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Notes:Luigi's Mansion: Dark Moon
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This page contains notes for the game Luigi's Mansion: Dark Moon.
/art/tweaker/
Lots of development-related text can be found in the /art/tweaker/ folder. At least some of it appears to be related to a debug menu.
english.data
Global time scaling factor for everything in the game. Tune this to a lower number to help debug events that take place too quickly for you to see what is happening. If set to true, then all tasks will be run with a fixed fDeltaT value. (normally fDeltaT is calculated based on the actual time difference since the last update) The fixed time step value used if "Force Fixed Time Step" is tweaked to true. When this tweak is set to true, we always do bounding box tests with no false positives. The tests become more expensive, but the results are more accurate, so there may or may not be a payoff. It is false by default, try setting it to true to see if you have a false positive problem. Intentionally dereference a bad pointer to crash the game. May be useful to test things like callstack dumpers. Controls how fast the camera spins around the target. Controls how fast the target moves. This is the minumum value, but the target moves faster when the camera is further out. Controls how fast the target height moves. This is the also effected by sfPositionControlSpeedScale This controls how much faster the target moves when the camera is further out. Enable this to render a crosshair for the debug cam target. Set the size of the debug cam crosshair The speed at which the camera target moves towards the selected target, when you change targets Disables position update so that the remote-link with 3ds max works properly. Enable this to only allow the user to move the target down when they are above the ground height. Enable this to avoid accidental presses of the Target Switching button. Size of the rendered revolution pointer How much space there is between the text and the edge of the black rectangle that is drawn behind it. Screen Print Demo showing various sizes of text, at the top and bottom of the screen. Prints the normalized device coordinates above the world origin Screen Print Demo showing a bunch of screen prints around the origin of 3D space, with different justifications and 2D offsets. 3D screen-print demo showing coordinate labels over a grid of points Overrides the rendering of wireframes as defined by ShapeRenderStyle Overrides the rendering of wireframes as defined by ShapeRenderStyle If set to false, the profiler will filter out any nodes that are less than one percent of the parent. If true, then you see every node regardless of how insignificant the time is. Tweak this and then exit the tweaker to view the in-game profiler. Manual mode -- profile reports timings between successive presses of a button on the controller. Dumps out the profiler data to profile.txt Turn this to true then exit the tweaker to display a profiler that shows how many particles are active from each effect The size of screen-print font used if RL::Font::Size_Default is passed in to the screen print function. Prints the current system date and time to the debug window using the DC_MISC print channel. Prints the current system date and time to the debug window using the DC_MISC print channel. Toggles whether or not EmissionManager errors are shows on the screen. Enable this to turn on debug-prints over each effect that show the name of the effect. Enable this to turn on debug-prints over each effect that show the hex addresses of the EmissionController Tweak this to immediately kill all effects that are currently playing, including all the particles that have already been emitted. Displays the number of particles that have been updated in the last EmissionManager::Update. (toggle and exit tweaker to graph) Displays the number of particles that have been rendered in the last EmissionManager::Render. (toggle and exit tweaker to graph) Displays the number of particle systems that were updated in the last EmissionManager::Update. (toggle and exit tweaker to graph) Displays the number of particle systems that were rendered in the last EmissionManager::Render. (toggle and exit tweaker to graph) Render the