BSL:Defunct: Difference between revisions
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==Defunct or unclear variables== | ==Defunct or unclear variables== | ||
All the built-in BSL variables are listed here, in alphabetical order. | All the built-in BSL variables are listed here, in alphabetical order. | ||
; | ;Row background color | ||
:White: available on all versions | :White: available on all versions | ||
:Blue: | :Blue: only exists in Mac Intel build | ||
;Default value | ;Default value | ||
:'''# !!!''': reset by engine at level load | :'''# !!!''': reset by engine at level load | ||
Line 13: | Line 12: | ||
;Works | ;Works | ||
:"OK?": confirmation/refinement required | :"OK?": confirmation/refinement required | ||
:"??": | :"??": apparently defunct (no effect) | ||
{|border=1 cellspacing=0 cellpadding=2 | {|border=1 cellspacing=0 cellpadding=2 |
Revision as of 15:24, 8 February 2018
This page is a collection of seemingly defunct BSL variables and functions, which have no known/noticeable effect in the publicly available versions of Oni (be it on Mac or Windows). They may have been functional in the beta version; however, the Big Blue Box Beta data includes only resource files from the beta stage, not the executable.
Also included (for now) are functions for which the effect is unclear in some way.
Defunct or unclear variables
All the built-in BSL variables are listed here, in alphabetical order.
- Row background color
- White: available on all versions
- Blue: only exists in Mac Intel build
- Default value
- # !!!: reset by engine at level load
- !?: set by engine at game/level load, depends on persist.dat
- Works
- "OK?": confirmation/refinement required
- "??": apparently defunct (no effect)
Type | Name | Default value | Comment | Works |
---|---|---|---|---|
bool | ai2_debug_showsettingIDs | 0 | "shows ID numbers for combat, melee and neutral settings" | ?? |
bool | ai2_melee_weightcorrection | 1 | "weights down non-attack techniques so they are never more than attacks" | ?? |
bool | ai2_showfights | 0 | "shows fights in progress" | OK? |
bool | ai2_showintersections | 0 | "debug AI's melee intersections" | ?? |
bool | ai2_showjoblocations | 0 | "draws a green cross at each AI's job location" | OK? |
bool | ai2_showlasers | 0 | "turns on laser sights for AI2 characters" | ?? |
bool | ai2_showlocalmelee | 0 | "shows local-environment melee awareness" | OK? |
bool | ai2_showpathfindingerrors | 0 | "enables visual display of pathfinding errors" | OK? |
bool | ai2_spacing_enable | 1 | "master enable switch for spacing behavior" | OK? |
bool | ai2_spacing_weights | 1 | "enables position-sensitive weighting of spacing behaviors" | OK? |
int32 | ai2_stopignoring_count | 6 | "set the number of events before the AI will stop ignoring" | ?? |
int32 | ai2_stopignoring_time | 240 | "set the delay timer before the AI forgets about ignored events" | ?? |
int32 | chr_buffer_size | 8 | "0 = normal buffer, otherwise buffer duration" | ?? |
bool | chr_collision_box | 1 | "toggles character bounding box / bounding sphere collision" | ?? |
float | chr_collision_grow | 0. | "sets character bounding box collision grow amount" | ?? |
bool | chr_corpse_fade_offscreen | 1 | "makes corpses fade when they are offscreen" | ?? |
int32 | chr_death_fade_frames | 180 | "the number of game ticks until charaters fade over" | ?? |
int32 | chr_death_fade_start | 7200 | "the number of game ticks until charaters begin to fade" | ?? |
bool | chr_print_sound | 0 | "turns on printing of the sound effect" | ?? |
float | cinematic_xoffset | 20. | "offset from the vertical edge of the screen for the cinematic insert" | ?? |
float | cinematic_yoffset | 65. | "offset from the horizontal edge of the screen for the cinematic insert" | ?? |
float | cm_lookspring_percent | 0.5 | "at what percent of lookspring fight mode turns off" | ?? |
bool | debug_font_cache | 0 | "displays font cache texture" | ?? |
bool | door_drawframes | 0 | "draws doorframes for all unplaced doors" | ?? |
bool | door_pop_lighting | 0 | "uses bad door lighting" | ?? |
bool | door_show_activation | 0 | "draws a circle where door activates" | ?? |
bool | env_collision | 1 | "enables environment collision" | ?? |
bool | env_drawallgqs | 0 | "draw all the GQs" | ?? |
bool | env_drawfrustum | 0 | "draw the frustum around the environment camera" | ?? |
bool | env_drawvisonly | 0 | "draw only the GQs used for visibility" | ?? |
bool | env_show_leafnodes | 0 | "enables display of environment octtree leaf nodes" | ?? |
bool | env_show_octnode_gqs | 0 | "when true the environment only renders triangles in the octnode that contains the manual camera" | ?? |
bool | env_show_octtree | 0 | "enables display of environment octtree traversal" | ?? |
bool | env_show_quad_count | 0 | "shows the count of visable environment quads" | ?? |
bool | env_show_rays | 0 | "draw the rays" | ?? |
bool | env_show_stairflagged | 0 | "show specially flagged noncollision quads" (not sure what this was supposed to do, but the dev keys for "Character collision" (Ctrl-Shift-T) and "Invisible quads" (Ctrl-Shift-I) will show stair collision ramps) |
?? |
bool | fast_lookup | 1 | "enables fast lookup" | ?? |
float | flag_name_distance | 150.0 | "specifies the distance from the camera that flag names no longer draw" (probably needs show_flags) |
?? |
int32 | flag_new_id | !? | "specifies the id for a new flag" (equal to the last flag added at level load) |
?? |
bool | gl_disable_depth_reads | 0 | "disable_depth_reads" | ?? |
bool | gl_disable_dxt1 | 0 | "lets you disable use of DXT1" | ?? |
bool | gl_disable_packed_pixels | 0 | "lets you disable packed-pixels support" | ?? |
int32 | gl_mipmap_offset | 0 | "lets you disable miplevels (-ve = disable big, +ve = disable small)" | ?? |
float | gs_input_accel | 5.0 | "use this to control the input sensitivity" | ?? |
bool | gs_show_object_count | 0 | "shows the count of objects" | ?? |
bool | gs_show_physics_count | 0 | "shows the count of physics" | ?? |
bool | gs_show_scripting_count | 0 | "shows the count of active scripting contexts" | ?? |
bool | gs_show_sky | 1 | "turns on the sky" | ?? |
bool | gs_sleep | 0 | "turns on a call to sleep to make debugging easier" | ?? |
bool | gs_stable_ear | 1 | "makes the ear stable" | ?? |
bool | laser_alpha | 0 | WTF? lasers are always transparent | ?? |
bool | ph_debug_keyforces | 0 | "toggle keyboard applied forces" | ?? |
int32 | saved_film_character_offset | 1 | "dumps the filmed animation data of the player to file" | OK? |
bool | show_performance_gsd | 0 | ?? | ?? |
bool | show_performance_gsu | 0 | ?? | ?? |
float | sky_height | 0. !!! | Y offset of skybox? | ?? |
bool | sky_show_clouds | 1 | "toggles display of the clouds" | ?? |
bool | sky_show_stars | 1 | "toggles display of the stars" (no stars in any level) |
?? |
bool | spatial_footsteps | 1 | "spatial footsteps" | ?? |
bool | sync_debug | 0 | "enables sync debugging" | ?? |
int32 | wp_hypostrength | 25 | "sets strength of hypo spray" apparently in % of full health, seems hard-coded |
?? |