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

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Theepiccake1993
29 Posts
Posted Feb 21, 2013
Replied 1 month later
PLEASE MAKE THE PNEUMATIC DIVERSITY TUBES SO WE CAN HAVE TUBE SYSTEMS!
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FelixGriffin
2,680 Posts
Posted Feb 21, 2013
Replied 26 minutes later
They're in the FGEMOD currently, so they'll be in the BEEMOD2.
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Gemarakup
1,183 Posts
Posted Feb 22, 2013
Replied 3 hours later
So, BEE2 is supposed to be a GUI version of FGEMOD?
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Lpfreaky90
2,842 Posts
Posted Feb 22, 2013
Replied 5 minutes later

yishbarr wrote:
So, BEE2 is supposed to be a GUI version of FGEMOD?

BEE 2 is a future product that is currently in early development. Im not sure if this topic is fitted for a discussion about that.

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BenVlodgi
633 Posts
Posted Feb 23, 2013
Replied 23 hours later

Lpfreaky90 wrote:
yishbarr wrote:

So, BEE2 is supposed to be a GUI version of FGEMOD?

BEE 2 is a future product that is currently in early development. Im not sure if this topic is fitted for a discussion about that.

good of place as any I suppose> yishbarr wrote:

So, BEE2 is supposed to be a GUI version of FGEMOD?

I started working on the BEE2 the day I published the BEE, but I was taking a long time, so Felix decided to make the FGE mod as a commandline palette chooser.
For a while I actually abandoned development of it, but I recently started working on it again, and Carl joined me.
The two mods are very similar, so I can ship the BEE2 with any Bug free item (including Felix's items)

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Pilchardo
21 Posts
Posted Feb 25, 2013
Replied 2 days later
Hi Ben - I love the BEEMOD and regularly use it in helping me quickly draw out a test chamber. I'm having a problem, though, and I wonder if you know of a solution or a workaround?

I have two super-colliding super buttons as the inputs to a moderately complex system of NOT, AND and OR gates in order to control an excursion funnel in the way I'd like. However, when I first load up the map, the logic doesn't work as I'd expect. It's only after I've activated both buttons that everything starts behaving. Once I've done that I can have any combination of the two buttons pressed and unpressed and everything works as intended. Is this an issue you've come across before?

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FelixGriffin
2,680 Posts
Posted Feb 25, 2013
Replied 11 minutes later
It sounds like the branches aren't all being triggered by the logic_auto properly. Try recompiling and replaying, see if it's consistent.
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BenVlodgi
633 Posts
Posted Feb 25, 2013
Replied 2 hours later
The NOT gate is known to have problems like this unfortunately.
I personally haven't found a way to fix the NOT gate's bug. you could try doing something like placing a cube dropper hidden above a panel which would would activate the button, the fizzle and panel would close
you may be able to rearrange the gates in a way that would work
or perhaps add an invisible trigger once into the mix
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Pilchardo
21 Posts
Posted Feb 26, 2013
Replied 21 hours later
Thanks for the replies. I managed to solve it by rearranging the logic gates, as you suggested. I ended up with a situation where I wanted to change the polarity of the excursion funnel if button one was activated and button two was not. I originally had button one connected directly to an AND gate and button two connected to the AND gate via a NOT gate. This didn't seem to work. What did work was connecting button one via two NOT gates (like a double negative). Weird, but I'm just happy I got it working.
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Agameofscones
1 Posts
Posted Mar 10, 2013
Replied 11 days later
I installed it on my mac with the manual installation. Every time I rebuilt a map, it would get stuck on "Building Geometry." If you could fix that, that would be great!
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FelixGriffin
2,680 Posts
Posted Mar 10, 2013
Replied 9 hours later
Try turning on Developer mode in the console, that makes it show more detailed error messages when that happens.
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BenVlodgi
633 Posts
Posted Mar 15, 2013
Replied 4 days later
Hey PTI puzzle makers
The BEE2 interface is nearly done, now I'm going to be focusing on creating new items.
Here is a list of planned Items:

*New Dropper containing
*-Catapult Cube
*-BumbleBall
*-Working Turret
*-Broken Turret
*-Boxed Turret
*Bomb Dispenser
*Upgrade Portal gun item
*Sendificator
*Laser Fizzler
*Vactubes for transportation of Gels, Cubes, and Player
*Wheatley Monitor
*Security Cameras
*Wide Catapult
*Portalable Piston
*Coop Checkpoints
*Spinny Blade Hazard
*Voxel Sized Crushers

make suggestions either here, or in the Portal 2 Discussion

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WheatleyTheCore
10 Posts
Posted Mar 16, 2013
Replied 1 day later
I'd like to suggest music. You know, maybe using Radios to play as many Portal 2 tracks as you could manage.
You'd place the radio somewhere in the test chamber, and be able to tweak 'Position Sound' by ticking a box. Ticking this box would make it act like a normal radio, (gets quieter as you move away) and not ticking it would play the music throughout the level no matter where you went.
I hope this wouldn't be too hard to implement.
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FelixGriffin
2,680 Posts
Posted Mar 16, 2013
Replied 1 hour later
The trick would be selecting which piece to play. The counter on the GLaDOS lines in the FGEMOD confused a lot of people, but it's the only way to get more that 4 discrete options in one item.
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WheatleyTheCore
10 Posts
Posted Apr 07, 2013
Replied 22 days later
Also, does anyone have a rough idea of when BEE2 is going to be ready? I really need the Wheatley Monitors for my chamber I'm working on at the moment.
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portal2tenacious
393 Posts
Posted Apr 07, 2013
Replied 22 minutes later

WheatleyTheCore wrote:
I really need the Wheatley Monitors for my chamber I'm working on at the moment.

https://developer.valvesoftware.com/wiki/Screen_(Portal_2)

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FelixGriffin
2,680 Posts
Posted Apr 07, 2013
Replied 3 hours later
That tutorial makes it much harder than it has to be. There are instances for all that in the sdk_content. Just place a wheatley_studio outside the map and a monitor instance in the map, then send it an input to open and turn on.
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WheatleyTheCore
10 Posts
Posted Apr 08, 2013
Replied 7 hours later
Thanks. I probably ought to mention that I'm utterly useless when it comes to Hammer. I shall have to try, though.
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BenVlodgi
633 Posts
Posted Apr 10, 2013
Replied 2 days later
this month it should be out
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FelixGriffin
2,680 Posts
Posted Apr 11, 2013
Replied 1 hour later
Awesome, I'd better finish fixing up the FGEMOD2 elements!