Ben and August’s Extended Editor (BEEMOD) & BEE2
Quote from supermarioportal2 on August 15, 2012, 2:28 pmwell... when my friend on the Mac installs it by the raw files his portal 2 game doesn't want to load
well... when my friend on the Mac installs it by the raw files his portal 2 game doesn't want to load
Quote from BenVlodgi on August 15, 2012, 8:37 pmFelixGriffin wrote:Just a few questions about this mod:Do you really need the five different logic gates? I prefer HMW's AND, OR, and XOR (thus giving you NAND, NOR, NOT, and NXOR with the Start Enabled param), and then a few other useful ones in a separate entity.
Do you have a counter on the pellet launcher? If you don't, I'd recommend adding one. It's nice to be able to change the ball's lifetime.
Does this include inputs and outputs on the faith plates? I was planning to add them (the output firing when it launched something), but I don't need to if you already added that.
Do the vents curve once they get off screen? That might be a good idea.
I am planning to test this mod, but my internet is really bogged down. You'll probably have replied before the DL finishes.
the latest build only has AND OR and NOR (which is labeled NOT)
faithplates dont have inputs or outputs
vents go straight into the ceiling
I cant add properties like counters without class supportsupermarioportal2 wrote:well... when my friend on the Mac installs it by the raw files his portal 2 game doesn't want to loadI dont know what to tell you, I dont have a mac, to fix this problem tell him to verify his cache
tanger2b wrote:Other than any previous problems, I only found one. The second door when receiving a single portal device is not solid when opened. You can see me go through it at the beginning of this video. -snip-actually any door using world portals isn't solid at all. its just valve timed all their doors distances well. I'll have to add a clip. thanks for the notice
Do you really need the five different logic gates? I prefer HMW's AND, OR, and XOR (thus giving you NAND, NOR, NOT, and NXOR with the Start Enabled param), and then a few other useful ones in a separate entity.
Do you have a counter on the pellet launcher? If you don't, I'd recommend adding one. It's nice to be able to change the ball's lifetime.
Does this include inputs and outputs on the faith plates? I was planning to add them (the output firing when it launched something), but I don't need to if you already added that.
Do the vents curve once they get off screen? That might be a good idea.
I am planning to test this mod, but my internet is really bogged down. You'll probably have replied before the DL finishes.
the latest build only has AND OR and NOR (which is labeled NOT)
faithplates dont have inputs or outputs
vents go straight into the ceiling
I cant add properties like counters without class support
I dont know what to tell you, I dont have a mac, to fix this problem tell him to verify his cache
actually any door using world portals isn't solid at all. its just valve timed all their doors distances well. I'll have to add a clip. thanks for the notice
Quote from supermarioportal2 on August 16, 2012, 8:16 ami have some suggestins :
1) triggers don't give these blue dots
2)ability do delete blue dots
3)cube accepter ,it's something like the accepter for the pellet , but in the pellet accepter you will br able to select what to accept like : Accept - Pellets,Cube,Comapnion Cube,frankenturret,sphere,
4) personality cores
5)GLaDOS
i would be really happy if you would make the cube accepter
i have some suggestins :
1) triggers don't give these blue dots
2)ability do delete blue dots
3)cube accepter ,it's something like the accepter for the pellet , but in the pellet accepter you will br able to select what to accept like : Accept - Pellets,Cube,Comapnion Cube,frankenturret,sphere,
4) personality cores
5)GLaDOS
i would be really happy if you would make the cube accepter
Quote from tanger2b on August 16, 2012, 10:08 amThis mod is supposed to give you Moore items to make a better puzzle. GLaDOS and personality cores aren't a necessity at all. As for the blue lights, it's impossible to get rid of them on free will. You need to block them or let it be. (In small hallways, I put glass lights to block them.
