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Today's Topics:

   1. Re: Beta version (Stephan Vandenborn)
   2. Re: Beta version (Q?????? van Dommelen)
   3. Re: Beta version (Stephan Vandenborn)


----------------------------------------------------------------------

Message: 1
Date: Sun, 09 Oct 2011 18:51:58 +0200
From: Stephan Vandenborn <cosmicma...@gmail.com>
To: P2 Mapper List <p2mapper@list.valvesoftware.com>
Subject: Re: [P2mapper] Beta version
Message-ID: <4e91d12e.8030...@gmail.com>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed

Well,

If I can complain I can also be constructive. Someone pointed me to this 
tutorial to make an entirely new base to build your campaign on, without 
conflicts for the main game files and so on. It just has a few 
limitations rightnow on how to organize your menus but that is perhaps 
mainly because the guy who makes it is still in the process of 
understanding some tiny bits.

But it seems to be going quite well from my end. I moved all my campaign 
stuff to that new sourcemods folder. Basicly it's done the way you make 
a mod in portal 1. And the addons/vpk stuff is dropped alltogether.

So here's the link if you're interested:

http://www.se51.net/2011/09/15/how-to-make-your-own-portal-2-mod/

sv
Op 4/10/2011 22:42, nitro...@gmail.com schreef:
> Wo Wo Wo leaked version of what? peer review?
>
> On Oct 4, 2011, at 10:13 AM, Stephan Vandenborn<cosmicma...@gmail.com>  wrote:
>
>> It's not so bad but everyone has to be aware that when there's a leaked 
>> version they have to either uninstall or update when i release this.
>>
>> cd
>> Op 4/10/2011 17:09, Cory De La Torre schreef:
>>> Oh shit mang my bad, I dun linked this all up on facepunch already. :smith:
>>>
>>> On 10/3/11, Stephan Vandenborn<cosmicma...@gmail.com>   wrote:
>>>> Well as said before the RC is now in some ppl's hand (on my steam
>>>> friendslist) I just want to avoid massive complaints about the update
>>>> that is going to be breaking the sounds for the game for sure when you
>>>> have this "old" version. So I'm no longer giving out anything until i
>>>> can correctly patch the campaign to meet the updated dlc settings if it
>>>> would be required.
>>>>
>>>> sv
>>>> Op 4/10/2011 1:44, Eugenio Roman schreef:
>>>>> I am in!
>>>>>
>>>>> On Sat, Sep 17, 2011 at 3:07 AM, Stephan Vandenborn
>>>>> <cosmicma...@gmail.com>wrote:
>>>>>
>>>>>> Hello,
>>>>>>
>>>>>> Regarding the beta version of my campaign i've been sending out: I would
>>>>>> like to stress that there will probably a newer version for release with
>>>>>> some fixes and with updated internal changes to make it work better
>>>>>> withthe
>>>>>> portal 2 dlc is out. So please don't spread or leak this as a "good"
>>>>>> version.
>>>>>>
>>>>>> Especially in the area of soundscripts that I use to better distinguish
>>>>>> sounds as music and background because you can assign channels for it, i
>>>>>> need to use my own game_sounds_manifest.txt to tell the game to use my
>>>>>> campaign's script. This will without a doubt conflict when they add new
>>>>>> standard sounds to the game and I'm gonna have to update mine to reflect
>>>>>> this accordingly to not have any "no sound" glitches for the users.
>>>>>> Either
>>>>>> that, or let's hope they made it perfectly pluggable like in l4d2 where
>>>>>> the
>>>>>> game will read custom map based soundscripts (it doesn't seem to do that
>>>>>> now).
>>>>>>
>>>>>> Let's just test internally for now
>>>>>>
>>>>>> sv
>>>>>>
>>>>>>
>>>>>> ______________________________**_________________
>>>>>> P2mapper mailing list
>>>>>> P2mapper@list.valvesoftware.**com<P2mapper@list.valvesoftware.com>
>>>>>> http://list.valvesoftware.com/**cgi-bin/mailman/listinfo/**p2mapper<http://list.valvesoftware.com/cgi-bin/mailman/listinfo/p2mapper>
>>>>>>
>>>> _______________________________________________
>>>> P2mapper mailing list
>>>> P2mapper@list.valvesoftware.com
>>>> http://list.valvesoftware.com/cgi-bin/mailman/listinfo/p2mapper
>>>>
>>
>> _______________________________________________
>> P2mapper mailing list
>> P2mapper@list.valvesoftware.com
>> http://list.valvesoftware.com/cgi-bin/mailman/listinfo/p2mapper
> _______________________________________________
> P2mapper mailing list
> P2mapper@list.valvesoftware.com
> http://list.valvesoftware.com/cgi-bin/mailman/listinfo/p2mapper




