[SP] Linking Annex - The Proposal Project
Quote from worm3rd on August 28, 2011, 11:14 amI'm wanting to play this level, but you'll have to forgive me that I don't understand the instructions. Where are these folders I need to put the files in and what's this console I need to type in the command line? I have no context here on what to put where and what's going on.
I'm wanting to play this level, but you'll have to forgive me that I don't understand the instructions. Where are these folders I need to put the files in and what's this console I need to type in the command line? I have no context here on what to put where and what's going on.
Quote from pfalstad on August 28, 2011, 12:42 pmThat's awesome! The final map made me a little teary eyed.
[spoiler]The only trouble I had was the second cube in the second room. I was playing without sound and pressed the button immediately, which seemed to cause the cube to drop. So I assumed that was the purpose of the button, and didn't try it again. Then I jumped down off the railing and grabbed the cube myself, and tried various ways to get back to where I started. I kept trying to hit the top faith plate in mid-air, thinking it would kick me back to start. Finally I watched your youtube video and figured out what I was supposed to do.[/spoiler]
Also my daughter kept saying "Now what?? What do we do next??" at the end.
That's awesome! The final map made me a little teary eyed.
Also my daughter kept saying "Now what?? What do we do next??" at the end.
Quote from pfalstad on August 28, 2011, 12:45 pmworm3rd wrote:I'm wanting to play this level, but you'll have to forgive me that I don't understand the instructions. Where are these folders I need to put the files in and what's this console I need to type in the command line? I have no context here on what to put where and what's going on.
Quote from Portal2Two on August 29, 2011, 4:05 am
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Quote from CosmicD on August 29, 2011, 1:34 pmI'd like to point to a glitch that players will experience when installing this AND go back to playing the stock campaign.
Your transition_list.nut doesn't contain the standard levels, therefor everyone who plays the stock maps will be greeted with a "end of playtest" message and the level won't transition to the next map.
This can be easily remedied by modifying your arrival_Departure_transition_ents.vmf instance by pointing the logic script entity which is inthere, to a custom script file like like annex_transition_list.nut. Then save the instance as annex_arrivel_departure_transition_ents.vmf or something like this..
You can even do this with the elevator motif file but this one is hidden in the func_elevator entity in the departure logic instance. You could change the script files that the elevator brush reads there as well.
This way your vpk's files won't conflict with the stock campaign.
I have however not a clue how to remedy the fact that in stock campaigns you see 00 on every room sign. That's because the game only reads one sp_lightboard_icons.txt and I didn't find yet an instance or logic_script that points to that file. It might be even hardcoded in the engine for now.
Let's hope for some better optimizations around these custom campaign issues after the DLC.
I'd like to point to a glitch that players will experience when installing this AND go back to playing the stock campaign.
Your transition_list.nut doesn't contain the standard levels, therefor everyone who plays the stock maps will be greeted with a "end of playtest" message and the level won't transition to the next map.
This can be easily remedied by modifying your arrival_Departure_transition_ents.vmf instance by pointing the logic script entity which is inthere, to a custom script file like like annex_transition_list.nut. Then save the instance as annex_arrivel_departure_transition_ents.vmf or something like this..
You can even do this with the elevator motif file but this one is hidden in the func_elevator entity in the departure logic instance. You could change the script files that the elevator brush reads there as well.
This way your vpk's files won't conflict with the stock campaign.
I have however not a clue how to remedy the fact that in stock campaigns you see 00 on every room sign. That's because the game only reads one sp_lightboard_icons.txt and I didn't find yet an instance or logic_script that points to that file. It might be even hardcoded in the engine for now.
Let's hope for some better optimizations around these custom campaign issues after the DLC.
Quote from ryo786 on August 30, 2011, 8:52 amPortal2Two wrote:how did you get it in 3rd person?
how did you get it in 3rd person?
I like bionicle, and am on bzpower.com
"Optimists, I'm told, see a glass with 50% water, and %50 air and say it is half full. Pessimists, on the other hand, see it as half empty. Engineers realize the glass is 2 times larger than it needs to be"
Quote from Lostprophetpunk on August 30, 2011, 10:50 amryo786 wrote:how did you get it in 3rd person?Open developer console, type 'sv_cheats 1' then type in 'thirdperson'. Simple Google search...
