Felix Griffin's Editor Mod (FGEMOD)
Quote from FelixGriffin on February 11, 2013, 8:17 amOkay, I'll try to find a way to do that.
Okay, I'll try to find a way to do that.
Quote from Test Subject #54067 on February 11, 2013, 6:41 pmSeems kind of buggy, but cool. I'll have to play the sample map.
Things that are going wrong: Lemoncube will not drop, just stays in dropper;
Choreo block will not play lines, even if triggered (maybe only certain numbers make it play lines)
And other things.
I'll play the sample map; it might be my mistake.
Seems kind of buggy, but cool. I'll have to play the sample map.
Things that are going wrong: Lemoncube will not drop, just stays in dropper;
Choreo block will not play lines, even if triggered (maybe only certain numbers make it play lines)
And other things.
I'll play the sample map; it might be my mistake.
Quote from FelixGriffin on February 11, 2013, 9:55 pmThe lemon cubes - that's a known bug, fixed now.
The choreo - I think only 3-8 work at the moment, try 3.
The FGEMOD 2 is almost done, it'll be out before summer.
The lemon cubes - that's a known bug, fixed now.
The choreo - I think only 3-8 work at the moment, try 3.
The FGEMOD 2 is almost done, it'll be out before summer.
Quote from Test Subject #54067 on February 19, 2013, 9:09 amFelixGriffin wrote:The lemon cubes - that's a known bug, fixed now.
The choreo - I think only 3-8 work at the moment, try 3.
The FGEMOD 2 is almost done, it'll be out before summer.OK. Thanks!
EDIT: Huge bug: When I have a portal device that shoots blue portals, and your orange auto portals, they are not connected. I'll try the BEE auto portals.
EDIT2:FuturesParadox wrote:Hi, Felix! I am new to this thread but i have a new idea, Support Beams like in the Underground
ThanksFGEMod generates clean maps, so would that work?
BTW, I found a way to make styled FGEMod maps!
The choreo - I think only 3-8 work at the moment, try 3.
The FGEMOD 2 is almost done, it'll be out before summer.
OK. Thanks!
EDIT: Huge bug: When I have a portal device that shoots blue portals, and your orange auto portals, they are not connected. I'll try the BEE auto portals.
EDIT2:
Thanks
FGEMod generates clean maps, so would that work?
BTW, I found a way to make styled FGEMod maps!
Quote from FelixGriffin on February 19, 2013, 5:54 pmAbout the portals: Yeah, I noticed that in a separate custom map I was making. It worked fine until a while ago, but I don't know what could have changed. It seems that non-equipped weapon_portalguns don't link their portals properly anymore.
And I'm currently working with Carl and Ben on the styled maps. Hopefully the FGEMOD, BEEMOD, and StyleChanger will all be merged together eventually.
About the portals: Yeah, I noticed that in a separate custom map I was making. It worked fine until a while ago, but I don't know what could have changed. It seems that non-equipped weapon_portalguns don't link their portals properly anymore.
And I'm currently working with Carl and Ben on the styled maps. Hopefully the FGEMOD, BEEMOD, and StyleChanger will all be merged together eventually.
Quote from Test Subject #54067 on February 20, 2013, 9:47 amFelixGriffin wrote:About the portals: Yeah, I noticed that in a separate custom map I was making. It worked fine until a while ago, but I don't know what could have changed. It seems that non-equipped weapon_portalguns don't link their portals properly anymore.And I'm currently working with Carl and Ben on the styled maps. Hopefully the FGEMOD, BEEMOD, and StyleChanger will all be merged together eventually.
Cool! I was planning to make a 1950's or whatever with FGEMod items for the Style Changer; I know exactly how to do it, so I can do that until they're all integrated.
And I'm currently working with Carl and Ben on the styled maps. Hopefully the FGEMOD, BEEMOD, and StyleChanger will all be merged together eventually.
Cool! I was planning to make a 1950's or whatever with FGEMod items for the Style Changer; I know exactly how to do it, so I can do that until they're all integrated.
Quote from Theepiccake1993 on February 20, 2013, 10:33 amFelixGriffin wrote:Hm. He's using a PC, right? (I don't know if steam workshop is even on consoles, but just in case.) Have him install the source code from Sendificate ch0. That should fix it.Fix what?
Fix what?
5/30/2017: OH LOOK I REMEMBERED I HAD THIS ACCOUNT
Quote from FelixGriffin on February 20, 2013, 5:24 pmThe compile always failing.
The compile always failing.
Quote from Test Subject #54067 on February 20, 2013, 6:48 pmI can't figure out how the T Flip-Flop works!
I can't figure out how the T Flip-Flop works!
Quote from FelixGriffin on February 20, 2013, 7:10 pmI'm not sure if it actually works in that version, but it's basically one bit of memory. When it gets power (from everything attached at once, as normal) it toggles. When it gets power again it toggles back. Et cetera.
I'm not sure if it actually works in that version, but it's basically one bit of memory. When it gets power (from everything attached at once, as normal) it toggles. When it gets power again it toggles back. Et cetera.