Ben and August’s Extended Editor (BEEMOD) & BEE2
Lpfreaky90 wrote:
BenVlodgi wrote:portal2tenacious wrote:
My friend Just Marco has been asking if you can create:
1. Teleports
2. Two auto portals.
I know two auto portals can be done, but you still receive the single portal device. Any help would be great.no teleports, because how would you define a desination?
autoportals yes... those are in the bee 2teleports just two entities that need to be linked together, with just a worldportal?
I can't wait to see the glitches we'll get if that's introduced to the PTIAs for the auto portals; does that also include the possibility for 1p maps? :3
LP have you not used the mod?... 1p maps are already implemented, I think he wants 0 and 1p... which will be in the BEE2
world portals are impossible for the same reasons teleports are impossible, you cant have them target each other
FelixGriffin wrote:
If it were a trigger_teleport and info_target, they could each have a counter. The destination would be named @teleport_destination_$counter or the like.
I dont think that will work. nice idea though
FelixGriffin wrote:
Thanks so much! I'm not at all good with Blender, but if you could make one with a circle in the center, one with a square, and one with a sort of |/| (vertical, then a slant and vertical connected), that should be all I need. I can build the func_detail patterns. I'll put you in the credits.
I'm on it!
FelixGriffin wrote:
I'll try it as an experiment, but I can't imagine what use it could possibly have. Trigger_teleports weren't test elements in the original game, and it's a bit jarring to suddenly find yourself someplace completely different.
indeed. Once I made a map where you could use teleports to jump between two rooms which were similar in layout. you pressed a button on your keyboard and it was like you were changing dimensions, the puzzle was just switching back and forth between the dimensions after being catapulted, so you would avoid obsticles
HMW: Thanks a ton!
I understand if it's taking a while, I haven't used C# but it seems like it would be horribly complicated in any language.
FelixGriffin wrote:
Hey, Ben, how's the new interface coming?I understand if it's taking a while, I haven't used C# but it seems like it would be horribly complicated in any language.
its coming along very slowly, with my huge course load I havent found much time to work on it, and when I am working on it, I'm trying to fix silly visual glitches
my honest projection for completing the interface is December, and that's not including any new items... but remember, with the new interface, anyone can make new items and easily integrate them 
namAehT wrote:
first post (of many i hope), i would like to ask if there is a list of features to come in v2? and where could i suggest new things? sorry if ether of these has been asked excessively, didnt feel like wasting chamber building time reading through all 21
not atm, but I will post one
EDIT: i've noticed that if you tie two triggers to a door the door fails to function properly. it will only respond to one of them
Those already exist. Right-click on the glass after you place it.
; )
Also, Ben, I can probably write up a terminal version of the item chooser within about a week. Have you made significant progress on the GUI one? If you have, I won't try.
FelixGriffin wrote:
Ben, I can probably write up a terminal version of the item chooser within about a week. Have you made significant progress on the GUI one? If you have, I won't try.
I have not made any recent progress on it, however I think I have some time freeing up in my schedule, so I may try to finish that up, If you'd like to join the BEE team, I'd be open to that
namAehT wrote:
how about half "blocks" in the upcoming version? or am i blind
I've considered adding Half and quarter blocks, however this would take a long time to implement, and would probably not be worth the effort
i'd rather have v2 then half and quarter blocks, so... if you think it wouldnt be worth it, i wont push for it
FelixGriffin wrote:
Console-based program almost finished, using powerful curses to get it working.
oh very nice
do you happen to develop in C# at all?
I may redo the v2, because I wrote some custom controls for it, and they are a bit buggy and annoying
they look awesome and just like the actual p2 editor, but it will probably be easier just to use some stock grid controls for now
add me on steam "BenVlodgi"