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TeamSpen210 committed Nov 16, 2021
2 parents 1b77d27 + 91cb69d commit 8e98b01
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6 changes: 6 additions & 0 deletions .gitignore
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Expand Up @@ -69,6 +69,12 @@ reports/
# Localisation files:
*.mo

# Specifies the version for compilation.
src/bee_version.txt

# PyInstaller temporary file directory
/build_tmp/

# Folders for DLLs we need.
lib-32/
lib-64/
9 changes: 9 additions & 0 deletions BEE2.fgd
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Expand Up @@ -151,6 +151,15 @@
]
]

@SolidClass = bee2_editor_occupiedvoxel: "Defines a region the item takes up. Depending on the resultant option, this can be positioned in a variety of ways: \n" +
"- Align to the 128x128 grid, to specify full voxels.\n" +
"- Make it thinner than 8 units, aligned to the side of a voxel to indicate a side.\n" +
"- Make it a multiple of 32 units to specify a set of 1/4 voxels."
[
coll_type(string) : "Collide Type" : "SOLID" : "Types of collision for this item."
coll_against(string) : "Collide Against" : "" : "Types this collides against."
]

// Entities added to the finished map to pass information to VRAD.

@PointClass
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8 changes: 6 additions & 2 deletions FAQ.md
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Expand Up @@ -28,7 +28,7 @@ No. This was the case with the High Energy Pellet items in the original BEEmod,

BEE2.4 supports Portal 2 and Aperture Tag. Thinking With Time Machine support is planned, but not yet implemented. (BEE2.4 can be used with TWTM, but you will not have the time machine and several other things will be broken.) Destroyed Aperture support is also planned once that mod is released.

### What about Portal 2: Community Edition? Will BEE2.4 be compatible with that, will it make any new things possible?
### Will BEE2.4 be compatible with Portal 2: Community Edition, will that make any new things possible?

Theoretically, P2CE would expand what is possible with BEEmod; however, the P2CE developers were unable to obtain the Puzzlemaker source code from Valve, so it won't be included. They will likely implement their own puzzlemaker from scratch at some point in the future, but it is not currently being worked on and would likely be incompatible with BEE.

Expand Down Expand Up @@ -111,8 +111,12 @@ The Source engine has very strict limits on toggleable lights. Only two dynamic

`puzzlemaker_export` does not work with BEEmod, as the custom compiler isn't able to modify the map and make it actually functional. Before reading on however, keep in mind that exporting Puzzlemaker maps to Hammer is usually not the best idea. If you want to make extensive modifications to a map, or are just starting out learning Hammer, it's generally easier to build a map from scratch, as Puzzlemaker maps are generated in a complex way making them difficult to edit by hand. Only consider exporting if you just want to make small adjustments to a map, and already have experience using Hammer.

If this is still what you want to do, first set Spawn Point to Elevator and disable Restart When Reaching Exit in the BEE2 app. Compile your map in Puzzlemaker, then open `maps/styled/preview.vmf` in Hammer and resave it to a different location so it doesn't get overwritten. Additionally, check your Build Programs settings to make sure that you're using the BEE2 version of VRAD (simply called `vrad.exe`), as this is needed for some features such as music to work.
If this is still what you want to do, first go into the BEE2 app and set Spawn Point to Elevator and disable Restart When Reaching Exit. Compile your map in Puzzlemaker, then open `maps/styled/preview.vmf` in Hammer and resave it to a different location so it doesn't get overwritten. Additionally, check your Build Programs settings to make sure that you're using the BEE2 version of VRAD (simply called `vrad.exe`), as this is needed for some features such as music to work.

### Why is BTS being removed?

The BTS style was made back before BEE2.4, and our direction has long since changed. The style doesn't work in the Puzzlemaker and it has become increasingly difficult to maintain and develop. As such, we've decided that it's best to remove it, at least for now. The style might make a return if we have time to develop it or if someone else in the community steps in to work on it, but it would likely take on a different form, and nothing regarding this is being worked on right now.

