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

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flarn2006
39 Posts
Posted Jun 06, 2013
Replied 3 hours later

FelixGriffin wrote:
Really? That works? I wonder what other commands we can replace using alias...

It does indeed work; I tested it. Haven't figured out how to use puzzlemaker_load_dev though, so I just tested it with "echo test" or something.

I even tested it with the "quit" command, and it prevented the game from quitting from the main menu. I had to close it in Task Manager!

Also, does anyone know how to remove an alias without restarting the game? I've never been able to figure that one out.

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FelixGriffin
2,680 Posts
Posted Jun 06, 2013
Replied 1 hour later
At least in HL2 there was no way, short of starting a new game session or aliasing a command to something else. Maybe you can alias it to itself?
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flarn2006
39 Posts
Posted Jun 06, 2013
Replied 20 minutes later

FelixGriffin wrote:
At least in HL2 there was no way, short of starting a new game session or aliasing a command to something else. Maybe you can alias it to itself?

Pretty sure that would cause an infinite loop and crash the game. Also, I can't seem to figure out how puzzlemaker_save/load_dev work. It just gives me an error no matter what I put for the parameter.

But how easy would it be to modify vbsp to ignore a room containing a certain instance?

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FelixGriffin
2,680 Posts
Posted Jun 07, 2013
Replied 10 hours later
Fairly easy, I assume. Looking at the Stylechanger, that version of VBSP replaces brush entities based on their textures and nearby instances, so it should be possible.
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flarn2006
39 Posts
Posted Jun 09, 2013
Replied 1 day later
One concern I have: I haven't been able to get puzzlemaker_load_dev to work. I posted a thread about it, but I haven't found a solution yet. Have you had any luck?

Once we know how that works, all that's left would be to bring the idea to Ben's attention to be potentially added to BEE2. Then no more restarting Portal 2 when we need an item that isn't in the palette!

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v13_core
3 Posts
Posted Jun 09, 2013
Replied 1 hour later
-deleted-
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BenVlodgi
633 Posts
Posted Jun 11, 2013
Replied 2 days later

flarn2006 wrote:
One concern I have: I haven't been able to get puzzlemaker_load_dev to work. I posted a thread about it, but I haven't found a solution yet. Have you had any luck?

Once we know how that works, all that's left would be to bring the idea to Ben's attention to be potentially added to BEE2. Then no more restarting Portal 2 when we need an item that isn't in the palette!

Hi!
brought to my attention
This was one of the ideas I had for adding multiple items, although I didn't think about it being ignored my the compiler

this is all possible, however maybe quite time consuming, and people would have to not delete the items on accident.
If someone else wants to make this work then I'd be happy to add this option to the BEE2

the custom compiler would def aid this btw

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Venima
4 Posts
Posted Jun 12, 2013
Replied 13 hours later
I've read through about the trigger objects being required to touch a wall. You say all objects require this, but that's not true. Turrets only require being on a surface (which may be another puzzle object, for example, glass). Could you implement them like turrets? This would certainly help.

I've also found a bug related to the auto-orange portal. When I place a blue portal, it opens up to a "white void" under these conditions:
Auto-orange portal is on an unportalable surface, and is activated using a weighted button several times in quick succession (I did this by accident). I'm not sure if there's anything you can do about it, but it would be nice to make map-makers aware that this can happen.

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FelixGriffin
2,680 Posts
Posted Jun 12, 2013
Replied 13 minutes later
There are settings to allow placement on gratings, goo, or glass, which I think are all set to True for the triggers, but not other testing elements. But there's still no feasible way to put it in midair.
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Venima
4 Posts
Posted Jun 12, 2013
Replied 6 hours later
I've tried to put a trigger on those, it doesn't snap to them like a cube or turret would. I actually checked my mouse position when I get a cube to snap, and copied that position for the trigger but it doesn't work.

Edit: I can't find any official place to report bugs about BEEMod, will this forum do?

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BenVlodgi
633 Posts
Posted Jun 14, 2013
Replied 2 days later

Venima wrote:
I've tried to put a trigger on those, it doesn't snap to them like a cube or turret would. I actually checked my mouse position when I get a cube to snap, and copied that position for the trigger but it doesn't work.

