Also known as "☣Kaernk☣"

I love horror and action games, make mod for games and create cartoons.

Also Nod pls

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Been over a year since my last blog post apparently. Even longer since I wrote about stupid things I don't like.
During the time of not writing any new blog posts I have found more stupid things people say/do, that I don't like. Feel free to leave a comment and agree or disagree. These are just my opinions.


1: "I don't like your game". I have never made a game, ever. I make mods. I hate when people rate mods and write things like "your game is not good". It's not a game, it's a mod. Don't download a mod and expect it to be as good as a new game, that's stupid. Learn the difference between a game and a mod.


2: This is very rare, but I have seen a couple of authors use copyright or trademark symbols in their mods. As if anyone believes you made your own company just to make mods, as if anyone believes you own the intellectual property of Amnesia. Don't pretend to have copyrighted or trademarked your mod when you haven't. I understand it feels shit when someone uses things from your mod, but you used things you didn't make, to create a mod. And what, you're going to see the thief in court for also using something he/she didin't make and made a mod out of it?

It's one thing if you for example made your own models or something from stratch and someone uses it without permission, that I'll give you, but 90% of the people I have seen "trademarking" a mod, have used only vanilla items from Amnesia and have not actually done it, they only put the trademark/copyright sign there for fun.

3: This is not new, but it still annoys me years later. When people don't fucking read the description page for a mod, downloads it, then complains or even rates a mod 1/10 because "It's not working", which it would do if only they read the installation instructions. Same when I made a walkthrough for a mod, and only when I used all caps and made the text size super big did anyone even notice we have a walkthrough, despite being right above the comments. I bet I could make a mod page with no more text than "This is a mod" and I would get the same results as I get on other mods. In fact, I guarantee it.


4: When people complain about optional things being too difficult. This is also not very common, but I have seen people complain about how hard it is to reach secrets in a mod, or other optional things you can skip and still be able to beat the mod just fine. "Mod was REALLY good but this optional easter egg thingy was hard to get so 5/10".

…………………./´¯/)
………………..,/¯../
………………./…./
…………./´¯/’…’/´¯¯`·¸
………./’/…/…./……./¨¯\
……..(‘(…´…´…. ¯~/’…’)
………\……………..’…../
……….”…\………. _.·´
…………\…………..(
…………..\………….\

5: When youtubers are so concentrated on making bad commentary, that they completely miss obvious solutions to quests. I'm not joking at all, I have litteraly see youtubers look at a fucking key, right at it, and still miss it because they are too concentrated on the commentary, then run around like headless chickens for 10 minutes before they finally stop being too focused on talking and notices the puzzle item. If you are unable to concentrate on the game and commentary at the same time, how about playing a game with less puzzles in it? Or play the mod, then add commentary over it later?

6: Not liking a mod/game for whatever reason, and flaming its developer. It is unacceptable for me to tell a developer to kill him/herself, or to fuck off or that you will fuck his/her mom etc, simply because a game or mod wasn't what you expected.


7: Self-entitled pricks in online games. You're in the middle of some online match and some random dude joins and immidiatly starts a vote to restart the match. When everyone votes no, he gets pissed off and leaves. What kind of special snowflake syndrome do you have, when you think you can join an ongoing match/battle and expect everyone to restart so you can be there from the beginning? What if we could do this in real life to. Oh, this fotball match has been going on for 30 minutes. Oh, but I was busy and missed it, please restart.


8: "Friends" that added me only to offer me a product, or added me just because they could, but the moment I chat with them about anything, they go full "I don't give a shit" or "So what?". So how about I delete you because you're useless and I'll delete you, since you apparently don't care about anything I say? So what about that?

Start a group Groups
Anime Fans of modDB

Anime Fans of modDB

2,419 members Fans & Clans

This group has been formed to gather the people who enjoy Japanese anime and all of its facets, to salute the people from the land of the Rising Sun.

Anime Fans of DBolical

Anime Fans of DBolical

477 members Fans & Clans

Rules for the group can be read on the front part of the group, questions can be sent to Kark-Jocke or you can comment at the front page of the group.

Amnesia Modders

Amnesia Modders

350 members Hobbies & Interests

A group for Amnesia modders and players alike to promote works in progress, discuss editing techniques, and create new content for Amnesia: The Dark Descent...

The Amnesia Constitution

The Amnesia Constitution

2 members Developer

A small group for gathering professional modders and editors :) Feel free to contact if you have any questions.