### Will you add Desolation's Industrial style to BEE2.4?

No. The Industrial style is fairly complex and would be difficult to implement in the Puzzlemaker, requiring lots of compiler modifications. It also relies on many custom assets which would need to be packed into the map, increasing its file size substantially. Even if ways around both of these things were found, the style also makes use of custom features of Desolation's engine, which can't be replicated in standard Portal 2.\n\nImplementing the style within Desolation itself would solve the latter two issues, but Desolation won't be able to use Valve's puzzlemaker for technical reasons, and the developers currently have no plans to write their own. It also wouldn't solve the first problem, which is actually generating Industrial maps.\n\nAdditionally, see the question above about new styles in general.
24 changes: 15 additions & 9 deletions README.md
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Expand Up @@ -40,22 +40,28 @@ As of version 4.37 we have stopped supporting BEE2.4 on Mac. See [this wiki arti
## Building from Source ##

### Compilation ###
First, grab the 3 git repositories you need:

git clone https://github.com/TeamSpen210/HammerAddons.git
git clone https://github.com/BEEmod/BEE2.4.git
* You'll need Python 3.8 or later, for 32-bit / Windows 7 you need 3.8 specifically.
* First, grab the 3 git repositories you need:

Run `python -m pip install -r requirements.txt` to install the required packages. On Linux,
git clone https://github.com/TeamSpen210/HammerAddons.git
git clone https://github.com/BEEmod/BEE2.4.git

* Run `python -m pip install -r requirements.txt` to install the required packages. On Linux,
Pillow might need to be installed via the system package manager with the TK component:
`python-pillow`, `python-pillow.imagetk`.

Finally, switch to the BEE2.4 repo and build the compiler, then the application:
* To allow sound effects in the app, you need a copy of FFmpeg:
* In the `BEE2.4` folder, add `lib-32` and/or `lib-64/` folders.
* Download the [32-bit](https://github.com/sudo-nautilus/FFmpeg-Builds-Win32/releases) or [64-bit](https://github.com/BtbN/FFmpeg-Builds/releases) builds (`winXX-lgpl-shared`), then copy the contents of the `bin` folder into the appropriate `lib-XX` folder mentioned.

* Finally, switch to the BEE2.4 repo and build the compiler, then the application:

cd BEE2.4/src/
pyinstaller --distpath ../dist/64bit/ --workpath ../build_tmp compiler.spec
pyinstaller --distpath ../dist/64bit/ --workpath ../build_tmp BEE2.spec
cd BEE2.4/src/
pyinstaller --distpath ../dist/64bit/ --workpath ../build_tmp compiler.spec
pyinstaller --distpath ../dist/64bit/ --workpath ../build_tmp BEE2.spec

