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Author Topic: Fun with developerkeys  (Read 5558 times)

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Offline GMMan

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Fun with developerkeys
« on: December 31, 2010, 12:17:10 am »
1. Availability
Full developerkeys are only available in non full- and demo-versions, though the debug menu is conditionally available in the full version.

2. Activation
There's code built in to enable developerkeys if Aquaria finds a file named unlockdeveloperkeys under its installation directory. However, due to code optimisation by Visual C++, no builds check for the variable changed by the file's existence. Therefore, you cannot enable developerkeys unless you rebuild from source, taking out the definition of AQUARIA_FULL.

3. Things you can do with developerkeys
Caps-lock: Shows collision marks. Doesn't seem very useful.
Tab: Global level editor enabled, use as normal.
~: Displays console. Top half show variables, lower half shows debug log.
Ctrl-Alt-Q: Quick exit.
Pause menu: Special Debug Save feature.
Shift-Backspace: Debug menu. Contains a lot of options for you to mess with. Useful in mod development.

4. Debug menu
Contains a lot of options, including reloading sources,  learning all songs, getting costumes, demo cording functions,  etc. etc. Can be used in the full version, in a mod. Must be enabled in mod properties.

Open your mod's XML definitions and insert the following line
Code: [Select]
<Properties DebugMenu=1 />between the AquariaMod tags to enable.

Abstract: you can use the dev menu in mod mode. You just have to enable it. I didn't have to make a list like that, did I, just to make that one point, lol.
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