------------------------------

Message: 2
Date: Sun, 9 Oct 2011 19:33:54 +0200
From: Q?????? van Dommelen <quinten1...@live.nl>
To: <p2mapper@list.valvesoftware.com>
Subject: Re: [P2mapper] Beta version
Message-ID: <snt120-w24d505ed04d8eff08a34e9bb...@phx.gbl>
Content-Type: text/plain; charset="utf-8"


dude where i download it cant find download button :0
 > Date: Sun, 9 Oct 2011 18:51:58 +0200
> From: cosmicma...@gmail.com
> To: p2mapper@list.valvesoftware.com
> Subject: Re: [P2mapper] Beta version
> 
> Well,
> 
> If I can complain I can also be constructive. Someone pointed me to this 
> tutorial to make an entirely new base to build your campaign on, without 
> conflicts for the main game files and so on. It just has a few 
> limitations rightnow on how to organize your menus but that is perhaps 
> mainly because the guy who makes it is still in the process of 
> understanding some tiny bits.
> 
> But it seems to be going quite well from my end. I moved all my campaign 
> stuff to that new sourcemods folder. Basicly it's done the way you make 
> a mod in portal 1. And the addons/vpk stuff is dropped alltogether.
> 
> So here's the link if you're interested:
> 
> http://www.se51.net/2011/09/15/how-to-make-your-own-portal-2-mod/
> 
> sv
> Op 4/10/2011 22:42, nitro...@gmail.com schreef:
> > Wo Wo Wo leaked version of what? peer review?
> >
> > On Oct 4, 2011, at 10:13 AM, Stephan Vandenborn<cosmicma...@gmail.com>  
> > wrote:
> >
> >> It's not so bad but everyone has to be aware that when there's a leaked 
> >> version they have to either uninstall or update when i release this.
> >>
> >> cd
> >> Op 4/10/2011 17:09, Cory De La Torre schreef:
> >>> Oh shit mang my bad, I dun linked this all up on facepunch already. 
> >>> :smith:
> >>>
> >>> On 10/3/11, Stephan Vandenborn<cosmicma...@gmail.com>   wrote:
> >>>> Well as said before the RC is now in some ppl's hand (on my steam
> >>>> friendslist) I just want to avoid massive complaints about the update
> >>>> that is going to be breaking the sounds for the game for sure when you
> >>>> have this "old" version. So I'm no longer giving out anything until i
> >>>> can correctly patch the campaign to meet the updated dlc settings if it
> >>>> would be required.
> >>>>
> >>>> sv
> >>>> Op 4/10/2011 1:44, Eugenio Roman schreef:
> >>>>> I am in!
> >>>>>
> >>>>> On Sat, Sep 17, 2011 at 3:07 AM, Stephan Vandenborn
> >>>>> <cosmicma...@gmail.com>wrote:
> >>>>>
> >>>>>> Hello,
> >>>>>>
> >>>>>> Regarding the beta version of my campaign i've been sending out: I 
> >>>>>> would
> >>>>>> like to stress that there will probably a newer version for release 
> >>>>>> with
> >>>>>> some fixes and with updated internal changes to make it work better
> >>>>>> withthe
> >>>>>> portal 2 dlc is out. So please don't spread or leak this as a "good"
> >>>>>> version.
> >>>>>>
> >>>>>> Especially in the area of soundscripts that I use to better distinguish
> >>>>>> sounds as music and background because you can assign channels for it, 
> >>>>>> i
> >>>>>> need to use my own game_sounds_manifest.txt to tell the game to use my
> >>>>>> campaign's script. This will without a doubt conflict when they add new
> >>>>>> standard sounds to the game and I'm gonna have to update mine to 
> >>>>>> reflect
> >>>>>> this accordingly to not have any "no sound" glitches for the users.
> >>>>>> Either
> >>>>>> that, or let's hope they made it perfectly pluggable like in l4d2 where
> >>>>>> the
> >>>>>> game will read custom map based soundscripts (it doesn't seem to do 
> >>>>>> that
> >>>>>> now).
> >>>>>>
> >>>>>> Let's just test internally for now
> >>>>>>
> >>>>>> sv
> >>>>>>
> >>>>>>
> >>>>>> ______________________________**_________________
> >>>>>> P2mapper mailing list
> >>>>>> P2mapper@list.valvesoftware.**com<P2mapper@list.valvesoftware.com>
> >>>>>> http://list.valvesoftware.com/**cgi-bin/mailman/listinfo/**p2mapper<http://list.valvesoftware.com/cgi-bin/mailman/listinfo/p2mapper>
> >>>>>>
> >>>> _______________________________________________
> >>>> P2mapper mailing list
> >>>> P2mapper@list.valvesoftware.com
> >>>> http://list.valvesoftware.com/cgi-bin/mailman/listinfo/p2mapper
> >>>>
> >>
> >> _______________________________________________
> >> P2mapper mailing list
> >> P2mapper@list.valvesoftware.com
> >> http://list.valvesoftware.com/cgi-bin/mailman/listinfo/p2mapper
> > _______________________________________________
> > P2mapper mailing list
> > P2mapper@list.valvesoftware.com
> > http://list.valvesoftware.com/cgi-bin/mailman/listinfo/p2mapper
> 
> 
> _______________________________________________
> P2mapper mailing list
> P2mapper@list.valvesoftware.com
> http://list.valvesoftware.com/cgi-bin/mailman/listinfo/p2mapper
                                          

