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Script Language Reference and Guide
TheGreatCthulhu Offline
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#22
RE: Script Language Reference and Guide

(01-29-2013, 10:56 PM)Acies Wrote:
(01-29-2013, 10:25 PM)Thomas Wrote: Yeah affirmative!
All string return values are const refrereces for our next game. Will see if we will issues a fix for Amnesia, do not want to mess up any mods or so.

Is this a hint at the possibility of porting mods to AMFP or HPL3?

No, (although it's not impossible) - the thing is, me and Adrianis stumbled upon something of a (minor) bug (well, a code design flaw, rather) in Amnesia, which can cause some problems with custom story scripting in some rare usage scenarios (most people will never need to write the kind of script code that can cause the issue, and it doesn't affect the main game, so it's not that much of a problem).

Now, since newer versions of the engine are likely to reuse some of the code from previous versions (a common thing in programming), my concern was that the issue might remain unnoticed and creep its way into HPL3 (and any potential later versions), where it could become a bigger problem - so I notified Thomas about it.

What Thomas is essentially saying is that, (1) although they weren't aware of the problem in Amnesia, they just happened to intuitively code the next game in such a way as to prevent the issue, and that (2) given that the issue doesn't pose too much of a problem for Amnesia, they'll see if they are going to release a patch (fix) for this or not, as such a patch might cause some of the existing custom stories / FCs to work improperly, if the custom stories / FCs in question happen to use this specific kind of approach in their map scripts (but as I said, there's probably, like <1% of them - how you "normally" script doesn't cause the issue).
(This post was last modified: 01-30-2013, 10:57 AM by TheGreatCthulhu.)
01-30-2013, 10:55 AM
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RE: Script Language Reference and Guide - by TheGreatCthulhu - 01-30-2013, 10:55 AM



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