Working with Instances
Quote from msleeper on May 27, 2011, 5:51 pmThe "tube" elevator instances are the 1940's elevators, there should have it's own "_logic_ents" version that it needs as well as the "_base".
The "tube" elevator instances are the 1940's elevators, there should have it's own "_logic_ents" version that it needs as well as the "_base".
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Quote from SharkPack717 on May 27, 2011, 6:11 pmmsleeper wrote:The "tube" elevator instances are the 1940's elevators, there should have it's own "_logic_ents" version that it needs as well as the "_base".The thing is, why isn't valve's map not working for me? The one that comes with the SDK. I uninstalled and Reinstalled the SDK. I open the map that came with the SDK(sp_a3_speed_ramp)and hit "Run Map![F9]" Without modifying the map itself! I let it load and...it spawns me outside the Elevator at the Origin of the map. I feel as tho there might be a corruption of the instances.
The thing is, why isn't valve's map not working for me? The one that comes with the SDK. I uninstalled and Reinstalled the SDK. I open the map that came with the SDK(sp_a3_speed_ramp)and hit "Run Map![F9]" Without modifying the map itself! I let it load and...it spawns me outside the Elevator at the Origin of the map. I feel as tho there might be a corruption of the instances.
Quote from msleeper on May 27, 2011, 6:14 pmI severely doubt the instances are corrupt. It's more likely that the instances used to compile that map may have been modified after the map was built and "finished".
I severely doubt the instances are corrupt. It's more likely that the instances used to compile that map may have been modified after the map was built and "finished".
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from SharkPack717 on May 27, 2011, 6:32 pmThe tube Elevators looks nothing like the 1940 Elevator, instances/underground/test_dome_entrance_lift_01.vmf is the one for me personally. And when i delete the SDK tools and run Portal 2 I get an error message saying Failed to load the launcher DLL:
The specified module could not be found.
Which I know how to fix. When I play Portal 2 without having downloaded the SDK, it runs fine. When I do download the SDK, it doesn't want to run the first level of Chapter-7. When I delete the SDK tools, I get that Error message.
The tube Elevators looks nothing like the 1940 Elevator, instances/underground/test_dome_entrance_lift_01.vmf is the one for me personally. And when i delete the SDK tools and run Portal 2 I get an error message saying Failed to load the launcher DLL:
The specified module could not be found.
Which I know how to fix. When I play Portal 2 without having downloaded the SDK, it runs fine. When I do download the SDK, it doesn't want to run the first level of Chapter-7. When I delete the SDK tools, I get that Error message.
Quote from WinstonSmith on May 27, 2011, 6:46 pmSharkPack717 wrote:The tube Elevators looks nothing like the 1940 Elevator, instances/underground/test_dome_entrance_lift_01.vmf is the one for me personally. And when i delete the SDK tools and run Portal 2 I get an error message saying Failed to load the launcher DLL:
The specified module could not be found.
Which I know how to fix. When I play Portal 2 without having downloaded the SDK, it runs fine. When I do download the SDK, it doesn't want to run the first level of Chapter-7. When I delete the SDK tools, I get that Error message.Verify the integrity of the game cache.
The specified module could not be found.
Which I know how to fix. When I play Portal 2 without having downloaded the SDK, it runs fine. When I do download the SDK, it doesn't want to run the first level of Chapter-7. When I delete the SDK tools, I get that Error message.
Verify the integrity of the game cache.
Quote from CraigChrist on May 27, 2011, 6:52 pmSharkPack717 wrote:msleeper wrote:The "tube" elevator instances are the 1940's elevators, there should have it's own "_logic_ents" version that it needs as well as the "_base".The thing is, why isn't valve's map not working for me? The one that comes with the SDK. I uninstalled and Reinstalled the SDK. I open the map that came with the SDK(sp_a3_speed_ramp)and hit "Run Map![F9]" Without modifying the map itself! I let it load and...it spawns me outside the Elevator at the Origin of the map. I feel as tho there might be a corruption of the instances.