This mod is supposed to give you Moore items to make a better puzzle. GLaDOS and personality cores aren't a necessity at all. As for the blue lights, it's impossible to get rid of them on free will. You need to block them or let it be. (In small hallways, I put glass lights to block them.
My steam profile: http://steamcommunity.com/id/tanger2b/
My speedrun and blind run filled youtube: http://www.youtube.com/user/portal2tenacious
I need maps to play and rate! Post links here: http://steamcommunity.com/groups/Portal2STUD
Quote from FelixGriffin on August 16, 2012, 10:08 amSuperMarioPortal: I think only the fourth of those is possible in the PTI. You might want to use Hammer for the others.
Ben: Why not add in an XOR? You can build the NOT into the OR. (I'm asking because I have a Hammer map which uses a lot of XOR logic.)
Okay, I can add that. It will be laggy to enable-disable them too fast, since it requires scripting (finding the nearest trigger_catapult), but significantly only if you have a lot right near each other (id est, a rollercoaster). >:D
That works, if you can't see stuff getting fizzled.
Can't you put a counter on any class? I thought I'd tried that and it worked on an unclassed object.
SuperMarioPortal: I think only the fourth of those is possible in the PTI. You might want to use Hammer for the others.
Ben: Why not add in an XOR? You can build the NOT into the OR. (I'm asking because I have a Hammer map which uses a lot of XOR logic.)
Okay, I can add that. It will be laggy to enable-disable them too fast, since it requires scripting (finding the nearest trigger_catapult), but significantly only if you have a lot right near each other (id est, a rollercoaster). >:D
That works, if you can't see stuff getting fizzled.
Can't you put a counter on any class? I thought I'd tried that and it worked on an unclassed object.
Quote from Alexander Bell on August 16, 2012, 10:10 amCube accepter is an okay idea, but there are only a few special situations where you can't just use a ball and a cube in the place of it.
GLaDOS would just be a waste, and so would cores. Hammer, please. And if you really want them, make your warm light strip a core or GLaDOS by editing the instance.
And in the future Valve will let you freely remove the lights
Cube accepter is an okay idea, but there are only a few special situations where you can't just use a ball and a cube in the place of it.
GLaDOS would just be a waste, and so would cores. Hammer, please. And if you really want them, make your warm light strip a core or GLaDOS by editing the instance.
And in the future Valve will let you freely remove the lights
Quote from BenVlodgi on August 16, 2012, 10:56 amthe ability to change connections and how they appear in the puzzlemaker will be with the next update
I'm not making any new items for the BEE
however the BEE2 will have many new items, so we'll see.
the ability to change connections and how they appear in the puzzlemaker will be with the next update
I'm not making any new items for the BEE
however the BEE2 will have many new items, so we'll see.
Quote from Alexander Bell on August 16, 2012, 11:43 amFor 2.0, could you make it so if you have 2 pdvs facing eachother (hard to explain) on a wall, so that there is a gap between them, the gap is 276x128? Currently its in between spaces, which means you can't set up a fling or have a cube hover between them (trust me, I've tried. Also, a turret dropper would be nice.
For 2.0, could you make it so if you have 2 pdvs facing eachother (hard to explain) on a wall, so that there is a gap between them, the gap is 276x128? Currently its in between spaces, which means you can't set up a fling or have a cube hover between them (trust me, I've tried. Also, a turret dropper would be nice.
Quote from Shane on August 16, 2012, 12:10 pmIt's surprising that Valve didn't make the editor like this to begin with, it's not as if the extra items make the editor any harder to use.
It's surprising that Valve didn't make the editor like this to begin with, it's not as if the extra items make the editor any harder to use.
Quote from portal2companioncube on August 16, 2012, 12:13 pmCould you make the trigger blocks be able to be placed in mid-air? The editor only allows it to be placed on a walls, floors, and I don't know about ceilings.
Could you make the trigger blocks be able to be placed in mid-air? The editor only allows it to be placed on a walls, floors, and I don't know about ceilings.