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To do: Turn this into a category (Talk first)
This page explains words and terms which have a meaning unique to the engine.
|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 which allows interaction.|
|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. They use all settings from the config files the game was started with, which limits what the creator can change (for example being forced to use the default lantern). This is the type of creation recommended for beginners.
- Full Conversion (FC) - This type of mod lets the creator alter almost all aspects of the game (with few exceptions). These mods are started immediately by specifying custom config files at launch, often by use of a launch script. Sometimes also referred to as Total Conversion (TC).
- 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.
- 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.
- 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.