Good maps not published on the workshop

Quote from josepezdj on May 8, 2013, 5:38 pmFelixGriffin wrote:Sadly Retrospective doesn't work anymore, and couldn't work on the Workshop. It used the Addon system which VALVe ruined in DLC1. One would have to make a new DLC for it.Retrospective does work... you can extract all content from the .VPK
then pakrat it
Retrospective does work... you can extract all content from the .VPK then pakrat it
Quote from FelixGriffin on May 8, 2013, 7:18 pmBut not the scripts. It uses a modified transition list and signage script IIRC, which will be overridden by the VPK.
But not the scripts. It uses a modified transition list and signage script IIRC, which will be overridden by the VPK.

Quote from josepezdj on May 9, 2013, 5:36 amWell, you do remember correctly... more or less... although I meant a "wokrshop version"
The map can be adapted for the workshop without much problems.
What the map has got in, that could suppose some difficulty is (in increasing order of difficulty):
[spoiler]- 1 hexed model, the combineball, which is an effect... this might suppose a problem, but it could be tried to change the model via scripts (and making the point_energy_ball_launcher to call the "BallChange()" function each time it launches a new ball)
- The custom video_splitter.nut that Omni modified to precache his video on startup (I have this test pending to do: use the PreCache function in a custom script pakrated into the .bsp to see if it works)
- A .bik media (windows xp boot video... for the elevators) well, this could be faked by animated textures... not needed many frames so...
- Closed-captions for the custom dialogues (.dat and .txt files)... I don't know if these could be pakrated (never did) but read this interesting thread and I think we can
- Some custom models and their materials; no problem with these to pakrat them... but there's a npc personality core that I don't know if it's hexed or not... it should be checked.
- Custom sounds (some "old" Glados lines, some other lines) easy to pakrat (Omnicoder already pakrated them into the sp_retropective.bsp)... but there are the sounds for the energy ball... Omni kept the stocked names though changed the sounds into them... this might suppose a problem, but maybe once embedded into the .bsp they will work well... also we could use a script to precache them...[/spoiler]
Lol, I almost want to try it, just as an exercise!
Well, you do remember correctly... more or less... although I meant a "wokrshop version" The map can be adapted for the workshop without much problems.
What the map has got in, that could suppose some difficulty is (in increasing order of difficulty):
- The custom video_splitter.nut that Omni modified to precache his video on startup (I have this test pending to do: use the PreCache function in a custom script pakrated into the .bsp to see if it works)
- A .bik media (windows xp boot video... for the elevators) well, this could be faked by animated textures... not needed many frames so...
- Closed-captions for the custom dialogues (.dat and .txt files)... I don't know if these could be pakrated (never did) but read this interesting thread and I think we can
- Some custom models and their materials; no problem with these to pakrat them... but there's a npc personality core that I don't know if it's hexed or not... it should be checked.
- Custom sounds (some "old" Glados lines, some other lines) easy to pakrat (Omnicoder already pakrated them into the sp_retropective.bsp)... but there are the sounds for the energy ball... Omni kept the stocked names though changed the sounds into them... this might suppose a problem, but maybe once embedded into the .bsp they will work well... also we could use a script to precache them...
Lol, I almost want to try it, just as an exercise!