Edit: I can't find any official place to report bugs about BEEMod, will this forum do?

yes... bugs go here, or on the steam thread.. or email them to me... doesn't matter

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Venima
4 Posts
Posted Jun 16, 2013
Replied 1 day later
Well, my portal 2 crashes when I have a door in a certain way with antlines connected to it. I could try reconstructing it, since it's not very easy to explain. I'll edit this post with an image link if I'm able to repeat the bug.

Edit: When the two buttons and laser receiver have antline connections to the door, the game quits to desktop (in the map editor). Note this only happens when the door is in that specific position.

http://i301.photobucket.com/albums/nn55/Merivo/2013-06-17_00002.jpg
http://i301.photobucket.com/albums/nn55/Merivo/2013-06-17_00003.jpg

Note, I am otherwise very impressed with this mod

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BenVlodgi
633 Posts
Posted Jun 18, 2013
Replied 1 day later

Venima wrote:
Well, my portal 2 crashes when I have a door in a certain way with antlines connected to it. I could try reconstructing it, since it's not very easy to explain. I'll edit this post with an image link if I'm able to repeat the bug.

Edit: When the two buttons and laser receiver have antline connections to the door, the game quits to desktop (in the map editor). Note this only happens when the door is in that specific position.

http://i301.photobucket.com/albums/nn55/Merivo/2013-06-17_00002.jpg
http://i301.photobucket.com/albums/nn55/Merivo/2013-06-17_00003.jpg

Note, I am otherwise very impressed with this mod

That is incredibly strange... This mod has been out for nearly a year now, and I've never seen that before.... you can try connecting the antlines to an AND gate, and connect that gate to the door, and place the gate appropriately so the lines lead up correctly

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Venima
4 Posts
Posted Jun 18, 2013
Replied 10 hours later
Well, in item design the door behaves the same way as an emancipation grill, it allows connections, placement can be adjusted within a block, and can be placed on any surface. So, what differs between the door's settings and the grill's? I think that might be a good step towards finding the problem (if it's even fixable by you).

But yes, using an AND gate is an alternative

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Bisqwit
93 Posts
Posted Jul 03, 2013
Replied 14 days later
Regarding the door antline attachments: What I have come to realize is that the door is essentially a lightstrip: from the viewpoint of the editor, it is a flat element on the floor, and all antline attachments to it must be parallel to the element, i.e. flat on the floor. This means that you can put four signages on the floor in front of the door and four signages on the floor behind the door (and probably, one to the either side of the door, still on the floor). The floor surfaces get bumped onto a wall if there is no floor at that position. I have edited the antline attachments to only keep the four positions right in front of the door, since the positions behind the door are rather useless and usually only confusing.
Is there any way to change this situation, so that you could have signages on the sides of the door, much like with the exit doors: four on top, four on bottom (the top and bottom ones get bumped to the floor if there is no wall surface), four on left up-to-down, four on right up-to-down? Or would any such solution involve having to anchor the entrance of the door against a wall?
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Gemarakup
1,183 Posts
Posted Jul 03, 2013
Replied 1 hour later
No, because the door is like an object in the middle of the floor. Not on the wall.
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Bisqwit
93 Posts
Posted Jul 03, 2013
Replied 3 hours later

yishbarr wrote:
No, because the door is like an object in the middle of the floor. Not on the wall.

You just basically repeated what I explained to be the cause of the problem.

Bisqwit wrote:
Is there any way to change this situation

Is there any workaround? Way to change the door element so that this cumbersome problem would not apply?

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TeamSpen210
608 Posts
Posted Jul 03, 2013
Replied 1 hour later
No other item in the PTI has antline connection points aimed at an area not part of it's base. I don't know if the PTI is even capable of handling wires to an area above the square. It might be fixable though if a new item was created that is placed upside-down on the top of the block. The antlines would be wired into the front, with four attachments there to trick the editor into placing indiators above the door. Then the item could have a start-reversed option that inverts the door, making it place like it is now. I'll have to go test this to see if it works.
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PortalCombat
306 Posts
Posted Jul 03, 2013
Replied 24 minutes later
I was thinking about the door + antlines and here is my untested idea:

  • 1.) Create an invisible Item in Hammer Editor (or logic only)
  • 2.) add the instance stuff
  • 3.) spawn it with PTI Editor and conect it with the door
  • 4.) conection to the door is invisible, and you conect everything to the item itself

This should work, right? As I said: untested.

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FelixGriffin
2,680 Posts
Posted Jul 03, 2013
Replied 1 hour later
But since there isn't actually a wall there it would be placed on the floor, bringing back the same problem we have now.