Felix Griffin's Editor Mod (FGEMOD)
Quote from tile on May 26, 2013, 6:38 pmthe actual program is great! i love the whole "loging in to aperture server...done" thing.
some suggestions though:
1. the actual selection menu is glitchy. as soon as i move up/down, the items all re-load sort of, and then it cuts the directions off. (also the aperture logo) not to mention the top half of the element list itself. i would fix it by removing anything fancy on that screen. (animation-like "print to console" stuff, the aperture logo etc. im only experienced with lua and java though, so idk how hard that would actually be to do or not.
2. as for the directions themselves, i'm confused what each button actually DOES. i know that "D" makes a star next to each element i press it next to, but i don't know what the star means.
3. make it so the program limits 32 items to be put on the editor menu, and let the user know how many selections they have left to make.
the actual program is great! i love the whole "loging in to aperture server...done" thing.
some suggestions though:
1. the actual selection menu is glitchy. as soon as i move up/down, the items all re-load sort of, and then it cuts the directions off. (also the aperture logo) not to mention the top half of the element list itself. i would fix it by removing anything fancy on that screen. (animation-like "print to console" stuff, the aperture logo etc. im only experienced with lua and java though, so idk how hard that would actually be to do or not.
2. as for the directions themselves, i'm confused what each button actually DOES. i know that "D" makes a star next to each element i press it next to, but i don't know what the star means.
3. make it so the program limits 32 items to be put on the editor menu, and let the user know how many selections they have left to make.
Quote from FelixGriffin on May 26, 2013, 7:12 pmThanks!
1) I'll make a simplified version as well, although scrolling up and down is hard and usually ends up like the list did here.
2) The starred items are "selected." Those ones will be added to the file when you save.
3) I think there's something like that already, I'll have to check the code. I don't remember.
Thanks!
1) I'll make a simplified version as well, although scrolling up and down is hard and usually ends up like the list did here.
2) The starred items are "selected." Those ones will be added to the file when you save.
3) I think there's something like that already, I'll have to check the code. I don't remember.
Quote from flarn2006 on June 3, 2013, 9:44 pmI have a few suggestions that may or may not have been mentioned already:
- Add a way to disable the intro animation/text appearing one letter at a time. It just takes extra time.
- When you're finished selecting items, save that list of items to a file so they can be automatically selected the next time you start the program.
- Have it clear editoritems.txt when you press F1 (right before writing to it) rather than as soon as the program starts.
Great program though!
I have a few suggestions that may or may not have been mentioned already:
- Add a way to disable the intro animation/text appearing one letter at a time. It just takes extra time.
- When you're finished selecting items, save that list of items to a file so they can be automatically selected the next time you start the program.
- Have it clear editoritems.txt when you press F1 (right before writing to it) rather than as soon as the program starts.
Great program though!
Quote from FelixGriffin on June 3, 2013, 10:38 pm1) Call the program with a parameter (any parameter) and it will disable the intro. It was frustrating me while I was testing it.
2) It's in the most recent version, although I just realized I never posted it here. Let me find somewhere I can upload an EXE.
3) Probably a good idea, I'll see if I can do that without restructuring too much.
1) Call the program with a parameter (any parameter) and it will disable the intro. It was frustrating me while I was testing it.
2) It's in the most recent version, although I just realized I never posted it here. Let me find somewhere I can upload an EXE.
3) Probably a good idea, I'll see if I can do that without restructuring too much.
Quote from flarn2006 on June 4, 2013, 1:51 am1. That's great; I didn't know that! But one thing: could you please make it so when run like that the text appears all at once rather than one character at a time? It really makes things slower than I imagine they need to be.
2. Cool, I look forward to it.
3. Thanks! I don't see how something like that would require too much restructuring, but I guess you know better than I do because you wrote the program. Speaking of which, how about putting the source code on Github? Then if I see something that could be done better, I could just change it myself and make a pull request. (Or anyone else familiar with programming for that matter.)
