WHY is my map not compatible with the workshop?
Quote from CoolDudeClem on August 12, 2013, 7:40 pmI DON'T UNDERSTAND! Ok first thanks to everyone who helped out with my skybox issue, now my map looks how it should.
I finished doing everything I wanted to my map and compiled it, no errors (ok there was a leak somewhere but I just put a big hollow nodraw brush around the whole map and it fixed that). I played through the entire map to make sure everything works and it does, no weird glitches or errors.
But, when I try to publish it in the publishing tool, I get this stupid f****** error come up every g** d*** time "This map does not have proper support for Workshop" but it doesn't say WHY. How am I supposed to know what's wrong if it doesn't say WHY. There is a link in the error, but clicking it doesn't do anything and when I tried to get to the site by typing it in manually I just got something about Virgin Media come up.
I've searched the web for an answer but as usual that was a total waste of time too.
Everything works perfectly when I run it so why can't I publish it? I've tried several times in the vein hope that maybe, just maybe it will finally give up and and publish it anyway, but all that resulted in is a smashed keyboard out of pure frustration!
5 days of solid toil, hardship and cramped hands now down the crapper. I think that error might just as well say "I'm not publishing your map because I hate you and want to make you suffer".
So what do I do? All that hard work has come to nothing.
I DON'T UNDERSTAND! Ok first thanks to everyone who helped out with my skybox issue, now my map looks how it should.
I finished doing everything I wanted to my map and compiled it, no errors (ok there was a leak somewhere but I just put a big hollow nodraw brush around the whole map and it fixed that). I played through the entire map to make sure everything works and it does, no weird glitches or errors.
But, when I try to publish it in the publishing tool, I get this stupid f****** error come up every g** d*** time "This map does not have proper support for Workshop" but it doesn't say WHY. How am I supposed to know what's wrong if it doesn't say WHY. There is a link in the error, but clicking it doesn't do anything and when I tried to get to the site by typing it in manually I just got something about Virgin Media come up.
I've searched the web for an answer but as usual that was a total waste of time too.
Everything works perfectly when I run it so why can't I publish it? I've tried several times in the vein hope that maybe, just maybe it will finally give up and and publish it anyway, but all that resulted in is a smashed keyboard out of pure frustration!
5 days of solid toil, hardship and cramped hands now down the crapper. I think that error might just as well say "I'm not publishing your map because I hate you and want to make you suffer".
So what do I do? All that hard work has come to nothing.
Quote from Tmast98 on August 12, 2013, 7:53 pmQuote:I finished doing everything I wanted to my map and compiled it, no errors (ok there was a leak somewhere but I just put a big hollow nodraw brush around the whole map and it fixed that)First off never do that, use the load pointfile option to identify and remove the leak(s). You might say, what's the point, I can just do a hollow nodraw box, why waste the time. Well, the point is this is a huge problem for visleafs; making the whole map in a nodraw box with a leak forces the whole map to render everything at once, which can cause problems on lower end computers, and makes your own compile time for this map increase a ton! I used to do the hollow box trick as well, but take it from me, it is much more worth your time fixing this leak.
As for the map not compatible, you need a func_instance entity with the vmf_filename as global_pti_ents. This can be found in instances/p2editor folder.
Hope that helps!
First off never do that, use the load pointfile option to identify and remove the leak(s). You might say, what's the point, I can just do a hollow nodraw box, why waste the time. Well, the point is this is a huge problem for visleafs; making the whole map in a nodraw box with a leak forces the whole map to render everything at once, which can cause problems on lower end computers, and makes your own compile time for this map increase a ton! I used to do the hollow box trick as well, but take it from me, it is much more worth your time fixing this leak.
As for the map not compatible, you need a func_instance entity with the vmf_filename as global_pti_ents. This can be found in instances/p2editor folder.
Hope that helps!

Quote from Gemarakup on August 13, 2013, 12:37 amDon't put a box around your map because it will create too many visleafs if you're wondering why. (bad optimization).
Don't put a box around your map because it will create too many visleafs if you're wondering why. (bad optimization).