Comments  (0 - 10 of 178)
TimProzz
TimProzz

Hey Krusti,

Thank you for your amazing review on my custom story Illusions of the Dead. I hope you liked it :)
Oh yeah and btw you're supposed to use the weird mushroom on the pedestal in the mario easter egg level ;)

Tim

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KrustiClawn Creator
KrustiClawn

Yeah it was a great mod :3. For some reason it wouldn't work on the pedestal either, not sure why.

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SobakaPeppa
SobakaPeppa

I have heard about you as a decent modder, so could you please help me with my issue of creating a custom story? I did everything that was mentioned in the guide video. I created every folder and notepad file that were necessary, including placing folder containing my custom story in the custom story section in the main directory, but when I launch Amnesia and go to the custom stories menu it doesn't show up. What do I do?

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KrustiClawn Creator
KrustiClawn

Thing is, even if you did a tiny mistake, like missing a coma, nothing will work. In that regard, Amnesia modding can be a little tricky as a new developer.

I'm not sure which guide video you watched, but it could be anything from a tiny mistake somwhere, to a player start area not matching in the editor and the custom_story_settings.

If you can't figure it out, then you could send it to me via private message and I can have a look. It's hard to know exactly if I can't see it.

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SobakaPeppa
SobakaPeppa

Thank you for replying! You know what? I changed the .map file and now its working! But I still have a problem... I don't know how to create a proper "extra_english.lang" file for a note. Could you be of some help?

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KrustiClawn Creator
KrustiClawn

You could just copy an extra_english file from another mod, and remake it. Notes are in a category called <CATEGORY Name="Journal">.

Notes are called:

<Entry Name="Note_NameOfNoteInEditor_Name">Name of note in the game</Entry>
<Entry Name="Note_NameOfNoteInEditor_Text">Text of note in the game</Entry>

You can simply copy an extra_english file somewhere and just delete all text in the notes, mementos and so on, so you don't have to write all the codes by your own.

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SobakaPeppa
SobakaPeppa

You will laugh so hard your head will fall off, but I solved that problem by myself! Aaaand... the main reason of your insanely loud laughter... I got another issue) But this time, I can't name and put the description to the key I spawned. When I tried to put a script inside the extra_english.lang, it didn't do anything with the nameless key, except for deleting the text out of the letter that I had created. When I erase this script (for key name and description), text returns to the letter. Do you know what's wrong?

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KrustiClawn Creator
KrustiClawn

If something is wrong, nothing will work. Did you copy the entire category? It's not just enough to copy paste item name and description if you put it in the wrong category.

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SobakaPeppa
SobakaPeppa

Here it is.

<LANGUAGE>
<CATEGORY Name="CustomStoryMain">
<Entry Name="Description">This is the story of a person who got an Amnesia by accident and tried to remember what happend.</Entry>
</CATEGORY>

<CATEGORY Name="Journal">
<Entry Name="Note_Note01_Name">You Are In Danger!</Entry>
<Entry Name="Note_Note01_Text">As you are reading this, they keep getting closer and closer. You won't notice their presence, until one of them is not right next to you. Lock all the doors behind you, always stay in the light and try not to lose your sanity!</Entry>
</CATEGORY>

</LANGUAGE>

<CATEGORY Name="Inventory">
<Entry Name="ItemName_KeyDesc">A Key</Entry>
<Entry Name="ItemDesc_KeyDesc">It's for unlocking a door.</Entry>
</CATEGORY>

</LANGUAGE>

What's exactly wrong with it?

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KrustiClawn Creator
KrustiClawn

Don't need more than 2 </LANGUAGE>. One at the top and one at the bottom.

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SobakaPeppa
SobakaPeppa

Deleting of the middle </LANGUAGE> helped! Thank you, very much!

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KrustiClawn Creator
KrustiClawn

No problem

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SobakaPeppa
SobakaPeppa

Please, help! I used this script in order to create a memento, but it didn't work!

