Post your Portal 2 Authoring Tool Bugs
Quote from Aoyami on May 23, 2011, 4:09 amHi guys,
Im trying to compile my map, but it says that func_portal_bumper is leaked, when i go to its coordinates, it appears to be out of my map, i cant select it with select tool, or find it in objects list, i copied my map without selecting place of that entity, and it keeps saying its leaked, though i have never created this entity myself.
Im new to Hammer, but when i previously compiled my map succesfully it looked great, but i cant release it with that error 8(
Can you please help me?
[SOLVED]
Hi guys,
Im trying to compile my map, but it says that func_portal_bumper is leaked, when i go to its coordinates, it appears to be out of my map, i cant select it with select tool, or find it in objects list, i copied my map without selecting place of that entity, and it keeps saying its leaked, though i have never created this entity myself.
Im new to Hammer, but when i previously compiled my map succesfully it looked great, but i cant release it with that error 8(
Can you please help me?
[SOLVED]
Quote from crashman1977 on May 23, 2011, 1:09 pmAnyone figure out how to get for example Glados to speak in the authoring tool beta. Seems there is a bug none of the sounds work for me only material sounds or machine but all voice acting are not playable through portal 2 authoring tools. Anyone got any idea on how I can fix this problem. I was thinking the files was just in the wrong location.
Anyone figure out how to get for example Glados to speak in the authoring tool beta. Seems there is a bug none of the sounds work for me only material sounds or machine but all voice acting are not playable through portal 2 authoring tools. Anyone got any idea on how I can fix this problem. I was thinking the files was just in the wrong location.
Quote from tactical fluke on May 23, 2011, 7:48 pmin my co-op map, there are random leaks all over the place that actually arent leaks. the pointfile points to a random place inside my map. whats wrong?
in my co-op map, there are random leaks all over the place that actually arent leaks. the pointfile points to a random place inside my map. whats wrong?
Quote from Hober on May 23, 2011, 9:35 pmIt almost certainly isn't a bug with Hammer. Start a new thread and attach your VMF to it so people can take a look.
It almost certainly isn't a bug with Hammer. Start a new thread and attach your VMF to it so people can take a look.
Quote from Mediaburn on May 26, 2011, 8:40 amiWork925 wrote:Continuing from my previous post. This is also a common occurance.1) Its an issue with your card. Prolly the editor adresses a part of the memory wich isn't adressed at all times. (not even with crysis). I have had simulair issues with my graphics card. All games runned fine. Except EVE online, it crashed occasionaly but always while in one type of space (with gas clouds). Exemaning the error more closely. I found out a small part of the cards memory was corrupted. Otherwise hardly adressed. But with the EVE visuals id did and it crashed. I was confused since EVE isnt a heavy game for graphics cards. IMO your card is about to die... Just my 2 cents
2) If your running Windows 7 it might be a registery fault. Since the driver isnt responding it might be Windows 7 thats bugging your graphics card. Win7 has a nasty reg key that basicly checks if your card is still responding all the time. Explained in easy words;
Windows 7 says to graphics card: *poke* "Hey you stil there"
graphis card to Windows 7: "Yeah"
Windows 7 says to graphics card: *poke* "Hey you stil there"
graphis card to Windows 7: "Yeah"
Windows 7 says to graphics card: *poke* "Hey you stil there"
graphis card to Windows 7: "Yeah"Suddenly the following thing happens:
Windows 7 says to graphics card: *poke* "Hey you stil there"
graphis card gets no time to respond cuz he busy calculating
Windows 7 says to graphics card: *poke* "Hey you stil there"
Windows 7 says to graphics card: *poke* "Hey you stil there"
Windows 7 thinks: Graphics card not responding!!!! BOOT!!!The Fix:
We will raise the TDR timeout period to 10 seconds. (this should be sufficient, don't go any higher as it may be bad for your video card IF an actual issue does arise.)
1. Open Registry Editior (regedit.exe)
2. Navigate to "HKEY_LOCAL_MACHINESystemCurrentControlSetControlGraphicsDrivers"
3. Create a new 32_BIT DWORD Key, and name it "TdrDelay" (case-sensitive) and assign it a Decimal Value of "10". (If one already exists, just change the value from 2 to 10)Or Copy the following into notepad, and save as a .reg file. (Easy Way) Then Import the settings.
Code:
Windows Registry Editor Version 5.00
[HKEY_LOCAL_MACHINESYSTEMCurrentControlSetControlGraphicsDrivers]
"TDR_DEBUG_MODE_IGNORE_TIMEOUT"=dword:00000001
"TdrDelay"=dword:00000010[HKEY_LOCAL_MACHINESYSTEMCurrentControlSetControlGraphicsDriversDCI]
"Timeout"=dword:00000007[HKEY_LOCAL_MACHINESYSTEMCurrentControlSetControlGraphicsDriversMemoryManager]
"Period.EnableEvictionThresholdForWrite"=dword:00000000[HKEY_LOCAL_MACHINESYSTEMCurrentControlSetControlGraphicsDriversTdrTestMode]
"TDR_DEBUG_MODE_IGNORE_TIMEOUT"=dword:00000001[HKEY_LOCAL_MACHINESYSTEMCurrentControlSetControlGraphicsDriversUseNewKey]
