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tspenaddons's Introduction

August and Ben's Extended Editor - BEEMOD1.5

Creator info

  • Made all the in-puzzlemaker models and animations
  • Made the gameplay instances and integrated them with the puzzlemaker

Sharing

You can use the instances, but you must get permission from August to use his models

Known bugs

  • Doors dont get proper signage
  • Doors connection acts like an OR gate, not like an AND gate

Any other bugs, report them at github.com/BEEmod/BEEMOD/issues

Update Log

1.5
  • Fixed turret overlapping pellet catcher item on the palette.
1.4
  • Fixed compatability issue with PTI Coop Note: Autoportals will not work properly in coop mode, also this is a hotfix update and has not been tested at all
1.3
  • Fixed autoportal sometimes emitting backwards into the void
1.2
  • Fixed warm light strip selection
  • Fixed broken NOT gate
1.1
  • Removed NAND and NOR gates to stop crashes when adding logic entities
  • Fixed when starting a one portal chamber, when you walk through the entry door you loose the gun and get it back. That was designed for the preview mode, not to be in chambers when published.
  • Fixed PDVs particle effects no showing up on loads from saved games.
1.0
  • Initial release

tspenaddons's People

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tspenaddons's Issues

Small Antline Router

Simple - an antline router with an item class of ItemLightStrip. The model should be a zigzag/checkerboard pattern of antlines.

Monitors breaking the map

And that's the way you find bugs on other peoples content >.<

I can't compile a map with GLaDOS Monitors, preview mode (F9) compile with no problems, preview mode with elevators and full lighting (Ctrl + F9) also compile with no problems, but compile it for publishing gives this error on console :

VVIS failed.

Valve Software - vvis.exe (Jun 4 2014)
4 threads
reading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\1413398603.bsp
reading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\1413398603.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\1413398603.prt

That's related to the monitor, because take them off makes the publishing proceed, not only on this map, but in other maps I tried to use it.

Cube Funnel

  • A set of vphysics clips to guide a cube/ball into a button
  • It should take up 128x128x64 units as an octogonal cone
  • Have a player trigger 3³ blocks around it to prevent players from noticing it easily.
  • The model should have the cone shape as either editor/glass or a wireframe, with the the trigger as an thin block ~16 units high at the base.

Centered half-wall

This would be restriced to vertical orientation, and prevents players placing portals offcenter to another. This can cause exploits in some maps, so this will prevent that. In other styles the two 32x128 areas might be replaced by holes or other recesses, they won't always be portalable.

50s Signage

Make 50s versions of the various signs. The icons will be crude versions of the normal ones made with paint splatters, and would be yellow/green/orange. Perhaps use bits of the paint splatter overlays.

Cube clamp autorotate

Add gravity detector to make the cube clamp always have the clamp appear horizontal, and drop objects straight down.

Shielded Catcher

A laser catcher with small protrusions on the sides to prevent activating it from very oblique angles.

  • Art Therapy has a laser catcher recessed into the wall, with no walls to the side.

P1 Unstationary Scaffold

This should be added as it's own item, so it can move in a way authentic to the original.

  • The platform appears 2 blocks above the surface it is mounted on
  • No rotation handle
  • In P1 style, the area below is full of wiring and the orange glow, underneath a grating
  • Pistons hold the two beam supports
  • Use two func_movelinears (that move to the beginning and end) to replicate the laser in between

Other styles

  • Old Aperture: A platform mounted on top of a truss, that moves back and forth along a track with engines and wheels visible
  • Clean: same as P1, but with only 64x64 hole on ends and containing a circular gratings. Middle parts are covered with black wall textures.
  • Overgrown: the emitters are bent backwards, with point_teslas that make random sparks everywhere. The middle section is missing lots of the tiles with wiring visible behind it.
  • Refurbished: Clean pistons extending though plywood cutouts. The ply is recessed slightly, and is the unfinished texture.

Addon not appearing!

I've merged the files as instructed, but nothing new shows up in the Style Changer. No Overgrown, No Debug, nothing. Have I done something wrong?

TWTM style

What about the future Aperture Science? Maybe in the parallel universe, where it hasn't collapsed.
Neon blue chamber signs, glowing walls/panels, glass doors, creating cubes in front of players, with another words:
Thinking With Time Machine Style

Suggestion: New Styles

Ok, yes, I know I left one of these on the actual Bee Mod thing, but I didn't see this. Anyways, I want to be able to have the Underground BTS style. You know, where you go through the offices of Old Aperture and solve testlike things. It would be kinda awesome to have that style as I haven't seen a lot of chambers be able to do something close. Another good style I'd like to request is the Broken Underground style, where unused space can be turned into pits and holes. This is in a lot of chambers, but only people who know Hammer really well can do it. Just some suggestions for styles.

Port items to latest version

I noticed several of the items in this repo haven't been ported yet to 2.4, such as the world portals. Any chance of this happening?

