Lets see if we can crack the Dev Mode
2 files which seem to be linked
1) Debugconf.def
2) Debugconfdefault.scr
Code (file1)
// ChromeEngineGame config file
/////////////////////////////////
// Game Engine
!Cheats() // enable cheats
!UseDeveloperKeys() // enable cheats - the same as Cheats
!ResetAchievements() // reset achievement states during game launch
!EasyAchievements() // reduce requirements for achievements
!UseFKeysWithCtrl() // force using F keys only with ctrl
!NoLogos() // disables logos at game start
!NoSubtitlesSync() // disables subtitles synchronization to movie time
!RenderComments() // enable rendering of comments
!EnableAudioLog() // Enables logging of audio errors/events to file
!ShowPlayingSounds() // logs sound names
!DebugVisualisation() // enable debug visualisation (waypoints, fightpoints etc.)
!SkipFadeOutIn() // enable fast fade in/out
!DebugActionEnabled(i) // Enable/disable displaying messages via act_Debug (by default (-1) uses old behavior i.e.
!SetLogLevel(i) // binary sum of flags _LOG_ERRORS = 0x01,_LOG_WARNINGS = 0x02,
// _LOG_INFOS = 0x04, _LOG_TESTS = 0x08 (used in ShowInfo methods, debug console)
// UseDeveloperKeys() enable this action)
!SaveGame(s) // SaveGame system logs method: "LogR", "CrashLog", "None"
!SaveGameCtrl(s) // SaveGame system controller logs method: "LogR", "CrashLog", "None"
!ForceUiFromXML() // Force loading ui from XML files (default: loading from binui only)
!SaveUiPacks(s) // Force UI Packs generation for s platform (PC, XBOX, PS3)
!UiWorkMode(s)
!ChromeSpyAddress(s) // ChromeSpy cannonical server address (address:port)
!ChromeSpyEnabled(i) // ChromeSpy force enable state
!ChromeSpyPerformanceGranule(f) // Performance frames custom interval (ms)
!ChromeSpyLogToLocalFile(i) // ChromeSpy is not sending messages remotely, but to local file
!AutoProfile(sProfileName) ///< Auto load player profile on PC.
!AutoProfilePassword(sProfilePassword) ///< Set password for auto load profile.
!FSReadMemBuffer() // all reads performed by filesystem is memory buffered (fastest reads)
!DisableForceFeedback() // disables pad's force feedback - it overwrites game control settings
/////////////////////////////////
// need review:
!ConsoleCommand(s) // Defines console command that will be run at the begging of the game or after
// pressing numpad subtract key. There can be more than one command and the order of
// call is the same as they are defined in script.
!LoadCheatMenuParamsOnLevelStart() // forces to setup all cheat params set in cheat menu on start of single player level
!CallCheatActionOnLevelStart(i) // forces to call on level start given action from aLevelStages array defined in ChromEd
!AutoInvokeStageNumber(i) ///< Start game from invoke.
/////////////////////////////////
// DeadIsland
!DebugSpawnPoint(s)
!AutoStart(sMapName) ///< Auto start level (with default character). For mam list @see "MapListDI.scr".
!AutoLoad(s) ///< Auto load saved game state, save name should be given with full path (eg. "out/save/akuro_1.sav")
!AutoJoin(sMasterName, sMasterAddress) ///< Auto join to host with given name and/or ip address.
!RepeatAutoJoinScans(i) ///< Scans repeat counts if master not found, -1 -> unlimited scans.
!MapList(s)
!ForceControlsPreset(i)
!SkipWaitingForInputToStartLoadedLevel() ///< Game will be forced to start when level loaded.
!AutoCharacter(s, i) ///< If game is started without menu this character on given level will be chosen
!AutoMPLevel(i) ///< All multiplayer characters will start at given level
!LocalPlayerProgressDebugComponent(i, i) ///Default values for debug components of player progress
!NoAutoInvoke() ///< Do not invoke first quest stage upon loading the map from MenuStartLevel.
!DICheatItems() ///< Adds DI specific items to cheat menu (meat jar etc.)
!DiFpp2() ///< No longer used
!DiHandsOnDemo() ///< Switches game in special 'hands on demo' mode (some menu are disabled, etc.)
!DiUseDeveloperVersionOfMenuScene() ///< Loads the developer version of menu background level (a simpler one that loads faster)
!JingleOnSavegame() ///< Game will play jingle sound when any save is done
/////////////////////////////////
// MD
!DebugForcePlayerSpawn(i) ///<Forces spawning player even there's no coopai for him - by default 1
!ForceCompetitiveMode(i) ///<Forces competitive mode: 1 - DeathMatch, 2 - TeamDeathMatch, 3 ObjectiveBased,
!ForceCompetitiveTeam(i) ///<Forces team to play multiplayer: 1 - blue, 2 - red.
!ForceGodMode(i) // Forces God-Mode regardless devconfig in player's profile.
!AllowToChangeLocalPlayerCharacterOnJoin() ///Allows to auto change character before join (if choosen character already in use in the game)
!AutoTestMP(s,s) // Running game in test multiplayer mode - runs game immediately and joins given match (first param) with team (second param)
!UseDebugSocket(s)
Code (File 2)
!include("DebugConf.def")
// implemented:
Cheats()
UseDeveloperKeys()
NoLogos()
// deprecated:
SaveGame("none")
SetLogLevel(15)
//CallCheatActionOnLevelStart(0)
//ConsoleCommand("NewAI.ShowElementBoxes(1")
//ConsoleCommand("NewAI.fDamageThreshold 123123")
//ConsoleCommand("NewAI.SetFlag(6")
//ConsoleCommand("NewAI.Freeze(")
// AutoStart("ACT1A")
// AutoStart("ParkingLot")
// AutoStart("TestMapChallenge")
// AutoStart("TestMapAI")
// AutoStart("TestMapBibbit")
// AutoStart("TestMapQuests")
// AutoStart("TestMapStreet4")
// AutoStart("TestMapTomek")
// AutoStart("TestMapTrees")











