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

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portal2tenacious
393 Posts
Posted Jul 23, 2012
Replied 1 hour later

Alexander Bell wrote:
portal2tenacious wrote:

r2range wrote:

Good Work on this so far, i was thinking cant you make a simple map with all the stuff you put into it like doors and more what doesnt fit on the panel

You mean so you can just copy it around? Like the regular observation room, but copyable?

Un related to this... but wtf is with your name's color... and why are you being called "too dumb to live"? lol

Related to this...

Please add a script that crashes your game and corrupts your files if you chain 8+ faith plates

Damn, I'm too dumb to live too...

Msleeper hates us. This is the msleeper hates me user-rank. Masterlagger has it too.

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msleeper
4,095 Posts
Member
Posted Jul 24, 2012
Replied 1 hour later
Sigh. It's not really about hate. I just want to make sure that people know to avoid any information or advice given by certain individuals. It's just a coincidence that I don't like any of you, though for very different reasons.
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portal2tenacious
393 Posts
Posted Jul 24, 2012
Replied 4 hours later

npc_msleeper_boss wrote:
Sigh. It's not really about hate. I just want to make sure that people know to avoid any information or advice given by certain individuals. It's just a coincidence that I don't like any of you, though for very different reasons.

Just out of curiosity, how many users have this rank. Just Masterlagger, Alexander bell, and I? Or are there others that "aren't good enough to help" that I'm not seeing?

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r2range
3 Posts
Posted Jul 24, 2012
Replied 30 minutes later

portal2tenacious wrote:
r2range wrote:

Good Work on this so far, i was thinking cant you make a simple map with all the stuff you put into it like doors and more what doesnt fit on the panel

You mean so you can just copy it around? Like the regular observation room, but copyable?

Correct

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BenVlodgi
633 Posts
Posted Jul 24, 2012
Replied 1 hour later

r2range wrote:
portal2tenacious wrote:

r2range wrote:

Good Work on this so far, i was thinking cant you make a simple map with all the stuff you put into it like doors and more what doesnt fit on the panel

You mean so you can just copy it around? Like the regular observation room, but copyable?

Correct

I have no idea what you are talking about.
I could make a 2 voxel sized observation room like there is, and it would be copy-able, but I wont
there is not enough room on the palette

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r2range
3 Posts
Posted Jul 24, 2012
Replied 3 hours later
what i ment was add new stuff to your palette add all the new objects into a map and release the map so everyone can copy or use that object. Would that be possible
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Alexander Bell
306 Posts
Posted Jul 24, 2012
Replied 6 minutes later

r2range wrote:
what i ment was add new stuff to your palette add all the new objects into a map and release the map so everyone can copy or use that object. Would that be possible

I think I see someone who who is "Too dumb to live"

You can't copy items from a PTI map to another PTI map... have you even ever used the PTI?

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portal2tenacious
393 Posts
Posted Jul 24, 2012
Replied 1 hour later

Alexander Bell wrote:
r2range wrote:

what i ment was add new stuff to your palette add all the new objects into a map and release the map so everyone can copy or use that object. Would that be possible

I think I see someone who who is "Too dumb to live"

You can't copy items from a PTI map to another PTI map... have you even ever used the PTI?

But all PeTI maps start with a template. What if the default template map had items that weren't on the pallet, but could be copied around. Of course if you delete it, it's gone forever...

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Alexander Bell
306 Posts
Posted Jul 24, 2012
Replied 9 minutes later

portal2tenacious wrote:
Alexander Bell wrote:

r2range wrote:

what i ment was add new stuff to your palette add all the new objects into a map and release the map so everyone can copy or use that object. Would that be possible

I think I see someone who who is "Too dumb to live"

You can't copy items from a PTI map to another PTI map... have you even ever used the PTI?

But all PeTI maps start with a template. What if the default template map had items that weren't on the pallet, but could be copied around. Of course if you delete it, it's gone forever...

THAT is a good version of the idea (I thought of that but didn't suggest it). What if they weren't deletable, but

1: in a chunk of map that is 2 squares outside the limits of the PTI (you can see it, but it will only block crushers and the entrance/exit doors)

and

2: the entities within are killed on map spawn (or on compile?)

Oh, and btw ben/shadow, why not make it eliminate the 1750 limit and add in the 2048 limit?

One more thing

Why not get rid of the warm light strip in favor of something better? Anyone with half a brain cell and Hammer who wanted contrasted lighting could use obs rooms and edit the light strip's instance themselves....

Maybe it could be replaced with cameras? Or stairs! Stairs are getting removed by the drawbridge, aren't they? They're a real puzzle element...

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FelixGriffin
2,680 Posts
Posted Jul 24, 2012
Replied 1 hour later
I don't think you can change the template, unfortunately. But a separate program COULD generate "empty" maps for you with utility stuff to copy around.

Technically, an item would work in a map if it were in the editoritems file, even if it were not on the palette. That's why we can have itemdroppers and observation rooms.

That's a good idea. If Ben's willing, I can write a short C++ program using that excellent .P2C library (insert username here...sorry) wrote, to generate default puzzles or re-add-in those elements.

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BenVlodgi
633 Posts
Posted Jul 24, 2012
Replied 4 hours later
I see what you're saying and I considered it a while ago, however right now I'm not even done with the previously listed elements. they need to be polished first, in the future I could so something like that. right now, I need to finish the 1.0
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Alexander Bell
306 Posts
Posted Jul 25, 2012
Replied 16 hours later
You know what would be really cool for 2.0? Simple neurotoxin ("simple" meaning it's just the normal neurotoxin setup [timer, some kind of triggermabob] and a green tinted pipe coming out of the ceiling with an info_particle_system. And yes, there are models for green neurotoxin pipes like the PDV pipes in the game)

Could be good for timed puzzles, if it could be turned on by a trigger (not buttons) and turned off by a button...