"Playing" status bug

Okay, now that I've been using the BEE2 a bit, I now have another problem.
SInce a week ago, every time I launch Steam, the status is stuck on "Playing: Portal 2". I've tried erasing the appcache folder and restarting, I've already returned BEE2 to Vanilla setting, and I want to know if this could be caused by BEE2 in general or only the addons?

Error

Whenever I use overgrown style, it says there was an error building puzzle?

More items!

Please, add these new items and styles to BEE 2.4!

Checkpoint areaportals

Add areaportals and windows to the checkpoints, so players can't see all the way through it.

Revamp Neurotoxin

  • Make hurt trigger global
  • Move hurt and math_counter to conditional instances
  • Hurt trigger only added if vent in the map
  • Move exit door trigger logic to conditional instances

Caged Turret can't shoot

Turrets cannot shoot through the grating

  • get rid of the physboxes, they mess it up way too much.

Pacific neurotoxin

I expect that this is not dead >.<

Well, I downloaded your mod and everything went great, the problem is with Neurotoxin Vents and Timers, the timers work almost perfectly, after cover all the test chamber, however, when the timer gets to 0, I don't die, I tried to connect it to vents, but they're unconnectable, so I was thinking it was automatic.

So is this a bug? Or I'm not getting it right?
I'm using Refurbished style.

Installation not working

I downloaded it like 10 times already, I have BEEMOD and BEEMOD2 downloaded, and this. When I put it in the portal 2 folder, nothing happends. Or in the portal2_dlc2, etc.
Help?

Coop Triggers

Use a trigger_playerteam and logic_coop_manager to correctly handle both players.
1: Trigger once (when both players touch simutanously)
2: Multiple AND
3: Multiple OR
Perhaps make it 3x3x2 blocks large, so it's easier to trigger

Publishing error

I've made a chamber and it let me rebuild it, but not publish it and shows me this error message

VVIS failed.

Valve Software - vvis.exe (Aug 26 2015)
4 threads
reading e:\steam\steamapps\common\portal 2\sdk_content\maps\1469003801.bsp
reading e:\steam\steamapps\common\portal 2\sdk_content\maps\1469003801.prt
LoadPortals: couldn't read e:\steam\steamapps\common\portal 2\sdk_content\maps\1469003801.prt

Is this because of the wrong style/skybox properties I selected in beemod editor ?

Error when building map

Everything was fine until I installed this. Bee2 worked perfectly, but when I installed this nothing new showed up and when I tried to launch my map it said "Error building map"

Now, I want to delete this thing's files but idk how, or maybe you could fix it?

Cant use overgrown

when I use overgrown, or most styles for that matter, it says "There Was An Error Building The Puzzle"...

Diagonal Laser

The three laser items, but aligned in a corner. The complete item has all three versions of (emitter,catcher, relay) with the relevant io and start enabled property.
The embeddedvoxel section should be 3 brushes, all 32².

Global Neurotoxin

Are these vents necessary? Neurotoxin would be very easier if the range was global.

BTS?

Not much of issue than question: Is there going to be behind the scenes theme with the outside of chambers and the arms holding them? I'd like to try it but I cannot even find this style

P1 Fizzler

Make custom SolidEnergy shader that replicates the dotted-line effect.
Perhaps duplicate for the paint fizzlers and use instead of particle systems.

a few bugs that i know of in latest version

BUGS

  • player can fall through floor of black floor panel staircase in overgrown styles and get stuck forcing a restart of the test chamber.
  • in overgrown tests the cube held by the glados extending arm with claw is in the wrong place and not aligned with the claw correctly.

Infinite-fling stand

  • Like in coop, two portals with placement helpers and fizzler in middle.
  • Attaches to wall, occupies + shape and is embedded as nook.
  • Takes up 2 high area
  • Players can control fizzler

Art therapy uses rail platform models to hold up the portal surfaces.

I cant seem to add the new items

I merged the "portal2_dlc" and "sdk_content" folders from "tspenaddons_v45" in my portal 2 directory, but the new items not show up.

70s Signage

Make 70's signage in BEE2/70s/.., this will be semi-transparent versions of the normal textures with no $selfillum command and $transparent instead.

[Suggestion] Timed Triggers

What about triggers with timers? For example, in race maps, when you start and touch the trigger, the door will be opened for nine-nine-nine-nine-ni [bzzt]. Oops. Also a visible timer item for the trigger would be cool!

P1 Coop Exit not styled

  • The P1 coop exit is not styled.
  • Switch to use the P1 global_ents to fix model precache crashes.

Coop Dropper

A version of the player droppers that can be controlled by the mapmaker.
On trigger (similar to autoportals) others deactivate and then they activate.
Embeds 3 blocks up

3 types:

  • Orange-only
  • Blue-only
  • Both (both players will spawn from this, at slightly different heights to enable both simultaneously spawning.

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