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

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User
630 Posts
Posted May 26, 2013
Replied 1 day later
Hey i want to say, i solved (NOW ) My Problem with the Mod, i had an older Version (and i dont know why Steam didnt updated my Portal 2).

But now it works ^^ ( Great Work )

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v13_core
3 Posts
Posted May 27, 2013
Replied 16 hours later
I've got an idea. Would be great if there will be monitors displaying the chosen part of the map in BEE2. It would work like this - first you click to place monitor, and then (like you place the faith plate target point) place camera that will transmit the image in front of it to the screen. And camera must be rotatable like turret.
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FelixGriffin
2,680 Posts
Posted May 27, 2013
Replied 2 hours later
That would certainly be possible, using two separate items (camera and monitor), but due to a limitation in the Source engine itself only one camera can be turned on at a time. This could only be used once per map, and you couldn't use it with Wheatley's monitors.
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flarn2006
39 Posts
Posted Jun 04, 2013
Replied 7 days later
So what exactly will BEE2 be? Will it be like FGEMOD, where you can select which items you want in the PeTI editor? Or is it like a whole new editor?
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BenVlodgi
633 Posts
Posted Jun 05, 2013
Replied 21 hours later

flarn2006 wrote:
So what exactly will BEE2 be? Will it be like FGEMOD, where you can select which items you want in the PeTI editor? Or is it like a whole new editor?

BenVlodgi wrote:
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)

sooo that ^ and here is a preview

https://dl.dropboxusercontent.com/u/595 ... sneak7.png

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flarn2006
39 Posts
Posted Jun 05, 2013
Replied 1 hour later
Awesome. That's pretty much how I was picturing it. It's kind of funny, when I first started using FGEMOD (just a day or two ago) I was thinking it would be pretty cool to have a graphical version where you could actually see the menu as it would appear in Portal 2, and you could select an item for each slot like that, wondering if such a program would be made. I guess so!

BTW, what's that red octagon with the X for? Is it to have an empty slot? If so, why might that be necessary/desired? Just wondering. Also, what's that thing three spaces to the left of it, that looks kind of like a flag? I haven't tried all the items in FGEMOD yet; is it just one of those or something new entirely?

One more thing: dare I ask for an estimated release date?

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User
630 Posts
Posted Jun 05, 2013
Replied 2 hours later
Hmmm, i have an Idea, maybe you can also Put a Timer in BeeMod2, who can get an Input, and wait 1(or more) second/s and then fire the Output ^^
It would be a simple Logic_Relay,
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FelixGriffin
2,680 Posts
Posted Jun 05, 2013
Replied 4 hours later
That would be a good option for the FG Timer, I could remove the monostable (set a timer to infinity instead).
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flarn2006
39 Posts
Posted Jun 05, 2013
Replied 10 hours later
Has anyone found a way to get Portal 2 to reload the list of items without having to quit and reload? Because that would really be a nice feature for BEE2.

Also, is there any chance of maybe hooking into Portal 2's memory and placing objects or editing the palette that way? Sure, updates will break it, but it shouldn't take long to fix.

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FelixGriffin
2,680 Posts
Posted Jun 05, 2013
Replied 1 hour later
1) Not yet.
2) That can get you VAC banned, so I'm not willing to try it. VAC's main purpose is detecting programs hooked into a game's memory.
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flarn2006
39 Posts
Posted Jun 05, 2013
Replied 33 minutes later

FelixGriffin wrote:
2) That can get you VAC banned, so I'm not willing to try it. VAC's main purpose is detecting programs hooked into a game's memory.

I'm aware of what VAC does, but Portal 2 isn't VAC protected. Not even the co-op mode. Besides, it's only possible to get VAC banned if you're connected to a server anyway.

Here's a list of VAC-protected games; notice the absence of Portal 2. I'm aware that the console says "VAC secure mode enabled" but AFAIK that just means it's set to use VAC if it's available for that game, which it isn't.

If it makes you feel any better, you can start Portal 2 with the "-insecure" option; that's a universal Source feature to disable VAC. You can't connect to VAC servers with it on, but of course in Portal 2 that won't be an issue. Plus, if you can successfully connect to a co-op game with that option set, there's your proof right there.

(Also, riddle me this: what benefit would using VAC have outside of a multiplayer game? Or in a non-competitive multiplayer game, where leaving the server is more disruptive than any hack can be?)

On an unrelated note, I just thought of another idea to sort of have an unlimited item palette. Basically, modify the new chamber template p2c (haven't found it, but it's got to be somewhere) to include an isolated room with a bunch of different items (this could be done automatically by BEE2.) Something like this. Then add some kind of special marker item to that room as well. This item will have an entry in editoritems.txt so it can be recognized in a p2c file (and therefore compiled into the VMF), but the instance it places in the map will tell a modified vbsp.exe to ignore that particular space, as well as any entities inside it, when compiling. Seem like a good idea? (It should be obvious what purpose this would serve, but in case it's not, the user would be able to ctrl+drag items from there into the level even if they're not in the palette, which could be reserved for the most commonly used items.)

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Gemarakup
1,183 Posts
Posted Jun 06, 2013
Replied 9 hours later
Don't take risks.
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User
630 Posts
Posted Jun 06, 2013
Replied 4 hours later
Who did the Energy Pellet Instances? There are German names like "EffektTon"
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FelixGriffin
2,680 Posts
Posted Jun 06, 2013
Replied 58 minutes later
Those are Skotty's instances and models, repackaged for the PTI editor. Most of his entity and model names are in German.
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flarn2006
39 Posts
Posted Jun 06, 2013
Replied 48 minutes later
What about that other suggestion I made in my last post?
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FelixGriffin
2,680 Posts
Posted Jun 06, 2013
Replied 22 minutes later
I don't think it's possible to change the default room, sadly.
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flarn2006
39 Posts
Posted Jun 06, 2013
Replied 37 minutes later

FelixGriffin wrote:
I don't think it's possible to change the default room, sadly.

Really? That sucks. Could you maybe have it generate a p2c file anyway so it can be loaded using the puzzlemaker_load_dev command?

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FelixGriffin
2,680 Posts
Posted Jun 06, 2013
Replied 1 minutes later
Sure, like in the FGEMOD, that just contains all the items? Then you can bind a key to load it.
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flarn2006
39 Posts
Posted Jun 06, 2013
Replied 11 minutes later
Actually:

alias puzzlemaker_new_chamber "puzzlemaker_load_dev [filename]"

It won't work when the editor first starts, but it will when you click "New chamber" in the menu, which isn't that hard.

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FelixGriffin
2,680 Posts
Posted Jun 06, 2013
Replied 1 hour later
Really? That works? I wonder what other commands we can replace using alias...