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Felix Griffin's Editor Mod (FGEMOD)

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Did you select anything before you hit F1? Looking back at the code I see it will segfault if there isn't at least one item selected. (Use up and down or W/S to browse the list, then hit Space or D or Enter to select each thing you want in the palette.)

Falsi sumus crusto!

If I just press F1 it seems to add everything since I see a long list of stuff being marked as "added".
Problem is that scrolling with A/D and arrows mess up the command line: part of the list scrolls and another part stays still, item descriptions are half-cut, etc.

You need to resize your window, right-click the top left and choose Properties.

And it does "add" every item (so that you can open an old map using items other than the ones in the palette), but it doesn't put them onto your palette.

Falsi sumus crusto!

Here's a map I made which incorporates testing elements from FGEmod (vacuum tubes and cameras), HMWmod (warm light squares) and BEEmod (warm light panels, pneumatic diversity vent, logic gates, triggers, autosaves), and Styles mod to put it all together: http://steamcommunity.com/sharedfiles/f ... =152116064
Additionally, while I was making this map, the editor unexpectedly sported some one-off bug which allowed me to place glass panels in 45 degree tilted orientations (with major glitches). You can find them as a decorating element in two locations.

Incidentally, something or other that I did resulted in the default placement of light panels being in the center of the square. This allows placing three light panels at even spacing within the same square, which you also see used in this map. If you use the adjustment gizmo, you are then forced into the 4 positions, even if you undo it.

Turns out the vacuum tubes, buggy as they might be currently, make for an excellent decorative element. I used them extensively in this map. I also use them as an actual puzzle element towards the end of the map.

Nowadays I have settled into writing my own editoritems.txt files. I have extended the editoritems*.txt files from Stylesmod to include all the items from FGEMOD as dormant elements, and also unified the light panels, and then just enabled/disabled/replaced some elements in the palette where needed. Sometimes I choose some items in the palette, place them in some corner on the map, save, and then change the palette. Even if the items are no longer in the palette, I can take them from that corner in the map, and move and clone them where I want. For instance, that's what I did with the vacuum tubes in this map.

Here's the editoritems.txt that I used for this map: http://pastebin.com/AKRXZVSs

Oh, and I edited the elevator entrance file to avoid Glados talking about new testing elements and lumps of coal. I found her default speech about momentum much more fitting for this map. Similarly I removed the sphere on sphere receptable speech, because it gets annoying when you hear it the third time (and it belongs to the coop campaign anyway).

(Why am I posting this here? Because I thought it would be interesting to see a practical application of those tubes.)

EDIT: Users are reporting me there are big "ERROR" signs in the map where the tubes should be.

Looks cool! I'll try it.

The ERROR models are a known issue, tell them to download the doublesided glass pipes mod or pack those models into the map (they're included in the FGEMOD's /models/props_bts/vactubes...something folder).

Falsi sumus crusto!

I just edited the GLaDOS Choreo Instance featured in FGEMOD and added more lines to it.
I now have 2x 28 Choreo Lines, selcted by "Timer" and "ButtonType"

Code: Select all
GLaDOS Choreo Lines 1
---------------------
02 - I hope that was some kind of joke.
03 - If you are wondering what that smell is, that is the smell of human fear.
04 - Your failure brings back such wonderful memories.
05 - Oh. Did I accidentally fizzle that before you could complete the test? I'm sorry.
06 - Go ahead and grab another one.
07 - Oh. No. I fizzled that one too.
08 - Oh well. We have warehouses FULL of the things. Absolutely worthless. I'm happy to get rid of them.
09 - Press the button again.
10 - You broke it, didn't you?
11 - I honestly, TRULY didn't think you'd fall for that.
12 - Stop it!
13 - The upcoming tests require you to work together as a team.
14 - Excellent. You're both doing very well.
15 - Are you testing me?
16 - Wait here. Don't go anywhere. I'll be back.
17 - Now, you are just wasting my time.
18 - I am not sure how I can make these tests any easier for you.
19 - Well, let's do some tests and see what happens.
20 - Try something.
21 - You can't give up now.
22 - You two aren't lost are you?
23 - This test is so outside the box, I can't-- I mean WON'T even tell you what you are looking for.
24 - You will know it when you find it.
25 - See nothing bad happened.
26 - Anything? Take your time.
27 - Okay, fine. I'll ask you again in a few decades.
28 - Are you expecting applause?
29 - Ha ha ha ha ha, good one.
30 - Yes. Let's all laugh. Ha. Ha. Ha.

