Ben and August’s Extended Editor (BEEMOD) & BEE2
Quote from FelixGriffin on November 27, 2012, 7:57 pmThe FGEMOD will soon be released for Mac, which is a command-line version of the BEEMOD2. I think the BEEMOD2 could also theoretically be ported to Mono, but it would be difficult.
The FGEMOD will soon be released for Mac, which is a command-line version of the BEEMOD2. I think the BEEMOD2 could also theoretically be ported to Mono, but it would be difficult.
Quote from BenVlodgi on November 28, 2012, 1:03 amdeli73 wrote:Seriously, i don't like windows. I know that's like impossible in your minds or something, but it's just the truth. And MAC USERS HAVE A RIGHT TO HAVE A WORKING ADVANCED EDITOR TOO!
Once they make Hammer for mac, i'll stop bothering you.I've been told that the regular BEE doesn't work on Macs
could you confirm or deny that
Once they make Hammer for mac, i'll stop bothering you.
I've been told that the regular BEE doesn't work on Macs
could you confirm or deny that
Quote from FelixGriffin on November 28, 2012, 8:35 amReally? Weird.
After validating your cache files, could you post your scripts/editoritems.txt file here?
Really? Weird.
After validating your cache files, could you post your scripts/editoritems.txt file here?
Quote from Sarcasmateur on December 4, 2012, 4:07 pmHey, I'm not 100% sure whether this issue has been addressed already, but I'm having a bit of trouble making the BEE mod and Hammer play nice together?
A while back, I rigged up the prototype of a level with the mod (since I find it makes things a bit easier to visualize at first). I had been hoping to bring it over into Hammer afterwards, and put on the finishing touches for it.
Problem is, a number of the elements just sort of... break once in Hammer. Doors don't open, the elevators and spawn points get whacky etc. Is there something I'm doing wrong, or do I just need to figure out some workarounds for those kinds of issues?
Hey, I'm not 100% sure whether this issue has been addressed already, but I'm having a bit of trouble making the BEE mod and Hammer play nice together?
A while back, I rigged up the prototype of a level with the mod (since I find it makes things a bit easier to visualize at first). I had been hoping to bring it over into Hammer afterwards, and put on the finishing touches for it.
Problem is, a number of the elements just sort of... break once in Hammer. Doors don't open, the elevators and spawn points get whacky etc. Is there something I'm doing wrong, or do I just need to figure out some workarounds for those kinds of issues?
Quote from BenVlodgi on December 4, 2012, 8:44 pmSarcasmateur wrote:Hey, I'm not 100% sure whether this issue has been addressed already, but I'm having a bit of trouble making the BEE mod and Hammer play nice together?
A while back, I rigged up the prototype of a level with the mod (since I find it makes things a bit easier to visualize at first). I had been hoping to bring it over into Hammer afterwards, and put on the finishing touches for it.
Problem is, a number of the elements just sort of... break once in Hammer. Doors don't open, the elevators and spawn points get whacky etc. Is there something I'm doing wrong, or do I just need to figure out some workarounds for those kinds of issues?did you export the map, or are you just using the items.
some items require the Bee global ents to be present, which are in the elevator instances for convenience
A while back, I rigged up the prototype of a level with the mod (since I find it makes things a bit easier to visualize at first). I had been hoping to bring it over into Hammer afterwards, and put on the finishing touches for it.
Problem is, a number of the elements just sort of... break once in Hammer. Doors don't open, the elevators and spawn points get whacky etc. Is there something I'm doing wrong, or do I just need to figure out some workarounds for those kinds of issues?
did you export the map, or are you just using the items.
some items require the Bee global ents to be present, which are in the elevator instances for convenience
Quote from Sarcasmateur on December 5, 2012, 3:29 pmI had been exporting it, but! It looks like the problem fixed itself after I added and then deleted an info_player_start entity. Don't know why, but I'm glad that it does. Thanks!
I had been exporting it, but! It looks like the problem fixed itself after I added and then deleted an info_player_start entity. Don't know why, but I'm glad that it does. Thanks!
Quote from BenVlodgi on December 6, 2012, 1:06 amSarcasmateur wrote:I had been exporting it, but! It looks like the problem fixed itself after I added and then deleted an info_player_start entity. Don't know why, but I'm glad that it does. Thanks!by default the info_player start is actually inside the transition ents, but by creating a newer one that one will take precedence
by default the info_player start is actually inside the transition ents, but by creating a newer one that one will take precedence
Quote from Inspirata on December 9, 2012, 10:33 amI hope my e-mail to you, Ben, hasn't gotten lost (I couldn't be sure if it was that or if you were busy, having not received a response). It regards the sounds for the energy ball catcher: they're incorrect, and I sent you the correct ones (they can also be extraced from the source sounds.gcf).
Absolutely loving the mod, although I'm hesitant to use the trigger blocks (and sometimes the logic gates due to the looks of the connection paths). I'd also appreciate the ability to control the energy ball speed and lifespan. Good luck working everything out!
I hope my e-mail to you, Ben, hasn't gotten lost (I couldn't be sure if it was that or if you were busy, having not received a response). It regards the sounds for the energy ball catcher: they're incorrect, and I sent you the correct ones (they can also be extraced from the source sounds.gcf).
Absolutely loving the mod, although I'm hesitant to use the trigger blocks (and sometimes the logic gates due to the looks of the connection paths). I'd also appreciate the ability to control the energy ball speed and lifespan. Good luck working everything out!
Quote from wildgoosespeeder on December 12, 2012, 12:31 amhttp://www.steamcommunity.com/sharedfiles/filedetails?id=109116765
http://www.steamcommunity.com/sharedfiles/filedetails?id=109116765
Click my Steam Profile image to view my Portal 2 Workshop!
Single Player Tests - Excellent Partnership (Coop) - Single Player BEE Mod Tests