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

Avatar
HalfPortalLife3
20 Posts
Posted Aug 27, 2012
Replied 4 hours later
From what I can tell he is really far from 2.0, if that's what you're asking.
Advertisement
Registered users don't see ads! Register now!
Avatar
supermarioportal2
83 Posts
Posted Aug 27, 2012
Replied 25 minutes later
i meant when will be 1.6 .
Avatar
HalfPortalLife3
20 Posts
Posted Aug 27, 2012
Replied 4 hours later
Why do you want 1.6? Everything up to 2.0 will probably just be bug fixes, and well.. right now I don't think there are any bugs.
Avatar
Yenwood
95 Posts
Posted Aug 27, 2012
Replied 1 hour later

HalfPortalLife3 wrote:
Why do you want 1.6? Everything up to 2.0 will probably just be bug fixes, and well.. right now I don't think there are any bugs.

There are indeed bugs, lol.

Avatar
BenVlodgi
633 Posts
Posted Aug 27, 2012
Replied 13 minutes later

Yenwood wrote:
HalfPortalLife3 wrote:

Why do you want 1.6? Everything up to 2.0 will probably just be bug fixes, and well.. right now I don't think there are any bugs.

There are indeed bugs, lol.

you say it like there are a lot
could you list the bugs you are aware of?

Avatar
FelixGriffin
2,680 Posts
Posted Aug 27, 2012
Replied 1 hour later
HURR DURR BUG REPORT THIS MOD DOE'SNT LETS ME USE TEH BOSS FIGHT DURR

That's the big one I've found so far.

Avatar
BenVlodgi
633 Posts
Posted Aug 27, 2012
Replied 57 minutes later

FelixGriffin wrote:
HURR DURR BUG REPORT THIS MOD DOE'SNT LETS ME USE TEH BOSS FIGHT DURR

That's the big one I've found so far.

forgot to include an auto-generating boss fight item

Avatar
Yenwood
95 Posts
Posted Aug 27, 2012
Replied 21 minutes later

BenVlodgi wrote:
Yenwood wrote:

HalfPortalLife3 wrote:

Why do you want 1.6? Everything up to 2.0 will probably just be bug fixes, and well.. right now I don't think there are any bugs.

There are indeed bugs, lol.

you say it like there are a lot
could you list the bugs you are aware of?

The only one I can list on the top of my head is that quicksaving then reloading doesn't re-create the particle effect for the vent all the time.

Avatar
supermarioportal2
83 Posts
Posted Aug 28, 2012
Replied 23 hours later
sometimes when there is a draw bridges there is an error when trying to rebuild the map... no i don't place anything in the wrong place
Avatar
Shane
243 Posts
Posted Aug 28, 2012
Replied 30 minutes later

BenVlodgi wrote:
FelixGriffin wrote:

HURR DURR BUG REPORT THIS MOD DOE'SNT LETS ME USE TEH BOSS FIGHT DURR

That's the big one I've found so far.

forgot to include an auto-generating boss fight item

Box your stuff, out the front door

PARKING LOT, CAR... GOODBYE!

Avatar
FelixGriffin
2,680 Posts
Posted Aug 28, 2012
Replied 26 minutes later
Actually, with my in-the-works FGEMOD and this combined, you could make a REALLY AWESOME boss fight.
Avatar
BenVlodgi
633 Posts
Posted Aug 28, 2012
Replied 4 hours later

supermarioportal2 wrote:
sometimes when there is a draw bridges there is an error when trying to rebuild the map... no i don't place anything in the wrong place

because restricting certain placement of that item would make it difficult to use, but you can place it in a place where it will leak and stop the compile

FelixGriffin wrote:
Actually, with my in-the-works FGEMOD and this combined, you could make a REALLY AWESOME boss fight.

cool
what items are going to be included in that?

I haven't posted it here yet, but here's a wip screenshot of the BEE2 interface

Avatar
supermarioportal2
83 Posts
Posted Aug 29, 2012
Replied 7 hours later
i have two questions :
1) will there be a hover turret ?
2) will be there a boss fight item ?
Avatar
BenVlodgi
633 Posts
Posted Aug 29, 2012
Replied 1 hour later
facepalm
If you can tell me how a boss fight item would work, exactly how it would work.. then I could make one
but as far as I'm concerned thats not something you can drag and drop into a level
Avatar
HMW
806 Posts
Posted Aug 29, 2012
Replied 7 hours later

BenVlodgi wrote:
facepalm
If you can tell me how a boss fight item would work, exactly how it would work.. then I could make one
but as far as I'm concerned thats not something you can drag and drop into a level

Well, in theory you could. But I, for one, would not be looking forward to massive heaps of puzzle maker maps with exactly the same boss fight.

Also: awesome that you're making that palette management drag&drop thing, Ben! I was planning to make something like that some day, but now I don't have to anymore!

Avatar
FelixGriffin
2,680 Posts
Posted Aug 29, 2012
Replied 1 hour later
WOW! Is there a way I could make my mod work with that? It has a bunch of items that are useful in certain situations, but there are too many to put on the bar. For example, you don't always need a T flip-flop, but in some cases it's necessary.

Ben: Toggleable faith plates with a slightly different model, and lots of logic stuff.

EDIT: HMW, do you mind if I include your logic gates? They're the best logic implementation I've seen, and I want to expand the idea of the floor lights with different gates inside.

Avatar
BenVlodgi
633 Posts
Posted Aug 29, 2012
Replied 3 hours later
This application is very flexible. items are read from individual script files. so if you make new items you can place the script file in a subdirectory included with this programs, it reads png images from the \portal2_dlc2\materials\puzzlemaker\palette directory
even if you dont include the item in your palette, the item will still be compiled into the editoritems.txt

HMW wrote:
BenVlodgi wrote:

facepalm
If you can tell me how a boss fight item would work, exactly how it would work.. then I could make one
but as far as I'm concerned thats not something you can drag and drop into a level

Well, in theory you could. But I, for one, would not be looking forward to massive heaps of puzzle maker maps with exactly the same boss fight.

Also: awesome that you're making that palette management drag&drop thing, Ben! I was planning to make something like that some day, but now I don't have to anymore!

well, I dont plan on making a boss fight item
as for the application

Avatar
HMW
806 Posts
Posted Aug 30, 2012
Replied 14 hours later

BenVlodgi wrote:
This application is very flexible. items are read from individual script files. so if you make new items you can place the script file in a subdirectory included with this programs, it reads png images from the \portal2_dlc2\materials\puzzlemaker\palette directory
even if you dont include the item in your palette, the item will still be compiled into the editoritems.txt

That's what I like to hear!

FelixGriffin wrote:
HMW, do you mind if I include your logic gates? They're the best logic implementation I've seen, and I want to expand the idea of the floor lights with different gates inside.

Sure! Let me know if you need different editor models for them. (Or alternatively: if you're good with Blender, I can send you the source file and you can make them yourself.)

Avatar
supermarioportal2
83 Posts
Posted Aug 30, 2012
Replied 2 hours later
hover turrets ?
Advertisement
Registered users don't see ads! Register now!
Avatar
Raemari
4 Posts
Posted Aug 30, 2012
Replied 21 minutes later
Actually, if you could make stuff hover, it would be pretty cool. Not in the hover turret fashion (that would be cool too), but being able to place stuff in mid air (to fall when the map loads) would be pretty useful.