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

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Shane
243 Posts
Posted Aug 05, 2012
Replied 11 minutes later
Huh? I never said I was allowed to download it, Ben has a closed testing group of which I'm not a member, I was just passing my opinion on the matter
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Alexander Bell
306 Posts
Posted Aug 07, 2012
Replied 1 day later

Quote:
just got back from an internship interview, I'm going to start working on the bee now, although looking at our bug list, I dont think it will be done today. I talked to august, and we're going to try to polish it off now, but it wont release any later than the 10th, unless one of us dies or something

Woo!

look out! A bus!

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Alexander Bell
306 Posts
Posted Aug 09, 2012
Replied 2 days later
Tomorrow? I'll give you 600 rep on the norm steam forums (okay, 1 rep!) if it is tomorrow
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BenVlodgi
633 Posts
Posted Aug 09, 2012
Replied 5 hours later

Alexander Bell wrote:
Tomorrow? I'll give you 600 rep on the norm steam forums (okay, 1 rep!) if it is tomorrow

I think I'd get 1 rep whenever I post it =p

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shad0w440
51 Posts
Posted Aug 09, 2012
Replied 1 hour later
Everything is finished tomorrow for sure.
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Alexander Bell
306 Posts
Posted Aug 09, 2012
Replied 4 minutes later
WO0O0O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

okay, 1 thing.. how big is the file atm? And will it be zipped? I hope it won't be (I know it will be for here, but I mean on the backstock website)

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BenVlodgi
633 Posts
Posted Aug 09, 2012
Replied 1 hour later

Alexander Bell wrote:
WO0O0O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

okay, 1 thing.. how big is the file atm? And will it be zipped? I hope it won't be (I know it will be for here, but I mean on the backstock website)

of course it will be zipped
I'll release a installer version as-well for those who are less familiar with installing mods themselves

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BenVlodgi
633 Posts
Posted Aug 10, 2012
Replied 6 hours later
okay, and the BEEMOD 1.0 is officially released.
click here to visit the download page
hope you guys enjoy!
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Alexander Bell
306 Posts
Posted Aug 10, 2012
Replied 4 hours later
Woo! time to give you rep.

And damn, I hate zipped files.. that means I need to find a file unzipper :/

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BenVlodgi
633 Posts
Posted Aug 10, 2012
Replied 5 minutes later

Alexander Bell wrote:
Woo! time to give you rep.

And damn, I hate zipped files.. that means I need to find a file unzipper :/

why dont you have winrar, or 7zip? they are both free

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Alexander Bell
306 Posts
Posted Aug 10, 2012
Replied 34 minutes later
This is amazing!

few problems though.

triggers have connection lines
and connection lines from anything get covered up by the PDV base.

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BenVlodgi
633 Posts
Posted Aug 10, 2012
Replied 3 minutes later

Alexander Bell wrote:
This is amazing!

One problem, though...

triggers have connection lines.

the next PTI update with fix your first problem, not my fault you guys dont have the best editor yet
check to make sure the PDV isn't starting enabled, and your trigger isn't disabling it

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Alexander Bell
306 Posts
Posted Aug 10, 2012
Replied 12 minutes later
Yeah, it was starting enabled. found another minor problem (they're all probably minor)

HEPS pass through crushers

heres a huge bug.

With an autoportal placed above goo (even if its way up high), two things will happen.

1: the portal won't be visible (or even functional, I think)
2: the entire room will be brown (as if you're looking through a portal to a portal under goo)

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Shane
243 Posts
Posted Aug 10, 2012
Replied 9 minutes later
Getting a crash when trying to put a logic gate into my level.
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Tater Salad
6 Posts
Posted Aug 11, 2012
Replied 1 day later
Thank You for your teams hard work.
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BenVlodgi
633 Posts
Posted Aug 12, 2012
Replied 14 hours later
Thanks Tater Salad
@Shane, 1.01 release should fix that
@Alex: I have no idea... the crusher bug I know about

Update 1.01 released
Update Log:
=============================1.01=============================
Removed NAND and NOR gates to stop crashes when adding logic entities
Fixed when starting a one portal chamber, when you walk through the entry door you loose the gun and get it back. That was designed for the preview mode, not to be in chambers when published.
*Fixed PDVs particle effects no showing up on loads from saved games.

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Alexander Bell
306 Posts
Posted Aug 12, 2012
Replied 5 hours later
Woo, 1.1. Time to get it.

Btw, is there any way you could make it so triggers can be in the air? Maybe use cube type (though that caused the trouble with logic gates)?

And the goo autoport glitch thing hasn't happened for me again, but it probably has to do with when the orange port spawns off map (I've had it happen a few times), and it just happens to be spawning somewhere it looks @ the underside of goo. And just btw, if you put an autoport on a black wall then the portal ring peartickle ( ) system will be there, but no portal.

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tanger2b
70 Posts
Posted Aug 12, 2012
Replied 4 minutes later
Did anyone test the 8 faith plate chain crash to see if that works yet?
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Alexander Bell
306 Posts
Posted Aug 12, 2012
Replied 3 minutes later
@ myself...

Yes, I did - I made and published a rollercoaster as an attempt to become known so people play my real maps.

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Alexander Bell
306 Posts
Posted Aug 12, 2012
Replied 13 hours later
Could you put the TWP adverts in this? I ask because Zivi's is there, but it doesn't work... and if these were in there (like the bball or catapult cube), it would mean more adverts in every map, mainly since you won't need to pack them like normal (something a few people must not know how to do), since you need the mod to play anything with pellets. I'm not saying they should be PTI place able, but just in the instance folder so they're possible to place without installing them and packing them.