Difference between revisions of "Debug mode"
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! Effect | ! Effect | ||
|- | |- | ||
| | | {{center|{{Key|A}}}} | ||
| Plays the diving cutscene from the second floor of the Information Center elevator | | Plays the diving cutscene from the second floor of the Information Center elevator | ||
|- | |- | ||
| | | {{center|{{Key|C}}+{{key|0}}{{key|0}} to {{key|6}}{{key|9}}}} | ||
| Moves the viewpoint to a scene for a single frame (unless in an interaction that locks the camera). For a complete list of scenes, see [[Gallery:Scenes (LEGO Island)|here]]. | | Moves the viewpoint to a scene for a single frame (unless in an interaction that locks the camera). For a complete list of scenes, see [[Gallery:Scenes (LEGO Island)|here]]. | ||
|- | |- | ||
| | | {{center|{{Key|D}}}} | ||
| Temporarily lowers the viewpoint; walking into any barriers will reset the viewpoint level | | Temporarily lowers the viewpoint; walking into any barriers will reset the viewpoint level | ||
|- | |- | ||
| | | {{center|{{Key|F}}}} | ||
| Switches model quality to low | | Switches model quality to low | ||
|- | |- | ||
| | | {{center|{{Key|G}}+{{key|1}}}} | ||
| | | | ||
*If this debug key is used before [[The Brickster|the Brickster]] has escaped, the game will crash. | *If this debug key is used before [[The Brickster|the Brickster]] has escaped, the game will crash. | ||
*If used after the Brickster has escaped but before the ambulance chase, the music cuts off and a skateboard will spawn at [[:File:Isle C-50.png|scene 50]]. The player must get to the skateboard quickly (somewhere between 16 and 23 seconds) or else the game will crash.<br /> During this time the player gains the ability to fly and pass through walls. Pressing | *If used after the Brickster has escaped but before the ambulance chase, the music cuts off and a skateboard will spawn at [[:File:Isle C-50.png|scene 50]]. The player must get to the skateboard quickly (somewhere between 16 and 23 seconds) or else the game will crash.<br /> During this time the player gains the ability to fly and pass through walls. Pressing {{key|J}} and {{key|K}} tilts the camera along the X-axis, while {{key|I}} and {{key|M}} tilts the camera along the Y-axis.<br /> Once the player has gotten on the skateboard, the island resets back to normal. However, getting off the skateboard prevents the player from moving, and attempting to accept any missions will crash the game. | ||
*If used during the ambulance chase, the same as above will happen, except the skateboard will spawn in front of the post office, where it first spawns during normal gameplay before the player first uses it. | *If used during the ambulance chase, the same as above will happen, except the skateboard will spawn in front of the post office, where it first spawns during normal gameplay before the player first uses it. | ||
*If used during the brick hunt, the game will crash. | *If used during the brick hunt, the game will crash. | ||
*If used during the helicopter chase, the skateboard spawns at scene 50 and the player again gains flight intangibility; however, the game will not crash after any length of time ''until'' the player attempts to get on the skateboard. | *If used during the helicopter chase, the skateboard spawns at scene 50 and the player again gains flight intangibility; however, the game will not crash after any length of time ''until'' the player attempts to get on the skateboard. | ||
|- | |- | ||
| | | {{center|{{key|G}}+{{key|2}} to {{key|5}}}} | ||
| Skips the game's current act to a point within the Brickster quest: | | Skips the game's current act to a point within the Brickster quest: | ||
* | *{{Key|2}}: Brickster escape | ||
* | *{{Key|3}}: Helicopter chase | ||
* | *{{Key|4}}: Good ending | ||
* | *{{Key|5}}: Bad ending | ||
|- | |- | ||
| | | {{center|{{Key|H}}}} | ||
| Switches model quality to high | | Switches model quality to high | ||
|- | |- | ||
| | | {{center|{{key|L}}+{{key|0}} or {{key|1}}}} | ||
| Changes lighting based on current camera orientation | | Changes lighting based on current camera orientation | ||
|- | |- | ||
| | | {{center|{{Key|N}}}} | ||
| Toggles the viewpoint being locked at the current position. Player movement is still possible while locked. | | Toggles the viewpoint being locked at the current position. Player movement is still possible while locked. | ||
|- | |- | ||
| | | {{center|{{Key|P}}}} | ||
| Toggles scenery objects (plants and streetlights) on or off | | Toggles scenery objects (plants and streetlights) on or off | ||
|- | |- | ||
| | | {{center|{{Key|S}}}} | ||