Same thing happened to me. I'm pretty sure that's how it is.
I think valve instances are not 100% reliable. They make games, not a level development software. They don't have the time (or the profit) to perfect the SDK. They gave us what they could and it's on us to use it the best we can.
What bothers me the most with their instances is that there are too many entities and connections. I don't know what half of it does. So I like doing it all by myself, step by step. But this takes a looooot of time.
For the purpose of the contest I decided to work with valve's instances because there wouldn't be enough time to figure it all myself. And because some of them don't work as they should (or I still don't have enough knowledge to make it work) I just tweaked them a bit so they serve the purpose.
For the starting elevator for 1940. aperture science i just added a logic_auto that triggers a teleport to teleport a player on the map spawn (the point_teleport is already in the instance).
I also tweaked global_ents instance that i used to set the atmosphere (fog and tonemap controlers). Using it by default gave me a potato Glados on the portal gun (even with msleepers modified transition ents) so I deleted a point_servercommand entity which used some flashlight command that I don't know what it does
and the potato was gone.
This definitely is not the right way to do it but my elevators work now and there's no potato gun, and I'm not gonna waste more time on that.
The thing is, why isn't valve's map not working for me? The one that comes with the SDK. I uninstalled and Reinstalled the SDK. I open the map that came with the SDK(sp_a3_speed_ramp)and hit "Run Map![F9]" Without modifying the map itself! I let it load and...it spawns me outside the Elevator at the Origin of the map. I feel as tho there might be a corruption of the instances.
Same thing happened to me. I'm pretty sure that's how it is.
I think valve instances are not 100% reliable. They make games, not a level development software. They don't have the time (or the profit) to perfect the SDK. They gave us what they could and it's on us to use it the best we can.
What bothers me the most with their instances is that there are too many entities and connections. I don't know what half of it does. So I like doing it all by myself, step by step. But this takes a looooot of time.
For the purpose of the contest I decided to work with valve's instances because there wouldn't be enough time to figure it all myself. And because some of them don't work as they should (or I still don't have enough knowledge to make it work) I just tweaked them a bit so they serve the purpose.
For the starting elevator for 1940. aperture science i just added a logic_auto that triggers a teleport to teleport a player on the map spawn (the point_teleport is already in the instance).
I also tweaked global_ents instance that i used to set the atmosphere (fog and tonemap controlers). Using it by default gave me a potato Glados on the portal gun (even with msleepers modified transition ents) so I deleted a point_servercommand entity which used some flashlight command that I don't know what it does
and the potato was gone.
This definitely is not the right way to do it but my elevators work now and there's no potato gun, and I'm not gonna waste more time on that.
Quote from msleeper on May 27, 2011, 7:17 pmWe should have a community project to make versatile entry and exit instances for the various themes.
We should have a community project to make versatile entry and exit instances for the various themes. ![]()
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from SharkPack717 on May 27, 2011, 7:34 pmSo the EXIT Elevator for 1940 works fine, it opens and closes,goes up and I get the message "End of Playtest" meaning that its working fine. It's just that the Entry Elevator for 1940 doesn't move up and I don't spawn in it.
So the EXIT Elevator for 1940 works fine, it opens and closes,goes up and I get the message "End of Playtest" meaning that its working fine. It's just that the Entry Elevator for 1940 doesn't move up and I don't spawn in it.
Quote from kwp21 pitts on May 27, 2011, 9:13 pmmsleeper wrote:We should have a community project to make versatile entry and exit instances for the various themes.That is not a bad idea.
That is not a bad idea.

VDC User PageQuote from SharkPack717 on May 27, 2011, 9:16 pmAm I the only one that cant make the map provided by valve called sp_a3_speed_ramp work correctly?
Am I the only one that cant make the map provided by valve called sp_a3_speed_ramp work correctly?

