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

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IceSage
10 Posts
Posted Aug 15, 2013
Replied 7 days later
I haven't had time to check everything in this thread... But I'm finding it impossible to use World Portals. (At least, with the Portal 1 theme.)

I link them together, and I receive "There was an error building the puzzle." Which means, something isn't right. Is this a known issue or am I just setting them up wrong?

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TeamSpen210
608 Posts
Posted Aug 15, 2013
Replied 1 hour later
The versions in the bee2 are broken.
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IceSage
10 Posts
Posted Aug 15, 2013
Replied 2 hours later

TeamSpen210 wrote:
The versions in the bee2 are broken.

Okay, thanks for the clarification! I hope it gets tweaked next eventual update. I love using World Portals more than anything, and I'm thrilled to be able to use them easily with the Editor(s) as an alternative to Hammer. (Because I'm terrible at placement in Hammer. :/) Once had an entire map of World Portals (non-doors) and it took me awhile to even them out.

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FelixGriffin
2,680 Posts
Posted Aug 15, 2013
Replied 21 minutes later
By the way, if you're having any problems with my elements, please post them here. Given how my previous releases have gone I expect there to be several that are broken.
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Xindaris
74 Posts
Posted Aug 18, 2013
Replied 3 days later
I can't get the sendificator item to work. Which is weird, because I seem to remember it working before. Possibly it was on FGEmod. I thought the sequence was to connect the sendificator to a button and a laser emitter, and push the button to send the cube on it through the connected laser. But instead, it's just "activating" the sendificator and turning off the laser.
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FelixGriffin
2,680 Posts
Posted Aug 18, 2013
Replied 2 hours later
Is it a normal laser or a Sendificator laser?
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Gemarakup
1,183 Posts
Posted Aug 19, 2013
Replied 3 hours later
There is no item for the laser instance.
(How did you manage to get the map covered with a giant portal trigger?)
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TeamSpen210
608 Posts
Posted Aug 19, 2013
Replied 1 hour later
One of the required item's instance has the triggers in it. There are two lasers, one from the FGEMOD for sendificators that doesn't have a palette option and the normal one. Carl modified the normal one so the sendificator could activate it, it might not be working right.
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FelixGriffin
2,680 Posts
Posted Aug 19, 2013
Replied 6 hours later
TeamSpen is right, it's the primary observation room.
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radelite
121 Posts
Posted Aug 26, 2013
Replied 7 days later
Do you guys know if its ok for me to post a topic on my mods now that they have some people downloading them and they have been out for a while
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BenVlodgi
633 Posts
Posted Aug 26, 2013
Replied 1 hour later
a topic is generated automatically for downloads where people can discuss it
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radelite
121 Posts
Posted Aug 28, 2013
Replied 1 day later
were would that be for say my bluemod
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FelixGriffin
2,680 Posts
Posted Aug 28, 2013
Replied 8 minutes later
Here. A topic is created in Community Releases. I replied to your gravity gun one a while back.
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BenVlodgi
633 Posts
Posted Aug 28, 2013
Replied 2 hours later

FelixGriffin wrote:
Here. A topic is created in Community Releases. I replied to your gravity gun one a while back.

yes, and instead of uploading a new entry every time you update it, you can just update your old entry with a new version

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ellingtonisland
64 Posts
Posted Sep 08, 2013
Replied 11 days later
hey Ben could you create and release Wheatly and dirty test chamber styles for bee2?

i would like to see bottomless pits and giant open spaces in the wheatly styled chambers like in the photo attached. also i would like to see wheatly monitors too.

image http://cloud.steampowered.com/ugc/59468 ... 7C648D5BB/

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Gemarakup
1,183 Posts
Posted Sep 09, 2013
Replied 3 hours later
If you want to see the progress: http://steamcommunity.com/workshop/disc ... ?appid=620
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kukulkahn
1 Posts
Posted Sep 13, 2013
Replied 4 days later
Hello Ben, using beemod 2.2 I found the Fizzler/Laser/Paint Fizzler item buggy when used in Portal1 style and BEEmod 1.5 style. The paint fizzler just shows no effects and only removes paint from cubes, not directly from gel droppers. When using it, for example, in Clean style there is no problem.

Though I found the way to fix it: just add the following lines to the bee.style file:

// "ReverseFizzlerInstance" "instances/p2editor_clean/paint_fizzler_model.vmf"
// "ReverseFizzlerEntity" "trigger_paint_cleanser"
// "ReverseFizzlerLeft" "tools/toolstrigger"
// "ReverseFizzlerCenter" "tools/toolstrigger"
// "ReverseFizzlerRight" "tools/toolstrigger"
// "ReverseFizzler1x1" "tools/toolstrigger"

Add this to bee.style, and in p1.style just change tools/toolsinvisible for tools/toolstrigger.
Hope it helps.
Just keep working on, the job you're doing is awesome! Masterpiecing Valve's PETI.
I'm looking forward for future realases. Awesome mod.

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wildgoosespeeder
178 Posts
Posted Sep 29, 2013
Replied 15 days later
"BEE2 alpha v.1.exe"

Threw an exception upon loading after manually locating "portal2.exe"

"BEE2 alpha v.2.exe"

Why doesn't a window appear?

Misc:
-For some strange reason, applying a custom configuration using the style "BEEMOD 1.05" causes antlines to not be manipulated by light strips.
-What was "BEE2 alpha v.1.exe" coded in? Maybe I can assist in development of the tool? It may be Visual C# 2008.

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FelixGriffin
2,680 Posts
Posted Sep 29, 2013
Replied 7 hours later
As far as I know it's C#.
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wildgoosespeeder
178 Posts
Posted Sep 30, 2013
Replied 14 hours later
There seems to be a problem with the breakable glass object. It doesn't appear as glass in the usual sense in the editor (I know it is different but it doesn't show anything). When I see a bouncy cube ricocheting off the glass, it doesn't break.
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