5,389
edits
No edit summary |
(we should probably make these into lists, not tables; then again, 50 should be manageable either way) |
||
Line 374: | Line 374: | ||
:geyser, weapon_reset works. I did a quick test of OTA and it runs fine, but its not 100% compatible, since I cannot access the menus, using the function keys. Going to Dev Mode and pressing F9 starts the recording, but the OTA menus do not appear, pressing F3 does not cycle arena. [[User:EdT|EdT]] 23:35, 9 October 2008 (CEST) | :geyser, weapon_reset works. I did a quick test of OTA and it runs fine, but its not 100% compatible, since I cannot access the menus, using the function keys. Going to Dev Mode and pressing F9 starts the recording, but the OTA menus do not appear, pressing F3 does not cycle arena. [[User:EdT|EdT]] 23:35, 9 October 2008 (CEST) | ||
::The Mac version doesn't have F2/F3 binding. Another patch, maybe? :) [[User:Gumby|Gumby]] 00:15, 10 October 2008 (CEST) | ::The Mac version doesn't have F2/F3 binding. Another patch, maybe? :) [[User:Gumby|Gumby]] 00:15, 10 October 2008 (CEST) | ||
---- | |||
Variables, darn it. Not sure what to do about them. 61 of them on the Mac. Sure, a few of them are disposable, and maybe a lot more if we get rid of everything we can't live without, but obviously we can never accomodate the 164 extra variables of the PC version: we'll have to make choices as for what we need the most on either side (what we have to keep VS what we need to add). So, '''sc_bind_f2''', '''sc_bind_f3''', '''co_display''' (so that OTA can be run in dev mode without messages cluttering up the screen), '''show_performance''' (devmode hotkey Ctrl+Shift/Alt+Y)... and then what? '''fast_mode'''? '''draw_every_frame'''? '''wp_kickable'''? '''chr_big_head_amount'''? a bunch of camera parameters? '''li_center_cursor'''? (oh, and speaking of camera stuff, we probably need to do the '''gs_fov_set''' function, too...). I mean, I can't just start disabling perfectly good variables without a good idea of how many I have in store and how many more I'll have to add. So let's brainstorm for a while (although I probably will add the foremost 4 I mentioned above right away...). Below are two little tables and two big ones. The first table is variables that don't seem to work but probably do, with the special case of '''ai2_boss_battle''' beilng used in [compound]. Then there's a small table of "huh" variables that are almost certainly disposable. Then there are tables (mutually exclusive, but overlapping with the small ones): debug/display things (32 items) and not-likely-to-be-tweaked things (17 items). Those would disempower modders and hackers but wouldn't change much or anything for level logic. 49 variables is a lot, but we have to choose wisely, and may end up having to maintain two versions of the Mac engine, one with debug stuff, the other with stuff that is meant to be used in scripts. --[[User:Geyser|geyser]] 05:14, 10 October 2008 (CEST) | |||
{{Table}} | |||
|+BSL variables available on the Mac that have no visible effect but are not likely to be broken, either | |||
|bool ai2_boss_battle=0||"enables AI boss-battle target selection" | |||
|- | |||
|bool ai2_melee_weightcorrection=1||"weights down non-attack techniques so they are never more than attacks" | |||
|- | |||
|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" | |||
|} | |||
{{Table}} | |||
|+BSL variables available on the Mac that have no visible effect and are possibly broken and disposable | |||
|bool ai2_debug_showsettingIDs=0||"shows ID numbers for combat, melee and neutral settings" | |||
|- | |||
|bool ai2_showastar=0||"shows grid squares that are evaluated by the A* pathfinding" | |||
|- | |||
|bool ai2_showintersections=0||"debug AI's melee intersections" | |||
|- | |||
|bool ai2_showlasers=0||"turns on laser sights for AI2 characters" | |||
|- | |||
|bool ph_debug_keyforces=0||"toggle keyboard applied forces" | |||
|- | |||
|int32 ai2_debug_localmove_lines=20||"number of lines to cast to debug local-movement code"<br>(needs ai2_debug_localmovement, which is missing) | |||
|} | |||
{{Table}} | |||
|+BSL variables available on the Mac that enable debug display | |||
|- | |||
|bool ai2_debug_localmovement=0||"debug local-movement code from player's position" | |||
|- | |||
|bool ai2_debug_localpathfinding=0||"debug local-path code from player's position and facing" | |||
|- | |||