| Toggles music on or off. When toggling off, music stops automatically; when toggling on, entering or leaving a building is needed to re-enable. | | Toggles music on or off. When toggling off, music stops automatically; when toggling on, entering or leaving a building is needed to re-enable. | ||
|- | |- | ||
| | | {{center|{{Key|U}}}} | ||
| Temporarily raises the viewpoint; walking into any barriers will reset the viewpoint level | | Temporarily raises the viewpoint; walking into any barriers will reset the viewpoint level | ||
|- | |- | ||
| | | {{center|{{Key|V}}+{{key|A}}}} | ||
| Automatically moves the player to and plays each interaction in an act or location in a pre-defined order | | Automatically moves the player to and plays each interaction in an act or location in a pre-defined order | ||
|- | |- | ||
| | | {{center|{{Key|X}}}} | ||
| Switches model quality to normal | | Switches model quality to normal | ||
|- | |- | ||
| | | {{center|{{Key|Tab}}}} | ||
| Shows the game's frame rate. | | Shows the game's frame rate. | ||
|- | |- | ||
| | | {{center|{{nowrap|Numpad {{Key|/}}}}}} | ||
| Switches the players character to the Brickster. Clicking on scenery objects and non-enterable buildings causes them to deconstruct. Clicking on the pizzeria will crash the game. Note that this will persist in the save file it's used on. | | Switches the players character to the Brickster. Clicking on scenery objects and non-enterable buildings causes them to deconstruct. Clicking on the pizzeria will crash the game. Note that this will persist in the save file it's used on. | ||
|- | |- | ||
| | | {{center|{{nowrap|Numpad {{Key|*}}}}}} | ||
| Switches the player to the next playable character from the one they were playing as. In order: [[Pepper Roni|Pepper]], [[Mama Brickolini|Mama]], [[Papa Brickolini|Papa]], [[Laura Brick|Laura]], [[Nick Brick|Nick]], and then back to Pepper. | | Switches the player to the next playable character from the one they were playing as. In order: [[Pepper Roni|Pepper]], [[Mama Brickolini|Mama]], [[Papa Brickolini|Papa]], [[Laura Brick|Laura]], [[Nick Brick|Nick]], and then back to Pepper. | ||
|<!--(- | |<!--(- | ||
! colspan=2 | The following keys only work if G+1 is activated | ! colspan=2 | The following keys only work if {{key|G}}+{{key|1}} is activated | ||
|- | |- | ||
| I | | {{center|{{Key|I}}}} | ||
| Turns the camera downwards | | Turns the camera downwards | ||
|- | |- | ||
| J | | {{center|{{Key|J}}}} | ||
| Turns the camera clockwise | | Turns the camera clockwise | ||
|- | |- | ||
| K | | {{center|{{Key|K}}}} | ||
| Turns the camera counter-clockwise | | Turns the camera counter-clockwise | ||
|- | |- | ||
| M | | {{center|{{Key|M}}}} | ||
| Turns the camera upwards | | Turns the camera upwards | ||
|)-->- | |)-->- | ||
! colspan=2 | The following keys work without the "ogel" cheat | ! colspan=2 | The following keys work without the "ogel" cheat | ||
|- | |- | ||
| | | {{center|{{nowrap|Numpad {{Key|+}}}}<br />or<br />{{nowrap|Numpad {{key|-}}}}}} | ||
| Pressing these keys cycles up or down through a list of characters, causing any loaded characters that get selected to appear in front of the player (flashing for a frame if they're active in the world, or staying frozen in the air in their last position if inactive). If the character being played as is selected, the viewpoint will move forward and up to that point. The player's actual location remains the same, and they can move around and make the viewpoint move linked to them but in its new location; however, like with the D and U debug keys, running into a barrier will reset the viewpoint.<br /><br /> | | Pressing these keys cycles up or down through a list of characters, causing any loaded characters that get selected to appear in front of the player (flashing for a frame if they're active in the world, or staying frozen in the air in their last position if inactive). If the character being played as is selected, the viewpoint will move forward and up to that point. The player's actual location remains the same, and they can move around and make the viewpoint move linked to them but in its new location; however, like with the D and U debug keys, running into a barrier will reset the viewpoint.<br /><br /> | ||
<div class="toccolours mw-collapsible mw-collapsed">The following is a list of characters assigned to each slot:<div class="mw-collapsible-content"> | <div class="toccolours mw-collapsible mw-collapsed">The following is a list of characters assigned to each slot:<div class="mw-collapsible-content"> |
Revision as of 18:57, 6 January 2018
Debug keys are special keyboard shortcuts in video games that allow the game programmers to test things quickly in-game for debugging purposes.
