Difference between revisions of "HPL2/Glossary"

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This page explains words and terms which have a meaning unique to the engine.
 
This page explains words and terms which have a meaning unique to the engine.
 
==General==
 
==General==
*''Entity'' - an in-game object which allows interaction.
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{| class="wikitable"
*''Static object'' - an in-game object which is used only for physics collissions. They can't be influenced by scripts.
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|'''Static object'''
*''Script'' - Code, which determines what happens in a map. This includes events, puzzles, music,  and more.
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|An in-game object which is used only for physics collissions. They can't be influenced by scripts.
*''Item'' - an entity which can be picked up, meaning: it gets added to the player's inventory.
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|-
*''Areas'' - invisible in-game cuboids which mark 3D space to do something based on the Area type.
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|'''Entity'''
==Types of modifications==
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|An in-game object with configurable parameters and custom physics bodies.
#''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.
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|-
#''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).
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|'''Item'''
#''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.
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|A type of entity which can be collected and added to the player's inventory.
#*''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.  
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|-
#*''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.
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|'''Area'''
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|Invisible in-game cuboid which marks 3D space. Used for a variety of things based on the type.
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|-
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|'''Script'''
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|Written code which determines what happens in a map. This includes events, puzzles, music, and more.
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|}
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==Types of creations==
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*'''Custom Stories (CS)''' - User-made content available from the game's main menu. This is the integrated method that most players will know about, and is the recommended approach for most creations unless the restrictions prove too limiting. Custom stories use all settings from the default config files the game was started with, which limits what the creator can change (for example being forced to use the default lantern).
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*'''Full Conversion (FC)''' - Sometimes also referred to as Total Conversion (TC), this type lets the creator alter most aspects of the game. These mods are started by specifying custom config files at launch, often by use of a launch script. They are both more advanced to set up and more advanced for players to start, and as such are only recommended when a CS is not enough, and should be accompanied with installation instructions.
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*#'''Isolated Full Conversion (IFC)''' - When an FC is isolated, it means that all the content is contained within a single folder that does not overwrite any existing files. '''This is strongly recommended for all FC mods'''.
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*#'''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. Additionally, it may require the user to replace certain original files or merge the mod folders with the base folders.
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{{Note|Making unisolated mods generally has no advantages over an isolated mod and 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 that may require completely reinstalling the base game.}}
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*'''Mods altering the base game''' - These mods require to be merged with the base game and are generally intended to replace existing functionality, like textures, sounds, or models. They should be limited in scope for a specific purpose, like changing the look or properties of the player's default lantern.

Latest revision as of 23:12, 8 September 2020

This page explains words and terms which have a meaning unique to the engine.

General

Static object An in-game object which is used only for physics collissions. They can't be influenced by scripts.
Entity An in-game object with configurable parameters and custom physics bodies.
Item A type of entity which can be collected and added to the player's inventory.
Area Invisible in-game cuboid which marks 3D space. Used for a variety of things based on the type.
Script Written code which determines what happens in a map. This includes events, puzzles, music, and more.

Types of creations

  • Custom Stories (CS) - User-made content available from the game's main menu. This is the integrated method that most players will know about, and is the recommended approach for most creations unless the restrictions prove too limiting. Custom stories use all settings from the default config files the game was started with, which limits what the creator can change (for example being forced to use the default lantern).
  • Full Conversion (FC) - Sometimes also referred to as Total Conversion (TC), this type lets the creator alter most aspects of the game. These mods are started by specifying custom config files at launch, often by use of a launch script. They are both more advanced to set up and more advanced for players to start, and as such are only recommended when a CS is not enough, and should be accompanied with installation instructions.
    1. Isolated Full Conversion (IFC) - When an FC is isolated, it means that all the content is contained within a single folder that does not overwrite any existing files. This is strongly recommended for all FC mods.
    2. 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. Additionally, it may require the user to replace certain original files or merge the mod folders with the base folders.
Note icon.png Making unisolated mods generally has no advantages over an isolated mod and 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 that may require completely reinstalling the base game.
  • Mods altering the base game - These mods require to be merged with the base game and are generally intended to replace existing functionality, like textures, sounds, or models. They should be limited in scope for a specific purpose, like changing the look or properties of the player's default lantern.