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

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FelixGriffin
2,680 Posts
Posted Nov 27, 2012
Replied 17 minutes later
The FGEMOD will soon be released for Mac, which is a command-line version of the BEEMOD2. I think the BEEMOD2 could also theoretically be ported to Mono, but it would be difficult.
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BenVlodgi
633 Posts
Posted Nov 28, 2012
Replied 5 hours later

deli73 wrote:
Seriously, i don't like windows. I know that's like impossible in your minds or something, but it's just the truth. And MAC USERS HAVE A RIGHT TO HAVE A WORKING ADVANCED EDITOR TOO!
Once they make Hammer for mac, i'll stop bothering you.

I've been told that the regular BEE doesn't work on Macs
could you confirm or deny that

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FelixGriffin
2,680 Posts
Posted Nov 28, 2012
Replied 7 hours later
Really? Weird.

After validating your cache files, could you post your scripts/editoritems.txt file here?

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Sarcasmateur
2 Posts
Posted Dec 04, 2012
Replied 6 days later
Hey, I'm not 100% sure whether this issue has been addressed already, but I'm having a bit of trouble making the BEE mod and Hammer play nice together?
A while back, I rigged up the prototype of a level with the mod (since I find it makes things a bit easier to visualize at first). I had been hoping to bring it over into Hammer afterwards, and put on the finishing touches for it.
Problem is, a number of the elements just sort of... break once in Hammer. Doors don't open, the elevators and spawn points get whacky etc. Is there something I'm doing wrong, or do I just need to figure out some workarounds for those kinds of issues?
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BenVlodgi
633 Posts
Posted Dec 04, 2012
Replied 4 hours later

Sarcasmateur wrote:
Hey, I'm not 100% sure whether this issue has been addressed already, but I'm having a bit of trouble making the BEE mod and Hammer play nice together?
A while back, I rigged up the prototype of a level with the mod (since I find it makes things a bit easier to visualize at first). I had been hoping to bring it over into Hammer afterwards, and put on the finishing touches for it.
Problem is, a number of the elements just sort of... break once in Hammer. Doors don't open, the elevators and spawn points get whacky etc. Is there something I'm doing wrong, or do I just need to figure out some workarounds for those kinds of issues?

did you export the map, or are you just using the items.
some items require the Bee global ents to be present, which are in the elevator instances for convenience

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Sarcasmateur
2 Posts
Posted Dec 05, 2012
Replied 18 hours later
I had been exporting it, but! It looks like the problem fixed itself after I added and then deleted an info_player_start entity. Don't know why, but I'm glad that it does. Thanks!
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BenVlodgi
633 Posts
Posted Dec 06, 2012
Replied 9 hours later

Sarcasmateur wrote:
I had been exporting it, but! It looks like the problem fixed itself after I added and then deleted an info_player_start entity. Don't know why, but I'm glad that it does. Thanks!

by default the info_player start is actually inside the transition ents, but by creating a newer one that one will take precedence

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Inspirata
13 Posts
Posted Dec 09, 2012
Replied 3 days later
I hope my e-mail to you, Ben, hasn't gotten lost (I couldn't be sure if it was that or if you were busy, having not received a response). It regards the sounds for the energy ball catcher: they're incorrect, and I sent you the correct ones (they can also be extraced from the source sounds.gcf).

Absolutely loving the mod, although I'm hesitant to use the trigger blocks (and sometimes the logic gates due to the looks of the connection paths). I'd also appreciate the ability to control the energy ball speed and lifespan. Good luck working everything out!

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wildgoosespeeder
178 Posts
Posted Dec 12, 2012
Replied 2 days later
http://www.steamcommunity.com/sharedfiles/filedetails?id=109116765
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deli73
15 Posts
Posted Dec 19, 2012
Replied 7 days later
<<Please delete this post, I changed my mind about saying this...>>
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deli73
15 Posts
Posted Dec 19, 2012
Replied 2 minutes later

BenVlodgi wrote:
deli73 wrote:

Seriously, i don't like windows. I know that's like impossible in your minds or something, but it's just the truth. And MAC USERS HAVE A RIGHT TO HAVE A WORKING ADVANCED EDITOR TOO!
Once they make Hammer for mac, i'll stop bothering you.

I've been told that the regular BEE doesn't work on Macs
could you confirm or deny that

Well, it did work, but it mysteriously stopped working after I verified the game chache when the game bugged out.
Then, i tried reinstalling it, but the regular PTI editor kept showing up!! I have no clue what's going on.... =(

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crazyal02
5 Posts
Posted Dec 19, 2012
Replied 2 hours later
It works for me on a Mac, although this might have something to do with using it in conjunction with the Style Changer mod.
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deli73
15 Posts
Posted Dec 19, 2012
Replied 1 hour later

crazyal02 wrote:
It works for me on a Mac, although this might have something to do with using it in conjunction with the Style Changer mod.

What's the Style Changer mod?
(P.S. I love the ranks on this forum, they're hilarious!)

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deli73
15 Posts
Posted Dec 19, 2012
Replied 7 minutes later
OH! I found out the problem. I installed them in the wrong place! I was putting them in portal_dlc2 and bin folders in the portal2 folder.
xD
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crazyal02
5 Posts
Posted Dec 20, 2012
Replied 16 hours later

deli73 wrote:
crazyal02 wrote:

It works for me on a Mac, although this might have something to do with using it in conjunction with the Style Changer mod.

What's the Style Changer mod?

http://steamcommunity.com/workshop/disc ... ?appid=620

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Dafaria
1 Posts
Posted Dec 24, 2012
Replied 3 days later
Here are some things I think would be epic to be added:

Text! (You can press a button and make text pop up/etc)

Auto blue portals!

(A question: How do you make it so you don't have a Portal gun until you pick it up? And what does the "not" and "or" and those things do? )

Teleports... sort of! (Once you pass a certain spot, the game teleports you to a chosen spot, like faith plates but... faster and less WEEEEEEEEE WEEEEEEEEEEEE WEEEEEEEE!)

Thank you for making this mod <3

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FelixGriffin
2,680 Posts
Posted Dec 24, 2012
Replied 6 hours later
But how would you type in the text?

The rest would be possible, the FGEMOD has instances for blue autoportals and rotating guns, but I don't know of a good way to make the player spawn gunless.

Also, how would teleporters help? They just sound confusing.

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Ravoria
37 Posts
Posted Dec 25, 2012
Replied 14 hours later
Yo dawg I heard you like portals so I put a portal in your Portal so you can portal while you portal... but really, I could see those being useful for circumventing the 25x25x25 restrictions, and they could probably make for some interesting puzzles. I was wanting some at one point, actually (not that any map enormous enough to need them to fit would be within 2048 though). My question is how would the telepoters be implemented? Would they be like world portals, and work with cubes, funnels, etc, or just press a button and zip the player around? They could get annoying pretty quickly with too little clarity (pllayer has to figure out what and where they are) and too little restrictions.
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srs bsnss
552 Posts
Posted Dec 26, 2012
Replied 1 day later
It'd probably just be world portals.

The way I see it would be like this: the PTI item would just be an instance with a 128 unit linked_portal_door and the nessecary instance entities/relays and so on. Connecting it to another world portal would link them together.

The only problems I could see with that would be placing it in the middle of the map/somewhere where there isn't a surface on every side, or people not knowing that they have to link it to another one (although it sounds like common sense, you'd be surprised with some people). Unless "(connect to one other world portal)" was on the PTI in-game model.

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CamBen
973 Posts
Posted Dec 26, 2012
Replied 35 minutes later
I guess you could try to use the faith plate concept, place the portal and set the target.