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FelixGriffin
2,680 Posts
Posted Jul 25, 2012
Replied 1 hour later
cough Nice new status, Alex.

I could make that, if you want, once I'm done with the contest. Things like the vents would be fairly complex in the PTI, but neurotoxin would be simple. I could even let you have a counter for how long it would go.

It could also be started by a button, if the button opened a starting door, for example.

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Alexander Bell
306 Posts
Posted Jul 25, 2012
Replied 6 hours later

FelixGriffin wrote:
cough Nice new status, Alex.

I could make that, if you want, once I'm done with the contest. Things like the vents would be fairly complex in the PTI, but neurotoxin would be simple. I could even let you have a counter for how long it would go.

It could also be started by a button, if the button opened a starting door, for example.

It took you that long to notice the "moron designed to make you an idiot" status?

Its probably (ok, definitely) me being weird that makes me think neurotoxin shouldn't be activated by buttons, it just doesn't seem... buttony, it seems more trap like to me, since every encounter with it is like "walk into room -> its a trap! -> neurotoxin, bitches" and not "oh look a button to activate some neurotoxin, immah go press it"

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portal2tenacious
393 Posts
Posted Jul 25, 2012
Replied 26 minutes later

Alexander Bell wrote:
FelixGriffin wrote:

cough Nice new status, Alex.

I could make that, if you want, once I'm done with the contest. Things like the vents would be fairly complex in the PTI, but neurotoxin would be simple. I could even let you have a counter for how long it would go.

It could also be started by a button, if the button opened a starting door, for example.

It took you that long to notice the "moron designed to make you an idiot" status?

Its probably (ok, definitely) me being weird that makes me think neurotoxin shouldn't be activated by buttons, it just doesn't seem... buttony, it seems more trap like to me, since every encounter with it is like "walk into room -> its a trap! -> neurotoxin, bitches" and not "oh look a button to activate some neurotoxin, immah go press it"

Simple solution that can fix all PeTI related mapping problems: use hammer.

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Yenwood
95 Posts
Posted Jul 25, 2012
Replied 1 hour later

Alexander Bell wrote:
FelixGriffin wrote:

cough Nice new status, Alex.

I could make that, if you want, once I'm done with the contest. Things like the vents would be fairly complex in the PTI, but neurotoxin would be simple. I could even let you have a counter for how long it would go.

It could also be started by a button, if the button opened a starting door, for example.

It took you that long to notice the "moron designed to make you an idiot" status?

Its probably (ok, definitely) me being weird that makes me think neurotoxin shouldn't be activated by buttons, it just doesn't seem... buttony, it seems more trap like to me, since every encounter with it is like "walk into room -> its a trap! -> neurotoxin, bitches" and not "oh look a button to activate some neurotoxin, immah go press it"

Why can't the Neurotoxin be a trap when you press a button? I mean, seriously. Not like someone is going to say "O press this button to release the neurotoxins!11!!1!"

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BenVlodgi
633 Posts
Posted Jul 26, 2012
Replied 4 hours later
At first I was going to include neurotoxin, but after a lot of consideration, I decided not to.. at all.
I wont include it because it is not a very good puzzle element, and in my opinion if people want it in their maps, they can add it in hammer. My intention here is just to give people more options on puzzle making
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Carl
13 Posts
Posted Jul 26, 2012
Replied 2 hours later
Your editor mod sounds great.

I'm making my own editor mod, but very different to yours. Mine is a Style Changer mod that changes the style of existing elements, walls, and elevators, rather than adding new ones. You just run my StyleChanger.exe to choose a style from: 1950s, 1960s, 1970s, 1980s, Portal 1, Destroyed, Behind The Scenes, Evil Wheatley, or Clean. Then any map you preview or compile will be in that style, complete with textures, entrance and exit elevators, testing elements, ant-lines, voices, etc.

It's nearly finished.

My mod also includes replaced vbsp.exe and vrad.exe that add the following features, which can be activated by adding codes to comments in the editoritems.txt file: removing the entity limit, automatically packing certain files, fixing the bug with messages not being sent to barrier hazard models, replacing wall/floor/ceiling textures, changing signs and antlines, changing barrier hazard and barrier extents textures, changing the skybox, changing goo into bottomless pits, compiling previews with faster lighting, and including the entrance and exit in the preview if you press Ctrl+F9. And of course it can select which editoritems.txt file to use.

I don't know if any of those features are useful to you, or if there's some other features you want added that require automatically changing the .vmf file before it's compiled.

I can also get silver Reflection Gel working and looking right, and have purple Adhesion Gel, both in the same PeTI map, and with all the other gels still working. The Adhesion Gel doesn't do anything different from the Reflection Gel though, just looking different so you know to use it on cubes to stop them sliding off Propulsion Gel. It requires some materials and particle systems to be automatically packed though.

I don't know if you want to collaborate together or help me make it so my style changer is compatible with your mod. Or if you want me to help finish your mod for you, or whatever.

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BenVlodgi
633 Posts
Posted Jul 26, 2012
Replied 1 hour later
well, my mod is nearly complete. one of my first thoughts was to make a style changing mod, I however did abandon the idea because I didn't want to see cookie-cutter maps detailed in such ways, I'd rather people learned hammer, so I made the BEEMOD to give people more options while designing puzzles.
your mod does sound quite interesting, being a coder myself I am very interested in your changes to vrad and your additional exe's
if you want we can talk on skype or steam, for both my username it BenVlodgi
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Shane
243 Posts
Posted Jul 26, 2012
Replied 5 hours later
As a mapper I would be very interested indeed in anything that can switch between the styles as I particularly like the destroyed / rusty style chambers