Felix Griffin's Editor Mod

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Xindaris
74 Posts
Posted Aug 24, 2013
Replied 2 days later
I haven't figured anything out. I had another computer FGEmod used to be on and tried copying global_ents from there; it was older than the one on the computer I was trying to make the map on, but apparently not the correct old one because I still got the dotty cubes effect.
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FelixGriffin
2,680 Posts
Posted Aug 24, 2013
Replied 46 minutes later
If you still have that copy try copying over the big observation room, I think it's called observation_room_sendtor or something like that.
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Xindaris
74 Posts
Posted Aug 24, 2013
Replied 3 hours later
Hey, that worked! Awesome!

I copied the vmf and the vmx, I'm not sure if the second one was necessary but the first one's date differed by several months.

EDIT: Something seems to be a bit wonky with the portal detection. I can't quite get a handle on what exactly is wrong, even after making a map to specifically test it in. It seems like a portal placed up against a wall really far away from the sendificator won't work, but if I put a portal on the ceiling or floor adjacent to that wall it works fine. And when there's more than one sendificator in the map, they work fine, but behave that way with respect to the walls far away from the first one placed...I think. I doesn't seem like the length of the laser is an issue, since I could use reflection cubes and go much longer distances than the portals would have gone, and it doesn't seem like distance from the main observation room has anything to do with it, so..yeah. I dunno. Think I can probably work around the issue anyway.

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FelixGriffin
2,680 Posts
Posted Aug 24, 2013
Replied 1 hour later
It's not from the first Sendificator, it's from the primary observation room. Since there can only be one of those, I put the portal detector in that instance. I was trying to make it bigger when I seem to have broken it with the blue bubble things.

I think I fixed the problem now, try using the one in the attachment. I think it'll work. It will definitely remove the bubbles.

EDIT: Also, I forgot to mention, but if you have a portal behind the observation room the Sendificator won't detect it. So keep them in front.

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Xindaris
74 Posts
Posted Aug 24, 2013
Replied 28 minutes later
Excellent, now it works exactly as I hoped it would. Turns out I did have the observation room in a bad place; now none of the chamber is behind it.
Thank you very much for fixing this.
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FelixGriffin
2,680 Posts
Posted Aug 24, 2013
Replied 2 hours later
No problem.
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tibirt
3 Posts
Posted Jan 05, 2014
Replied 4 months later
Hi Felix!

I'll post probably a hilarious question, but I have not found the answer so far to it: how does the portal deflection cube work? when I shoot portals to it NOTHING happens... It must be something I'm doing stupid. Any help, please?

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srs bsnss
552 Posts
Posted Jan 05, 2014
Replied 46 minutes later
I think the portal deflection cube prevents portals from being placed under it, although initially I thought it would deflect portals too.
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FelixGriffin
2,680 Posts
Posted Jan 05, 2014
Replied 47 minutes later
It should, but I made a stupid programming error and left out the global_ents it needs. I'll make sure to send that over to Ben for the next BEE2 release.
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tibirt
3 Posts
Posted Jan 06, 2014
Replied 23 hours later
Thank Felix I am really eager to use that thing in a series of chambers. Already planning them.
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FelixGriffin
2,680 Posts
Posted Jan 06, 2014
Replied 33 minutes later
Thanks! Hopefully it'll turn out better than my first map with them did. I lost the source a long time ago and can't bring myself to rebuild it to add the portal gun.
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BananaGummyBear64
1 Posts
Posted Apr 03, 2014
Replied 2 months later
The security cameras don't work for me, they float about half a block in front of the block I put them on.
Also, how long do you think it will be until the portal deflection cubes get fixed, Felix? I need them for a map I'm working on.

(That is, if you still look at this thread)

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FelixGriffin
2,680 Posts
Posted Apr 04, 2014
Replied 10 hours later
The FGEMOD is now a bit out of date, corrections to the security cameras and (I think) the deflection cubes are included in the BEE2.
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Chao§pawN
17 Posts
Posted Aug 21, 2014
Replied 4 months later
I've got BEEMOD 2 installed and I can't seem to get the vacuum tubes working. There are several problems:
1/ The corner parts just simply don't show up, after building a map there's nothing at all on the spot where I placed them
2/ The straight parts clip into the floor or wall partially when placed in certain posistions
3/ The entrance part does not align with the straight pieces at all, it's off by a mile in all 3 dimensions

Can anyone please tell me how to get them working? I'm looking all over the internet and nobody anywhere seems to mention that they are broken, let alone a solution for this.

Many many thanks to anyone that can give me more information on this!!

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FelixGriffin
2,680 Posts
Posted Aug 21, 2014
Replied 2 hours later

Chao?pawN wrote:
I've got BEEMOD 2 installed and I can't seem to get the vacuum tubes working. There are several problems:
1/ The corner parts just simply don't show up, after building a map there's nothing at all on the spot where I placed them
2/ The straight parts clip into the floor or wall partially when placed in certain posistions
3/ The entrance part does not align with the straight pieces at all, it's off by a mile in all 3 dimensions

Can anyone please tell me how to get them working? I'm looking all over the internet and nobody anywhere seems to mention that they are broken, let alone a solution for this.

Many many thanks to anyone that can give me more information on this!!

It sounds like something has gone wrong with the instances. Are you using the default style?

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Chao§pawN
17 Posts
Posted Aug 21, 2014
Replied 3 hours later
Yes, I'm using the Original Portal 2 Style, but I've also tried Clean, Clean (quiet) and Portal 1 and all of them yield the same results. Shall I upload a few screenshots?

Thanks a lot for your reply, really appreciate it and thanks for making all these mods!

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FelixGriffin
2,680 Posts
Posted Aug 21, 2014
Replied 1 hour later
A screenshot would be very helpful. The only thing I can think of at this point is to reinstall BEE2, maybe a file just got messed up.
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Chao§pawN
17 Posts
Posted Aug 21, 2014
Replied 1 hour later
I'll try uninstall/reinstalling the mod and if need be the game shortly, I'll keep you posted on wether or not that solves the issue. In the mean time, here's a few screenshots

Here's the testchamber in the editor

And here's what it looks like ingame

I also tried building the chamber in all the other styles that allow the use of vacuum tubes, but results in all of those styles are exactly the same, so I take it additionals screenshots are not needed.

As you can see the tubes misalign in various positions depending on what wall they are placed on. If the wall with the chamber exit is North, then the tubes placed on the North wall align to the left and in front of the entrance tube, those placed on the east wall align to the right and in front of the entrance tube. Left/Right and to the back of the entrance tube for the South and West walls respectively, making them clip inside the walls. Floors and ceilings have a similar issue.

Additionally, all the corner pieces simply aren't there, regardless of where they are placed.

Occasionally when placing an entrance tube on the ceiling and trying to build the chamber, the game also hangs/crashes.

I'll go reinstall the mod now, thanks again for your time!

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Chao§pawN
17 Posts
Posted Aug 21, 2014
Replied 18 minutes later
I wasn't sure how to uninstall the mod exactly, so I deleted the BEE2 folder and then verified the game cache. Is that the correct way or should I do it some other way?

In any case, the issue unfortunately remains

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FelixGriffin
2,680 Posts
Posted Aug 21, 2014
Replied 2 hours later
I think I know what's wrong, although I'm not sure how it happened. Download the FGEMOD and copy the vactube instances into your p2editor folder (overwriting the ones already there), see if that changes anything.