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

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BenVlodgi
633 Posts
Posted Aug 31, 2012
Replied 5 hours later

Lpfreaky90 wrote:
BenVlodgi wrote:

portal2tenacious wrote:

My friend Just Marco has been asking if you can create:
1. Teleports
2. Two auto portals.
I know two auto portals can be done, but you still receive the single portal device. Any help would be great.

no teleports, because how would you define a desination?
autoportals yes... those are in the bee 2

teleports just two entities that need to be linked together, with just a worldportal?
I can't wait to see the glitches we'll get if that's introduced to the PTI

As for the auto portals; does that also include the possibility for 1p maps? :3

LP have you not used the mod?... 1p maps are already implemented, I think he wants 0 and 1p... which will be in the BEE2
world portals are impossible for the same reasons teleports are impossible, you cant have them target each other

FelixGriffin wrote:
If it were a trigger_teleport and info_target, they could each have a counter. The destination would be named @teleport_destination_$counter or the like.

I dont think that will work. nice idea though

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FelixGriffin
2,680 Posts
Posted Sep 01, 2012
Replied 8 hours later
I'll try it as an experiment, but I can't imagine what use it could possibly have. Trigger_teleports weren't test elements in the original game, and it's a bit jarring to suddenly find yourself someplace completely different.
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HMW
806 Posts
Posted Sep 01, 2012
Replied 2 hours later

FelixGriffin wrote:
Thanks so much! I'm not at all good with Blender, but if you could make one with a circle in the center, one with a square, and one with a sort of |/| (vertical, then a slant and vertical connected), that should be all I need. I can build the func_detail patterns. I'll put you in the credits.

I'm on it!

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BenVlodgi
633 Posts
Posted Sep 01, 2012
Replied 14 minutes later

FelixGriffin wrote:
I'll try it as an experiment, but I can't imagine what use it could possibly have. Trigger_teleports weren't test elements in the original game, and it's a bit jarring to suddenly find yourself someplace completely different.

indeed. Once I made a map where you could use teleports to jump between two rooms which were similar in layout. you pressed a button on your keyboard and it was like you were changing dimensions, the puzzle was just switching back and forth between the dimensions after being catapulted, so you would avoid obsticles

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FelixGriffin
2,680 Posts
Posted Sep 01, 2012
Replied 9 minutes later
Now that sounds fun! Maybe there could be a use for it after all!

HMW: Thanks a ton!

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FelixGriffin
2,680 Posts
Posted Sep 16, 2012
Replied 15 days later
Hey, Ben, how's the new interface coming?

I understand if it's taking a while, I haven't used C# but it seems like it would be horribly complicated in any language.

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BenVlodgi
633 Posts
Posted Sep 17, 2012
Replied 13 hours later

FelixGriffin wrote:
Hey, Ben, how's the new interface coming?

I understand if it's taking a while, I haven't used C# but it seems like it would be horribly complicated in any language.

its coming along very slowly, with my huge course load I havent found much time to work on it, and when I am working on it, I'm trying to fix silly visual glitches my honest projection for completing the interface is December, and that's not including any new items... but remember, with the new interface, anyone can make new items and easily integrate them

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BenVlodgi
633 Posts
Posted Sep 17, 2012
Replied 1 minute later
-snip- I quoted instead of editing O_o
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Raemari
4 Posts
Posted Sep 17, 2012
Replied 5 minutes later
Merry <Holiday Name Here> to us then!
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namAehT
9 Posts
Posted Oct 21, 2012
Replied 1 month later
first post (of many i hope), i would like to ask if there is a list of features to come in v2? and where could i suggest new things? sorry if ether of these has been asked excessively, didnt feel like wasting chamber building time reading through all 21
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BenVlodgi
633 Posts
Posted Oct 22, 2012
Replied 22 hours later

namAehT wrote:
first post (of many i hope), i would like to ask if there is a list of features to come in v2? and where could i suggest new things? sorry if ether of these has been asked excessively, didnt feel like wasting chamber building time reading through all 21

not atm, but I will post one

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namAehT
9 Posts
Posted Oct 22, 2012
Replied 22 minutes later
thanks, would it be possible to include grates? that would place kinda like glass? i find that i need these in a few situations, and dont feel like going into hammer just do do that..

EDIT: i've noticed that if you tie two triggers to a door the door fails to function properly. it will only respond to one of them

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FelixGriffin
2,680 Posts
Posted Oct 22, 2012
Replied 16 minutes later
...

Those already exist. Right-click on the glass after you place it.

; )

Also, Ben, I can probably write up a terminal version of the item chooser within about a week. Have you made significant progress on the GUI one? If you have, I won't try.

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namAehT
9 Posts
Posted Oct 22, 2012
Replied 10 minutes later
really?!?! sweet, i need to go use that... how about half "blocks" in the upcoming version? or am i blind
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BenVlodgi
633 Posts
Posted Oct 23, 2012
Replied 1 day later

FelixGriffin wrote:
Ben, I can probably write up a terminal version of the item chooser within about a week. Have you made significant progress on the GUI one? If you have, I won't try.

I have not made any recent progress on it, however I think I have some time freeing up in my schedule, so I may try to finish that up, If you'd like to join the BEE team, I'd be open to that

namAehT wrote:
how about half "blocks" in the upcoming version? or am i blind

I've considered adding Half and quarter blocks, however this would take a long time to implement, and would probably not be worth the effort

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namAehT
9 Posts
Posted Oct 24, 2012
Replied 19 hours later
i really wouldnt care if you did it or not, it would just make my life easier.
i'd rather have v2 then half and quarter blocks, so... if you think it wouldnt be worth it, i wont push for it
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FelixGriffin
2,680 Posts
Posted Oct 24, 2012
Replied 1 hour later
Thanks! I don't have much time either, but I'll try to write a terminal thing anyway. It's not nearly as friendly as the v2 one will be, and it doesn't yet support multiple subtypes, but it's good enough for my personal use.
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JustaLackey
50 Posts
Posted Oct 25, 2012
Replied 9 hours later
Just wanted to say this editor is a godsend. I'm gonna be messing with it all day now. Thanks!
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FelixGriffin
2,680 Posts
Posted Oct 25, 2012
Replied 5 hours later
Console-based program almost finished, using powerful curses to get it working.
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BenVlodgi
633 Posts
Posted Oct 25, 2012
Replied 3 hours later

FelixGriffin wrote:
Console-based program almost finished, using powerful curses to get it working.

oh very nice
do you happen to develop in C# at all?
I may redo the v2, because I wrote some custom controls for it, and they are a bit buggy and annoying
they look awesome and just like the actual p2 editor, but it will probably be easier just to use some stock grid controls for now
add me on steam "BenVlodgi"