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

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BenVlodgi
633 Posts
Posted Aug 13, 2012
Replied 4 hours later

Alexander Bell wrote:
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.

I did include WIPs of catapult cube, and other things, I also included the resources for those in-case I add them later and some people who only have 1.0 wills still be able to play those chambers

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BenVlodgi
633 Posts
Posted Aug 13, 2012
Replied 47 minutes later
Update 1.02 released
Update Log:
=============================1.02=============================
Fixed warm light strip selection
Fixed broken NOT gate
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supermarioportal2
83 Posts
Posted Aug 14, 2012
Replied 1 day later
i made a map with you mod http://steamcommunity.com/sharedfiles/f ... d=89250849
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supermarioportal2
83 Posts
Posted Aug 14, 2012
Replied 1 hour later
hey can you make it mac compatible please ? my friend want's to paly it
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Alexander Bell
306 Posts
Posted Aug 14, 2012
Replied 44 minutes later
Booo! Macs! But I thought this was Mac compatible, I can't see why it wouldn't be, if Portal 2 is...
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BenVlodgi
633 Posts
Posted Aug 14, 2012
Replied 44 minutes later

supermarioportal2 wrote:
hey can you make it mac compatible please ? my friend want's to paly it

I dont see why it wouldn't be mac compatable

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tanger2b
70 Posts
Posted Aug 14, 2012
Replied 1 hour later
Isn't mac's steam directory different?
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BenVlodgi
633 Posts
Posted Aug 14, 2012
Replied 1 hour later
use the raw files, exes dont work on macs anyways
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tanger2b
70 Posts
Posted Aug 14, 2012
Replied 6 minutes later
Other than any previous problems, I only found one. The second door when receiving a single portal device is not solid when opened. You can see me go through it at the beginning of this video.
http://www.youtube.com/watch?v=vEBLFcFb52U

Edit: FINALLY GOT YOUTUBE CORRECT

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FelixGriffin
2,680 Posts
Posted Aug 15, 2012
Replied 14 hours later
Just a few questions about this mod:

Do you really need the five different logic gates? I prefer HMW's AND, OR, and XOR (thus giving you NAND, NOR, NOT, and NXOR with the Start Enabled param), and then a few other useful ones in a separate entity.

Do you have a counter on the pellet launcher? If you don't, I'd recommend adding one. It's nice to be able to change the ball's lifetime.

Does this include inputs and outputs on the faith plates? I was planning to add them (the output firing when it launched something), but I don't need to if you already added that.

Do the vents curve once they get off screen? That might be a good idea.

I am planning to test this mod, but my internet is really bogged down. You'll probably have replied before the DL finishes.

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supermarioportal2
83 Posts
Posted Aug 15, 2012
Replied 1 hour later
well... when my friend on the Mac installs it by the raw files his portal 2 game doesn't want to load
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BenVlodgi
633 Posts
Posted Aug 15, 2012
Replied 6 hours later

FelixGriffin wrote:
Just a few questions about this mod:

Do you really need the five different logic gates? I prefer HMW's AND, OR, and XOR (thus giving you NAND, NOR, NOT, and NXOR with the Start Enabled param), and then a few other useful ones in a separate entity.

Do you have a counter on the pellet launcher? If you don't, I'd recommend adding one. It's nice to be able to change the ball's lifetime.

Does this include inputs and outputs on the faith plates? I was planning to add them (the output firing when it launched something), but I don't need to if you already added that.

Do the vents curve once they get off screen? That might be a good idea.

I am planning to test this mod, but my internet is really bogged down. You'll probably have replied before the DL finishes.

the latest build only has AND OR and NOR (which is labeled NOT)
faithplates dont have inputs or outputs
vents go straight into the ceiling
I cant add properties like counters without class support

supermarioportal2 wrote:
well... when my friend on the Mac installs it by the raw files his portal 2 game doesn't want to load

I dont know what to tell you, I dont have a mac, to fix this problem tell him to verify his cache

tanger2b wrote:
Other than any previous problems, I only found one. The second door when receiving a single portal device is not solid when opened. You can see me go through it at the beginning of this video. -snip-

actually any door using world portals isn't solid at all. its just valve timed all their doors distances well. I'll have to add a clip. thanks for the notice

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supermarioportal2
83 Posts
Posted Aug 16, 2012
Replied 11 hours later
i have some suggestins :
1) triggers don't give these blue dots
2)ability do delete blue dots
3)cube accepter ,it's something like the accepter for the pellet , but in the pellet accepter you will br able to select what to accept like : Accept - Pellets,Cube,Comapnion Cube,frankenturret,sphere,
4) personality cores
5)GLaDOS
i would be really happy if you would make the cube accepter
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tanger2b
70 Posts
Posted Aug 16, 2012
Replied 1 hour later
This mod is supposed to give you Moore items to make a better puzzle. GLaDOS and personality cores aren't a necessity at all. As for the blue lights, it's impossible to get rid of them on free will. You need to block them or let it be. (In small hallways, I put glass lights to block them.
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FelixGriffin
2,680 Posts
Posted Aug 16, 2012
Replied 1 minute later
SuperMarioPortal: I think only the fourth of those is possible in the PTI. You might want to use Hammer for the others.

Ben: Why not add in an XOR? You can build the NOT into the OR. (I'm asking because I have a Hammer map which uses a lot of XOR logic.)
Okay, I can add that. It will be laggy to enable-disable them too fast, since it requires scripting (finding the nearest trigger_catapult), but significantly only if you have a lot right near each other (id est, a rollercoaster). >:D
That works, if you can't see stuff getting fizzled.
Can't you put a counter on any class? I thought I'd tried that and it worked on an unclassed object.

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Alexander Bell
306 Posts
Posted Aug 16, 2012
Replied 2 minutes later
Cube accepter is an okay idea, but there are only a few special situations where you can't just use a ball and a cube in the place of it.

GLaDOS would just be a waste, and so would cores. Hammer, please. And if you really want them, make your warm light strip a core or GLaDOS by editing the instance.

And in the future Valve will let you freely remove the lights

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BenVlodgi
633 Posts
Posted Aug 16, 2012
Replied 45 minutes later
the ability to change connections and how they appear in the puzzlemaker will be with the next update
I'm not making any new items for the BEE
however the BEE2 will have many new items, so we'll see.
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Alexander Bell
306 Posts
Posted Aug 16, 2012
Replied 47 minutes later
For 2.0, could you make it so if you have 2 pdvs facing eachother (hard to explain) on a wall, so that there is a gap between them, the gap is 276x128? Currently its in between spaces, which means you can't set up a fling or have a cube hover between them (trust me, I've tried. Also, a turret dropper would be nice.
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Shane
243 Posts
Posted Aug 16, 2012
Replied 26 minutes later
It's surprising that Valve didn't make the editor like this to begin with, it's not as if the extra items make the editor any harder to use.
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portal2companioncube
108 Posts
Posted Aug 16, 2012
Replied 3 minutes later
Could you make the trigger blocks be able to be placed in mid-air? The editor only allows it to be placed on a walls, floors, and I don't know about ceilings.