The built application is found in `BEE2.4/dist/64bit/BEE2/`.
* The built application is found in `BEE2.4/dist/64bit/BEE2/`.
To generate the packages zips, either manually zip the contents of each folder or
use the `compile_packages` script in BEE2-items.
This does the same thing, but additionally removes some unnessary content
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1 change: 1 addition & 0 deletions dev-requirements.txt
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Expand Up @@ -2,3 +2,4 @@ mypy==0.782
mypy-extensions==0.4.3
pytest>=6.2.2
Cython==0.29.21
types-Pillow~=8.3.0
2 changes: 1 addition & 1 deletion dev/Discohook/faq/qna/community edition.json
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Expand Up @@ -9,7 +9,7 @@
"content": null,
"embeds": [
{
"title": "What about Portal 2: Community Edition? Will BEE2.4 be compatible with that, will it make any new things possible?",
"title": "Will BEE2.4 be compatible with Portal 2: Community Edition, will that make any new things possible?",
"description": "Theoretically, P2CE would expand what is possible with BEEmod; however, the P2CE developers were unable to obtain the Puzzlemaker source code from Valve, so it won't be included. They will likely implement their own puzzlemaker from scratch at some point in the future, but it is not currently being worked on and would likely be incompatible with BEE.",
"color": 16761704
}
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2 changes: 1 addition & 1 deletion dev/Discohook/faq/qna/desolation industrial.json
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Expand Up @@ -10,7 +10,7 @@
"embeds": [
{
"title": "Will you add Desolation's Industrial style to BEE2.4?",
"description": "No. The Industrial style is fairly complex and would be difficult to implement in the Puzzlemaker, requiring lots of compiler modifications. It also relies on many custom assets which would need to be packed into maps, exceeding the Workshop file size limit very easily. Even if ways around both of these things were found, the style also makes use of custom features of Desolation's engine, which can't be replicated in standard Portal 2.\n\nImplementing the style within Desolation itself would solve the latter two issues, but Desolation won't be able to use Valve's puzzlemaker for technical reasons, and the developers currently have no plans to write their own. It also wouldn't solve the first problem, which is actually generating Industrial maps.\n\nAdditionally, see the question above about new styles in general.",
"description": "No. The Industrial style is fairly complex and would be difficult to implement in the Puzzlemaker, requiring lots of compiler modifications. It also relies on many custom assets which would need to be packed into the map, increasing its file size substantially. Even if ways around both of these things were found, the style also makes use of custom features of Desolation's engine, which can't be replicated in standard Portal 2.\n\nImplementing the style within Desolation itself would solve the latter two issues, but Desolation won't be able to use Valve's puzzlemaker for technical reasons, and the developers currently have no plans to write their own. It also wouldn't solve the first problem, which is actually generating Industrial maps.\n\nAdditionally, see the question above about new styles in general.",
"color": 16761704
}
],
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2 changes: 1 addition & 1 deletion dev/Discohook/faq/qna/hammer export.json
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Expand Up @@ -10,7 +10,7 @@
"embeds": [
{
"title": "I exported my BEEmod map to Hammer and it won't compile/music won't play/<some other issue>.",
"description": "`puzzlemaker_export` does not work with BEEmod, as the custom compiler isn't able to modify the map and make it actually functional. Before reading on however, keep in mind that exporting Puzzlemaker maps to Hammer is usually not the best idea. If you want to make extensive modifications to a map, or are just starting out learning Hammer, it's generally easier to build a map from scratch rather than trying to modify a Puzzlemaker map. Only consider exporting if you just want to make small adjustments to a map, and already have experience using Hammer.\n\nIf this is what you want to do, first set Spawn Point to Elevator and disable Restart When Reaching Exit in the BEE2 app. Compile your map in Puzzlemaker, then open `maps/styled/preview.vmf` in Hammer and resave it to a different location so it doesn't get overwritten. Additionally, check your Build Programs settings to make sure that you're using the BEE2 version of VRAD (simply called `vrad.exe`), as this is needed for some features such as music to work.",
"description": "`puzzlemaker_export` does not work with BEEmod, as the custom compiler isn't able to modify the map and make it actually functional. Before reading on however, keep in mind that exporting Puzzlemaker maps to Hammer is usually not the best idea. If you want to make extensive modifications to a map, or are just starting out learning Hammer, it's generally easier to build a map from scratch rather than trying to modify a Puzzlemaker map. Only consider exporting if you just want to make small adjustments to a map, and already have experience using Hammer.\n\nIf this is what you want to do, first go into the BEE2 app and set Spawn Point to Elevator and disable Restart When Reaching Exit. Compile your map in Puzzlemaker, then open `maps/styled/preview.vmf` in Hammer and resave it to a different location so it doesn't get overwritten. Additionally, check your Build Programs settings to make sure that you're using the BEE2 version of VRAD (simply called `vrad.exe`), as this is needed for some features such as music to work.",