|bool ai2_debug_showsettingIDs=0||"shows ID numbers for combat, melee and neutral settings" (no visible effect) | |||
|- | |||
|bool ai2_printspawn=0||"prints information about each AI spawn" | |||
|- | |||
|bool ai2_showactivationpaths=0||"turns on inactive ==> active pathfinding rendering" | |||
|- | |||
|bool ai2_showastar=0||"shows grid squares that are evaluated by the A* pathfinding" (no visible effect) | |||
|- | |||
|bool ai2_showcombatranges=0||"shows circles that represent the combat ranges of each AI" | |||
|- | |||
|bool ai2_showconnections=0||"turns on pathfinding connection rendering" | |||
|- | |||
|bool ai2_showdynamicgrids=0||"turns on pathfinding dynamic grid display" | |||
|- | |||
|bool ai2_showfights=0||"shows fights in progress" | |||
|- | |||
|bool ai2_showfiringspreads=0||"shows AI firing spread knowledge" | |||
|- | |||
|bool ai2_showgrids=0||"turns on pathfinding grid rendering" | |||
|- | |||
|bool ai2_showhealth=0||"draws a health bar for every AI above their head" | |||
|- | |||
|bool ai2_showintersections=0||"debug AI's melee intersections" (no visible effect) | |||
|- | |||
|bool ai2_showjoblocations=0||"draws a green cross at each AI's job location" | |||
|- | |||
|bool ai2_showlasers=0||"turns on laser sights for AI2 characters" (no visible effect) | |||
|- | |||
|bool ai2_showlinetochar=0||"draws a line from the player to every AI" | |||
|- | |||
|bool ai2_showlocalmelee=0||"shows local-environment melee awareness" | |||
|- | |||
|bool ai2_showlos=0||"shows AI line-of-sight checking" | |||
|- | |||
|bool ai2_shownames=0||"draws the name of every AI above their head" | |||
|- | |||
|bool ai2_showpathfindingerrors=0||"enables visual display of pathfinding errors" | |||
|- | |||
|bool ai2_showpaths=0||"shows the path each AI is following" | |||
|- | |||
|bool ai2_showprediction=0||"shows prediction info for AI2 characters" | |||
|- | |||
|bool ai2_showprojectiles=0||"shows AI projectile knowledge" | |||
|- | |||
|bool ai2_showsounds=0||"shows AI sounds as they are generated" | |||
|- | |||
|bool ai2_showtargeting=0||"shows targeting info for AI2 characters" | |||
|- | |||
|bool ai2_showvision=0||"shows each AI's vision cones (central and peripheral)" | |||
|- | |||
|int32 p3_debug_collision=256||"enables collision debugging display" | |||
|- | |||
|bool ph_debug_keyforces=0||"toggle keyboard applied forces" (no visible effect) | |||
|- | |||
|bool p3_show_env_collision=0||"draws particle / environment collisions" | |||
|- | |||
|bool ph_show_collisions=0||"toggle display of colliding quads" | |||
|- | |||
|bool sound_show_debug=0||"displays sound debugging info" | |||
|} | |||
{{Table}} | |||
|+BSL variables available on the Mac that we're not too likely to modify in level logic | |||
|bool ai2_barabbas_run=1||"lets Barabbas run while carrying his gun" (disposable if we never need 0) | |||
|- | |||
|bool ai2_blind=0||"turns off the AI's visual sensing system" (disposable if we never need blind AI) | |||
|- | |||
|bool ai2_chump_stop=0||"stops the chump" | |||
|- | |||
|bool ai2_deaf=0||"turns off the AI's sound sensing system" (disposable if we never need deaf AI) | |||
|- | |||
|int32 ai2_debug_localmove_lines=20||"number of lines to cast to debug local-movement code"<br>(disposable; needs ai2_debug_localmovement, which is missing) | |||
|- | |||
|bool ai2_melee_weightcorrection=1||"weights down non-attack techniques so they are never more than attacks" (no visible effect) | |||
|- | |||
|int32 ai2_spacing_cookies=2||"number of cookies per fight" | |||
|- | |||
|bool ai2_spacing_enable=1||"master enable switch for spacing behavior" | |||
|- | |||
|bool ai2_spacing_weights=1||"enables position-sensitive weighting of spacing behaviors" | |||
|- | |||
|int32 ai2_stopignoring_count=6||"set the number of events before the AI will stop ignoring" (no visible effect) | |||
|- | |||
|int32 ai2_stopignoring_time=240||"set the delay timer before the AI forgets about ignored events" (no visible effect) | |||
|- | |||
|bool marketing_line_off=0||"turns the laser line off" (player's laser sight, crosshair, etc) | |||
|- | |||
|bool p3_everything_breakable=0||"makes every quad breakable" | |||
|- | |||
|bool p3_furniture_breakable=0||"makes all furniture breakable" | |||
|- | |||
|bool p3_glass_breakable=1||"enables breakable glass" | |||
|- | |||
|bool ph_active=1||"enable physics" | |||
|- | |||
|bool ph_debug_keyforces=0||"toggle keyboard applied forces" (no visible effect) | |||
|} |