coordinate system of the bone that the effect is attached to. Artists may find this useful when writing effects script commands such as "DirectAlongLocalXAxis", which require some knowledge of the coordinate system of the bone that they are attached to. Render the coordinate system of the particle emitter, where the positive z axis is the "forward" direction (the direction that particles are generally shot in if they have velocity). Re-triggers the last "Quick Tweak" effect that you triggered through the effects tool. If tweaked to true, depth testing is disabled for all particles. Tweakers to switch the language on the fly. Note that this does not swap the font. Contact Relaxation is a mechanism for correcting the error in constraints, e.g., pushing apart bodies that are interpenetrating, or pulling bodies back together if connected by a joint that has drifted apart. Draw the contacts normals of all physics contacts as red lines Draw all physics contacts as red spheres When Physics/Draw Geoms is enabled, turning this on will draw the KD tree of the trimesh. Turn this to True to just draw the box around the debug cam target. False will draw all of the leaf node boxes in the KD Tree. TWEAK_FLOAT( g_fCheckSupportRadius, 0.2f, "Physics/Character", 0.0f, 10.0f, 0.01f) overriding radius for Casper, do not integrate: Number of sync requests the client processes with the server. The larger this number, the more accurate our synced time is If enabled, a printout will appear on the screen when the path agent hits a path event. Turn on debug-draw rendering of all GenericPath's in the world (can be slow) Displays the number of iterations in the SmallDistanceStep algorithm. Enable/Disable rendering of all paths. Storyboard Tweakers Misc Tweakers TWEAK_BOOL( sAlwaysPerformFirstSave, false, "NCL_Tweakers/FE/Flow" ) not scaled For PC testing These are referenced externally, so don't change to release macros. How fast the bat will drop, the duration is set by the animation length static RELEASE_FLOAT( s_fDropSpeed, 5.0f, "NCL_Tweakers/Pests/Bats", 0.3f, 20.0f, 0.1f ) How far away from the nest the Luigi vacuum will trigger a response from the bats An above ground beetle will fly towards you when you're within this distance these match Luigi's (but they could not) The distance at which the crow locks their attack direction, giving Luigi a chance to dodge debugging only ***************************************************************************** Left Center Right TWEAK_FLOAT( gAimLHandMaxDist, 0.28f, LAST_REGISTRY_FOLDER, 0.0f, 0.5f, 0.01f ) TWEAK_FLOAT( gAimLHandMinDist, 0.0f, LAST_REGISTRY_FOLDER, 0.0f, 0.5f, 0.01f ) TWEAK_FLOAT( gAimLHandBuffer, 0.006f, LAST_REGISTRY_FOLDER, 0.0f, 0.1f, 0.002f ) ****************************************************************************** TWEAK_FLOAT ( sfTurnThreshold, 6.0f, "NCL_Tweakers/Movement", 0.0f, 180.0f, 1.0f ) This is used to determine whether to use idle turn or forward walk when going from strafe to walk. This is the max angle difference between facing and movement beyond which the idle turn is used. TWEAK_INT( gHeadTrackNumGlances, 3, LAST_REGISTRY_FOLDER, 1, 5, 1 ) TWEAK_FLOAT( sHeadTrackSwitchWalkTime, 0.3f,LAST_REGISTRY_FOLDER, 0.0f, 5.0f, 0.01f ) debugging only How long to wait before allowing Luigi to be scared again after an initial scare. How long to wait after a ghost appears for Luigi to be scared. This should be small. #ifdef USE_TWEAKER TWEAK_FLOAT ( sfSuccessAPullHealth, 2.0f, LAST_REGISTRY_FOLDER, 0.0f, 10.0f, 0.1f ) TWEAK_FLOAT ( gMinDistanceFromCreeper, 0.3f, LAST_REGISTRY_FOLDER, 0.0f, 10.0f, 0.1f ) TWEAK_FLOAT ( sCreeperTimescaleLimit, 0.8f, LAST_REGISTRY_FOLDER, 0.0f, 1.0f, 0.05f ) static REGISTRY_FLOAT ( sDragDamagePercentPerSecond, 1.0f, LAST_REGISTRY_FOLDER, 0.0f, 100.0f, 0.1f ) static REGISTRY_FLOAT ( sLuigiDragDamageFrame, 8.0f, LAST_REGISTRY_FOLDER, 0.0f, 30.0f, 0.5f ) REGISTRY_FLOAT( g_fMinWaitToSpitDelay, 4.0f, "NCL_TWEAKERS/Ghost/Gobber", 0.0f, 10.0f, 0.1f) REGISTRY_FLOAT( g_fMaxWaitToSpitDelay, 6.0f, "NCL_TWEAKERS/Ghost/Gobber", 0.0f, 20.0f, 0.1f) The Speed the this pest moves during the shooting gallery attack TWEAK_BOOL(sbDrawTargetPos, true, "Gameplay/Movement/Orbit") TWEAK_FLOAT(sMinDeltaAngle, 10.0f, "Gameplay/Movement/Orbit", 0.0f, 100.0f, 1.0f) REGISTRY_FLOAT( sfPercentLongNozzleAnims, 