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debugging.lua proper format?

Veritas's picture
Norman E. Carnage
Posts: 64
debugging.lua proper format?
#1 Submitted: Sun, 18/05/2014 - 22:54

Possible init vectors

debugging.lua

also

debugging = {
}

Related:

ui_public
ui_debugging.enabled
ui_debugging.guides
skip_splash
file_logging.enabled
file_logging.rw_enabled
vt.debug_panel_enabled
lua_debugger
toolport_console
toolport_socket
ped.debug_enabled
ped.imp_enabled
ped.coloured_mesh
ped.spawn_areas
dynamic_cube_mapping.show_camera_views
shadows.sun.split_shadows
shadows.sun.big_shadow_map.enabled
tdxcache.enabled
tdxcache.path
PixelCache
tdxcache.workingpath
StuffOfMine
tdxcache.maxtexres
potlog.enabled
fastload.enabled
fastload.ignore_specular
fastload.ignore_normal
texture_quality_defaults

-- I've managed to add this to config.lua above the last } and it doesnt get rejected and overwritten by the game on launch:

debugging = 
{
  lua_debugger = true, 
  bloody_cursor = true, 
  ui_public = false, 
  file_logging = 
  {
    enabled = true
  }, 
  toolport_console = true, 
  ui_debugging = 
  {
    enabled = true, 
    guides = true
  }, 
  skip_splash = true
}

But none of it appears to take effect.

Edited by: Veritas on 19/05/2014 - 01:05
Trent's picture
I was in the War!
Community VIPKickstarter BackerCompetition Winner
Posts: 2989
Submitted: Mon, 19/05/2014 - 08:38

Where are you getting all that from?

Errol's picture
Piledriver
Community VIPKickstarter BackerModerator
Posts: 962
Submitted: Mon, 19/05/2014 - 08:44

It looks to be a handful of strings from the exe. Not sure about how he's arrived at the structure though.

EDIT: I see. Some of the strings are x.y so that leads to the x { y } format.

Edited by: Errol on Mon, 19/05/2014 - 08:46

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