Difference between revisions of "HPL2/TDD"
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(→Amnesia – The Dark Descent: Fixed links) |
(Added a glossary) |
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− | + | = Amnesia – The Dark Descent = | |
− | + | This page lists all documentation about TDD. If any of the language confuses you, see the glossary at the end of the article. | |
+ | ==Documentation== | ||
=== Setting up a development environment === | === Setting up a development environment === | ||
Line 23: | Line 24: | ||
=== Setting up a Full Conversion === | === Setting up a Full Conversion === | ||
− | How to | + | How to make a [[:hpl2:amnesia:full_conv|full conversion]] for Amnesia:TDD. |
=== Config files === | === Config files === | ||
List of all [[:hpl2:amnesia:config_files|config files]] in the game. | List of all [[:hpl2:amnesia:config_files|config files]] in the game. | ||
+ | ==Glossary== | ||
+ | ===General=== | ||
+ | *''Entity'' - an in-game object which allows interaction. | ||
+ | *''Static object'' - an in-game object which is used only for physics collissions. They can't be influenced by scripts. | ||
+ | *''Script'' - Code, which determines what happens in a map. This includes events, puzzles, music, and more. | ||
+ | *''Item'' - an entity which can be picked up, meaning: it gets added to the player's inventory. | ||
+ | *''Areas'' - invisible in-game cuboids which mark 3D space to do something based on the Area type. | ||
+ | ===Types of modifications=== | ||
+ | #''Custom Stories (CS)'' - mods available from the game's main menu. They use all settings from the currently used config files, which means that while making a CS, the creator has slightly limited possibilities (a prominent one being forced to use the same lantern as in the base game). This is the type of mod recommended for beginners. | ||
+ | #''Full Conversion (FC)'' - This type of mod lets the creator alter almost all aspects of the game (with very few exceptions) in a self-contained package. These types of mods are launched with a special file which starts the game using custom config files. Sometimes also referred to TC (Total Conversion) or IFC (isolated FC). | ||
+ | #''Unisolated mods'' - '''Making mods in this way isn't recommended out of courtesy to the players.''' This is because such mods can break the base game and/or other mods, and uninstalling them is an invested process. Unless you are a officially porting/updating the game, choose a CS mod or an FC mod. | ||
+ | #*''Unisolated Full Conversion'' - An FC, the files of which aren't contained in a single folder. Such mods require the user to add more than one folder to their game. Worse yet, those can require the user to replace certain original files or merge the mod folders with the base folders. | ||
+ | #*''Mods altering the base game'' - These mods require to be merged with the base game. It can be acceptable for add-ons, but should never be used for making own content. |
Revision as of 18:12, 19 July 2020
Contents
Amnesia – The Dark Descent
This page lists all documentation about TDD. If any of the language confuses you, see the glossary at the end of the article.
Documentation
Setting up a development environment
Follow this guide to set up the game for development.
Entities
List of all Entities and their properties that can be set with the model editor.
Areas
List of all areas and what they do.
Script
List of all script functions.
Setting up a Custom Story
List of steps to wrap up a custom story for Amnesia.
Setting up a Full Conversion
How to make a full conversion for Amnesia:TDD.
Config files
List of all config files in the game.
Glossary
General
- Entity - an in-game object which allows interaction.
- Static object - an in-game object which is used only for physics collissions. They can't be influenced by scripts.
- Script - Code, which determines what happens in a map. This includes events, puzzles, music, and more.
- Item - an entity which can be picked up, meaning: it gets added to the player's inventory.
- Areas - invisible in-game cuboids which mark 3D space to do something based on the Area type.
Types of modifications
- Custom Stories (CS) - mods available from the game's main menu. They use all settings from the currently used config files, which means that while making a CS, the creator has slightly limited possibilities (a prominent one being forced to use the same lantern as in the base game). This is the type of mod recommended for beginners.
- Full Conversion (FC) - This type of mod lets the creator alter almost all aspects of the game (with very few exceptions) in a self-contained package. These types of mods are launched with a special file which starts the game using custom config files. Sometimes also referred to TC (Total Conversion) or IFC (isolated FC).
- Unisolated mods - Making mods in this way isn't recommended out of courtesy to the players. This is because such mods can break the base game and/or other mods, and uninstalling them is an invested process. Unless you are a officially porting/updating the game, choose a CS mod or an FC mod.
- Unisolated Full Conversion - An FC, the files of which aren't contained in a single folder. Such mods require the user to add more than one folder to their game. Worse yet, those can require the user to replace certain original files or merge the mod folders with the base folders.
- Mods altering the base game - These mods require to be merged with the base game. It can be acceptable for add-ons, but should never be used for making own content.