20.f, "NCL_TWEAKERS/Ghost/Capture", 0.f, 100.f, 1.f ) TWEAK_FLOAT( sMaxCaptureVelocity, 48.0f, LAST_REGISTRY_FOLDER, 0.01f, 50.0f, 0.1f ) debugging only Use ShouldShowGhostHealth() to check this value. TWEAK_FLOAT ( sSwimStateMinHeightOffset, 0.0f, LAST_REGISTRY_FOLDER, -2.0f, 10.0f, 0.1f ) TWEAK_FLOAT ( sSwimTimeRange, 0.5f, "NCL_Tweakers/Ghost/Struggle", 0.0f, 100.0f, 0.05f ) TWEAK_FLOAT ( sSwimTimeMin, 0.3f, "NCL_Tweakers/Ghost/Struggle", 0.0f, 100.0f, 0.05f ) TWEAK_FLOAT( sAngerDetachFrames, 45.0f, LAST_REGISTRY_FOLDER, 0.0f, 200.0f, 1.0f ) TWEAK_FLOAT( sAngerSpeedScale, 2.0f, LAST_REGISTRY_FOLDER, 0.1f, 10.0f, 0.1f ) TWEAK_FLOAT( sAngerSizeScale, 1.0f, LAST_REGISTRY_FOLDER, 0.1f, 10.0f, 0.1f ) TWEAK_FLOAT( sBullyDragSpeed, 6.0f, LAST_REGISTRY_FOLDER, 0.1f, 10.0f, 0.1f ) Local Defines, Constants, Macros Local Defines, Constants, Macros Local Defines, Constants, Macros Local Defines, Constants, Macros debugging only these MUST be registry values debugging only debugging only debugging only Implementation of class ToadHostageWalkThroughDoorState Tweakers TWEAK_FLOAT ( sfDeadZoneThreshold, 0.3f, "NCL_Tweakers/Movement", 0.0f, 1.0f, 0.02f ) Luigi debugging only ... these must be registry values debugging only ... these must be registry values debugging only Local Defines, Constants, Macros Tweakers tweaker for screen-relative aiming Tweaks Verbose Levels: 0: No prints 1: State changes and setup 2: + Trigger info 3: + GOMessage info Tweaks Tweakers TWEAK_BOOL( gWarbleCoins, false, "Coins" ); TWEAK_BOOL( sDebugDraw, false, "Gameplay/Loot/Coin" ); TWEAK_FLOAT( sCoinThickness, 0.06f, LAST_REGISTRY_FOLDER, 0.0f, 100.0f, 0.01f ); TWEAK_FLOAT( sCoinRadius, 0.15f, LAST_REGISTRY_FOLDER, 0.0f, 100.0f, 0.01f ); Level 0 Uscroll Level 1 Uscroll Level 2 Uscroll Level 3 Uscroll Level 4 Uscroll Level 0 Vscroll Level 1 Vscroll Level 2 Vscroll Level 3 Vscroll Level 4 Vscroll static REGISTRY_FLOAT ( sWedgeStartWidth, 1.2f, "NCL_Tweakers/Flashlight", 0.1f, 10.0f, 0.1f ); If you change this value, change sLuigiFlashlight_Offset the negative of you delta change so that the vertex light on Luigi remains in the same place. Light colours Luigi lighting colours Times in frames (fixed at 30 fps) This is for a secondary steering rate calculation that is a function of the current velocity TWEAK_FLOAT( sSpeedMult, 0.15f, "NCL_Tweakers/Viewer", 0.0f, 5.0f, 0.01f ); debugging only online version of tweakers? HACK: hwestlund, January 20, 2012. Testing Keep this a registry bool - it's modified by several external files. Values should match the PC values specified in Materials/PC/Debug.fxh. Tweaker light scales for various light type and brightness settings. Portal zoom Macro to duplicate a registry entry using a global bool var - The global bool namespace - A unique identifier only used internally (must be unique to other references of the same global variable) name - The string name as it will appear in the tweaker folder - The string path to the registry entry. Create these tweakers under both Rendering/Statistics and Profiling menus. Reference external registry entries related to profiling for easy access. Generic timers #define BASIC_MATH_COUNTS If you change sfTargetFacingWallAngleDot, please also change COGOnionModel.cpp's sfTargetFacingDoorAngleDot TWEAK_BOOL(sSubdivideUpdates, false, "Physics/Room") Build Type BUILD_DEFAULT: default build BUILD_E3: uses E3 2012 flow TWEAK_FLOAT(s_fDelayMoneybagSpawn,2.0f,"Network/TerrorTower/EndPortal",0.1f,10.0f,0.1f) TWEAK_FLOAT(s_fOpenPortalCounterTime,2.0f,"Network/TerrorTower/EndPortal",0.1f,10.0f,0.1f) This is the one hard coded case that's used for profiling - apologies to Gary S. TODO: tweak and test gfCheckSupportPosZOffset TWEAK_FLOAT( gFixedUpdateRate, 50.f, "Engine/General", 0.f, 120.f, 10.f ) static const float guideXOffset = 40.f; Set to true to debug send and receive commands Set to true to debug send and receive commands ================================================================================================== Tweakers ==================================================================================================
Other .data files
There are also many other files in that folder with different language names (french.data, german.data, etc). They're different from english.data, but all match each other.
