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

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bmaster2000
94 Posts
Posted Jul 13, 2013
Replied 1 hour later
I'm having trouble finding this steam discussion. Multiple searches have not been fruitful so would you mind posting a link for me please?
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TeamSpen210
608 Posts
Posted Jul 13, 2013
Replied 59 minutes later

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

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jcdwalle
9 Posts
Posted Jul 16, 2013
Replied 2 days later
BEE 2 Beta download?
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Gemarakup
1,183 Posts
Posted Jul 16, 2013
Replied 1 hour later
Waaaaiiiit.
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BenVlodgi
633 Posts
Posted Jul 17, 2013
Replied 22 hours later

The BEE2 has now been released

http://portal2backstock.com/bee2/

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Gemarakup
1,183 Posts
Posted Jul 17, 2013
Replied 49 minutes later
Where's the most convenient place to report bugs?
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BenVlodgi
633 Posts
Posted Jul 17, 2013
Replied 3 hours later

yishbarr wrote:
Where's the most convenient place to report bugs?

probably on the steam discussion, although I'll take them anywhere.... the mod is rife with them

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Gemarakup
1,183 Posts
Posted Jul 18, 2013
Replied 20 hours later
Alright, can you fix the VVIS problem on publish and the problem with the water when testing?
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bmaster2000
94 Posts
Posted Jul 19, 2013
Replied 21 hours later
I haven't yet tried out the bee2 alpha as I think ill wait for a few bug to be ironed out but I just have a quick question about it's features. Does the new palette contain the larger faith plate made from 3 catapults that is often used for bouncing cubes vertically and is there also a old style faith plate that is not the strange blue gel based one found in the current carl kenner mod I am using?
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TeamSpen210
608 Posts
Posted Jul 19, 2013
Replied 2 hours later
No to both, but I do have some personal instances for this. Most of the bugs are with some of the new items, otherwise it works fine.
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bmaster2000
94 Posts
Posted Jul 19, 2013
Replied 1 hour later
Hmm do you reckon it would be possible for such instances to be added to a mod like this as I can think of a few uses for these but just aren't fully familiar with hammer usage.
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TeamSpen210
608 Posts
Posted Jul 19, 2013
Replied 1 hour later
I've made versions of both that work fine, I just need to get them working in the BEE2. I don't have access to my computer at the moment so I won't be able to get these working for a bit.
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portal2tenacious
393 Posts
Posted Jul 19, 2013
Replied 1 hour later
Anyone else having trouble connecting in coop after installing, or is it just me? I'm verifying my cache and I'll see if that fixes it.
But the mod is pure perfection. Missing some editor models though, but other than that, I love it.
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AD_79p2
103 Posts
Posted Jul 19, 2013
Replied 4 hours later
Wait, BEE2, along with a bunch of other stuff, has the Rexaura items?
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TeamSpen210
608 Posts
Posted Jul 19, 2013
Replied 1 hour later
Yep, the cube deflectors, a new cube which dissolves on impact, flux fields, more types of pellet launchers and catchers as well as the positron orb.
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AD_79p2
103 Posts
Posted Jul 20, 2013
Replied 15 hours later
There's a small problem with the deflectors. They deflect pellets even without a cube in them. Guess I'll fix it myself...

EDIT: No idea how...

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Gemarakup
1,183 Posts
Posted Jul 20, 2013
Replied 1 minutes later
Does anyone else have a problem with VVIS publish compiling? If not, can someone "publish compile" my p2c to see if it has to do with the map or with my PC? Just don't actually publish it. Bugmap.7z
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AD_79p2
103 Posts
Posted Jul 20, 2013
Replied 3 hours later
So, it turns out the deflectors worked without a cube ONLY if a cube had not been placed in it before. They work fine now. I just had to add a logic_auto that activated one of the logic_relays.
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dues
4 Posts
Posted Jul 21, 2013
Replied 8 hours later
Hi there. I'm having an issue with the warm lights. I saw a map using the portal 1 style and it had warm lights used. In the final product they render like orange trim that gives off a very nice light. When I try to use the warm lights they render as normal white light strips. I tried to go back and replace all the normal light bars to warm ones, but they still look white and normal.
Is this a known bug? I've seen 2 other maps that it seems to work just fine on...and it looks great. Any suggestions?
Thanks.
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TeamSpen210
608 Posts
Posted Jul 21, 2013
Replied 40 minutes later
Update to alpha 2.1 (redownload). The style definition was missing things, causing Portal 1 style to use some clean-style items.