------------------------------

Message: 3
Date: Sun, 09 Oct 2011 19:58:10 +0200
From: Stephan Vandenborn <cosmicma...@gmail.com>
To: P2 Mapper List <p2mapper@list.valvesoftware.com>
Subject: Re: [P2mapper] Beta version
Message-ID: <4e91e0b2.2010...@gmail.com>
Content-Type: text/plain; charset=UTF-8; format=flowed

It's not the beta, it's a tutorial on how to build a portal 2 campaign 
(mod) I'm not ready with it yet...

sv
Op 9/10/2011 19:33, Q?????? van Dommelen schreef:
> dude where i download it cant find download button :0
>   >  Date: Sun, 9 Oct 2011 18:51:58 +0200
>> From: cosmicma...@gmail.com
>> To: p2mapper@list.valvesoftware.com
>> Subject: Re: [P2mapper] Beta version
>>
>> Well,
>>
>> If I can complain I can also be constructive. Someone pointed me to this
>> tutorial to make an entirely new base to build your campaign on, without
>> conflicts for the main game files and so on. It just has a few
>> limitations rightnow on how to organize your menus but that is perhaps
>> mainly because the guy who makes it is still in the process of
>> understanding some tiny bits.
>>
>> But it seems to be going quite well from my end. I moved all my campaign
>> stuff to that new sourcemods folder. Basicly it's done the way you make
>> a mod in portal 1. And the addons/vpk stuff is dropped alltogether.
>>
>> So here's the link if you're interested:
>>
>> http://www.se51.net/2011/09/15/how-to-make-your-own-portal-2-mod/
>>
>> sv
>> Op 4/10/2011 22:42, nitro...@gmail.com schreef:
>>> Wo Wo Wo leaked version of what? peer review?
>>>
>>> On Oct 4, 2011, at 10:13 AM, Stephan Vandenborn<cosmicma...@gmail.com>   
>>> wrote:
>>>
>>>> It's not so bad but everyone has to be aware that when there's a leaked 
>>>> version they have to either uninstall or update when i release this.
>>>>
>>>> cd
>>>> Op 4/10/2011 17:09, Cory De La Torre schreef:
>>>>> Oh shit mang my bad, I dun linked this all up on facepunch already. 
>>>>> :smith:
>>>>>
>>>>> On 10/3/11, Stephan Vandenborn<cosmicma...@gmail.com>    wrote:
>>>>>> Well as said before the RC is now in some ppl's hand (on my steam
>>>>>> friendslist) I just want to avoid massive complaints about the update
>>>>>> that is going to be breaking the sounds for the game for sure when you
>>>>>> have this "old" version. So I'm no longer giving out anything until i
>>>>>> can correctly patch the campaign to meet the updated dlc settings if it
>>>>>> would be required.
>>>>>>
>>>>>> sv
>>>>>> Op 4/10/2011 1:44, Eugenio Roman schreef:
>>>>>>> I am in!
>>>>>>>
>>>>>>> On Sat, Sep 17, 2011 at 3:07 AM, Stephan Vandenborn
>>>>>>> <cosmicma...@gmail.com>wrote:
