Ben and August’s Extended Editor (BEEMOD) & BEE2
Quote from Alexander Bell on July 31, 2012, 1:32 pmHes being very snobby to PTI users by releasing a mod for free that he has clearly spent HOURS working on to give it at least 60% of the functionality of Hammer. How dare he be so rude? I guess we will all just have to
Hes being very snobby to PTI users by releasing a mod for free that he has clearly spent HOURS working on to give it at least 60% of the functionality of Hammer. How dare he be so rude? I guess we will all just have to
Quote from BenVlodgi on July 31, 2012, 4:26 pmShane wrote:Quite a lot of snobishness directed at PTI users here.yup, most of us have been mapping in hammer for a long time 1+ year myself. and PTI users come on here and ask how they can easily make their cookie cutter maps look professional, and most refuse to learn hammer
I suppose I do fuel their fire a little bit by giving out this mod today (not yet).
oh well, its all fun and games reallyEDIT: The mod will probably not come out tonight, something has come up, and I have to leave for the night. I expect it will on your computers by tomorrow though.
yup, most of us have been mapping in hammer for a long time 1+ year myself. and PTI users come on here and ask how they can easily make their cookie cutter maps look professional, and most refuse to learn hammer
I suppose I do fuel their fire a little bit by giving out this mod today (not yet).
oh well, its all fun and games really
EDIT: The mod will probably not come out tonight, something has come up, and I have to leave for the night. I expect it will on your computers by tomorrow though.
Quote from Shane on August 1, 2012, 7:27 pmI intended in no way to diminish the work Ben is doing, sorry.
If I'm understanding correctly the HEP is the only component of the mod that will require the other mapper to install the resource package?
I intended in no way to diminish the work Ben is doing, sorry.
If I'm understanding correctly the HEP is the only component of the mod that will require the other mapper to install the resource package?
Quote from BenVlodgi on August 1, 2012, 10:40 pmShane wrote:I intended in no way to diminish the work Ben is doing, sorry.If I'm understanding correctly the HEP is the only component of the mod that will require the other mapper to install the resource package?
yes, not mappers though, other players
everything else is vanilla
If I'm understanding correctly the HEP is the only component of the mod that will require the other mapper to install the resource package?
yes, not mappers though, other players
everything else is vanilla
Quote from Alexander Bell on August 1, 2012, 11:02 pmQuote:I wish, and yes you guys are being Valve timed I suppose, right now August is making textures for the logic models, which were a late add, but I realized that giving you the ability to make your own logic would fix a lot of bugs that was going into some of the other entities
if you want to know about the nand gate, check it out here http://en.wikipedia.org/wiki/Logic_gate
it works only when all of the inputs are not activatedthe logic gates have a terrible and strange bug, (sometimes) when you drag it onto the map, portal 2 just crashes, and I have no idea why
oh well just save before you add logictoday we made a breakthrough on something, which has given August a lot more things to do too bad, because he has done a lot already
we got some beta reports in, and I'm fixing the bugs now. By the looks of it, we'll have it out tomorrow very nicely polished (except for that crashing bug) once you have one logic entity you'll just want to use the copy feature (ctrl + drag)-- Him on the Steam forums. Tomorrow again! I actually believe him again
if you want to know about the nand gate, check it out here http://en.wikipedia.org/wiki/Logic_gate
it works only when all of the inputs are not activated
the logic gates have a terrible and strange bug, (sometimes) when you drag it onto the map, portal 2 just crashes, and I have no idea why
oh well just save before you add logic
today we made a breakthrough on something, which has given August a lot more things to do too bad, because he has done a lot already
we got some beta reports in, and I'm fixing the bugs now. By the looks of it, we'll have it out tomorrow very nicely polished (except for that crashing bug) once you have one logic entity you'll just want to use the copy feature (ctrl + drag)
-- Him on the Steam forums. Tomorrow again! I actually believe him again
Quote from Shane on August 2, 2012, 10:24 amThe logic gates in HMW's add on have never crashed the game. I presume Ben's are somewhat different?
The logic gates in HMW's add on have never crashed the game. I presume Ben's are somewhat different?
Quote from BenVlodgi on August 2, 2012, 7:30 pmShane wrote:The logic gates in HMW's add on have never crashed the game. I presume Ben's are somewhat different?I am using the cube class, which may be the problem. I'm looking into getting custom classes made, but in the event that I dont have them before release, I may remove some of the gates and use the button class instead
I am using the cube class, which may be the problem. I'm looking into getting custom classes made, but in the event that I dont have them before release, I may remove some of the gates and use the button class instead
Quote from Shane on August 2, 2012, 8:49 pmBenVlodgi wrote:Shane wrote:The logic gates in HMW's add on have never crashed the game. I presume Ben's are somewhat different?I am using the cube class, which may be the problem. I'm looking into getting custom classes made, but in the event that I dont have them before release, I may remove some of the gates and use the button class instead
That makes sense, his already uses the button class from what I can tell.
I am using the cube class, which may be the problem. I'm looking into getting custom classes made, but in the event that I dont have them before release, I may remove some of the gates and use the button class instead
That makes sense, his already uses the button class from what I can tell.
Quote from Carl on August 3, 2012, 1:57 amOK, I solved that crash. It's caused by not specifying the model twice in each subtype. The cube class needs a normal model and a falling model, but they can both be the same. If you only specify one model, you get random crashes when you place it.
OK, I solved that crash. It's caused by not specifying the model twice in each subtype. The cube class needs a normal model and a falling model, but they can both be the same. If you only specify one model, you get random crashes when you place it.
Quote from BenVlodgi on August 3, 2012, 2:09 amCarl wrote:OK, I solved that crash. It's caused by not specifying the model twice in each subtype. The cube class needs a normal model and a falling model, but they can both be the same. If you only specify one model, you get random crashes when you place it.strangest reason to crash, but he's right
strangest reason to crash, but he's right