All lists of debug keys below are for the Windows versions of their respective games.
LEGO Island
Debug mode in LEGO Island can be activated by typing ogel during gameplay. Once activated, you can press the keys below to use debugging features:
Key | Effect |
---|---|
A |
Plays the diving cutscene from the second floor of the Information Center elevator |
C +0 0 to 6 9 |
Moves the viewpoint to a scene for a single frame (unless in an interaction that locks the camera). For a complete list of scenes, see here. |
D |
Temporarily lowers the viewpoint; walking into any barriers will reset the viewpoint level |
F |
Switches model quality to low |
G +1 |
|
G +2 to 5 |
Skips the game's current act to a point within the Brickster quest:
|
H |
Switches model quality to high |
L +0 or 1 |
Changes lighting based on current camera orientation |
N |
Toggles the viewpoint being locked at the current position. Player movement is still possible while locked. |
P |
Toggles scenery objects (plants and streetlights) on or off |
S |
Toggles music on or off. When toggling off, music stops automatically; when toggling on, entering or leaving a building is needed to re-enable. |
U |
Temporarily raises the viewpoint; walking into any barriers will reset the viewpoint level |
V +A |
Automatically moves the player to and plays each interaction in an act or location in a pre-defined order |
X |
Switches model quality to normal |
Tab ↹ |
Shows the game's frame rate. |
Numpad
/ |
Switches the players character to the Brickster. Clicking on scenery objects and non-enterable buildings causes them to deconstruct. Clicking on the pizzeria will crash the game. Note that this will persist in the save file it's used on. |
Numpad
* |
Switches the player to the next playable character from the one they were playing as. In order: Pepper, Mama, Papa, Laura, Nick, and then back to Pepper. |
The following keys work without the "ogel" cheat | |
Numpad
+ or Numpad - |
Pressing these keys cycles up or down through a list of characters, causing any loaded characters that get selected to appear in front of the player (flashing for a frame if they're active in the world, or staying frozen in the air in their last position if inactive). If the character being played as is selected, the viewpoint will move forward and up to that point. The player's actual location remains the same, and they can move around and make the viewpoint move linked to them but in its new location; however, like with the D and U debug keys, running into a barrier will reset the viewpoint. The following is a list of characters assigned to each slot:
|
LEGO Rock Raiders
In the Windows version of LEGO Rock Raiders, the quickest way to enable debug mode is to run the game using the -programmer parameter option (despite its name, the -debug parameter does not enable any of the debug keys).
Debug mode can also be activated by editing Lego.cfg. This method reliable activates all available debug keys:
- Extract LegoRR1.wad.
- Open Lego.cfg.
