Ben and August’s Extended Editor (BEEMOD) & BEE2
Quote from flarn2006 on June 5, 2013, 9:48 pmFelixGriffin wrote:2) That can get you VAC banned, so I'm not willing to try it. VAC's main purpose is detecting programs hooked into a game's memory.I'm aware of what VAC does, but Portal 2 isn't VAC protected. Not even the co-op mode. Besides, it's only possible to get VAC banned if you're connected to a server anyway.
Here's a list of VAC-protected games; notice the absence of Portal 2. I'm aware that the console says "VAC secure mode enabled" but AFAIK that just means it's set to use VAC if it's available for that game, which it isn't.
If it makes you feel any better, you can start Portal 2 with the "-insecure" option; that's a universal Source feature to disable VAC. You can't connect to VAC servers with it on, but of course in Portal 2 that won't be an issue. Plus, if you can successfully connect to a co-op game with that option set, there's your proof right there.
(Also, riddle me this: what benefit would using VAC have outside of a multiplayer game? Or in a non-competitive multiplayer game, where leaving the server is more disruptive than any hack can be?)
On an unrelated note, I just thought of another idea to sort of have an unlimited item palette. Basically, modify the new chamber template p2c (haven't found it, but it's got to be somewhere) to include an isolated room with a bunch of different items (this could be done automatically by BEE2.) Something like this. Then add some kind of special marker item to that room as well. This item will have an entry in editoritems.txt so it can be recognized in a p2c file (and therefore compiled into the VMF), but the instance it places in the map will tell a modified vbsp.exe to ignore that particular space, as well as any entities inside it, when compiling. Seem like a good idea? (It should be obvious what purpose this would serve, but in case it's not, the user would be able to ctrl+drag items from there into the level even if they're not in the palette, which could be reserved for the most commonly used items.)
I'm aware of what VAC does, but Portal 2 isn't VAC protected. Not even the co-op mode. Besides, it's only possible to get VAC banned if you're connected to a server anyway.
Here's a list of VAC-protected games; notice the absence of Portal 2. I'm aware that the console says "VAC secure mode enabled" but AFAIK that just means it's set to use VAC if it's available for that game, which it isn't.
If it makes you feel any better, you can start Portal 2 with the "-insecure" option; that's a universal Source feature to disable VAC. You can't connect to VAC servers with it on, but of course in Portal 2 that won't be an issue. Plus, if you can successfully connect to a co-op game with that option set, there's your proof right there.
(Also, riddle me this: what benefit would using VAC have outside of a multiplayer game? Or in a non-competitive multiplayer game, where leaving the server is more disruptive than any hack can be?)
On an unrelated note, I just thought of another idea to sort of have an unlimited item palette. Basically, modify the new chamber template p2c (haven't found it, but it's got to be somewhere) to include an isolated room with a bunch of different items (this could be done automatically by BEE2.) Something like this. Then add some kind of special marker item to that room as well. This item will have an entry in editoritems.txt so it can be recognized in a p2c file (and therefore compiled into the VMF), but the instance it places in the map will tell a modified vbsp.exe to ignore that particular space, as well as any entities inside it, when compiling. Seem like a good idea? (It should be obvious what purpose this would serve, but in case it's not, the user would be able to ctrl+drag items from there into the level even if they're not in the palette, which could be reserved for the most commonly used items.)
Quote from FelixGriffin on June 6, 2013, 1:12 pmThose are Skotty's instances and models, repackaged for the PTI editor. Most of his entity and model names are in German.
Those are Skotty's instances and models, repackaged for the PTI editor. Most of his entity and model names are in German.
Quote from FelixGriffin on June 6, 2013, 2:22 pmI don't think it's possible to change the default room, sadly.
I don't think it's possible to change the default room, sadly.
Quote from flarn2006 on June 6, 2013, 3:00 pmFelixGriffin wrote:I don't think it's possible to change the default room, sadly.Really? That sucks. Could you maybe have it generate a p2c file anyway so it can be loaded using the puzzlemaker_load_dev command?
Really? That sucks. Could you maybe have it generate a p2c file anyway so it can be loaded using the puzzlemaker_load_dev command?
Quote from FelixGriffin on June 6, 2013, 3:01 pmSure, like in the FGEMOD, that just contains all the items? Then you can bind a key to load it.
Sure, like in the FGEMOD, that just contains all the items? Then you can bind a key to load it.
Quote from flarn2006 on June 6, 2013, 3:13 pmActually:
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alias puzzlemaker_new_chamber "puzzlemaker_load_dev [filename]"
It won't work when the editor first starts, but it will when you click "New chamber" in the menu, which isn't that hard.
Actually:
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alias puzzlemaker_new_chamber "puzzlemaker_load_dev [filename]"
It won't work when the editor first starts, but it will when you click "New chamber" in the menu, which isn't that hard.
Quote from FelixGriffin on June 6, 2013, 4:56 pmReally? That works? I wonder what other commands we can replace using alias...
Really? That works? I wonder what other commands we can replace using alias...