4. Reboot your system, and try again.
1) Its an issue with your card. Prolly the editor adresses a part of the memory wich isn't adressed at all times. (not even with crysis). I have had simulair issues with my graphics card. All games runned fine. Except EVE online, it crashed occasionaly but always while in one type of space (with gas clouds). Exemaning the error more closely. I found out a small part of the cards memory was corrupted. Otherwise hardly adressed. But with the EVE visuals id did and it crashed. I was confused since EVE isnt a heavy game for graphics cards. IMO your card is about to die... Just my 2 cents
2) If your running Windows 7 it might be a registery fault. Since the driver isnt responding it might be Windows 7 thats bugging your graphics card. Win7 has a nasty reg key that basicly checks if your card is still responding all the time. Explained in easy words;
Windows 7 says to graphics card: *poke* "Hey you stil there"
graphis card to Windows 7: "Yeah"
Windows 7 says to graphics card: *poke* "Hey you stil there"
graphis card to Windows 7: "Yeah"
Windows 7 says to graphics card: *poke* "Hey you stil there"
graphis card to Windows 7: "Yeah"
Suddenly the following thing happens:
Windows 7 says to graphics card: *poke* "Hey you stil there"
graphis card gets no time to respond cuz he busy calculating
Windows 7 says to graphics card: *poke* "Hey you stil there"
Windows 7 says to graphics card: *poke* "Hey you stil there"
Windows 7 thinks: Graphics card not responding!!!! BOOT!!!
The Fix:
We will raise the TDR timeout period to 10 seconds. (this should be sufficient, don't go any higher as it may be bad for your video card IF an actual issue does arise.)
1. Open Registry Editior (regedit.exe)
2. Navigate to "HKEY_LOCAL_MACHINESystemCurrentControlSetControlGraphicsDrivers"
3. Create a new 32_BIT DWORD Key, and name it "TdrDelay" (case-sensitive) and assign it a Decimal Value of "10". (If one already exists, just change the value from 2 to 10)
Or Copy the following into notepad, and save as a .reg file. (Easy Way) Then Import the settings.
Code:
Windows Registry Editor Version 5.00
[HKEY_LOCAL_MACHINESYSTEMCurrentControlSetControlGraphicsDrivers]
"TDR_DEBUG_MODE_IGNORE_TIMEOUT"=dword:00000001
"TdrDelay"=dword:00000010
[HKEY_LOCAL_MACHINESYSTEMCurrentControlSetControlGraphicsDriversDCI]
"Timeout"=dword:00000007
[HKEY_LOCAL_MACHINESYSTEMCurrentControlSetControlGraphicsDriversMemoryManager]
"Period.EnableEvictionThresholdForWrite"=dword:00000000
[HKEY_LOCAL_MACHINESYSTEMCurrentControlSetControlGraphicsDriversTdrTestMode]
"TDR_DEBUG_MODE_IGNORE_TIMEOUT"=dword:00000001
[HKEY_LOCAL_MACHINESYSTEMCurrentControlSetControlGraphicsDriversUseNewKey]
4. Reboot your system, and try again.

Quote from msleeper on May 26, 2011, 9:11 pmCan you reproduce that? Hammer crashes a lot.
Can you reproduce that? Hammer crashes a lot.
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Quote from TripleG10 on May 27, 2011, 5:05 pmWhen I use a telescope_arm_mdl and I do an animation, it does it, but the model itself jumps to another place, a few spaces over, making it impossible to work with. That way, while acctually playing, it looks weird because to make it work I have to put it in a completely different spot so that when it skips over, it appears where I want it. This causes problems and makes the model very hard to work with. You can easily see by making an entity for the telescope_arm and going to model, (next to inputs and outputs, whatever that menu is) and trying a few. Mine was move01_09.
When I use a telescope_arm_mdl and I do an animation, it does it, but the model itself jumps to another place, a few spaces over, making it impossible to work with. That way, while acctually playing, it looks weird because to make it work I have to put it in a completely different spot so that when it skips over, it appears where I want it. This causes problems and makes the model very hard to work with. You can easily see by making an entity for the telescope_arm and going to model, (next to inputs and outputs, whatever that menu is) and trying a few. Mine was move01_09.
Quote from Will T. on May 27, 2011, 6:23 pmAre you using the 64x64 robot arm (as opposed to the actual "telescope_arm" models, which are 128x128/256x128 have a very different/limited set of animations)?
Every animation for the robot arm has at least a couple of "idle" states. These will put the robot arm in its start or end position for each animation. Use the idle state ("idleend" is usually better as it puts it in its final "in-the-wall" state) for whichever animation you want as the initial animation instead of "BindPose." Makes placement a million times easier.
Are you using the 64x64 robot arm (as opposed to the actual "telescope_arm" models, which are 128x128/256x128 have a very different/limited set of animations)?
Every animation for the robot arm has at least a couple of "idle" states. These will put the robot arm in its start or end position for each animation. Use the idle state ("idleend" is usually better as it puts it in its final "in-the-wall" state) for whichever animation you want as the initial animation instead of "BindPose." Makes placement a million times easier.