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Ben and August’s Extended Editor (BEEMOD) & BEE2

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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.

Falsi sumus crusto!
deli73 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



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps

Really? Weird.

After validating your cache files, could you post your scripts/editoritems.txt file here?

Falsi sumus crusto!

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?

Sarcasmateur 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



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps

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!

Sarcasmateur 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



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps

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!

http://www.steamcommunity.com/sharedfiles/filedetails?id=109116765

Image
Click my Steam Profile image to view my Portal 2 Workshop!

Single Player Tests - Excellent Partnership (Coop) - Single Player BEE Mod Tests

<<Please delete this post, I changed my mind about saying this...>>

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