Ben and August’s Extended Editor (BEEMOD) & BEE2
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.
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?
That's the big one I've found so far. 
FelixGriffin wrote:
HURR DURR BUG REPORT THIS MOD DOE'SNT LETS ME USE TEH BOSS FIGHT DURRThat's the big one I've found so far.
forgot to include an auto-generating boss fight item
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.
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!
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

1) will there be a hover turret ?
2) will be there a boss fight item ?
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
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! ![]()
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.
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 levelWell, 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 
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.)