Ironically, they're all in English.
dut Time Scale dut Force Fixed Time Step dut Fixed Time Step dut Use Perfect Frustum Tests dut Crash Application dut Angle Control Speed Scale dut Position Control Speed Scale dut Height Speed Ratio dut Speed Dependency On Zoom dut Render Target dut Target Size dut Target Jump Speed dut Enable Remote Camera Control dut Lock To Ground Height dut Disable Target Switching dut Revolution Pointer Size dut Text Rectangle Margin dut Test Screen Prints dut Show Normalize Device Coordinates dut Test 3DScreen Prints dut Grid Of Prints dut Force Wireframe Rendering dut Wire dut Show Insignificant Nodes dut Display Profiler dut Manual Profiler Start And Stop dut Write Profiler Info dut Display Particle Profiler dut Default Font Size dut Print System Date and Time dut Print System Time dut Print Errors To Screen dut Print Names Of Effects dut Print Addresses Of Emission Controllers dut Kill All Effects dut twk Num Particles Updated dut twk Num Particles Rendered dut twk Num Particle Systems Updated dut twk Num Particle Systems Rendered dut Render Bone Coord Sys dut Render Emitter Coord Sys dut Request Quick Effect dut Always In Front dut Swap To Language dut Use Contact Relaxation dut Draw Contact Normals dut Draw Contacts dut DrawKDTree dut Only Draw Box Around Debug Cam Target dut Check Support Radius dut Num Sync Requests To Process dut Show Path Events dut Render All Paths dut small Distance Step Iteration Counter dut Path Rendering Enabled dut Story Board Scroll Width dut Ignore Music Request dut Start Screen PressADelay dut Anark Zoom Slider 0Y dut Scrub Time dut Override Team Cash This Floor dut Bat Hearing Distance dut Above Ground Attack Distance dut Cannon Damage Period dut Fix Attack Dist dut Allow Chase State Change dut Do Aiming dut AimIKTop Left X dut AimIKTop Ctr X dut AimIKTop Right X dut AimLHand Max Scale dut Fade Luigi dut Stop Speed dut Strafe Backward Angle dut Head Track Num Glances dut Head Track Switch Walk Time dut Bomb Debug dut Ghost Appearance Scare Spam Delay dut Ghost Appearance Scare Delay dut Draw Luigi State dut APull Success Allowance dut Creeper Input Level dut Luigi Drag Damage dut Min Spit Distance dut Shooting Gallery Speed dut Height Scale dut Disable Long Captures dut Capture Orient Percent dut Debug Panic Path dut Show Ghost Health dut Swim State Max Height Offset dut Swim Time Multiplayer Reduction dut Bully Charge Effect Frame dut Bully Escape Distance dut Bully Angry Speed dut Dangler Shadow Height Offset dut Snapper Shadow Height Offset dut Ranged Attack To Distance Threshold dut Chomp Quick Start Anim Frame dut Enable Stomp Damage dut Statue Upskirt Start Field Of View dut Show Statue Info dut Statue Target Turn dut Statue Trip Speed dut Go Through Portal Target Radius dut sShow Unset Luigi Prop Anims dut Full Zone Threshold dut Command To Button Mapping dut Statue Draw Combat Arena dut Skip Statue Sequences dut Enable Statue Feet dut Repeat Statue Defeated Right dut Show Debris Position dut Draw Floor Effect Position dut Transform Controller Debug Draw dut Aim Screen Relative dut Game Script Verbose Level dut Prop Debug Draw dut Unhaunting Time Frames dut Warble Min Rotate Rate dut Pivot Offset Exaggerator dut Hurricane Lev 0UScroll Rate dut Hurricane Lev 1UScroll Rate dut Hurricane Lev 2UScroll Rate dut Hurricane Lev 3UScroll Rate dut Hurricane Lev 4UScroll Rate dut Hurricane Lev 0VScroll Rate dut Hurricane Lev 1VScroll Rate dut Hurricane Lev 2VScroll Rate dut Hurricane Lev 3VScroll Rate dut Hurricane Lev 4VScroll Rate dut Wedge Min Height Above Nozzle dut Flashlight Offset dut Flashlight_Red dut Luigi Flashlight_Red dut 6.0f) dut Vortex Steering Rate Max Velocity dut Respawn Timeout dut Allow Ricochet dut Sliding Window Range_Online dut proximity Dist Inner dut Disable Transparency dut pixel Red Scale dut Ambient Light Scale dut Portal Zoom Override dut var##_##namespace dut Use Ave Time dut Render Particles dut Enable Generic Timers dut Display Counts dut Target Facing Wall Angle Dot dut Subdivide Updates dut Build Type dut Do Gift Curse Floor Counter Time dut terror Tower Game Type Names ) dut Check Support PosZOffset dut Pause Simulation dut guideXOffset dut Nex Helper Comm Verbose dut Uds Helper Comm Verbose dut Check Uds State Period