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 (addressort) !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")