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

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TeamSpen210
608 Posts
Posted Sep 30, 2013
Replied 2 hours later
It works with bombs, rocket turrets and regular turret fire.
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FelixGriffin
2,680 Posts
Posted Sep 30, 2013
Replied 4 hours later

wildgoosespeeder wrote:
There seems to be a problem with the breakable glass object. It doesn't appear as glass in the usual sense in the editor (I know it is different but it doesn't show anything). When I see a bouncy cube ricocheting off the glass, it doesn't break.

Those are both my fault. I didn't know how to model at all when I made the breakable glass, so I used the built-in glass model. Unfortunately that's just the semicircle handle that appears when you select the item.

About the cube: I only discovered this recently, but it seems that physics damage has been entirely removed from the engine. I had assumed that an object hitting the glass would deal damage to it (as in HL2 with the physcannon), but it seems you need a trigger_catapult to detect fast-moving objects.

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TeamSpen210
608 Posts
Posted Sep 30, 2013
Replied 2 hours later
Little interesting thing (I think) I found: some items appear to act differently depending on whether they are the original item or not, in the case of glass I couldn't find any trace of the built-in brushes. You might be able to turn breakable glass into an actual glass itemType. (I made a quarter thin wall item, setting the frames to be empty instances so they won't compile, and I couln't find any trace of the standard brushes in-game or inside the vmfs.)

There actually is a model for the glass, not the frame, and using the glass itemtype for me added the normal glass, but tiled with a border around all edges in the in-editor view.

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FelixGriffin
2,680 Posts
Posted Sep 30, 2013
Replied 1 hour later

TeamSpen210 wrote:
Little interesting thing (I think) I found: some items appear to act differently depending on whether they are the original item or not, in the case of glass I couldn't find any trace of the built-in brushes.

Yep, the editor generates them at compile-time. That's also how the Stylechanger works. Hardcoded item properties add brushes to the VMF before passing it to VBSP.

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wildgoosespeeder
178 Posts
Posted Sep 30, 2013
Replied 1 hour later

FelixGriffin wrote:
As far as I know it's C#.

Source code; who has it? I can help immensely!

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FelixGriffin
2,680 Posts
Posted Sep 30, 2013
Replied 1 hour later

wildgoosespeeder wrote:
FelixGriffin wrote:

As far as I know it's C#.

Source code; who has it? I can help immensely!

I do, but only for an old version. You should PM Ben or Carl.

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BenVlodgi
633 Posts
Posted Sep 30, 2013
Replied 1 hour later

wildgoosespeeder wrote:
FelixGriffin wrote:

As far as I know it's C#.

Source code; who has it? I can help immensely!

message me on steam if you want the BEE2 sourcecode.. which was massivly broken when I added dynamic filtering =\

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wildgoosespeeder
178 Posts
Posted Oct 03, 2013
Replied 2 days later

BenVlodgi wrote:
wildgoosespeeder wrote:

FelixGriffin wrote:

As far as I know it's C#.

Source code; who has it? I can help immensely!

message me on steam if you want the BEE2 sourcecode.. which was massivly broken when I added dynamic filtering =\

Done deal. Check your friend invites.

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wildgoosespeeder
178 Posts
Posted Oct 04, 2013
Replied 1 day later
Now that I have the source code, I have fixed and added many things. Too many to list but I'll give a preview:

Old:
http://i.imgur.com/mo43lUA.png

New:
http://i.imgur.com/Rsj44eg.png

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Mevious
205 Posts
Posted Oct 04, 2013
Replied 5 hours later

wildgoosespeeder wrote:
Now that I have the source code, I have fixed and added many things. Too many to list but I'll give a preview:

Old:
http://i.imgur.com/mo43lUA.png

New:
http://i.imgur.com/Rsj44eg.png

Based only on the images I'm sorry to say that I prefer the old one. Yours sacrifices "all items" space in order to add the BEEMOD banner at the top and more rows to the temp holding area, neither of which are things that I care about as a user.

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wildgoosespeeder
178 Posts
Posted Oct 05, 2013
Replied 4 hours later
Spacing was brought up by the author himself. I just haven't gotten around to returning it back to its normal. That was first when I was fiddling around with his current stuff (interface) before getting down to the nitty gritty (code) to get an idea what I was in for.
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Skotty
671 Posts
Posted Oct 29, 2013
Replied 24 days later
Nice stuff you have done there. But next time it would be at least very nice to read my name somewhere in the credits. I just found out my stuff is used here by a random PM.
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nada
5 Posts
Posted Nov 15, 2013
Replied 17 days later
Hi.

Your mod is really interesting and amazing.I've seen videos and images with bee2 installed and working
but in my case it does not works as expected.

The problem is that items in panel does not appear so i cannot drag nothing into the palette,everything else works(i can extract premade palettes,save palette and styles are functional).

Any idea,suggestion to solve this issue?

Thanks for reading.

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nada
5 Posts
Posted Nov 15, 2013
Replied 1 minute later
image:

Sin t?tulo.jpg

please help

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DJ Goo
1 Posts
Posted Nov 17, 2013
Replied 1 day later
This mod is brilliant but i was thinking instead of having a scroll bar or at leased to tide us over is there any way to edit the pallet without exiting the editor, thanks
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TeamSpen210
608 Posts
Posted Nov 17, 2013
Replied 1 hour later
Nada: Try switching your style to something other than "Original Portal 2" or "BEEMOD 1.05", to "Clean" or something else. They might not be set to have any new items.

DJ Goo: the configuration file that the BEE2 edits to change the palette is only loaded during the game startup, so the game must be restarted for changes to take effect. It's theoretically possible to change styles without restarting, but even that wouldn't work very well and would require a lot of work.

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nada
5 Posts
Posted Nov 18, 2013
Replied 1 day later
TeamSpen210: Thanks for you help, but, i have changed the settings in all possible ways, not working
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BenVlodgi
633 Posts
Posted Dec 22, 2013
Replied 1 month later

Skotty wrote:
Nice stuff you have done there. But next time it would be at least very nice to read my name somewhere in the credits. I just found out my stuff is used here by a random PM.

Hey Skotty, I did use some resources you uploaded for things like HEPs, and maybe even others, I know your name is listed on the website, but it may not be listed in the readme, I'll be sure to add it if it isn't.

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Instantiation
66 Posts
Posted Feb 22, 2014
Replied 2 months later
Some people wouldn't want the logical entities to support signage. I'd have to disagree:

Anyway, thanks so much for making this. I finally installed BEEMOD today. Huge improvement. Needed doors. Got more than I bargained for, but in a good way.

A quick question: how do I make a one-way door, that only opens from the one side? A multi trigger is really close to ideal, but the player can just walk at the door from the wrong side and open it. I tried some logic with triggers (one on either side of door), the exit-side trigger is connected to a NOT gate, other trigger and NOTgate are connected to and gate, AND gate connected to door. Buuuut the door seems to stay open.

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TeamSpen210
608 Posts
Posted Feb 22, 2014
Replied 12 minutes later
You could try adding a trigger multiple on the side that you want the player to be able to enter through (on the neighbouring block), invisibly connected to the door. Doors have an inbuilt trigger that prevents them from closing if players or objects obstruct them. This means that the door will stay open when the player walks from the trigger through the door.

I also have an item I made (antline magnet), which lets you put signage like that, but facing outward. It lets you fit 8 checkmarks with signs into one block.

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