How do I get GLaDOS to speak when a camera is detached?

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taco
504 Posts
Posted Feb 13, 2008
I have followed this tutorial: http://developer.valvesoftware.com/wiki/Making_GLaDOS_speak

I have added a generic actor named "Aperture_AI" to the map but when I detach a camera, I get any one of the following errors:

Scene 'scenes\general\generic_security_camera_destroyed-1.vcd' missing!
Scene 'scenes\general\generic_security_camera_destroyed-2.vcd' missing!
Scene 'scenes\general\generic_security_camera_destroyed-3.vcd' missing!
Scene 'scenes\general\generic_security_camera_destroyed-4.vcd' missing!
Scene 'scenes\general\generic_security_camera_destroyed-5.vcd' missing!

Any help is appreciated.

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xitooner
132 Posts
Posted Feb 13, 2008
Replied 14 minutes later
Perhaps those vcds are not generically out there at all times; that they are part of the gamefiles loaded only when you run the original Portal gamemaps themselves? In which case you might need to extract them and bundle them into your BSP, etc?

Thats just a shot in the dark; its not something I have really looked into.

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Duffers
474 Posts
Posted Feb 13, 2008
Replied 17 minutes later
I'm having a similar problem... NONE of GLaDOS's voices play. Not in the original game, not in my maps, nowhere. I'm thinking of re-installing portal soon. I need to clean up my maps folder anyway, this'll just make it easier.
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NocturnalGhost
200 Posts
Posted Feb 13, 2008
Replied 7 minutes later
I also have the same problem, on a map that was fine just two days ago. I think I know what the problem is though.

Give me 2 mins to check.

Edit:
Yep, the problem lies in the way Riven's competition map was distributed. The scenes.image file he included in the "Scenes" folder is taking priority over the default Portal ones, and therefore the game can't find the GLaDOS voice scenes any more.

Delete that file, and it will work again.

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taco
504 Posts
Posted Feb 13, 2008
Replied 8 minutes later

NocturnalGhost wrote:
I also have the same problem, on a map that was fine just two days ago. I think I know what the problem is though.

Give me 2 mins to check.

Edit:
Yep, the problem lies in the way Riven's competition map was distributed. The scenes.image file he included in the "Scenes" folder is taking priority over the default Portal ones, and therefore the game can't find the GLaDOS voice scenes any more.

Delete that file, and it will work again.

Yup, that fixed it - and I have deleted all files related to Riven in any way and will spend the next 3 days trying to forget that he even exists.

For everyone that does not know this information, their Portal game is now "broken".

Curse you and your methods Riven!

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NocturnalGhost
200 Posts
Posted Feb 13, 2008
Replied 3 minutes later
I understand your frustration, but it's not entirely Riven's fault.

Blame Valve, and their new implementation of the scenes.image file. It seems that now, using custom .vcd files is limited to mods rather than just maps.

Plus, there seems to be no information about this problem online, so this may be the first time this issue has been encountered.

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taco
504 Posts
Posted Feb 13, 2008
Replied 8 minutes later

NocturnalGhost wrote:
I understand your frustration, but it's not entirely Riven's fault.

Blame Valve, and their new implementation of the scenes.image file. It seems that now, using custom .vcd files is limited to mods rather than just maps.

Plus, there seems to be no information about this problem online, so this may be the first time this issue has been encountered.

So, curse them too?

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NocturnalGhost
200 Posts
Posted Feb 13, 2008
Replied 2 minutes later
Yep, but not too much, cause they gave us Portal.
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Megadude
154 Posts
Posted Feb 13, 2008
Replied 1 minutes later
Other custom files have overriden Valve's own files before, (for example a custom lights.rad file overrides Valve's one). At least it seems that only a few things do this. I'll keep this in mind for when I make my own VCDs.
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xitooner
132 Posts
Posted Feb 13, 2008
Replied 30 minutes later
Wouldnt this problem go away if the actual files were bundled INTO the BSP using PackRat, or other tools?

Downloading a set of files that works for one map but hurts other maps is just not a good practise. The potential for problems is ALWAYS there, as this latest fiasco demonstrates. Its so easy to use those BSP bundling tools, and its MUCH cleaner for the people downloading.

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taco
504 Posts
Posted Feb 13, 2008
Replied 5 minutes later
He did use them, but it didn't work so he released the files separately to get the map to "work" in time for the contest.

The files are still packed into the current map though, so you are essentially downloading some 50mb for the map and then another 50mb*2 for the double resources.

The map really needs to be fixed up - and made smaller in file size.

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NocturnalGhost
200 Posts
Posted Feb 13, 2008
Replied 5 minutes later
I haven't looked into it much myself, but I believe that certain files will not work if bspzipped, as they are loaded when the game starts, rather than when the map is loaded.

