Felix Griffin's Editor Mod

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Chao§pawN
17 Posts
Posted Aug 22, 2014
Replied 18 hours later
Thanks again for your reply! Sorry if I'm asking stupid questions, but...

I found the p2editor folder, but that does not contain the files you specify. In this folder is a folder called fg_editor_mod that does contain the files you mention, as do a lot of other p2editor_xxx folders representing all the other styles. (xxx being clean, art, etc). Also, in the fgemod package I find a .vmx file for every .vmf file, yet in all the folders mentioned above there are only the .vmf files.

So my question here is: do I copy the files to every folder containing the vactube instances? And do I copy the .vmx files as well?

Sorry it's probably very clear that I'm not at all an expert, just want to make sure we're on exactly the same page here and I do exactly that which you say I should.

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TeamSpen210
608 Posts
Posted Aug 22, 2014
Replied 28 minutes later
You should only need to copy it into the p2editor/fge_editor_mod. The vmx files aren't important, they're just backups hammer makes every time you save.
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Chao§pawN
17 Posts
Posted Aug 22, 2014
Replied 1 hour later
I replaced the 6 .vmf files in p2editor/fge_mod with the ones in the fgemod package. I got very hopeful because the filesize differed. Then I started the game, made a new chamber with an entrance piece, a straight piece and a corner piece just like before, and unfortunately the results are still the same.
I then tried replacing the 6 .vmf files in the p2editor/p2editor_clean forder with the ones in the fgemod package (since it's the only other style folder that contains the vacuum instances apparently), but those I had there were already of the same filesize as those in the fgemod package. Did it anyway, ran beemod to change the style to "clean", made another chamber, same result.

Am I the only one having this problem and are the vacuum tubes working for everybody else?

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Chao§pawN
17 Posts
Posted Aug 27, 2014
Replied 4 days later
Anyone still around? I would appreciate some more aid since the issue has not been resolved.

In the mean time I tried installing steam, portal 2 and beemod 2.5 on a laptop that never had any of it installed, and I get the same problem there. Same for replacing the files, doesn't help either.

This all kinda strikes me as weird, since if I run into the same problem with a fresh, clean install on a different device, how is it that this works for anyone else? And if the vacuum tubes don't work, how come I'm the only one making a fuss about it and nobody seems to speak about it, let alone speak about a solution to this problem?

Do the vacuum tubes work for you Felix? And do they work for the thousands of other people that have apparently downloaded BEEMOD2? All this is getting me really confused...

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FelixGriffin
2,680 Posts
Posted Aug 27, 2014
Replied 51 minutes later
They work for me, but that doesn't mean much (I have a lot of instances and models that might not have been included in the download).

If reinstalling didn't fix it, I'll send you a different package. See if that works.

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Chao§pawN
17 Posts
Posted Aug 27, 2014
Replied 5 hours later
Alright awesome thank you! Do I PM you my e-mail or will you drop it on some filehosting site?
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FelixGriffin
2,680 Posts
Posted Aug 28, 2014
Replied 13 hours later
I can just send it in a PM. If it works, I'll upload it here for others.
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Chao§pawN
17 Posts
Posted Aug 28, 2014
Replied 9 hours later
Alright sounds good to me! I take it you haven't sent it yet? If you did, it didn't work since I have no messages in my inbox.

Say, it appears you have an acute shortage of feedback on (some) of these modded items, what with there apparently not being any awareness that the vacuum tubes were not even working. I'd be glad to provide you with any findings concerning any of your mods, if that is of any help to you of course. I've run into a whole series of weird glitches and bugs with some of the items in BEEMOD 2.5 and I spend 100's of hours in the map maker anyway. Let me know if I can be of any assistance, and thanks again for your help on this, I really appreciate you taking the time!!

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TeamSpen210
608 Posts
Posted Aug 28, 2014
Replied 3 hours later
Please do report bugs, I'm actually currently working on fixing a lot of the items.
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Chao§pawN
17 Posts
Posted Aug 31, 2014
Replied 2 days later
One of the items I've had most trouble with is the the Timer. There seem be be issues with all 3 of the modes.

1/ The Timer: Works somewhat.
Connected to an item, the item will indeed be cycling between the on and off states in the correct interval set by the user. So e.g. a piston platform connected to a timer set to 5 seconds will complete a cycle of going up to a certain point, then return to it's initial state in 5 seconds, and it will keep repeating this process as intended.
The problem with the timer is that, when connected to an activation button, it also seems to take the set interval and apply it to the first activation of the item. So when you activate the button, there will be a 5 second delay before the 5s-interval cycles actually begin. I take it this is not how it's supposed to work.

2/ The monostable multivibrator: Broken
If I'm correct, what this is supposed to do is: upon activation of a switch, the connected item changes to a different state, then returns to the original state after a set amount of time. Tell me if I'm wrong on this. In any case, this mode doesn't do anything.
When placed between an activation button and whatever item (I've tried many) and set to whatever timing, it makes zero difference. Activating the button just activates the item, which never returns to it's original state. Neither does anything else happen. The monostable multivibrator might just as well not be there.

3/ The T flip-flop: Also broken
Can't remember what was wrong with this one off of the top of my head, but it also didn't do what it was supposed to do or didn't work altogether. I'll have to set up another chamber to check again, will get back to you on that.

