NGW
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Joined: Jul 2010
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RE: Mods Forum Section
Probably will once the editors are released.
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| 09-09-2010 01:38 AM |
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RoyaleBeast
Member
Posts: 141
Joined: Nov 2009
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RE: Mods Forum Section
yeah hopefully
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| 09-09-2010 01:51 AM |
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nofsky
Senior Member
Posts: 421
Joined: Sep 2008
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RE: Mods Forum Section
Well, it wouldn't hurt to have a place to discuss modding plans even before the tools are out... just saying.
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| 09-09-2010 01:54 AM |
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RoadCrewWorker
Junior Member
Posts: 34
Joined: Mar 2010
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RE: Mods Forum Section
As long as the toolset isn't release i don't think theres much of a hurry, i guess.
So in the meantime already went through the game directory. It's pretty cool!
Most physics settings are xml cfg files that can be easily edited using any text editor.
Number of autosaves, Field of View, movement speed, damage values, oil lamp behavior are just a few minor examples of things that can be edited within seconds and instantly take effect after starting the game.
'Trivial' resources include textures (.jpg and .dds formats) and audio (.ogg files), both of which are referenced in cleartext in the xml description files of (for example) game entities or events like flashbacks.
A lot of the fancy graphics effects are done in glsl, which is a human readable shader code format. I've tried a few minor edits (going through the debug modes, testing the rightfully discarded relief mapping) and all of them are effective instantly after starting the game.
All of that probably isn't relevant or practical for real mods since it affects the base game and modifying more complex stuff manually is too tedious and error-prone, but hey, if you want to play with a bright pink lantern that slurps up oil twice as fast or absolutely irrationally hate the reduced 60% movement speed during flashbacks but want double the blur you could easily adjust that.
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| 09-09-2010 04:12 AM |
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RoyaleBeast
Member
Posts: 141
Joined: Nov 2009
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RE: Mods Forum Section
i would like to reduce the speed the lantern uses oil. i know it shouldnt be infinite but its fucking ridiculous how fast it goes down
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| 09-09-2010 05:26 AM |
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MulleDK19
Senior Member
Posts: 511
Joined: Jun 2009
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RE: Mods Forum Section
(09-09-2010 01:25 AM)RoyaleBeast Wrote: I think we should have one for future discussions. Just saying 
Agreed.
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| 09-09-2010 07:34 AM |
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Peanuckle
Junior Member
Posts: 49
Joined: Jun 2010
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RE: Mods Forum Section
If possible, I want to mod in a weapon. I know it's contrary to the theme of the game, but once I get done with a playthrough, I think an unlockable perk would be a nice way to increase replayability. Maybe a voice-thrower for one replay (to make monsters go away), a knife after two, and a gun after three?
I would love that.
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| 09-09-2010 09:53 AM |
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RoyaleBeast
Member
Posts: 141
Joined: Nov 2009
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RE: Mods Forum Section
they said in one of my forums regarding the penumbra models ext. that they might consider leaving the code for such things in the map maker. Don't know if they will or not though.
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| 09-09-2010 11:27 AM |
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Sajber
Member
Posts: 94
Joined: May 2010
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RE: Mods Forum Section
I would like a section like that too
The Unofficial Amnesia: The Dark Descent, Penumbra and Frictional Games IRC Channel.
#amnesiareleaseparty @ irc.gamesurge.net
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| 09-09-2010 12:56 PM |
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