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How to activate debug mode?
 
Weresmilodon  posted on Sep 10, 2008 11:13:56 AM - Report post

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So why have you registered yourself as living in United States? You might notice that little flag most people have above their user number...
 
poster55  posted on Sep 10, 2008 11:17:55 AM - Report post

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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

#################################################################################
# Plugins
#################################################################################

state Terrarium
mode Casual_Terrarium
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

 
StrangeFabs  posted on Sep 10, 2008 11:19:46 AM - Report post

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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.
 
CyberOps  posted on Sep 10, 2008 11:25:30 AM - Report post

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he is talking about changing the command line but i already tried that with no luck
 
poster55  posted on Sep 10, 2008 11:31:02 AM - Report post

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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

 
poster55  posted on Sep 10, 2008 11:44:30 AM - Report post

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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
////////////////////////////////////////////////////////

 
StrangeFabs  posted on Sep 10, 2008 12:00:30 PM - Report post

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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]

 
poster55  posted on Sep 10, 2008 12:22:21 PM - Report post

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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...

[Edited by poster55, 9/10/2008 12:29:01 PM]

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