I dunno, imagine a cool and creative bio.
Changing level doors path isn't that hard, basically just clicking on it and changing map name. Basically any text editor allows you to find a specified string and then edit it
Textures might actually be the problem as I am not an expert, though maybe if you made FC, put all custom textures in it's folder, named them the same as original and then specified the path in resources.cfg it might actually work. Yet I'm not sure so I leave it unknown
Justine is loaded from game launcher which is, afaik, not affected by any Full Conversion
You could just create full conversion, copy TDD maps there and change their names. I'm quite positive this could be done with everything so original files remained untouched.
well... good luck i guess?
Well, I can try fixing this though for me it works normally
No to jedziesz z tematem. Jak coś to mogę pomóc :D
There's definitely room for improvement. Many objects have their custom textures, sounds are modified which is cool, though it's quite poor when it comes to design and scripting, especially cellarbase areas which have no welders and most doors are placed incorrectly(yeah weird problem - when doors open outwards you must rotate the door frame by 180° or else they won't open properly)
Also I experienced the same problem with enemies as I did many months ago. They were walking back and forth in narrow corridors and getting past them was impossible. In storage the one patrolling near cave-in likes to get stuck in one place. In prison the dog that triggers after picking up glass container tends to walk only up and down the stairs making it literally impossible to dodge. Some monsters tho spawn without any warning which may result in really unexpected encounters, that's good for sure, kinda inspired me to use the same trick in my mod, thanks.
If you plan to carry on with this project you definitely oughta take care of details. Protip: It's better to release small and decent looking portion of mod rather than big and empty walking simulator
xD to elo, może przejdziesz pierwszy poziom bez patrzenia w solucję
Jokes aside, I'll try this out
Think about adding spot and box lights then. Area is bright and has extremely dark corners at the same time
3-minute adventure from pretty decent design to empty rooms and 100% predictable monster. I hope it's not the final version
you gonna add me on discord already?
so what is the purpose of this um... mod?
add on discord Lefi#8815
cool, you can pm if you needed any help
Well, it's a bunch of empty rooms filled with keyhunt puzzles without any clue. How was I supposed to know the key is on top of the bed? Grammar could be improved too. Music is replaced with a looped ambient, why? It sounds weird. You also put random pics instead of screenshots of the mod for some reason. Don't get discouraged by my comment though, everybody started somewhere
Well, what can I say. Another story of yours that lasts 5 minutes. Not like I wanna coach but try to make them longer and at least add music
I have to know what the error is so either send the error message or hpl log located in your documents. Most likely no monster files so try from making sures all of those monster files went to Amnesia/entities/enemy
Just so you know, your files overwrite original game files, you shouldn't do that. Rename entities and then change the .ent file to let the game know what to load. Also music can be put inside cs folder.
Well, pretty confident about your own mod eh. Gotta say as for the first "good" time the design is pretty decent, but when it comes to gameplay it's not anything groundbreaking. I'd suggest you avoid making hidden-key-with-no-clue puzzles because they are not fun to solve. Also lighting is quite broken, there are a lot of "striped" walls in well lighted rooms making it look weird. But as for the first "good" time it was good ngl, I'd say 7/10.
By the way StartCredits is used to add a proper ending.
I believe hard is scary but I probably went too far with the amount of oil at the beginning :p
you pick up stephano from a small altar and throw it at a big altar. simple as that. try doing it mid-air, it's easier
⠑⡄⠀⠀⠀⠀⠀⠀ ⠀ ⣀⣀⣤⣤⣤⣀⡀
⠸⠿⡀⠀ ⠀ ⠀⣀⡴⢿⣿⣿⣿⣿⣿⣿⣿⣷⣦⡀
I could try, but they would have to already exist in amnesia cause I don't know how to make them work with HPL engine. If you know mods with such monsters please link
Another reply in case you needed it. Ladder is in the house you opened with a key from the dream level. Put a book on a shelf and you'll be able to enter the room with ladders.
By the way have you checked Puzzle Solutions document? You should find answers there
Padlock can be destroyed near the end of the mod. I'm not quite sure what you mean by the rocks though. Walk to a window near a water pool to trigger a message. You probably have a ladder so use it under the window to place it and then a rock (in the water pool you can find some) to break the glass. From there you take the big rock (put planks from the closet on the tables to make that possible, it might be hard so utilize clicking LMB+RMB rapidly to gain extra force) to the grating and throw it down
pro tip: joking