GLaDOS Choreo Lines 2
---------------------
02 - The subtext of that acid pit is acid. The content of the pit is also acid. I'll let you fully absorb it.
03 - I'm glad you enjoyed that piece. For as long as you did. Not that there's any rush.
04 - You may want to try and avoid those turrets.
05 - Now let's continue testing.
06 - Only one more test after this.
07 - You are making this harder than it needs to be.
08 - Hello again, this testing course was originally created for humans.
09 - Did you notice I didn't even stay to the end of your last test?
10 - I was confident you could finish.
11 - Your test times show you are going too slowly.
12 - Don't press that button. You don't know what you're doing.
13 - Here, let me get that for you.
14 - Your failing does not make this science.
15 - You're doing a great job of disappointing me.
16 - This close and that's what you do?
17 - Oh... It's you.
18 - Oh, you are kidding me.
19 - I hate you so much.
20 - Not so fast!
21 - You are doing wonderfully.
22 - You did it!
23 - Excellent.
24 - I'm kidding.
25 - Surprise!
26 - Oops.
27 - Excellent work.
28 - Good Job.
29 - Impressive
30 - Well done.

Since the "ButtonType" does allow 3x 28 Choreo Lines, I gonna add
the next 28 as soon as I get my lazy ass to do so... :lol:

I will then upload the files, so that you all can use it in your maps.
I hope Felix Griffin is okay with that. :)

Here is medium-difficulty Map featuring some of the choreo lines in several puzzles:
http://steamcommunity.com/sharedfiles/f ... =153132248

[back on TWP since 08. July 2017]
Steam: DrFauli

Yesterday, i tested the fgemod.
Worked fine, until i tested the special cube dropper,
I puted 10 of them with different numbers in my level.
When i compiled it, and my portal builded the visleaves, it just stopped. Without Error or anything.
My CPu was at 100%, and i tried to closed my portal, but i just even cant open the taskmanager, even Ctrl+alt+entf doesnt worked, then i got a Bluescreen and the cpu was 77? hot (I didnt had openend any other Program, and the temperature became never that high).
I must turned off it Manually via the cabel.
I dont know why, but only when i put 10 of Special dropper in a level with different numbers, my cpu became very hot, my pc completely shutsdown and i get a Bluescreen. This is a little bit crazy :D
(And i have a very good pc).
But good work, look forward to see more ;)

(Omg my grammar . _. )

i just couldn't get this to work, so eventually i just gave up and deleted usefulstuff.test
:notwant:

PortalCombat wrote:
I just edited the GLaDOS Choreo Instance featured in FGEMOD and added more lines to it.
I now have 2x 28 Choreo Lines, selcted by "Timer" and "ButtonType"

Sounds nice! Can't wait to get to use it. :-)

By the way, if I include the choreo element in my puzzle, which files do I need to pack with it so that non-FGEmod people can play it as well?

Bisqwit wrote:
Sounds nice! Can't wait to get to use it. :-)

Yeah, as I said: I don't know when I will add the last 28 choreo lines...
It is not that much work, but well - I am so lazy. :lol:

Bisqwit wrote:
By the way, if I include the choreo element in my puzzle, which files do I need to pack with it so that non-FGEmod people can play it as well?

You don't have to pack anything yourself. It gets "compiled" into the .bsp by the Editor.
All I use, are .vmf's for the instances, and since they get "added" to your map like normal entities,
you dont have to pack anything yourself. (I think the only thing that has to be packed manually
would be textures, and models (vmt, vtf, .mdl).

[back on TWP since 08. July 2017]
Steam: DrFauli
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