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[SP] Somewhere Underground 3

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I checked again, and it's in the C:Program FilesSteamsteamappscommonportal 2portal2 folder, just like the readme says. Although, this isn't the first custom map that I've had sound trouble with.

cerrita wrote:
I checked again, and it's in the C:Program FilesSteamsteamappscommonportal 2portal2 folder, just like the readme says. Although, this isn't the first custom map that I've had sound trouble with.

When you start the map open up the console and type in "snd_rebuildaudiocache". This problems is caused because portal 2 hasn't cached the sound yet. With snd_rebuildaudiocache the music is put into the cache and it can be used:)

Tip for mappers: You can also use a point_client_command and a logic_auto to do this automatically on map spawn.

Not bad, you clearly get better with each part you release of this campaign.

Here is my blindrun:

MlR5iifnubc
(Link: http://www.youtube.com/watch?v=MlR5iifnubc)

lpfreaky90 wrote:
cerrita wrote:
I checked again, and it's in the C:Program FilesSteamsteamappscommonportal 2portal2 folder, just like the readme says. Although, this isn't the first custom map that I've had sound trouble with.

When you start the map open up the console and type in "snd_rebuildaudiocache". This problems is caused because portal 2 hasn't cached the sound yet. With snd_rebuildaudiocache the music is put into the cache and it can be used:)

Tip for mappers: You can also use a point_client_command and a logic_auto to do this automatically on map spawn.

I tried that, and got the same messages. Is there anything I need to do with the file after I unzip it? Does it need conversion or something from it's .vpk format? Although, I just watched Djinndrache's blindrun, and it would seem that I'm not accuately missing any sound files. And if that's the case, why the error message? With the file names and the notes in the readme, I was expecting some kind of dialoge.

On a side note, the map ends for me in a frustrating way.

Spoiler
I get in the working elevator and start ascending
, but then the screen fades to black and just hangs there. I can't even get to the main menu- pressing tilde only brings up the developers console, and I have to stop the game through Task Manager.

First, the good news. The environment is fantastic, a welcome relief from lifeless clean maps. I like the many varied elements, even if some don't fit (e.g. modern observation rooms). The puzzle was fairly easy, but not completely connect-the-dots.

Constructive criticism (I played "fix 1" version):

  1. I see you took lpfreaky90's advice to put snd_rebuildaudiocache in a logic_auto. I think that's a bad idea for something that only needs to be done once, when the map is first installed. I have a LOT (350+) of maps, and it takes over two minutes to rebuild the cache. And you forced it to happen TWICE in masu06. Just tell folks to run it from the console after they install the map.
  2. All that cache rebuilding, and your custom sounds still won't work. I tried the following without success:
    1. I followed your directions (BTW, I think installing files in the root directory of the game is also a bad idea) and installed your files in my portal2 tree (even though I like to keep my original game directory pristine)
    2. I installed them the same way in my Custom SP mod. Despite what lpfreaky90 said, it played exactly the same there
    3. I recreated eladiozro_01.vpk with eladio_mike as a subdirectory of sound
    4. I extracted the eladio_mike folder to the portal2/sound directory
    5. Same as c., except I added the .bsps to the maps folder and installed it in the addons folder of my mod. This is how I would have packaged it (if I had a tenth of your ability to create a map).

    It ran the same way, no matter what.

I'm not going to rate this map until you've had a chance to get the sound straightened out.

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cerrita wrote:
lpfreaky90 wrote:
cerrita wrote:
I checked again, and it's in the C:Program FilesSteamsteamappscommonportal 2portal2 folder, just like the readme says. Although, this isn't the first custom map that I've had sound trouble with.

When you start the map open up the console and type in "snd_rebuildaudiocache". This problems is caused because portal 2 hasn't cached the sound yet. With snd_rebuildaudiocache the music is put into the cache and it can be used:)

Tip for mappers: You can also use a point_client_command and a logic_auto to do this automatically on map spawn.

I tried that, and got the same messages. Is there anything I need to do with the file after I unzip it? Does it need conversion or something from it's .vpk format? Although, I just watched Djinndrache's blindrun, and it would seem that I'm not accuately missing any sound files. And if that's the case, why the error message? With the file names and the notes in the readme, I was expecting some kind of dialoge.

Yes, it does have voice lines, I didn't spect so much failures with it... of someone can help me i'll be very grateful, also noticed this map Weighted Wonderland does supports sounds and other files... i'm trying to figure out how they did it successfully.

Same thing with the sound here.
Didn't matter a lot for me though, this map is defenitly your best, keep the upclining map making !!

Puzzles where a bit more challenging this time, although not so hard but I don't mind that. First thing when entering the big room was "what the hell am I supposed to do here" though.

Nice idea (once again) on the elevator !

haha i liked that one! for a second i thought it was going to be HalfLife or something.

s3sMa_S6Rqo
My speedrun of this map. You might want to raise that plaform to the second area.

Awesome map - it had a decent puzzle and it's really pretty to boot!

2 bugs:

Spoiler
1: The panels above the funnel are portalable, so you can jump right over the fizzler with a single cube. (And jump around onin the paint pipe for luls).

2: I managed to climb up on the big the big blocks from the brekable wall the first time.

Really looking forward to the fourth installment now, gj!

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