>>>>>>>
>>>>>>>> Hello,
>>>>>>>>
>>>>>>>> Regarding the beta version of my campaign i've been sending out: I 
>>>>>>>> would
>>>>>>>> like to stress that there will probably a newer version for release 
>>>>>>>> with
>>>>>>>> some fixes and with updated internal changes to make it work better
>>>>>>>> withthe
>>>>>>>> portal 2 dlc is out. So please don't spread or leak this as a "good"
>>>>>>>> version.
>>>>>>>>
>>>>>>>> Especially in the area of soundscripts that I use to better distinguish
>>>>>>>> sounds as music and background because you can assign channels for it, 
>>>>>>>> i
>>>>>>>> need to use my own game_sounds_manifest.txt to tell the game to use my
>>>>>>>> campaign's script. This will without a doubt conflict when they add new
>>>>>>>> standard sounds to the game and I'm gonna have to update mine to 
>>>>>>>> reflect
>>>>>>>> this accordingly to not have any "no sound" glitches for the users.
>>>>>>>> Either
>>>>>>>> that, or let's hope they made it perfectly pluggable like in l4d2 where
>>>>>>>> the
>>>>>>>> game will read custom map based soundscripts (it doesn't seem to do 
>>>>>>>> that
>>>>>>>> now).
>>>>>>>>
>>>>>>>> Let's just test internally for now
>>>>>>>>
>>>>>>>> sv
>>>>>>>>
>>>>>>>>
>>>>>>>> ______________________________**_________________
>>>>>>>> P2mapper mailing list
>>>>>>>> P2mapper@list.valvesoftware.**com<P2mapper@list.valvesoftware.com>
>>>>>>>> http://list.valvesoftware.com/**cgi-bin/mailman/listinfo/**p2mapper<http://list.valvesoftware.com/cgi-bin/mailman/listinfo/p2mapper>
>>>>>>>>
>>>>>> _______________________________________________
>>>>>> P2mapper mailing list
>>>>>> P2mapper@list.valvesoftware.com
>>>>>> http://list.valvesoftware.com/cgi-bin/mailman/listinfo/p2mapper
>>>>>>
>>>> _______________________________________________
>>>> P2mapper mailing list
>>>> P2mapper@list.valvesoftware.com
>>>> http://list.valvesoftware.com/cgi-bin/mailman/listinfo/p2mapper
>>> _______________________________________________
>>> P2mapper mailing list
>>> P2mapper@list.valvesoftware.com
>>> http://list.valvesoftware.com/cgi-bin/mailman/listinfo/p2mapper
>>
>> _______________________________________________
>> P2mapper mailing list
>> P2mapper@list.valvesoftware.com
>> http://list.valvesoftware.com/cgi-bin/mailman/listinfo/p2mapper
>                                       
> _______________________________________________
> P2mapper mailing list
> P2mapper@list.valvesoftware.com
> http://list.valvesoftware.com/cgi-bin/mailman/listinfo/p2mapper




------------------------------

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