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A:AMFP SDK at release?
Your Computer Offline
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#11
RE: A:AMFP SDK at release?

From what i've been told, the changes committed to HPL2 for AMFP isn't enough to justify calling it HPL2.5, nor is "HPL2.5" an official term or version. You should still be able to edit AMFP maps in the HPL2 Level Editor available to us, and the HPS files in a plain text editor.

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08-23-2013, 08:26 PM
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Javist Offline
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#12
RE: A:AMFP SDK at release?

Quote: You should still be able to edit AMFP maps in the HPL2 Level Editor
Just my opinion.. i truly doubt that it will be possible, at least flawlessly.
The engine itself stays the same, yes, but.. i bet, there will be a set of differences in the map file. I even won't mention about other files, such as .ent etc.
Opening AMFP map in a TDD editor most probably will lead to the Exception and crash, or.. (half-)loaded map will be suitable for "read-only".
As well, i doubt about flawless backporting AMFP content to TDD.

So.. it's a tons of butthurts. I can be wrong of course, but first, let's wait till release and then we'll see in which way things will go.

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(This post was last modified: 08-24-2013, 06:43 PM by Javist.)
08-24-2013, 06:36 PM
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MegaScience Offline
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#13
RE: A:AMFP SDK at release?

Although I was talking about directly editing map files and such in a text editor, changing sequences, etc. I can understand why actual custom story support would be difficult to say the least even just going on trailers from last year, but my thoughts were in manually editing the campaign to do what you want. AKA does the game itself dictate some things which editing maps directly wouldn't allow, or could you give it something like "do this sequence are these coordinates" and it would allow it?
08-24-2013, 08:20 PM
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LHudson Offline
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#14
RE: A:AMFP SDK at release?

From what I can tell from the PewdiePie AMFP video *vomits*, it looks like the current engine can edit the files just fine. I have a feeling that once this has been released someone somewhere is going to add the custom story option in Big Grin

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08-25-2013, 05:05 AM
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FlawlessHappiness Offline
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#15
RE: A:AMFP SDK at release?

It probably doesn't support Custom Stories, so TTD would still remain popular in the custom story section, where AMFP spurts out gameplay videos on youtube

This way both games are still popular.

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(This post was last modified: 08-25-2013, 06:39 PM by FlawlessHappiness.)
08-25-2013, 06:38 PM
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blueberry Away
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#16
RE: A:AMFP SDK at release?

But will we be able to make mods for Amnesia AMFP?

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08-25-2013, 09:06 PM
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stonecutter Offline
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#17
RE: A:AMFP SDK at release?

If we will be able to create maps with the TDD editor and load them in AMFP ... i think there is a chance for total conversion like we can create in TDD, so every CS has to be a total conversion.

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08-25-2013, 09:25 PM
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Patrik Offline
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#18
RE: A:AMFP SDK at release?

While AAMFP will not feature CS support or editors, we will update TDD to allow modders to use the new assets as well as making some other minor additions.

If you're a modder you might want to visit the thread I just created where I'm taking requests for new script stuff to be added.
08-27-2013, 10:10 AM
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FlawlessHappiness Offline
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#19
RE: A:AMFP SDK at release?

(08-27-2013, 10:10 AM)Patrik Wrote: While AAMFP will not feature CS support or editors, we will update TDD to allow modders to use the new assets as well as making some other minor additions.

If you're a modder you might want to visit the thread I just created where I'm taking requests for new script stuff to be added.

And for that you're all awesome! Big Grin

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08-27-2013, 02:09 PM
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blueberry Away
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#20
RE: A:AMFP SDK at release?

Now... I've always wondered why Oswald's lantern has some air holes where the smoke is supposed to be i mean... It's just a light bulb like the candle electricity ones that has a little fire replica of them (i think) And why would it have a oil container? o.0 This all is spinning in my head now. Is it because Oswald is rich? Or is it because he invented it?

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08-27-2013, 03:19 PM
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