Weresmilodon posted on Sep 10, 2008 11:13:56 AM - Report post
So why have you registered yourself as living in United States? You might notice that little flag most people have above their user number...
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poster55 posted on Sep 10, 2008 11:17:55 AM - Report post
Has anyone taken a look at this interesting bit? Look at the bottom......................
################################################################ # State script for Creature Stand Alone (CSA) # # This basically defines the different parts of the game, # and what has to be turned on or off as we move between # those parts. # # Note: if you run with the -demo flag, you'll start up # with the Demo state. Otherwise, you can run with # -state: to get a specific state. #
################################################################################# # Main #################################################################################
# default entry state. state Main -id 0 description "Spore Launch Screen"
gotoState CSALoader # gotoState CSAEntry end
state BasicLauncher entry mode Launcher exit end
state CSAEntry mode "CSA Entry" end
# Dev screen -- just put up built-in loader and let user pick state CSALoader mode Loader end
################################################################################# # Demo States #################################################################################
# Run game with -demo to get this. state Demo description "CSA Demo"
cheat "prop demo true" gotoState Main end
################################################################################# # Main game #################################################################################
# Editors, direct entry seti kMessageSwitchEditor 0x022d308b
state CreatureEditor -id 0x022d9e01 mode Editors message -id $kMessageSwitchEditor -data1 (hash(CreatureEditorSetup)) end
############################################################ # Development #
state EffectsViewer mode EffectsViewer end
state ModelViewer mode ModelViewer end
state AnimViewer -id 0x679d892f mode AnimViewer end
state SniffTest cheat "tester -run TestScript sniff_test -quit -ea_asserts" end
state SniffTestWithAllAsserts cheat "tester -run TestScript sniff_test -quit -ea_asserts" end
state SniffTestWithTestAsserts cheat "tester -run TestScript sniff_test -quit -test_asserts" end
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StrangeFabs posted on Sep 10, 2008 11:19:46 AM - Report post
you mean the tester command? this is not available, as well as the space command and many others mentioned in the files. you need a development (debug) version to use the development features..I guess.
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CyberOps posted on Sep 10, 2008 11:25:30 AM - Report post
he is talking about changing the command line but i already tried that with no luck
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poster55 posted on Sep 10, 2008 11:31:02 AM - Report post
What about this?
################################################################################# # Main #################################################################################
# default entry state. state Main -id 0 description "Spore Launch Screen"
gotoState GalaxyGameEntry # gotoState DevLauncher end
state DevLauncher -id 1 entry mode EffectsViewer # just to get a black background. cheat "uilayout -load E3LaunchScreen 0x027996d8 0x0279bf9e" effect I_splashscreen effect UI_splashscreen_start exit cheat "uilayout -unload E3LaunchScreen" end
state BasicLauncher entry mode Launcher exit end
# backwards compat. for sniffs # TODO: shouldn't they be calling Main? state LaunchScreen gotoState DevLauncher end
seti kMessageLoadGame 0xf8b1a2af
state LoadGame description "Load Game" entry mode LoadGame message -id $kMessageLoadGame exit end
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poster55 posted on Sep 10, 2008 11:44:30 AM - Report post
With all the mention of Debugging and Debugging cheats in the scripts for this game, I find it hard to believe that we are unable to enter a debugging mode with our version... Seems odd that they would leave all that code laying around if it wasn't just a simple trigger switch.
// debugging cheats
// transition to tribe control alt t = 0x99999999
// evolution points control alt m = 0x99999998
// brain points/level control alt u = 0x99999987
// debug behavior control alt o = 0x99999997
// heal control alt h = 0x99999996
// damage control alt j = 0x99999980
// add same species control alt x = 0x99999994
// launch creature editor control alt ; = 0x99999993
// debug locomotion control alt l = 0x99999992
// social grenade control alt y = 0x99999991
// kill close creatures (grenade) control alt g = 0x99999990
// free camera control alt c = 0x99999986
// toggle health bar text control alt v = 0x99999988
// END Debugging Cheats ////////////////////////////////////////////////////////
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StrangeFabs posted on Sep 10, 2008 12:00:30 PM - Report post
I'm developer myself and normally there are some lines that are just not in the code when you make the version for gold master (the version we buy). Maybe there is a list of available commands that are processed when entered in the app console. so in for our version they just remove a few entries from that list. thats no big deal for them. But yeah, the question is why they should do that, when they make cheats *official* available (it's in the faq afaik and it was announced previously that there will be cheats if you want to). But you pointed out a good point with this script lines. (i was about to post just these lines) Does anyone has an ideo what these hex numbers mean? some (found next to most properties) look like memory addresses. these on (for the shortcuts) look more like "magic numbers" .. so does anybody has a clue?
another one: AddTransition -Event KeyDown I -KeyMode CONTROL ALT SHIFT -Message TIMTribeFoodCheat -10 AddTransition -Event KeyDown M -KeyMode CONTROL ALT SHIFT -Message TIMTribeFoodCheat 10
I don't know why this won't work? This must have something to do with these hex numbers..
[Edited by StrangeFabs, 9/10/2008 12:06:33 PM]
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poster55 posted on Sep 10, 2008 12:22:21 PM - Report post
The hex numbers are directly referenced in the XML files instead of human readable names.
This makes it very annoying for anyone like us trying to mod it. If you look in their XML files you have to manually match up the hex code from the text docs (which offer a human readable name) to the hex code in the XML. Then decifer what exactly the XML call is supposed to be doing.
Not to mention there are the .prop files which also contain specific data such as multipliers, timers, and things like that. I'm assuming they reference the hex code as well, as there are a few places that mention the code itself in the text files stating that the codes have to match up for them to operate in game or something of that nature.
Unfortunately I don't have anything that can read the .prop files to see whats in them... maybe someone else does?
[Edited by poster55, 9/10/2008 12:24:40 PM]
So here is the way it appears to be setup currently.
First the game references the TXT file for general information. Then it references the XML to check for further detailed information. Then it references the .prop for the specifics.
Example being...
I'm firing a weapon. (TXT Doc Ref) Does the weapon use ammo? (XML Ref) How much ammo can I hold? (.prop ref) What is my Cooldown? (.prop ref) How much damage do I do? (.prop ref) What is my speed? (.prop ref) What do I attack? (.prop ref)
Sooooo... essentially without being able to edit those .prop files a lot of modding is locked out...