BSL:Defunct
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This page is a collection of seemingly defunct BSL variables and functions which have no known/noticeable effect in retail Oni (Mac or Windows). They may have been functional in the beta versions, however Mac beta 4 has not been tested with them.
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)" | ?? |
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 |
?? |