"color": 16761704
}
],
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2 changes: 1 addition & 1 deletion dev/Discohook/faq/qna/new styles.json
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Expand Up @@ -10,7 +10,7 @@
"embeds": [
{
"title": "Can you add new style *x*?",
"description": "Styles take a lot of work to create and maintain, so new ones are rarely added. For a new style to even be considered, it should make sense overall, work with most/all of Portal 2's test elements, and be possible to reasonably implement in the Puzzlemaker.\n\nAs an example, Portal 1 is a style that fits this criteria, as most of Portal 2's test elements can reasonably exist there and it has a block-based structure similar to Clean. On the other hand, BTS style typically doesn't use test elements like buttons and cubes, and it's very difficult to make it look good in the Puzzlemaker. The only reason BTS was added is because these guidelines didn't exist yet at the time.\n\nIf your suggested style is a simple variant of an existing style (e.g. Original Clean, which just changes wall textures), it may be added. Custom packages can also add their own styles, so feel free to implement a new style yourself.",
"description": "Styles take a lot of work to create and maintain, so new ones are rarely added. For a new style to even be considered, it should make sense overall, work with most/all of Portal 2's test elements, and be possible to reasonably implement in the Puzzlemaker.\n\nAs an example, Portal 1 is a style that fits this criteria, as most of Portal 2's test elements can reasonably exist there and it has a block-based structure similar to Clean. On the other hand, BTS style typically doesn't use test elements like buttons and cubes, and it's very difficult to make it look good in the Puzzlemaker, hence why it was removed; had this been considered back in 2015, the style never would have been added to begin with.\n\nIf your suggested style is a simple variant of an existing style (e.g. Original Clean, which just changes wall textures), it may be added. Custom packages can also add their own styles, so feel free to implement a new style yourself.",
"color": 16761704
}
],
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2 changes: 1 addition & 1 deletion dev/Discohook/faq/qna/p1 glados voicelines.json
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Expand Up @@ -10,7 +10,7 @@
"embeds": [
{
"title": "Why doesn't Portal 1 GLaDOS have any lines?",
"description": "The Portal 1 GLaDOS lines aren't in Portal 2 by default, and as stated below, it's not possible to pack voice lines into maps. The plan is to use existing lines that are similar to the P1 dialogue, but this hasn't been implemented yet.",
"description": "The Portal 1 GLaDOS lines aren't in Portal 2 by default, and as stated above, it's not possible to pack voice lines into maps. In the next release, existing lines which are similar to the P1 dialogue will be used.",
"color": 16761704
}
],
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16 changes: 12 additions & 4 deletions dev/Discohook/welcome/info.json
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Expand Up @@ -16,13 +16,21 @@
"name": "> GitHub Repositories (repos)",
"value": "> BEEmod is split into two repositories. One for the app itself, and the other is for items and in-editor / in-game content. Issues and suggestions related to the BEE2 application (executable) should go on BEE2.4, anything else on BEE2-items. If you have a question regarding BEE2.4, first check the FAQ, and if you can't find your answer there you can ask in one of the other channels."
},
{
"name": "> Enrolling",
"value": "> To receive the Test Subject role and gain access to all of the chat channels on this server, head to <#605131357533896864> and use the command `?enroll`. For security reasons, you will need to have a verified phone number on your Discord account in order to post here. If you still do not receive the role after using this command, it likely means Dyno was offline. Post a message in the channel and we will assign it manually."
},
{
"name": "> Contributors",
"value": "> The Contributor role is given to anybody who has contributed some sort of content to the BEE2.4. Typically this role will not be given for creating a separate tool/pack or BEE2.2 content, although this is not always the case."
},
{
"name": "> User Created Packages (UCPs)",
"value": "> User Created Packages are community made addon packages for BEEmod. They are not directly supported by the team and may break. Use them at your own discretion. If you use UCPs make sure you test issues with UCPs disabled before reporting."
},
{
"name": "> Beta Testers",
"value": "> Beta Testers are people who receive beta builds of the app. Beta builds tend to be less stable so these testers catch any mistakes the development team might have made. Beta Testers are hand picked by the development team, so don't ask to receive the role."
},
{
"name": "> BEEmod Community",
"value": "> The community section of the BEEmod discord is reserved for people who both want it and can follow the rules. Its a more relaxed section of the server where you can talk about more general stuff. In order to opt in, you must introduce yourself in <#901350687047315496>"
}
]
}
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