Mudbill 
 
 
		
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Modders assemble, 1.3 is out! 
			 
			
				So apparently FG released the long-wanted 1.3 update for Amnesia, which includes all these cool new script functions. No longer shall you need the beta to run mods that make use of it, and you will have more freedom in your scripting and modelling creations. 
So, happy day, yeah? A holidays gift?
 
I noticed they updated the main Tools page to now include the new editors, but is this update still Windows only? It doesn't look like they updated the other ones. Hopefully they will arrive shortly.
 
Anyways, this is a great thing we have received. How do ya feel aboot it? Will you make use of these new features? I know some people who will   
			 
			
			
 
			
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	| 12-05-2014, 12:11 AM  | 
	
		
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		Newsman Waterpaper 
 
 
		
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RE: Modders assemble, 1.3 is out! 
			 
			
				Definitely.  Streets of London  is heavy depended on 1.3 using lot of script functions from patch but I wished that they included the lantern/lamp flicker function, some more script functions for the ManPigs like SetMoveType(or something like that) and more entity types like "AnimatedProp" and "Enemy_Child" But what they already have is great.
 
The Manpigs is more fun to work with then the grunts and brutes which had limited options while the manpigs have more options to mess around with.   
 
I'll wondering to update the demo without the beta patch and just have Amnesia.exe in the .bat file then the original installation. I should do it or just continue working on the actual mod?
			  
			
			
			
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	| 12-05-2014, 12:53 AM  | 
	
		
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		7heDubz 
 
 
		
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RE: Modders assemble, 1.3 is out! 
			 
			
				Al-fuckin-right 
I just saw this too, was gonna put a thread up but hey, whatever. 
 
Makes me want to go drudge up my old CS and make it into something.
			 
			
			
 
			
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	| 12-05-2014, 02:44 AM  | 
	
		
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		Daemian 
 
 
		
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RE: Modders assemble, 1.3 is out! 
			 
			
				Edit: 
There's a  game update AND a  tools update.
 
I didn't know, jen just said it below. 
All you gotta do is install both, second being optional for players.
			  
			
			
 
			
				
(This post was last modified: 12-05-2014, 06:43 PM by Daemian.)
 
				
			 
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	| 12-05-2014, 04:20 AM  | 
	
		
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		Rapture 
 
 
		
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RE: Modders assemble, 1.3 is out! 
			 
			
				I can say in great happiness, you can get Animations to work if your using Blender. (I'm not sure if that was established before, but I can confirm it on my end. Atleast with 1 bone, I'm going to try a full body person really soon) 
 
Currently got a NPC > Entity, that can cycle between 2 animations using "PlayPropAnimation" in-game. 
 
 
 
 
Note to Patrik: To clarify on my earlier PM, I didn't have issues actually getting animations to work in Amensia in-game from Blender. But I couldn't figure out how to give a model a couple of Animations that you could call with the "PlayPropAnimation" function. 
 
 
To everybody else, it's hidden under the ModelEditor > Settings > Animations.
			 
			
			
			
				
(This post was last modified: 12-05-2014, 04:49 AM by Rapture.)
 
				
			 
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	| 12-05-2014, 04:46 AM  | 
	
		
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		PutraenusAlivius 
 
 
		
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RE: Modders assemble, 1.3 is out! 
			 
			
				Every HPL2 modder: 
 
			 
			
			
 
"Veni, vidi, vici." 
"I came, I saw, I conquered." 
			
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	| 12-05-2014, 07:53 AM  | 
	
		
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		jens 
 
 
		
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RE: Modders assemble, 1.3 is out! 
			 
			
				Can you verify that you are using the new Amnesia 1.3 release. Because this error sounds like you try to use the new tools with the old Amnesia release or vice versa. You need to use the 1.3 tools with Amnesia 1.3. If you are, where is the game from and how did you update it? 
 (12-05-2014, 04:20 AM)Daemian Wrote:  I guess we can expect some problems, it just came out. 
For me, in win7 it's asking for an updated glew32.dll 
 
Here it is below, in case anyone wants it.  
It goes in your game dir (or /redist). Replace. 
 
HPL 1.3 link 
 
There's a changelog somewhere? :/ 
 
Update: I can't use this, the new glew32.dll gives an error when I run Amnesia.exe or Launcher.exe: 
The procedure entry point glewInit could not be located in the dynamic link library glew32.dll
  
Maybe there's a functional version of glew32.dll somewhere? 
			 
			
			
			
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	| 12-05-2014, 08:31 AM  | 
	
		
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		Mudbill 
 
 
		
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RE: Modders assemble, 1.3 is out! 
			 
			
				I was mostly holding back the use of these beta functions because I want compatibility. I also generally work on these things on my Mac instead of Windows, so I guess I'll wait some more until that update is out. Any leads?
			 
			
			
 
			
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	| 12-05-2014, 08:36 AM  | 
	
		
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		jens 
 
 
		
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RE: Modders assemble, 1.3 is out! 
			 
			
				Oh and yes the editors are being updated for mac and linux as well.
			 
			
			
			
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	| 12-05-2014, 08:39 AM  | 
	
		
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		PutraenusAlivius 
 
 
		
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RE: Modders assemble, 1.3 is out! 
			 
			
				What the hell? It just asked for a glew32.dll. I used Daemian's glew32 64 bit but to no avail. Instead it produces the program cannot be launched. 
 
EDIT: 
To clarify, after I installed the 1.3 patch, I launched the REGULAR LevEditor, not the 13111 LevEditor.
			 
			
			
 
"Veni, vidi, vici." 
"I came, I saw, I conquered." 
			
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	| 12-05-2014, 01:38 PM  | 
	
		
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