin Media come up.

I've searched the web for an answer but as usual that was a total waste of time too.

Everything works perfectly when I run it so why can't I publish it? I've tried several times in the vein hope that maybe, just maybe it will finally give up and and publish it anyway, but all that resulted in is a smashed keyboard out of pure frustration!

5 days of solid toil, hardship and cramped hands now down the crapper. I think that error might just as well say "I'm not publishing your map because I hate you and want to make you suffer".

So what do I do? All that hard work has come to nothing.

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Tmast98
210 Posts
Posted Aug 12, 2013
Replied 13 minutes later

Quote:
I finished doing everything I wanted to my map and compiled it, no errors (ok there was a leak somewhere but I just put a big hollow nodraw brush around the whole map and it fixed that)

First off never do that, use the load pointfile option to identify and remove the leak(s). You might say, what's the point, I can just do a hollow nodraw box, why waste the time. Well, the point is this is a huge problem for visleafs; making the whole map in a nodraw box with a leak forces the whole map to render everything at once, which can cause problems on lower end computers, and makes your own compile time for this map increase a ton! I used to do the hollow box trick as well, but take it from me, it is much more worth your time fixing this leak.

As for the map not compatible, you need a func_instance entity with the vmf_filename as global_pti_ents. This can be found in instances/p2editor folder.

Hope that helps!

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Gemarakup
1,183 Posts
Posted Aug 13, 2013
Replied 4 hours later
Don't put a box around your map because it will create too many visleafs if you're wondering why. (bad optimization).
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RectorRocks
522 Posts
Posted Aug 13, 2013
Replied 2 hours later
Encasing your map in a giant box causes performance problems and it just looks pretty bad in general. Like what the others said, find your leaks by going to Map, then Load Pointfile. Fix it and you're done.

You need to have "global_pti_ents.vmf" in your map in order to publish your map to the Workshop. And also make sure to bring up the voting dialog by triggering the "relay_pti_level_end" relay.
[Source]

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Lpfreaky90
2,842 Posts
Posted Aug 13, 2013
Replied 4 hours later

Tmast98 wrote:
Quote:

I finished doing everything I wanted to my map and compiled it, no errors (ok there was a leak somewhere but I just put a big hollow nodraw brush around the whole map and it fixed that)

First off never do that, use the load pointfile option to identify and remove the leak(s). You might say, what's the point, I can just do a hollow nodraw box, why waste the time. Well, the point is this is a huge problem for visleafs; making the whole map in a nodraw box with a leak forces the whole map to render everything at once, which can cause problems on lower end computers, and makes your own compile time for this map increase a ton! I used to do the hollow box trick as well, but take it from me, it is much more worth your time fixing this leak.

As for the map not compatible, you need a func_instance entity with the vmf_filename as global_pti_ents. This can be found in instances/p2editor folder.

Hope that helps!

Excactly that. The failed to publish is 99% sure caused by the lack of global_pti_ents.
To make the voting work too;
- create a trigger in the lift
- make it a trigger_once
- give it ontrigger: @relay_pti_level_end: trigger

Note that is should be that name; with the @ sign.

That should do it.

Also: never box it!

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Dafflewoctor
415 Posts
Posted Aug 13, 2013
Replied 48 minutes later
Also very important: If you do not want Cave's voice to play, or the music that plays in PTI maps, (not sure if it actually controls the music but still), set the replacement value $disable_pti_audio to 1 in the instance.
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CoolDudeClem
26 Posts
Posted Aug 13, 2013
Replied 9 hours later
Ok thanks, I got the map to publish now, but I didn't add the voting trigger because I didn't know about it, I published my map before Lpfreaky90 and RectorRocks mentioned that. I just now put the voting trigger in the exit lift, but when I tried to compile the map it showed an error saying "Pass Repair: key taken too long [ontrigger: @relay_pti_level_end: trigger]" (or something like that).

I thought I was supposed to put all of the "ontrigger: @relay_pti_level_end: trigger" script into the "my output named" thing, but that doesn't seem to work. Do I put different parts of that script into the "Target entities named", "Via this input" and "with a parameter override of" things? If so, what should be there? I don't even seem to have any entities called @relay_pti_level_end, do I need to make of of those, if I do how do I do that?

Sorry if I sound like a dunce here, but this is my first time doing this and I haven't been this confused since trying to solve a Mevious map!

At first I didn't succeed, so I failed!

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Tmast98
210 Posts
Posted Aug 13, 2013
Replied 16 minutes later
Hi,

Here is the correct implementation:

http://imgur.com/lW2iYoH

You can remove the delay though, and the name PTI is just what I called the instance in the map, you can name it what you like.

Hope that helps!

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josepezdj
2,386 Posts
Posted Aug 14, 2013
Replied 8 hours later
It is easier than that. Zivi7 once helped me realize this at the beginning days of the workshop :biggrin:

Listen, since the name of that relay that we need to trigger starts by "@", it allows you to access it directly, you don't need to do it via the instance that contains it. So if you simply add in your trigger:

- OnTrigger > @relay_pti_level_end > Trigger

it should work :thumbup:

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Gemarakup
1,183 Posts
Posted Aug 14, 2013
Replied 31 minutes later
If you do it on the instance, it's
OnTrigger> (PTI ents name here)> instance;@relay_pti_level_end:trigger.
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FelixGriffin
2,680 Posts
Posted Aug 14, 2013
Replied 6 hours later
We're giving him conflicting advice, people. :razz:

Clem, what we're saying is that there are two ways to do it. One is to name the global_pti_ents instance, then send it an input of instance:@relay_pti_level_end;Trigger. The other, probably a little more elegant way is just to send a Trigger input to the entity called @relay_pti_level_end. It'll show up red at first, but when you type the full name into the Output box it should light up blue to show that the entity is in an instance.

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CoolDudeClem
26 Posts
Posted Aug 15, 2013
Replied 1 day later

Ok Thanks everyone, I think I've got it working properly now and I've re-published it. I still not 100% sure if it is ok since I haven't got any comments on it yet, I don't know if that's just because nobody has commented, or if there's still something wrong and they can't comment.

http://steamcommunity.com/sharedfiles/f ... =169094991

I'm not trying to spam, but if you could just play-test and tell me if it works I'd be so grateful.

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Tmast98
210 Posts
Posted Aug 15, 2013
Replied 1 hour later

CoolDudeClem wrote:
Ok Thanks everyone, I think I've got it working properly now and I've re-published it. I still not 100% sure if it is ok since I haven't got any comments on it yet, I don't know if that's just because nobody has commented, or if there's still something wrong and they can't comment.

http://steamcommunity.com/sharedfiles/f ... =169094991

I'm not trying to spam, but if you could just play-test and tell me if it works I'd be so grateful.

I just played through the whole map and it works :thumbup:

Great job on your first hammer map!