just dl this game and had a look at it and was suprised to see all the fuckin files are stored in unprotected .zip files :O heres whats in the commonconfig file thats stashed in the Startup.zip ; ; KungFu ConfigCommon.ini ; ; This file holds parameters that are common across platforms. [AssetWeb] Path > AssetWeb.$(Platform).Path OverrideSystemId > AssetWeb.$(Platform).OverrideSystemId [Enum] Path = $(AssetWeb.Path)/Enums [Game] ; You can override config options on the command line like this: ; KungFu.exe --no-audio Game.Launcher=DevLauncher Game.DevLauncher.InitialWorld=BackAlleyScene ; Note the block hierarchy (Game.DevLauncher.optionname), and that minus signs are not used. ; Choose launcher for game. Configure in the sections below. ; General development and debugging. Optionally skips main menu and goes straight ; into a fight scene. See the [Game.DevLauncher] block for configuration. ;Launcher = DevLauncher ; Final release game. Launcher = GameLauncher ; Launcher for testing cutscenes ;Launcher = CutSceneLauncher ; either 50 (Europe) or 60 (USA) AntiFlickerDefault = 50 ; Whether to run automatic test AutoTest = false ; Whether AutoTest is quick (false) or full (true) DoFullAutoTest = false ; Should we test KFL 1 levels instead? AutoTestOldLevels = false ; Run autotest in generate shader caches mode? GenerateShaderCaches = false ; photo export resolution ; A4 is 210mm x 297mm, 300 DPI => 2480 x 3508 pixels ; A5 is 148.5mm x 210mm, 300 DPI => 1754 x 2480 pixels ; A6 is 105mm x 148.5mm, 300 DPI => 1240 x 1754 pixels PhotoExportResolutionX = 1024 PhotoExportResolutionY = 1450 ; Enables gesture control in menus. GesturalMenus = true ; For use by AutoTest only. When true, loads gestural menus and the player image ; overlay, but gesture control is never activated. Allows simulated gamepad input. GamepadInputAlwaysActive = false ; Uncomment this to enable live HUD tinting in levels. ; Use up/down to navigate, left/right to modify values, and pgup/pgdown or l1/r1 ; for fine step. Pressing one of these keys shows the panel, pressing any other ; key hides it. ; When done, copy the values to g_hudTintsByScene EseInGameHUD.lua. ; NOTE: this does not disable the normal debug key bindings for the above keys. ;HudTintPanel = true ; Set this to false to disable keyboard/gamepad input entirely (eg. set-top box) ; Has no effect on Xbox 360 or PS3. AllowDebugGamepadInput = true ; If true, F10 or L1 + start lets you dump all properties of all entities and screencaps of the past few rendered frames. ; The dumping is also done as part of handling of logged errors UseDebugDumping = false ; How many frames of properties and images to dump DebugDumpFrames = 20 ; How often to save property and frame data. Note that actually every frame gets saved in the memory temporarily so that if there's an error, ; the most recent frame gets dumped. DebugDumpIntervalMs = 500 ; The debug dump will contain all properties of all entities mixing in this model. Note: if this is very generic, e.g., Groupable, it's best to set DebugDumpPropertyHistory=false to maximize frame rate. DebugDumpFilter = Enemy ; If true, the dump will contain only the properties of the last frame even if DebugDumpFrames > 1 and we thus get multiple screenshots. DebugDumpOnlyLastFrameProperties = false ; Set to true to enable lua code stepping through the C++ debug hooks. This will use some memory as it needs copies of the loaded scripts. ; In shipping mode the debugging is always disabled and this flag has no effect. UseLuaDebugging = false [Game.DevLauncher] ; Automatically pause fight scene if player is not in the camera/kinect view AutoPauseIfPlayerNotVisibleSeconds = 60 ; Whether to show game and CV FPS and slowest frame durations in HUD. ; This is independent of ShowDebugInHUD - either or both may be active. ShowFPSInHUD = true ; Whether to show all kinds of debug text in HUD. Includes ; version number in loading screen, loading times, debug output, ; CV frame rate, calibration state, and so on. Disable this when ; showing game to anyone outside the company. ShowDebugInHUD = true ; Whether to enable various debug keybindings EnableDebugKeybindings = true ; 60 second TRC limit on loading times. Set to false when running a Debug build. UseLoadTimeLimit = false ; Run UnitTest++ tests during startup or not RunUnitTests = true ; By default, using video input will skip calibration whenever it's needed. ; Set this to true to force calibration to be run anyway. ; If using a camera, this has no effect. Calibration is always run for a camera. ;ForceCalibrationWithVideo = true ; Set this to true to skip main menu and start a fight with the options defined ; below. SkipMainMenu = true ; Scene to load Scene = FieldScene ;Scene = DocksScene ;Scene = BackAlleyDayScene ;Scene = BasementScene ;Scene = GojiRuinsScene ;Scene = MushroomForestScene ;Scene = VillageScene ;Scene = SwampScene ;Scene = RuinsScene ;Scene = StatuesPart1Scene ;Scene = StatuesPart2Scene ;Scene = ShadowKuangScene ;Scene = DocksFinal1Scene ;Scene = DocksFinal2Scene ; *** Kung-Fu 1 scenes ;Scene = BackAlleyScene ;Scene = BackAlleyPart2Scene ;Scene = SkylineScene ;Scene = GojiLakeScene ;Scene = GojiLakePart2Scene ;Scene = GateKeeperScene ;Scene = NightmareFightScene ;Scene = NightmareFightPart2Scene ;Scene = KuangsTempleScene ;Scene = FinalBattleScene ; *** Temp/Test scenes *** ;Scene = PanoramicTestScene ; true: resets the scene after player death/victory. ; false: displays score screen and returns to main menu (default GameLauncher behavior). RestartFight = true ; This difficulty is used regardless of what UseSceneDefaults is set to. ; Current Kung-Fu 2 difficulties are Easy (default for new players, appears as ; "Normal" in menus) and Medium (challenging difficulty, appears as "Hard" in menus). ; Note: Try to balance difficulty so that Medium feels good for developers, ; and then simplify it to obtain Easy. Difficulty = Medium ; true: Acts as if you had selected Quick Play at Medium difficulty with the following options: ; 3 rounds, unlimited time, 1 camera player, super powers on and power-ups on. ; false: Uses options defined below. UseSceneDefaults = true ; If this is true, then we start the scene with no enemies ;StartWithNoEnemies = true ; Game mode (can be Story, QuickFight, ReplayStoryLevel, CustomFight, ; Multiplayer, OneOnOne, TimeAttack, Onslaught, GiantSlayer) MayhemMode = CustomFight ; Number of camera players (how many times the fight is repeated after each death/victory) NumberOfPlayers = 1 ; How many attack waves there are (each must be defined below). Can be 1..6 NumberOfRounds = 1 ; Time limit for entire fight (use 0 for unlimited time) LevelTimeMinutes = 0 ; Whether to spawn bonus items UsePowerUps = true ; Allow super powers (scene and game mode determine which powers are available, ; this just toggles everything on/off) UseSuperPowers = true ; Comma-separated list of enemy presets in each attack wave. ; Do not insert space after comma. ; There are a maximum of 6 attack waves with a maximum of 4 enemies each. ; Wave