//This is only executed when the map is loaded for the first time. Only happens once. Can be used for adding effects that should not repeat.//

void OnStart()
{
AddUseItemCallback("", "Key", "Door", "UseKeyOnDoor", true);

AddEntityCollideCallback("Player", "AreaMemento", "EventQuest", true, 1);
}

void UseKeyOnDoor(string ∈ asItem, string ∈ asEntity)
{
SetSwingDoorLocked("Door", false, true);
PlaySoundAtEntity("", "unlock_door.snt", asEntity, 0, false);
RemoveItem(asItem);
}

void PlayRecord(string ∈ asEntity, int alState)
{
if(alState == 1)
{
PlaySoundAtEntity("", "Rule_Of_Rose.snt", asEntity, 0, false);
}
}

void GoToTheWindow(string ∈ asEntity, string ∈ type)
{
AddQuest("place", "gotothewindow");
}

void EventQuest(string ∈ asParent, string ∈ asChild, int alState)
{
AddQuest("area", "enterarea");
}

Then, I created this in the extra_english.lang:

<LANGUAGE>
<CATEGORY Name="CustomStoryMain">
<Entry Name="Description">This is the story of a person who got an Amnesia by accident and tried to remember what happend.</Entry>
</CATEGORY>

<CATEGORY Name="Journal">
<Entry Name="Note_Note01_Name">You Are In Danger!</Entry>
<Entry Name="Note_Note01_Text">As you are reading this, they keep getting closer and closer. You won't notice their presence, until one of them is not right next to you. Lock all the doors behind you, always stay in the light and try not to lose your sanity!</Entry>
</CATEGORY>

<CATEGORY Name="Inventory">
<Entry Name="ItemName_KeyDesc">A Key to office</Entry>
<Entry Name="ItemDesc_KeyDesc">A sturdy looking key without any signs of frequent usage.</Entry>
</CATEGORY>

<CATEGORY Name="Sign">
<Entry Name="Sign1">Office</Entry>
</CATEGORY>

<CATEGORY>
<Entry Name="Quest_gotothewindow_Text">This is the window.</Entry>
</CATEGORY>

</LANGUAGE>

What did I do wrong?

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Guest
Guest

Please, help! I used this script in order to create a memento, but it didn't work!

//This is only executed when the map is loaded for the first time. Only happens once. Can be used for adding effects that should not repeat.//

void OnStart()
{
AddUseItemCallback("", "Key", "Door", "UseKeyOnDoor", true);

AddEntityCollideCallback("Player", "AreaMemento", "EventQuest", true, 1);
}

void UseKeyOnDoor(string ∈ asItem, string ∈ asEntity)
{
SetSwingDoorLocked("Door", false, true);
PlaySoundAtEntity("", "unlock_door.snt", asEntity, 0, false);
RemoveItem(asItem);
}

void PlayRecord(string ∈ asEntity, int alState)
{
if(alState == 1)
{
PlaySoundAtEntity("", "Rule_Of_Rose.snt", asEntity, 0, false);
}
}

void GoToTheWindow(string ∈ asEntity, string ∈ type)
{
AddQuest("place", "gotothewindow");
}

void EventQuest(string ∈ asParent, string ∈ asChild, int alState)
{
AddQuest("area", "enterarea");
}

Then, I created this in the extra_english.lang:

<LANGUAGE>
<CATEGORY Name="CustomStoryMain">
<Entry Name="Description">This is the story of a person who got an Amnesia by accident and tried to remember what happend.</Entry>
</CATEGORY>

<CATEGORY Name="Journal">
<Entry Name="Note_Note01_Name">You Are In Danger!</Entry>
<Entry Name="Note_Note01_Text">As you are reading this, they keep getting closer and closer. You won't notice their presence, until one of them is not right next to you. Lock all the doors behind you, always stay in the light and try not to lose your sanity!</Entry>
</CATEGORY>

<CATEGORY Name="Inventory">
<Entry Name="ItemName_KeyDesc">A Key to office</Entry>
<Entry Name="ItemDesc_KeyDesc">A sturdy looking key without any signs of frequent usage.</Entry>
</CATEGORY>

<CATEGORY Name="Sign">
<Entry Name="Sign1">Office</Entry>
</CATEGORY>

<CATEGORY>
<Entry Name="Quest_gotothewindow_Text">This is the window.</Entry>
</CATEGORY>

</LANGUAGE>

What did I do wrong?






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KrustiClawn Creator
KrustiClawn

The quest in your english file is in its own category, and the category don't have a name ^^. Put quests in journal like the notes. Secondly, the names don't match. If you name it "gotothewindow" in your english file, then you also need to name it that in the hps script.

AddQuest("area", "enterarea");

It's not going to work if you name it gotothewindow in the english file, and then write enterarea in the hps file. Game will search for a memento that doesn't exist.

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