Difference between revisions of "HPL2/AMFP/Introduction"
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− | [https://en.wikipedia.org/wiki/Amnesia:_A_Machine_for_Pigs Amnesia: A Machine for Pigs] | + | [https://en.wikipedia.org/wiki/Amnesia:_A_Machine_for_Pigs Amnesia: A Machine for Pigs], developed by [https://en.wikipedia.org/wiki/The_Chinese_Room The Chinese Room], has no official documentation. |
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+ | Being technically almost identical to TDD, MFP only requires documenting the changes between it and its predecessor. This page lists all found differences. | ||
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+ | {{note|Due to the above reasons, majority of the documentation written for TDD also applies to MFP.}} | ||
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===Contributing=== | ===Contributing=== | ||
− | + | Almost all of the information about MFP was reverse engineered by examining the existing map, entity and script files in text editors. If you wish to contribute, you can look for undocumented things in the same vein. | |
==Tools== | ==Tools== | ||
− | + | MFP can be modded with the same editors used with TDD. However, those editors have trouble displaying lights correctly since lights in MFP have a brightness and a falloff value. Falloff controls how much the light fades and setting it to 0 will make the light cut off instantly. The editors configuration files also lack some of the features available in MFP. For this reason it is recommended to use the games official tools instead together with modded configuration files. | |
===Installation=== | ===Installation=== | ||
− | The | + | The MFP tools are available [https://www.mediafire.com/file/ug8no5u7bo9mait/MFP_Editor_Suite.rar/file here]. Install them in the same way, but in the MFP directory. |
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===Known issues / solutions=== | ===Known issues / solutions=== | ||
− | '''Issue:''' LevelEditor crashing when the /enemies entity folder is picked. | + | '''Issue:''' LevelEditor crashing when the <code>/enemies</code> and <code>/character</code> entity folder is picked. |
− | *'''Solution:''' Find the folder and delete all .msh files. These files are cache, and as such, don't hold anything important. They will be regenerated by the game | + | *'''Solution:''' Find the folder and delete all <code>.msh</code> files. These files are cache, and as such, don't hold anything important. They will be regenerated by the game. |
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==Modding MFP== | ==Modding MFP== | ||
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===Custom Stories=== | ===Custom Stories=== | ||
− | You can use [ | + | You can use [https://www.mediafire.com/file/fsjaxuvy38mkhdu/mfp_with_custom_stories.rar/file the version of MFP which enables Custom Stories]. As per the license of the source code it was compiled from, you need to copy the license file if you redistribute the <code>.exe</code> file. Alternatively, you can just link that file for your players to download on their own. |
− | If you use | + | If you use this method, Custom Stories in MFP work exactly the same as in TDD. The same limitations still apply (e.g. no custom lantern). Additionally, remember that MFP is missing some features when compared to TDD (e.g. allowing the player to access the inventory). |
===Full Conversion=== | ===Full Conversion=== | ||
− | MFP | + | MFP normally does not support loading a custom main init file from another directory, so you have to use the modded version of the game to do that. |
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+ | You can download the FC mod template [https://www.mediafire.com/file/995cuekkr9k4pcb/your_mod.rar/file here]. It is crucial to have experience with TDD full conversions before trying it with MFP. | ||
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Almost all information about [[HPL2/TDD/Full Conversion Mod|TDD Full Conversions]] applies to MFP FCs. It is recommended to use the same asset folder names as the base game (e.g. "sounds"), as some assets might not work otherwise. Keep in mind that adding new assets while the game is running might not take effect until rebooting it. | Almost all information about [[HPL2/TDD/Full Conversion Mod|TDD Full Conversions]] applies to MFP FCs. It is recommended to use the same asset folder names as the base game (e.g. "sounds"), as some assets might not work otherwise. Keep in mind that adding new assets while the game is running might not take effect until rebooting it. |
Latest revision as of 21:02, 19 June 2023
Amnesia: A Machine for Pigs, developed by The Chinese Room, has no official documentation.
Being technically almost identical to TDD, MFP only requires documenting the changes between it and its predecessor. This page lists all found differences.
Contents
Contributing
Almost all of the information about MFP was reverse engineered by examining the existing map, entity and script files in text editors. If you wish to contribute, you can look for undocumented things in the same vein.
Tools
MFP can be modded with the same editors used with TDD. However, those editors have trouble displaying lights correctly since lights in MFP have a brightness and a falloff value. Falloff controls how much the light fades and setting it to 0 will make the light cut off instantly. The editors configuration files also lack some of the features available in MFP. For this reason it is recommended to use the games official tools instead together with modded configuration files.
Installation
The MFP tools are available here. Install them in the same way, but in the MFP directory.
Known issues / solutions
Issue: LevelEditor crashing when the /enemies
and /character
entity folder is picked.
- Solution: Find the folder and delete all
.msh
files. These files are cache, and as such, don't hold anything important. They will be regenerated by the game.
Modding MFP
Custom Stories
You can use the version of MFP which enables Custom Stories. As per the license of the source code it was compiled from, you need to copy the license file if you redistribute the .exe
file. Alternatively, you can just link that file for your players to download on their own.
If you use this method, Custom Stories in MFP work exactly the same as in TDD. The same limitations still apply (e.g. no custom lantern). Additionally, remember that MFP is missing some features when compared to TDD (e.g. allowing the player to access the inventory).
Full Conversion
MFP normally does not support loading a custom main init file from another directory, so you have to use the modded version of the game to do that.
You can download the FC mod template here. It is crucial to have experience with TDD full conversions before trying it with MFP.
Almost all information about TDD Full Conversions applies to MFP FCs. It is recommended to use the same asset folder names as the base game (e.g. "sounds"), as some assets might not work otherwise. Keep in mind that adding new assets while the game is running might not take effect until rebooting it.