I'm not sure if scenes.image is one of these files, but suspect that it may be, as Riven's original upload was bspzipped, and none of his scenes worked, which is why he distributed these files seperately.

However, it may not have been the packing of the scenes.image file in particular that caused his original problem. Some experimentation will probably be needed on this.

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NykO18
183 Posts
Posted Feb 13, 2008
Replied 2 hours later
The ability to make custom scene files is a part of the next SDK features.
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iamafractal
272 Posts
Posted Feb 14, 2008
Replied 12 hours later
well this is really valve's falut for having a design that requires so many different little files for custom maps first off and secondly that allows anybody to commingle lots and lots of custom files with the original game files.

there can be just as much functionality with everything nicely packed into one custom maps folder, separate from everything else.

its just lazy programmers who found it easier to have .bsp files separate from any sound files or models or anything else that goes with a map.... good for the valve programmers. saved them a few hours. bad for users... makes an atrocious mess of the portal folder after a while.

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NykO18
183 Posts
Posted Feb 14, 2008
Replied 1 hour later
I agree with the "too much little files" side, but I can't agree with the "makes an atrocious mess of the portal folder after a while" one. This is not inevitable. If Portal mappers were a bit more courageous, they could embed ALL of their custom files in their BSP. And by 'all', I mean everything. The only thing that cannot be embedded for the moment, is scene files. But the feature should come in a few weeks.
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Hyakkidouran
84 Posts
Posted Feb 14, 2008
Replied 14 minutes later
I wouldn't say Valve develloppers are lazy. Just code a game and see if you can do that by actually being lazy...

I personnally thinks the SDK is simple when you see all he things you can actually do with it.
Saying SDK is a mess is kinda like saying building a bridge is a mess : yes, it is, but this mess is very small when compared to the result.

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iamafractal
272 Posts
Posted Feb 14, 2008
Replied 26 minutes later
i say that the entire thing should be just a "bmz" file. its places like this where i look fondly at the mac os in comparison.

you have local as well as global resources and applications are smart enough to figure out the priorities of such resources and load them properly. in the meantime everything is kept nice and neat.

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NocturnalGhost
200 Posts
Posted Feb 14, 2008
Replied 3 hours later
The problem is, the method used for custom vcd fles at the moment means that they require the creation of the file scenes.image, which must be placed in the scenes folder.

You can't, for example, make a scenes2.image file, and get the game to see it. This means that any custom scene files have to be named in a way that overwrites the original, and since they can't be embedded in the bsp, there is no way to use them without breaking the original game, or making a mod.

This is the situation with the beta sdk, and so, has a good chance of being the same in the release, since I haven't seen anyone complaining to Valve about this method yet.

Also, I don't think that bmz files will solve this, as they basically just extract the files to the correct folders anyway

It is also worth saying that there are other files that will not work when bspzipped. Some of the script files are executed before the map loads, and so modified versions packed inside the bsp will not function.

I may be wrong about some of the above, so feel free to correct me. That is just my understanding of it. Also, I would love to see some evidence that Valve will be making custom scene usage any better than it is in the current beta SDK implementation.

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NykO18
183 Posts
Posted Feb 14, 2008
Replied 48 minutes later

NocturnalGhost wrote:
This is the situation with the beta sdk, and so, has a good chance of being the same in the release, since I haven't seen anyone complaining to Valve about this method yet.

This is a feature of the next SDK.

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Riven
8 Posts
Posted Mar 06, 2008
Replied 21 days later
Wow, I just found this thread, and I gotta say: I'm sooo Sorry for all the trouble that my broken map has caused everyone.

Quote:
You can't, for example, make a scenes2.image file, and get the game to see it.

-Yes, that's totally true, and I tried to do that before releasing the map, but it wouldn't work.

Because nobody to my knowledge had done this before, you could say I was taking my chances implementing the custom vcd's with the new scenes.image file and that I was the first sucker to be fooled by its dis-functionality. I would take the map down, but I can't find a way to remove a file from filefront because I uploaded it without an account. I also can't remove the links I posted from the contest rules thread because it's locked, but It's probably best if msleeper remove the link from the voting thread.

Once again, I'm working to fix the map, and I'm debating whether I want to rework it with ambient_generics and timed triggers for everything, or wait until the scenes.image file gets fixed in the next update. (If it does). I'm also experimenting with bspzip and the file size, so hopefully I can release this map when it's finally "fixed" and done!

-Again, I'm sooo sorry for all the trouble. (there are currently 87 downloads for that file on filefront, and it needs to stop; this could mess up so many people!)