Quote from RectorRocks on August 13, 2013, 2:46 amEncasing your map in a giant box causes performance problems and it just looks pretty bad in general. Like what the others said, find your leaks by going to Map, then Load Pointfile. Fix it and you're done.
You need to have "global_pti_ents.vmf" in your map in order to publish your map to the Workshop. And also make sure to bring up the voting dialog by triggering the "relay_pti_level_end" relay.
[Source]
Encasing your map in a giant box causes performance problems and it just looks pretty bad in general. Like what the others said, find your leaks by going to Map, then Load Pointfile. Fix it and you're done.
You need to have "global_pti_ents.vmf" in your map in order to publish your map to the Workshop. And also make sure to bring up the voting dialog by triggering the "relay_pti_level_end" relay.
[Source]
Quote from Lpfreaky90 on August 13, 2013, 7:12 amTmast98 wrote:Quote:I finished doing everything I wanted to my map and compiled it, no errors (ok there was a leak somewhere but I just put a big hollow nodraw brush around the whole map and it fixed that)First off never do that, use the load pointfile option to identify and remove the leak(s). You might say, what's the point, I can just do a hollow nodraw box, why waste the time. Well, the point is this is a huge problem for visleafs; making the whole map in a nodraw box with a leak forces the whole map to render everything at once, which can cause problems on lower end computers, and makes your own compile time for this map increase a ton! I used to do the hollow box trick as well, but take it from me, it is much more worth your time fixing this leak.
As for the map not compatible, you need a func_instance entity with the vmf_filename as global_pti_ents. This can be found in instances/p2editor folder.
Hope that helps!
Excactly that. The failed to publish is 99% sure caused by the lack of global_pti_ents.
To make the voting work too;
- create a trigger in the lift
- make it a trigger_once
- give it ontrigger: @relay_pti_level_end: triggerNote that is should be that name; with the @ sign.
That should do it.
Also: never box it!
First off never do that, use the load pointfile option to identify and remove the leak(s). You might say, what's the point, I can just do a hollow nodraw box, why waste the time. Well, the point is this is a huge problem for visleafs; making the whole map in a nodraw box with a leak forces the whole map to render everything at once, which can cause problems on lower end computers, and makes your own compile time for this map increase a ton! I used to do the hollow box trick as well, but take it from me, it is much more worth your time fixing this leak.
As for the map not compatible, you need a func_instance entity with the vmf_filename as global_pti_ents. This can be found in instances/p2editor folder.
Hope that helps!
Excactly that. The failed to publish is 99% sure caused by the lack of global_pti_ents.
To make the voting work too;
- create a trigger in the lift
- make it a trigger_once
- give it ontrigger: @relay_pti_level_end: trigger
Note that is should be that name; with the @ sign.
That should do it.
Also: never box it!
Quote from Dafflewoctor on August 13, 2013, 8:00 amAlso very important: If you do not want Cave's voice to play, or the music that plays in PTI maps, (not sure if it actually controls the music but still), set the replacement value $disable_pti_audio to 1 in the instance.
Also very important: If you do not want Cave's voice to play, or the music that plays in PTI maps, (not sure if it actually controls the music but still), set the replacement value $disable_pti_audio to 1 in the instance.
Quote from CoolDudeClem on August 13, 2013, 5:30 pmOk thanks, I got the map to publish now, but I didn't add the voting trigger because I didn't know about it, I published my map before Lpfreaky90 and RectorRocks mentioned that. I just now put the voting trigger in the exit lift, but when I tried to compile the map it showed an error saying "Pass Repair: key taken too long [ontrigger: @relay_pti_level_end: trigger]" (or something like that).
I thought I was supposed to put all of the "ontrigger: @relay_pti_level_end: trigger" script into the "my output named" thing, but that doesn't seem to work. Do I put different parts of that script into the "Target entities named", "Via this input" and "with a parameter override of" things? If so, what should be there? I don't even seem to have any entities called @relay_pti_level_end, do I need to make of of those, if I do how do I do that?
Sorry if I sound like a dunce here, but this is my first time doing this and I haven't been this confused since trying to solve a Mevious map!
At first I didn't succeed, so I failed!
Ok thanks, I got the map to publish now, but I didn't add the voting trigger because I didn't know about it, I published my map before Lpfreaky90 and RectorRocks mentioned that. I just now put the voting trigger in the exit lift, but when I tried to compile the map it showed an error saying "Pass Repair: key taken too long [ontrigger: @relay_pti_level_end: trigger]" (or something like that).
I thought I was supposed to put all of the "ontrigger: @relay_pti_level_end: trigger" script into the "my output named" thing, but that doesn't seem to work. Do I put different parts of that script into the "Target entities named", "Via this input" and "with a parameter override of" things? If so, what should be there? I don't even seem to have any entities called @relay_pti_level_end, do I need to make of of those, if I do how do I do that?
Sorry if I sound like a dunce here, but this is my first time doing this and I haven't been this confused since trying to solve a Mevious map!
At first I didn't succeed, so I failed!
Quote from Tmast98 on August 13, 2013, 5:47 pmHi,
Here is the correct implementation:
You can remove the delay though, and the name PTI is just what I called the instance in the map, you can name it what you like.
Hope that helps!
Hi,
Here is the correct implementation:
You can remove the delay though, and the name PTI is just what I called the instance in the map, you can name it what you like.
Hope that helps!

Quote from josepezdj on August 14, 2013, 2:08 amIt is easier than that. Zivi7 once helped me realize this at the beginning days of the workshop
Listen, since the name of that relay that we need to trigger starts by "@", it allows you to access it directly, you don't need to do it via the instance that contains it. So if you simply add in your trigger:
- OnTrigger > @relay_pti_level_end > Trigger
it should work
It is easier than that. Zivi7 once helped me realize this at the beginning days of the workshop
Listen, since the name of that relay that we need to trigger starts by "@", it allows you to access it directly, you don't need to do it via the instance that contains it. So if you simply add in your trigger:
- OnTrigger > @relay_pti_level_end > Trigger
it should work

Quote from Gemarakup on August 14, 2013, 2:39 amIf you do it on the instance, it's
OnTrigger> (PTI ents name here)> instance;@relay_pti_level_end:trigger.
If you do it on the instance, it's
OnTrigger> (PTI ents name here)> instance;@relay_pti_level_end:trigger.