Spore Message Board  STATUS: RETIRED - Trainers are no longer being created or updated by our staff for this title.

Our Spore Trainer is now available and supports STEAM. Our Spore message board is available to provide feedback on our trainers or cheats.
Spore Trainer
REQUEST MORE OPTIONS
Requests not available
FILE UPDATE REQUEST
Requests not available
BOOST UPDATE PRIORITY
Boost currently not available
Message Board for PC version
Page 6 of 8   •  First Page  •  Previous Page  •   Next Page  •   Last Page
Signup or Login to Post
How to activate debug mode?
  • Send a message to Weresmilodon
    INACTIVE
    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...
     
  • Tier 7
    Send a message to poster55
    TIER 7
    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



    #################################################################################
    # 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
  • Tier 7
    Send a message to StrangeFabs
    TIER 7
    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.
  • Current rank: 1.5 Stars. Next Rank at 500 Posts.
    Send a message to CyberOps
    ELITE
    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
  • Tier 7
    Send a message to poster55
    TIER 7
    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
  • Tier 7
    Send a message to poster55
    TIER 7
    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
    ////////////////////////////////////////////////////////
  • Tier 7
    Send a message to StrangeFabs
    TIER 7
    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]
  • Tier 7
    Send a message to poster55
    TIER 7
    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...

    [Edited by poster55, 9/10/2008 12:29:01 PM]
Page 6 of 8   •  First Page  •  Previous Page  •   Next Page  •   Last Page
Signup or Login to Post
All times are (GMT -06:00) Central Time (US & Canada). Current time is 12:55:57 AM