Felix Griffin's Editor Mod

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FelixGriffin
2,680 Posts
Posted Dec 02, 2012
Replied 3 hours later
Thanks!

Maybe, although I don't know Java. Can it do curses?

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BenVlodgi
633 Posts
Posted Dec 02, 2012
Replied 9 hours later
if you wrote the program in java then it will work on Windows, Mac, and Linux just fine.
if you wrote the program in C++ then the code will have to be recompiled with each OS specific compiler, and have separate distributions, but the code wont have to change
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FelixGriffin
2,680 Posts
Posted Dec 02, 2012
Replied 1 hour later
This one's C++, although I'd think it wouldn't be hard to port--it's just text file manipulations.
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BenVlodgi
633 Posts
Posted Dec 03, 2012
Replied 8 hours later

FelixGriffin wrote:
This one's C++, although I'd think it wouldn't be hard to port--it's just text file manipulations.

a recompilation for each OS is really simple

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FelixGriffin
2,680 Posts
Posted Dec 03, 2012
Replied 18 minutes later
I know, but I don't have a mac cross-compiler.
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Ravoria
37 Posts
Posted Dec 03, 2012
Replied 5 hours later
Do you have/can you do cube buttons on piston platforms? It's not a big deal though; I plan on learning Hammer soon anyway. Also, anyone know if a map with cube buttons on piston platforms, and lasers, has been done in the past? Thanks
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FelixGriffin
2,680 Posts
Posted Dec 03, 2012
Replied 3 hours later
I don't know of a map like that, but I can fairly easily add that. The problem is that you won't be able to change the height--I can use the piston class, or the button class, but not both.
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Ravoria
37 Posts
Posted Dec 07, 2012
Replied 3 days later
Ok, that would work for me, but it's a bit unfair to ask because odds are such things would be terribly restrictive for everyone else. If you do make this, the ones in my map will move up 2 units when activated, but I don't mind figuring out a way to do it in Hammer
actually, these could be versatile if the "start enabled" box is there. Don't know if that's a conflict with the object classes through.
edit: also, i think it would be handy to have them slightly higher than normal PPs so that the cubes on the butons can catch lasers placed in the center of squares. i know this would help my puzzle to prevent crazy angle solutions, and would probably be a handy addition overall
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FelixGriffin
2,680 Posts
Posted Dec 07, 2012
Replied 4 hours later
The two attributes I can use on any element, regardless of class, are $startenabled and $timercount. So that would work.

But I'm having a little bit of trouble understanding what you're saying. Do you just want the platform to be a few units above the normal position?

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Ravoria
37 Posts
Posted Dec 07, 2012
Replied 2 hours later
Yeah, that was my idea. See, if its high enough that I don't have to lower the beams, that means that cubes sitting on the ground will be too low to touch the beams. Not necessary, just nice.
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FelixGriffin
2,680 Posts
Posted Dec 07, 2012
Replied 2 hours later
I see. Well, I'll try to make that more general.
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Ravoria
37 Posts
Posted Dec 08, 2012
Replied 2 hours later
Oh, i had one more idea that could make these more versatile: if you're using button class, would it be possible to change the Type option (virtually useless...although there was that Mevious puzzle) to a height option ala the BEEmod logic gate types? Basically, the mapper could choose whether to make the platform rise 1, 2, or 3 squares. I don't know if that would cause spacial issues, but I imagine anyone smart enough to be using your mod would know not to put anything else inside the rise space.

btw, thanks for making this

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CamBen
973 Posts
Posted Dec 08, 2012
Replied 59 minutes later
I think by units, ravoria is talking about the 16x16 squares on the walls and floor. Am I right?
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Ravoria
37 Posts
Posted Dec 08, 2012
Replied 13 hours later
To clarify: when I talk about the platform starting slightly off the ground, I mean about a quarter of a square, so that the beams dont have to be lowered. This means that cubes placed on the ground cannot catch the beams, which i think will make the puzzles cleaner. By how high they rise when activated, I mean the 16x16 squares used in PeTI

Edit: been thinking about this a bit more, and perhaps raising them isn't the best idea. Yeah, the utility is nice, but it'll probably look and play awkward. As well, relays wouldn't be usable because the lasers would go right over them... hm, now that I think about it, relays on piston platforms would be pretty cool in this sort of puzzle too.

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AD_79p2
103 Posts
Posted Dec 25, 2012
Replied 17 days later
Did you think about adding some elements from mods? I would like to see the Pellet detector from the Portal mod Rexaura, if possible.
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Test Subject #54067
77 Posts
Posted Jan 01, 2013
Replied 6 days later
I think that would be hard to do, because if he adds the pellet detectors, they will have to be 128x128 no matter what.
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FelixGriffin
2,680 Posts
Posted Jan 01, 2013
Replied 11 hours later
What is a Pellet Detector? If I can make one into an instance I'll add it, but I need to play Rexaura first.
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srs bsnss
552 Posts
Posted Jan 02, 2013
Replied 4 hours later
It basically destroys pellets that are too close to it (a 64 unit radius, I think). They come out of walls/roofs/floors but are, more often than not, a minimum of 256 units long.
Here's a picture: http://cdn2-b.examiner.com/sites/defaul ... 582a2a.jpg (the purple things on the right)

Ask Mevious about them if you like. I'm pretty sure he's the one who did all the mapping for Rexaura.

Edit: I suppose you could do them like BEEMOD crushers, in the way that they extend upon activation.

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FelixGriffin
2,680 Posts
Posted Jan 02, 2013
Replied 13 hours later
Those look awesome! I'll ask for permission to extract them from Rexaura's files.
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Theepiccake1993
29 Posts
Posted Jan 27, 2013
Replied 24 days later
How do I install it? Probably the way you install any other mod...
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