numbers start at 1. ; Note: Attack waves cannot be empty! You must define at least as many attack ; waves as in the NumberOfRounds option. ;AttackWave1 = ShadeBasicEasy,ShadeBasicEasy AttackWave1 = MaskedManMeleeEasy,MaskedManSpearEasy,MaskedManShamanEasy ;AttackWave1 = BruteDarkEasy ;AttackWave4 = ;AttackWave5 = ;AttackWave6 = ; Sanity check: if you modified the above options, did you also remember to ; set UseSceneDefaults = true ? [Game.GameLauncher] AutoPauseIfPlayerNotVisibleSeconds = 15 ShowFPSInHUD = false ShowDebugInHUD = false UseLoadTimeLimit = false ForceCalibrationWithVideo = false RunUnitTests = false EnableDebugKeybindings = false [Game.SizeTestLauncher] ShowFPSInHUD = false ShowDebugInHUD = false UseLoadTimeLimit = false ForceCalibrationWithVideo = false RunUnitTests = false EnableDebugKeybindings = false [Game.CutSceneLauncher] CutSceneToLaunch = CutSceneTest ; *** KFL1/DLC *** ;CutSceneToLaunch = CutSceneLadyWeisComicbookStore ;CutSceneToLaunch = CutScenePaintingBreaks ; *** KFL2 *** ;CutSceneToLaunch = CutSceneField ;CutSceneToLaunch = CutSceneDocks ;CutSceneToLaunch = CutSceneBackAlleyDay ;CutSceneToLaunch = CutSceneBasement ;CutSceneToLaunch = CutSceneGojiRuins ;CutSceneToLaunch = CutSceneMushroomForest ;CutSceneToLaunch = CutSceneMountain ;CutSceneToLaunch = CutSceneVillage ;CutSceneToLaunch = CutSceneSwamp ;CutSceneToLaunch = CutSceneRuins ;CutSceneToLaunch = CutSceneStatuesPart1 ;CutSceneToLaunch = CutSceneStatuesPart2 ;CutSceneToLaunch = CutSceneShadowKuang ;CutSceneToLaunch = CutSceneEpilogue2 # Used only if duration is not defined in the cutscene data CutSceneDuration = 120 # Run also the capture UI? DoRunCaptureUI = false ShowFPSInHUD = true ShowDebugInHUD = true UseLoadTimeLimit = false ForceCalibrationWithVideo = false RunUnitTests = false EnableDebugKeybindings = true ; Possible values for locales: en-US, es-ES, de-DE, it-IT, ft-FR LocaleOverride = en-US [ScriptEngine.Lua] ; Load built-ins defined in DLL files into the Lua runtime. The format is: ; DLLName!builtin_init_function LoadBuiltin#=ecrLua!luaopen_ecr LoadBuiltin#=egmAnimationLua!luaopen_egmAnimation SystemScriptPath1 > ScriptEngine.Lua.$(Platform).SystemScriptPath1 SystemScriptPath2 > ScriptEngine.Lua.$(Platform).SystemScriptPath2 SystemScriptPath3 > ScriptEngine.Lua.$(Platform).SystemScriptPath3 SystemScriptPath4 > ScriptEngine.Lua.$(Platform).SystemScriptPath4 UserScriptPath1 > ScriptEngine.Lua.$(Platform).UserScriptPath1 UserScriptPath2 > ScriptEngine.Lua.$(Platform).UserScriptPath2 UserScriptPath3 > ScriptEngine.Lua.$(Platform).UserScriptPath3 UserScriptPath4 > ScriptEngine.Lua.$(Platform).UserScriptPath4 UserScriptPath5 > ScriptEngine.Lua.$(Platform).UserScriptPath5 [Scheduler] MaxThread = 4 ShardID = 156 EntityStartID = 76 [Log] ModuleEnum = egfLogIDs [Log.Destinations.DebugOutput] Type = DebugOut UseDefaults = true [Log.Destinations.MainGameLog] Type = File FileName = KungFu.log FileMode = FileOverwrite UseDefaults = true ; Uncomment following two blocks to enable lua output logging ;[Log.Destinations.ScriptsLog] ;Type = File ;FileName = KungFuScripts.log ;FileMode = FileOverwrite ;UseDefaults = false ;[Log.Filters.ScriptsLog] ;ALL = None ; Using all will show each behavior invocation (extremely verbose, beware!) ;Scheduler = All ;Behavior = All ;Lua = All ;Scheduler = UptoErr3 | UptoLvl1 ;Behavior = UptoErr3 | UptoLvl1 ;Lua = UptoErr3 | UptoLvl1 [Log.Filters] ; Set default logging level for all ALL = UptoErr3 | UptoLvl1 ServiceManager = UptoErr3 | UptoLvl1 MessageService = Err1 