HMW made a mod to peti ?

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supermarioportal2
83 Posts
Posted Sep 15, 2012
i heard that's HMW made a mod to pti , is that's truee ? if yes can someone link it ?
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FelixGriffin
2,680 Posts
Posted Sep 15, 2012
Replied 1 hour later
Yes, his logic gates mod. But I thought it was broken now?
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HMW
806 Posts
Posted Sep 16, 2012
Replied 23 hours later
It currently looks like some thing are broken. I will put up a proper download when I got those problems fixed. IN MY OWN TIME.

Edit: Found the most recent one here. Be warned though: it may no longer work 100%!
And *please read the installation instructions carefully!!*

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FelixGriffin
2,680 Posts
Posted Sep 16, 2012
Replied 3 hours later
I installed the one from the PTI Hacking thread yesterday and it works perfectly. These logic gates are much better than the ones in the BEEMOD, you should use them. :smile:
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BenVlodgi
633 Posts
Posted Sep 17, 2012
Replied 7 hours later

FelixGriffin wrote:
These logic gates are much better than the ones in the BEEMOD, you should use them. :smile:

=(
I do like the visual aspect of them honestly :smile:
I personally was going for the invisible logic, which the player need not concern themselves with.... unless you mean these gates actually work better, because then I'd have to look more into that

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FelixGriffin
2,680 Posts
Posted Sep 17, 2012
Replied 7 hours later
Sorry, I just like the aesthetics of HMW's, as well as the idea of a big "logical maze" for the players. But of course they're extremely inefficient--since they're so easy to use and have so many features like Start Enabled, the AND gate has many entities in it. But yours is (iirc) a single math_counter and a proxy, and works just as well.
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BenVlodgi
633 Posts
Posted Sep 17, 2012
Replied 3 hours later
oh I totally get it, the physical presence in the actual maps is very nice :biggrin:
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HMW
806 Posts
Posted Sep 17, 2012
Replied 5 hours later

FelixGriffin wrote:
Sorry, I just like the aesthetics of HMW's, as well as the idea of a big "logical maze" for the players. But of course they're extremely inefficient--since they're so easy to use and have so many features like Start Enabled, the AND gate has many entities in it. But yours is (iirc) a single math_counter and a proxy, and works just as well.

Huh. I seem to remember something was broken with those. Well, glad to hear that this is not the case!
(Probably something screwed up on my end when I last tried to run it.)

BTW, Felix, you're right, they're pretty inefficient if you're used to building stuff directly in Hammer. But they fit right in with the stock puzzle maker instances :biggrin: