) 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
)
) 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
)
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
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?
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.
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.)
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?
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.