Also, I'm having a couple issues that I thought would be worth mentioning.
- The "physler" and SoT fizzler don't work correctly. I mean they function, but there's no effect in between the two sides.
- The sendificator shows the effects correctly (the laser pulses) but it doesn't actually teleport the object inside of it.
- Not all of the item dropper's items spawn, and when the dropper is triggered again it drops a new one without fizzling the old one.
- The skybox doesn't work at all. It just appears black. Yes, I am triggering it with a button.
One more thing: do the visible logic gate wall panels (I forgot what they're called, but you should know what I mean) require any additional files to be downloaded by someone playing the map on the Workshop? (like BEEmod's energy pellet) Will any additional files be automatically bspzipped into the map? If someone doesn't have these files, would the map not load at all, or will it just display the ERROR model and/or pink and black checkerboard textures? (That way I could just stick them in a room outside the level.)
Thanks again!
(Also, tile, if you're having the problem I think you are with the list, try creating a shortcut to fgemod.exe, going to the Layout tab in its Properties window, and increasing the width and height dramatically. Like width=160 and height=80 or something.)
1. That's great; I didn't know that! But one thing: could you please make it so when run like that the text appears all at once rather than one character at a time? It really makes things slower than I imagine they need to be.
2. Cool, I look forward to it.
3. Thanks! I don't see how something like that would require too much restructuring, but I guess you know better than I do because you wrote the program. Speaking of which, how about putting the source code on Github? Then if I see something that could be done better, I could just change it myself and make a pull request. (Or anyone else familiar with programming for that matter.)
Also, I'm having a couple issues that I thought would be worth mentioning.
- The "physler" and SoT fizzler don't work correctly. I mean they function, but there's no effect in between the two sides.
- The sendificator shows the effects correctly (the laser pulses) but it doesn't actually teleport the object inside of it.
- Not all of the item dropper's items spawn, and when the dropper is triggered again it drops a new one without fizzling the old one.
- The skybox doesn't work at all. It just appears black. Yes, I am triggering it with a button.
One more thing: do the visible logic gate wall panels (I forgot what they're called, but you should know what I mean) require any additional files to be downloaded by someone playing the map on the Workshop? (like BEEmod's energy pellet) Will any additional files be automatically bspzipped into the map? If someone doesn't have these files, would the map not load at all, or will it just display the ERROR model and/or pink and black checkerboard textures? (That way I could just stick them in a room outside the level.)
Thanks again!
(Also, tile, if you're having the problem I think you are with the list, try creating a shortcut to fgemod.exe, going to the Layout tab in its Properties window, and increasing the width and height dramatically. Like width=160 and height=80 or something.)
Quote from FelixGriffin on June 4, 2013, 9:32 amI'll work on those, and I'll see about putting the source on Github. I've never used it before.
I completely rewrote the physlers, so hopefully that problem is gone.
With the Sendificator: check the console for errors. Did you wire the Sendificator to a Sendificator Laser?
The logic gates don't require anything extra, they're built entirely out of standard resources.
I found a bug in the dropper that caused that, fixed now.
This does not automatically BSPZIP, but it contains FudgePacker instructions if you have that program. Any errors would show up as checkerboards and ERROR models, or you'd hear Kleiner saying "Oh fiddlesticks, what now?" for a broken sound.
I'll work on those, and I'll see about putting the source on Github. I've never used it before.
I completely rewrote the physlers, so hopefully that problem is gone.
With the Sendificator: check the console for errors. Did you wire the Sendificator to a Sendificator Laser?
The logic gates don't require anything extra, they're built entirely out of standard resources.
I found a bug in the dropper that caused that, fixed now.
This does not automatically BSPZIP, but it contains FudgePacker instructions if you have that program. Any errors would show up as checkerboards and ERROR models, or you'd hear Kleiner saying "Oh fiddlesticks, what now?" for a broken sound.