I don't want to come off as an impatient asshole, but have you perhaps forgotten to send me those instances Felix? I would really appreciate getting my hands on a working set of vacuum tubes as I'm really excited to be able to use them. Again, thanks a lot for your time and your help!

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TeamSpen210
608 Posts
Posted Sep 01, 2014
Replied 1 hour later
The multivibrator will stay on forever once triggered, it's doing exactly what it's supposed to. T-flip-flops should toggle the output whenever activated.
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Chao§pawN
17 Posts
Posted Sep 01, 2014
Replied 7 hours later
So what's the point of the monostable multivibrator then? As I said, it makes zero difference wether I connect one to an item or don't...
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FelixGriffin
2,680 Posts
Posted Sep 01, 2014
Replied 1 hour later

Chao?pawN wrote:
So what's the point of the monostable multivibrator then? As I said, it makes zero difference wether I connect one to an item or don't...

If you connect a floor button to a monostable to a laser, the laser will be permanently on once the button has been pressed once. It's like the "never reset" mode on a pedestal button, but it can be applied to any element or logic gate. (This is a particular type of monostable multivibrator that doesn't switch back to its original state until it's been manually reset, but I don't know a better term for it.)

With the timer, I think it's also doing exactly what it's supposed to. The timer flicks the item between the on and off states every five seconds or whatever, but I think it starts in the off position. So when you first activate it, the connected item stays off until the first "tick" has passed and the timer turns it on. I'll look into adding a "Start Reversed" checkbox to make it start in the on position instead.

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Chao§pawN
17 Posts
Posted Sep 02, 2014
Replied 1 day later
Ah yes, I just figured out the point of the monostable multivibrator and it is indeed what you describe. It basically makes a temporary action into a permanent one. Can indeed come in handy to replace the otherwise needed mechanical 'switches' to make such a connection. I'm not sure either if the description "monostable multivibrator" applies, but as you say, it'll just have to do.

And yeah, it would be very handy if the timer had an option to start reversed, since the longer you make the interval, the longer the delay will be, which can cause some confusion for the player depending on how the timer was implemented. For instance, letting a player activate a timer with a long delay will most certainly result in said confusion, what with the "Why is nothing happening"-kinda questions. The way the timer works now any such design must somehow ensure that the player will stay focused on that which will eventually start cycling, which is difficult, since if nothing happens within a few seconds a player will logically assume nothing will ever happen and go look elsewhere, which will then in turn make the player miss the actual start of the cycle. This all may lead to unnecessary confusion for the player.

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FelixGriffin
2,680 Posts
Posted Sep 02, 2014
Replied 1 hour later

Chao?pawN wrote:
Ah yes, I just figured out the point of the monostable multivibrator and it is indeed what you describe. It basically makes a temporary action into a permanent one. Can indeed come in handy to replace the otherwise needed mechanical 'switches' to make such a connection. I'm not sure either if the description "monostable multivibrator" applies, but as you say, it'll just have to do.

A better monostable would have a timer widget, which determines how long it stays on before going back to the stable state. If someone hasn't already done that I can see about building one, but right now I'm focusing on the vacuum tubes.

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Chao§pawN
17 Posts
Posted Sep 13, 2014
Replied 11 days later
Hey Felix, would you perhaps be interested in taking a look at something I made with the help of BEEMOD2 items, your timer item among others? I know I know, the last thing you need is people asking you to test their stupid map for them. However let me just say this:

  • I have put almost a 1000 hours into the puzzle maker, made about 15 complex maps (both singleplayer and co-op) without having ever published a single one because I'm too much of a perfectionalist and keep changing or remaking maps from scratch to make them even better.
  • Most of my maps were made before I had BEEMOD and feature lots of hidden mechanisms and timers to create complex systems and/or events using only the tools available in the vanilla puzzle maker. Thanks to BEEMOD2 I am able to build maps I never thought possible.
  • The map I would like you to take a look at isn't a puzzle, it's more something that nicely showcases both the possibilities of BEEMOD2 and the possibilities for making complex systems with just the standard items. It is also something that I'm sure nobody has ever made before, and will possibly blow your mind (Or at least I hope so, cause as I said I uphold a very high standard for something I've made to even pass off as a decent map.)
  • Since it's not a puzzle I can't upload it just like that, it requires a few instructions to know how to operate it. I have of course let a few of my friends test it, but I would like to have the opinion of someone of your caliber. If you find it something amazing, it'll give me enough confidence to start publishing all the maps I've been tirelessly making and improving upon.

So please be so kind as to tell me wether you can spare 5 minutes (literally only 5 are needed) to take a look at what I have made. I'll tell you what it is upon your reply!

As always many thanks for your time.

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FelixGriffin
2,680 Posts
Posted Sep 13, 2014
Replied 2 hours later
Sure, send me a PM.
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Chao§pawN
17 Posts
Posted Nov 07, 2014
Replied 1 month later
I ran into another problem with the Draw Bridge item. Do I post about it here or is the Draw Bridge an item from BEEMOD and should I post it elsewhere?

Basically gels don't seem to work on them, or at least bounce gel doesn't. Haven't tested with speed gel yet.

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FelixGriffin
2,680 Posts
Posted Nov 07, 2014
Replied 6 hours later
I believe the drawbridge is Ben's.
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TeamSpen210
608 Posts
Posted Nov 08, 2014
Replied 6 hours later
Gel should work on the top side, but not the bottom (there's grating or panel arms there). If it doesn't work that's a bug. Which styles?