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

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jcdwalle wrote:
The download website is down. It says this:
Apologies, but the page you requested could not be found. Perhaps searching will help.
Help?

There's a link on the Steam discussion for BEE. The Backstock website is transferring hosting servers.

Maybe you could add This: TNT Turrets Or this: ML's Angry Hover Turret

The TNT turrets are in the FGEMOD, so they'll be in the BEE2. I can work on adding the hover turret too if you want.

Falsi sumus crusto!

So, how is the progress of making this? Also, I want to know if the Manic mechanic things can be added.

When will BEEMOD2.0 come out? Oh and keep up the good work!

I just need to state something; In Carl's Puzzle Maker Style Changer, when I pick the "Default" style at the very bottom of the list, I still get all the BEE-related content in the editor. Is there a way I can download the original unaltered editoritems_original.txt, so I get all the geltypes on the palette rather than being limited to just Water and having to select the other types via the drop-down menus?

The light coming through the windows and other sources becomes very pixelated with this mod, and the gridlines directly below the large observance window are visible as black shadows.

When I tried linking two press buttons to a "AND" game and then the exit door, I could still hear a ticking sound, even when I have the timers for both buttons set to infinite.

I hope this mod doesn't tinker with the rate at which Cave Johnson speaks to the player or what the monitors that display in the start/end level elevators show (I keep getting emancipation grill demos with no voices when I play any maps)

Also, unless you already did, I don't get why some maps created with this mod don't require the mod to be downloaded, but some others do. For the lesser ones that don't use much of the mod, the puzzle should not load with the "needs BEE mod" error. That's something that's been worrying me since I first downloaded the mod.

I can only answer the first and last parts of your question:

Validate the game files to get everything back to normal. This will always work, no matter what mods you installed.

Nothing extra needs to be downloaded if the map only uses resources included in Portal 2 itself. Vactubes, for example, aren't used in testchambers, but they're still included in Portal 2 for the final boss battle and the scene after the neurotoxin generator.

But if you use something like a high-energy pellet launcher, which doesn't exist in Portal 2, extra files are needed to tell the game how to show that.

Falsi sumus crusto!

Unless you know how to use pakrat.

What`s the state of the project? Is that still developing?

v13_core wrote:
What`s the state of the project? Is that still developing?

I'm working on the BEE2



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