BSL:Defunct

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Revision as of 00:03, 3 January 2022 by Iritscen (talk | contribs) (we should be looking at Mac beta 4, if anything, not retail German Mac Oni)
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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
??