Quote from flarn2006 on June 4, 2013, 2:41 pmThanks. I did wire the sendificator to the laser btw. How are the logic gates built out of standard resources? I don't remember seeing the textures for the logic gate icons anywhere in the game.
Also, I checked the download, but it says it was last modified in November. Where can I find the updated version?
Thanks. I did wire the sendificator to the laser btw. How are the logic gates built out of standard resources? I don't remember seeing the textures for the logic gate icons anywhere in the game.
Also, I checked the download, but it says it was last modified in November. Where can I find the updated version?
Quote from FelixGriffin on June 4, 2013, 3:38 pmI posted source for an updated version a bit ago, I'll post a binary asap.
And the icons aren't in the game, they're built out of brushwork with a toolsblack texture. HMW came up with the idea for doing it this way.
I posted source for an updated version a bit ago, I'll post a binary asap.
And the icons aren't in the game, they're built out of brushwork with a toolsblack texture. HMW came up with the idea for doing it this way.
Quote from flarn2006 on June 4, 2013, 6:00 pmFelixGriffin wrote:I posted source for an updated version a bit ago, I'll post a binary asap.And the icons aren't in the game, they're built out of brushwork with a toolsblack texture. HMW came up with the idea for doing it this way.
Oh okay, that's a pretty good idea. Don't know why I didn't think of that.
Yet another issue I'm having: when I place the GLaDOS choreo box and activate it, nothing happens. Also, how do I know which numbers play which quotes? Never mind; I figured that one out. It wasn't playing because the number I set was too high. You should make it more clear though, so you don't have to manually try each one or look at the instance in Hammer.
Also, I have a suggestion: you should make your vacuum tubes not suck up the player. That almost always causes the player to get stuck, and in most cases is not what you want anyway when designing a puzzle. Maybe even make them controllable by connecting them to a button or something if possible. I know they're made up of many individual instances, and you probably couldn't have disabling one of them disable the whole pipe, but all you'd really need to do is disable the one at the end and possibly a few of the ones next to it. The others would be too far away to matter. Oh, and add 3- and 4-way intersections and pipes that rotate to connect to other pipes.
And the icons aren't in the game, they're built out of brushwork with a toolsblack texture. HMW came up with the idea for doing it this way.
Oh okay, that's a pretty good idea. Don't know why I didn't think of that.
Yet another issue I'm having: when I place the GLaDOS choreo box and activate it, nothing happens. Also, how do I know which numbers play which quotes? Never mind; I figured that one out. It wasn't playing because the number I set was too high. You should make it more clear though, so you don't have to manually try each one or look at the instance in Hammer.
Also, I have a suggestion: you should make your vacuum tubes not suck up the player. That almost always causes the player to get stuck, and in most cases is not what you want anyway when designing a puzzle. Maybe even make them controllable by connecting them to a button or something if possible. I know they're made up of many individual instances, and you probably couldn't have disabling one of them disable the whole pipe, but all you'd really need to do is disable the one at the end and possibly a few of the ones next to it. The others would be too far away to matter. Oh, and add 3- and 4-way intersections and pipes that rotate to connect to other pipes.
Quote from gallardo on June 9, 2013, 7:25 amI just downloaded all the required files (fgemod from dropbox + hmw_sendificator) and manually added everything on its folder.
keeping stem offline I start fgemod.exe, press enter and then f1 to add everything, but at the end of the process the ap crashes and I cant start Portal2.exe either.ANy idea?
What should I do to un.install it and return back to a working state?Thanks
EDIT:
validated portal files and made it work again.
retried fgemod but still not working.
I just downloaded all the required files (fgemod from dropbox + hmw_sendificator) and manually added everything on its folder.
keeping stem offline I start fgemod.exe, press enter and then f1 to add everything, but at the end of the process the ap crashes and I cant start Portal2.exe either.
ANy idea?
What should I do to un.install it and return back to a working state?
Thanks
EDIT:
validated portal files and made it work again.
retried fgemod but still not working.