NetMessage = Err0 | Lvl0 MessageTrace = Err0 | Lvl0 CategoryTrace = UptoErr3 | Lvl0 Time = UptoErr3 | UptoLvl1 NetService = UptoErr3 | UptoLvl1 Assets = UptoErr3 | UptoLvl1 Python = UptoErr3 | UptoLvl1 ConfigManager = UptoErr3 | UptoLvl1 VisualTrackerService = UptoErr1 | UptoLvl1 Behavior = UptoErr3 | UptoLvl2 BehaviorAPI = UptoErr3 | Lvl0 Scheduler = UptoErr3 | Lvl0 SendEvent = UptoErr3 | Lvl0 EntityManager = UptoErr2 | Lvl0 Entity = UptoErr3 | Lvl0 App = All ; NOTE! If you want to disable AudioKinetic sound asset-error logging, uncomment next line ;AudioKinetic Wwise = None [Log.Filters.MainGameLog] Lua = UptoErr3 | UptoLvl2 App = All [Log.Filters.DebugOutput] Lua = UptoErr3 | UptoLvl1 App = UptoErr3 | UptoLvl1 ; If you are using rapid iteration then the Channel Manager settings must point to the ; AssetController (which gets automatically started by Toolbench). ; Remember to update this when doing rapid iteration on consoles to point to a valid IP address. [ChannelManager1] ;Port=13215 ;Hostname=127.0.0.1 [Wwise.Init] ; Default Memory Pool is a general usage pool for high-level sound structures. This pool mostly contains the following: ; * Audio structural content. ; * Small size allocations for game objects, game object positions, listeners, RTPCs, switches, states, and so on. ; 1024 * 1024 == 1048576 ; 1MB ; 2097152 ; 2MB ; 3145728 ; 3MB DefaultMemSize = 1310720 ; 1.25MB ; Lower Engine Memory Pool is the main audio processing pipeline pool. ; It is generally used for audio playback, audio processing, memory allocated for effects, and so on. LowerMemSize = 1572864 ; 1.5MB ; MaxMemoryPoolCount denotes the maximum number of memory pools for Wwise MaxMemoryPoolCount = 32 ; Set to true to ignore voice starving errors (will be reported though!) IgnoreStarvingErrors = true ; Increasing streaming buffer length to prevent XMA decoder starvations. Wwise default: 380 ms StreamAutoBufferLengthMs = 500 ; Default is 8092, which may be too small at least for release builds where logging uses a lot of stack. ThreadStackSize = 16384 [VisualTracker] ; To adjust the maximum values for Performance charts, create a variable called "PerfMaxValue" ; and set to the new maximum. Similarly, users can set the maximums for Timing charts with ; "TimingMaxValue" and Memory charts with "MemMaxValue". Additionally, individual service timings ; can be captured by setting a variable named "ServiceTrackers" with the count of trackers. Subsequent ; variables like "ServiceY" should be set with the Service ID of the service you wish to track. ; The "Y" variable should be the numeric index of the service to track, so the first service would ; be "Service0". Colors may also be specified per service using "ServiceYColor". Again, the "Y" ; variable name should be the service index. TimingMaxValue=40 ServiceTrackers=4 ; RenderService (0x07002001) Service0=0x07002001 Service0Color=0.0,1.0,0.0 ; Scheduler (0x07001002) Service1=0x07001002 Service1Color=1.0,0.0,1.0 ; VAGC-PhysicsControlService (0x06100002) Service2=0x06100002 Service2Color=0.0,1.0,1.0 ; GFxService (0x00A13100) Service3=0x00A13100 Service3Color=1.0,1.0,0.2 ; AudioService (0x01000506) ; KungFuGameService (0x06100000) ; VAGC-CVService (id=0x06100006) if ya cant mod this game ya really shudnt be a modder lmao
:O ho;y Fecal Leaking lol, even tho its a kinect game might ave to download it and take a look if nobody gets to it b4 me hahaha
Enigma you crack me up m8. I don't even see some of these games come out and you already have them torn apart.