[SP] [SP]Laser Encounters v.1
Quote from Wanderer2021 on January 24, 2012, 8:42 pmWell this is frustrating. I'll keep trying then. I'm sure I'm overlooking something somewhere.
Well this is frustrating. I'll keep trying then. I'm sure I'm overlooking something somewhere.
Quote from RogerL on January 24, 2012, 9:00 pmIt might have something to do with the fact that you developed this on your computer and have the SDK installed and I don't. I've placed the files in every likely subdirectory in Steam and nothing works. Playing around with the snd_ commands on the console and looking at the config files, makes me think the sounds have to be bundled with the map in a pack file, but I'm no expert on developing in Hammer. Have you tried this map on a computer other than the one it was developed on?
It might have something to do with the fact that you developed this on your computer and have the SDK installed and I don't. I've placed the files in every likely subdirectory in Steam and nothing works. Playing around with the snd_ commands on the console and looking at the config files, makes me think the sounds have to be bundled with the map in a pack file, but I'm no expert on developing in Hammer. Have you tried this map on a computer other than the one it was developed on?
Quote from Wanderer2021 on January 25, 2012, 1:15 amokay, I think I got it. I did use the snd_rebuildaudiocache to get the sounds to work in my map. I only had to do it once though, compared to various reports of people having to do it multiple times. I'm going to make a quick update to fix a few minor things, and then I'll probably leave this map alone before I cause it further harm, unless something really nasty rears its ugly head again.
minor update: removed the button mentioned, and did a bit more streamlining. Tested the vpk on my own, and yeah, its broken. Map loads, but the custom sounds don't.
okay, I think I got it. I did use the snd_rebuildaudiocache to get the sounds to work in my map. I only had to do it once though, compared to various reports of people having to do it multiple times. I'm going to make a quick update to fix a few minor things, and then I'll probably leave this map alone before I cause it further harm, unless something really nasty rears its ugly head again.
minor update: removed the button mentioned, and did a bit more streamlining. Tested the vpk on my own, and yeah, its broken. Map loads, but the custom sounds don't.
Quote from RogerL on January 25, 2012, 2:44 pmI don't suppose this is the shortcut to avoid the rotating platforms that you had in mind:
[Video Removed]
Btw, the sounds now work for me. Thanks.
I don't suppose this is the shortcut to avoid the rotating platforms that you had in mind:
[Video Removed]
Btw, the sounds now work for me. Thanks.
Quote from Hardnuts on January 25, 2012, 6:09 pmWell, that was an incredibly difficult series of rooms, but hugely satisfying. In every room I got seriously stuck, but kept at it until I found the solution (and, in each case, found the intended solution rather than sneaking through a chink in the design).
Very, very clever stuff. The final sequence was frustrating, since I wasn't able to install the sound files, but overall this kept me going for around three hours of very entertaining play. Thank you.
Well, that was an incredibly difficult series of rooms, but hugely satisfying. In every room I got seriously stuck, but kept at it until I found the solution (and, in each case, found the intended solution rather than sneaking through a chink in the design).
Very, very clever stuff. The final sequence was frustrating, since I wasn't able to install the sound files, but overall this kept me going for around three hours of very entertaining play. Thank you.
Quote from Wanderer2021 on January 25, 2012, 7:41 pmRogerL: nope. Friend of mine pointed it out to me last night. I never knew the stars texture was portable. Fixing it now, as well as a few other things he caught that no one else had. He also managed to get the sounds to work, so the snd_rebuildaudio seems to work.
updated to v2.2 now.
-Blocked the star portable surfaces
-Fixed height of elevator button at end of Blue room so that a cube could be retrieved if left on the button.
-fixed a bypass in the red room that could leave the player stuck
-added completion indicators in red and blue rooms(light cue in Blue, audio in Red.)
-Blocked portable ceiling in the yellow room
RogerL: nope. Friend of mine pointed it out to me last night. I never knew the stars texture was portable. Fixing it now, as well as a few other things he caught that no one else had. He also managed to get the sounds to work, so the snd_rebuildaudio seems to work.
updated to v2.2 now.
-Blocked the star portable surfaces
-Fixed height of elevator button at end of Blue room so that a cube could be retrieved if left on the button.
-fixed a bypass in the red room that could leave the player stuck
-added completion indicators in red and blue rooms(light cue in Blue, audio in Red.)
-Blocked portable ceiling in the yellow room
Quote from RogerL on January 26, 2012, 12:44 pmI found another way to bypass the rotating platforms, but it too is probably not what you intended. [spoiler]If you stand near the end of the lightbridge near the portable wall, you can just barely catch the corner of the portable wall next to the button that opens the doors.[/spoiler]
As far as your intended bypass, [spoiler]I see a new lightbridge emitter, but I haven't found what triggers it yet. I know you can just barely place a portal on the floor of the button/laser room at the top of the fling. So now, I just need to find the trigger...[/spoiler]
EDIT: More exploits in this room: [spoiler]The floor under the toxic water is portable, though that's not very helpful. You can reach the elevator by the door button by portaling onto the sloped area behind the fizzler from the area you made to get onto the rotating plaforms. Then just jump at an angle through, you'll get stuck against the fizzler emitter, then another jump onto elevator. Also, you can skip the lower platforms by portaling through the grated flooring on the upper platform from the starting platform.[/spoiler]
I found another way to bypass the rotating platforms, but it too is probably not what you intended.
As far as your intended bypass,
EDIT: More exploits in this room:
Quote from Wanderer2021 on January 26, 2012, 11:43 pmAnd fixed. As for the actual bypass, the trigger is somewhere in the entire blue room, not just where the rotating panels are. Happy exploring!
And fixed. As for the actual bypass, the trigger is somewhere in the entire blue room, not just where the rotating panels are. Happy exploring!
Quote from RogerL on January 28, 2012, 4:19 pmI don't think your latest version uploaded correctly. The exploits are still there and so is the portable stars.
I don't think your latest version uploaded correctly. The exploits are still there and so is the portable stars.

