Portal 2
PUNT Tutorial: Time and Place
Коментарів: 41
_galaxy 10 лип. 2019 о 12:30 
reading the comment section, where you actually planning to use these on Bee Mod?
Felix Griffin  [автор] 27 жовт. 2013 о 14:35 
I just sent the revised package to Ben, so it should be in the next BEE2 release. I'm not actually sure how that works, but somehow it will be distributed.
Felix Griffin  [автор] 26 жовт. 2013 о 14:49 
Sorry, I've submitted my old FGEMOD items to it, but I'm not one of the developers for the BEEMOD.
Piedpipr314 26 жовт. 2013 о 9:06 
Do you want my help alpha testing BEEMOD or no?
Felix Griffin  [автор] 26 жовт. 2013 о 8:54 
That's good, it means the only thing missing is the model. I'll post a revised download this evening.
Piedpipr314 26 жовт. 2013 о 8:54 
Oh, and by the way, I looked in the developer console, no change.
Piedpipr314 26 жовт. 2013 о 8:51 
Okay, I tried placing all three, did a impulse 200 to ditch the portalgun. I actually thought maybe my portals wouldn't work, but they did. Anyway, I fired at all three, and I get this effect.
http://postimg.org/image/s76ke6vch/
Felix Griffin  [автор] 26 жовт. 2013 о 6:24 
Were there any errors when you played the map?
Felix Griffin  [автор] 26 жовт. 2013 о 6:24 
It's correct, I never made a 3DS file for those ones. But that doesn't really matter (it helps you select the item in the editor if multiple items share a voxel).
Piedpipr314 25 жовт. 2013 о 20:46 
It seems as though many .3ds files are missing from the .exe installer. May I suggest a zip or rar archive?
Piedpipr314 25 жовт. 2013 о 19:28 
http://postimg.org/image/xa8duw24j/
Says 3ds file isn't there.
I looked in the folder that it is supposed to be, and it in fact isn't.
Felix Griffin  [автор] 25 жовт. 2013 о 5:27 
Okay, so it's a missing model, but it still compiles? Would you mind opening the console and looking for any errors there?
Piedpipr314 24 жовт. 2013 о 21:11 
As a side note, I volunteered to Alpha/Beta test BEEMOD 2, and got no takers. I can get you guys a plethora of things that don't yet work, or work well.
Piedpipr314 24 жовт. 2013 о 21:07 
They show up as ERROR for me. I tried all three of them in one chamber.
http://postimg.org/image/n72txtrlz/
Felix Griffin  [автор] 24 жовт. 2013 о 14:07 
Okay. If you can tell me which one I can troubleshoot better, but some files are definitely missing.
Unowninator 23 жовт. 2013 о 21:15 
They either showed up as ERROR, or wouldn't let me build the puzzle until I removed them. I forgot which, though.
Felix Griffin  [автор] 23 жовт. 2013 о 18:52 
Okay. Do they appear with the proper designs on the sides?
Unowninator 23 жовт. 2013 о 16:24 
They don't work for me either. I've tried all of them.
Felix Griffin  [автор] 23 жовт. 2013 о 14:10 
Which ones did you test?
Piedpipr314 23 жовт. 2013 о 8:22 
The cubes don't yet work in BEEMOD2, I tried them.
Felix Griffin  [автор] 6 верес. 2013 о 15:35 
Thanks! I decided that when it was too frustrating to even test the puzzle I needed to add checkpoints there.
Unowninator 6 верес. 2013 о 12:02 
I like how when you fall in the goo, it takes you back to the safe platform (now I wish all levels did this), though I wish there was a checkpoint in the 3rd room. Otherwise good job.
Felix Griffin  [автор] 25 черв. 2013 о 10:56 
Thanks! I'm glad you liked it, the FGEMOD2 and BEEMOD2 will both include these new cubes so you can make your own levels with them.
DrFauli 21 черв. 2013 о 15:54 
wow, that was totally awesome man! Really nice map and new ideas. =)
Good job Felix, I am gonna play it again now. ^^
Slordar 4 черв. 2013 о 21:01 
awesome
Felix Griffin  [автор] 4 черв. 2013 о 20:02 
Yes I did. The FGEMOD was written in C++, I'd recommend the book "C++: How to Program" for beginners. If you want to make a mod for the PTI, as in a new item, you can make it as an instance in Hammer, then modify an editoritems block from one of the FGEMOD .TEST files.
Slordar 3 черв. 2013 о 17:07 
I so I would like to create a mod if you know how
Slordar 3 черв. 2013 о 17:07 
Did you create the FGEMOD
Wolf bytes 8 берез. 2013 о 15:01 
Cool. And nicley done.
z o o p 19 січ. 2013 о 13:29 
this map+music= :D
Sunroses 18 січ. 2013 о 19:21 
No problem, dude. It's a great idea, I'd hate it if it was ruined by a few minor bugs. ;)
Felix Griffin  [автор] 18 січ. 2013 о 18:27 
Thanks! And the pause-cubes are definitely the glitchiest. I think they move too fast when they're falling to be activated by the script, that's why I added the lightbridge and button.
Sunroses 17 січ. 2013 о 17:50 
Third and final comment: I love the music on the last level!
Sunroses 17 січ. 2013 о 17:47 
oh yeah, also autosaves needed
Sunroses 17 січ. 2013 о 17:36 
Amazing idea, but the cubes that pause in midair only sometimes work when you click them.
CDR F. Cadigan 17 січ. 2013 о 15:28 
amzen get all of thes
protoborg 15 січ. 2013 о 21:34 
That is actually a very good way to get past that area. I never thought of it.
Felix Griffin  [автор] 15 січ. 2013 о 20:17 
Oh, wow. I can't believe I didn't think of that.
Reswobigiul 15 січ. 2013 о 18:19 
The freezing cube part has a bug were you can just put a cube on the button and the bridge stays on.
Felix Griffin  [автор] 15 січ. 2013 о 14:35 
Oh, that chamber. It took longer than all the others together. Due to the weird way I coded the pause cubes they can't hit faith plates, and you can't click them in midair consistently. I'm still trying to find a better way to make that part work.

Thanks for playing my map! :)
protoborg 15 січ. 2013 о 10:09 
The "pause" cube chamber could have been done a little better. For one thing, the cubes had a tendency to land at odd angles which made getting to them damn near impossible. Also, since they are meant to "freeze" in midair, you might want to change the texture on the side to be the parallel lines of the pause symbol. Otherwise very good map. I love the slow cubes. Although, again the texture is not exactly clear on what they do.