- Find the
AllowDebugKeys
property, by default at line 115 - Change the property value from
FALSE
toTRUE
- Save, and rebuild LegoRR1.wad
Key | Effect |
---|---|
F6 |
Toggles fallin mode on or off. When off, landslides will only occur at areas specified in the fallin map |
F10 |
Might do something lighting related, or might just be dgvoodoo[verify] |
F11 |
Disables all building and vehicle prerequisites |
F12 |
Disables all NERPS functions, such as mission objectives, tutorial scripts, and Slimy Slug emerges. |
⇧ Shift +A |
Tells a Rock Raider to get get a Sonic Blaster from the Tool Store and place it at mousepoint (triggers landslide at mousepoint) |
Left
Ctrl +D |
Instantly fails the current level |
Left
Ctrl +F |
Toggles frame rate monitor on or off |
Left
Ctrl +G |
Toggles memory monitor on or off |
Left
Ctrl +S |
Instantly completes the current level (toggles sound) |
Right
Ctrl +S |
Instantly failsthe current level with the unused crystal failure reason "Too many Energy Crystals have been stolen for you to be able to complete this mission." (toggles sound) |
Left
⇧ Shift +U |
Triggers Advisor_Anim_Point_N |
Right
⇧ Shift +U |
Will end a looping advisor animation if one is playing |
Spacebar +Esc |
Quits the game when in a level |
1 |
Primary selected Rock Raider goes to eye view (menu doesn't change) |
2 |
Primary selected Rock Raider goes to shoulder view (menu doesn't change) |
3 |
Primary selected Rock Raider goes to top view (menu doesn't change) |
4 |
Primary selected unit will be selected by the radar for tracking |
5 |
Makes cursor light shrink and grow starting from its default state. May grow to a much larger radius if used after exiting and then entering a level after prior use. If a unit that changes its model when upgraded selected, it will change the first number in the upgrade code. This will change the model, but it does not appear to grant it that upgrade. |
6 |
Makes cursor light grow and shrink starting from a separate counter than the normal cursor light uses. May grow to a much larger radius if used after exiting and then entering a level after prior use. If a unit that changes its model when upgraded selected, it will change the second number in the upgrade code. This will change the model, but it does not appear to grant it that upgrade. |
7 |
If a unit that changes its model when upgraded selected, it will change the third number in the upgrade code. This will change the model, but it does not appear to grant it that upgrade. |
8 |
If a unit that changes its model when upgraded selected, it will change the fourth number in the upgrade code. This will change the model, but it does not appear to grant it that upgrade. |
9 |
Decreases 3D sound fall off |
0 |
Increases 3D sound fall off |
A |
Creates a landslide at mousepoint. Any materials designated at the selected block in the CryOre map will also be generated if A is tapped twice in a row, and will repeat generation for every time tapped after that until all current landslides end. |
B |
Pushes any Rock Raider or Monster at mousepoint east-northeast (one half-tile to the map's absolute top per every one tile to the absolute right) |
E |
Makes a monster emerge from any wall at mousepoint except Solid Rock |
F |
Take 40 health points off all units selected |
H |
Creates a spider web at mousepoint on any single tile with two walls non-diagonally adjacent to it and across from each other |
J |
Creates an Electric Fence at mousepoint (same placement rules as normal Electric Fences) |
L |
Instantly exits the level to the results screen |
M |
Toggles music on or off |
O |
Decreases oxygen level. Using this key to completely deplete the oxygen during Chief's briefing will softlock the game. |
R |
Rotates the cursor light |
S |
Toggles sound on or off |
U |
Ends Advisor_Anim_Point_N |
Y |
Triggers the CrystalFound InfoMessage; clicking this message's go to button points to the northwest corner of the map at (5,5), although no crystal has actually been created |
Z |
Shakes the screen like when dynamite explodes when in top view. Makes the primary selected Rock Raider eat while in any view. |
End |
Toggles power to the currently selected building on or off. Using this on a Tool Store or Power Station toggles the "Turn Power Off/On" button from being grey and unusable to being usable, as these buildings normally can't be turned off. |
Numpad
3 |
Destroys connections between any walls at mousepoint, except border rock. Walls exposed this way show as shades of pink on the radar instead of purple. |
Numpad
7 |
Sets game speed to the maximum of 300% (note that changing the game speed through the menu only allows up to 250% speed to be set) |
Numpad
8 |
Decreases game speed |
Numpad
9 |
Increases game speed |
Numpad
Del |
Destroys any walls at mousepoint, except border rock |
Non-Debug Keys | |
Esc |
Brings up pause menu |
P |
Brings up the pause menu |
X |
Strafes right in eye or shoulder view of any unit that can strafe |
Z |
Strafes left in eye or shoulder view of any unit that can strafe (if debug keys are enabled, a Rock Raider will eat instead) |