Open developer console, type 'sv_cheats 1' then type in 'thirdperson'. Simple Google search...
|| Need help uploading a map...new user? Read my Map Uploading Guide ||
|| Want to play custom maps, but don't know how? Read my Playing Portal 2 Custom Maps Guide ||
Quote from Portal2Two on August 30, 2011, 4:36 pmryo786 wrote:Portal2Two wrote:how did you get it in 3rd person?
Portal 2 Exclusive Third Person Walkthrough
1. Start Portal 2 (IMPORTANT!)
2. Options > Keyboard > Enable developer console > Apply
3. Load a map and start playing it
4. Hit " ~ "
5. In the developer console type:sv_cheats 1
(hit enter)
Thirdperson mode
(hit enter)
thirdpersonshoulder 1
(hit enter)Something to note:
- you may have to type that all twice
- retype above codes with each next level or a new map
- while in 3rd person view, it is much harder to fire portals (especially on remote surfaces)
- white artifacts may appear when Chell gets too close to a wall and sometimes when she goes through portals>> Enjoy <<
how did you get it in 3rd person?
Portal 2 Exclusive Third Person Walkthrough
1. Start Portal 2 (IMPORTANT!)
2. Options > Keyboard > Enable developer console > Apply
3. Load a map and start playing it
4. Hit " ~ "
5. In the developer console type:
sv_cheats 1
(hit enter)
Thirdperson mode
(hit enter)
thirdpersonshoulder 1
(hit enter)
Something to note:
- you may have to type that all twice
- retype above codes with each next level or a new map
- while in 3rd person view, it is much harder to fire portals (especially on remote surfaces)
- white artifacts may appear when Chell gets too close to a wall and sometimes when she goes through portals
>> Enjoy <<

Quote from ChickenMobile on August 30, 2011, 10:12 pmthirdpersonshoulder works without cheats on. I played portal 2 with this option on once, and the bit where you went through the tubes with Wheatley my character was standing inside a black room. Annoying much.
thirdpersonshoulder works without cheats on. I played portal 2 with this option on once, and the bit where you went through the tubes with Wheatley my character was standing inside a black room. Annoying much.
Quote from KhaoManee on August 31, 2011, 12:26 amCosmicD wrote:I'd like to point to a glitch that players will experience when installing this AND go back to playing the stock campaign.Your transition_list.nut doesn't contain the standard levels, therefor everyone who plays the stock maps will be greeted with a "end of playtest" message and the level won't transition to the next map.
This can be easily remedied by modifying your arrival_Departure_transition_ents.vmf instance by pointing the logic script entity which is inthere, to a custom script file like like annex_transition_list.nut. Then save the instance as annex_arrivel_departure_transition_ents.vmf or something like this..
You can even do this with the elevator motif file but this one is hidden in the func_elevator entity in the departure logic instance. You could change the script files that the elevator brush reads there as well.
This way your vpk's files won't conflict with the stock campaign.
I have however not a clue how to remedy the fact that in stock campaigns you see 00 on every room sign. That's because the game only reads one sp_lightboard_icons.txt and I didn't find yet an instance or logic_script that points to that file. It might be even hardcoded in the engine for now.
Let's hope for some better optimizations around these custom campaign issues after the DLC.
Can you explain to me in more simple terms? I have the same problem but i don't want to delete all my custom maps just to play this new map.
Your transition_list.nut doesn't contain the standard levels, therefor everyone who plays the stock maps will be greeted with a "end of playtest" message and the level won't transition to the next map.
This can be easily remedied by modifying your arrival_Departure_transition_ents.vmf instance by pointing the logic script entity which is inthere, to a custom script file like like annex_transition_list.nut. Then save the instance as annex_arrivel_departure_transition_ents.vmf or something like this..
You can even do this with the elevator motif file but this one is hidden in the func_elevator entity in the departure logic instance. You could change the script files that the elevator brush reads there as well.
This way your vpk's files won't conflict with the stock campaign.
I have however not a clue how to remedy the fact that in stock campaigns you see 00 on every room sign. That's because the game only reads one sp_lightboard_icons.txt and I didn't find yet an instance or logic_script that points to that file. It might be even hardcoded in the engine for now.
Let's hope for some better optimizations around these custom campaign issues after the DLC.
Can you explain to me in more simple terms? I have the same problem but i don't want to delete all my custom maps just to play this new map.