If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
Cars (Arcade)
Cars |
---|
Developer: Avalanche Software This game has hidden development-related text. |
Cars, despite the name, is pretty much identical to the Xbox 360 version of Cars 2, which is what many consider the PC version should've been, but you get to play it in an arcade!
Contents
Unused Graphics
textures.zip
In assets/textures/textures.zip are two textures related to debugging. These can also be found in Disney Infinity 1.0 Gold Edition.
Development Files
Data.zip
display.oct
An uncompiled Octane file.
SceneTreeNodePool = { Node "0" = { Type = "Target" NodeName = "LoadingScreen" Bypass = 1 ColorTargetReferences = [ 8 ] BypassTargetReference = 1 } Node "1" = { Type = "Target" Bypass = 1 NodeName = "FullScreenDistort" ColorTargetReferences = [ 8 ] ParentNodeReferences = [ 0 ] MaterialReference = 7 BypassTargetReference = 15 } Node "2" = { Type = "ViewPort" NodeName = "FullScreenDistort Viewport" ParentNodeReferences = [ 1 ] SubGeometryListReference = 9 CameraNodeReference = 4 } Node "3" = { Type = "VisibleSceneRoot" NodeName = "FullScreenDistort Scene" ParentNodeReferences = [ 2 ] } Node "4" = { Type = "Camera" OrthographicDimensions = [ 0 0 1 1 ] NearClipPlane = 0.000000 FarClipPlane = 1.000000 IsOrthographic = 1 NodeName = "FullScreenDistort Camera" ParentNodeReferences = [ 3 ] } Node "5" = { Type = "ViewPort" NodeName = "Debug Hud Viewport" CameraNodeReference = 7 SubGeometryListReference = 5 ParentNodeReferences = [ 0 ] } Node "6" = { Type = "VisibleSceneRoot" NodeName = "Debug Hud Scene" LockChildArray = 256 ParentNodeReferences = [ 5 ] } Node "7" = { Type = "Camera" NodeName = "Debug Hud Camera" IsOrthographic = 1 ParentNodeReferences = [ 5 ] OrthographicDimensions = [ 0.000000 0.000000 1360.000000 1020.000000 ] NearClipPlane = 1.000000 FarClipPlane = 1000.000000 } Node "8" = { Type = "SpriteNode" NodeName = "ClearZBuffer For DebugHud" MaterialReference = 6 Depth = 1.000000 ParentNodeReferences = [ 1 ] } Node "9" = { Type = "ViewPort" NodeName = "Debug Hud Viewport Persp" CameraNodeReference = 11 SubGeometryListReference = 6 ParentNodeReferences = [ 1 ] } Node "10" = { Type = "VisibleSceneRoot" NodeName = "Debug Hud Scene Persp" ParentNodeReferences = [ 9 ] } Node "11" = { Type = "Camera" NodeName = "Debug Hud Camera Persp" ParentNodeReferences = [ 10 ] NearClipPlane = 10.000000 FarClipPlane = 10000.000000 } Node "12" = { Type = "ViewPort" NodeName = "HudViewport" CameraNodeReference = 14 SubGeometryListReference = 8 ParentNodeReferences = [ 1 ] } Node "13" = { Type = "VisibleSceneRoot" NodeName = "HudScene" ParentNodeReferences = [ 12 ] } Node "14" = { Type = "Camera" NodeName = "HudCamera" IsOrthographic = 1 ParentNodeReferences = [ 13 ] OrthographicDimensions = [ 0.000000 0.000000 640.000000 480.000000 ] NearClipPlane = -1.000000 FarClipPlane = 100.000000 } Node "15" = { Type = "Target" NodeName = "PostProcess" ParentNodeReferences = [ 1 ] MaterialReference = 8 ColorTargetReferences = [ 9 ] } Node "16" = { Type = "Target" NodeName = "Blurred 1/32" ColorTargetReferences = [ 5 ] MaterialReference = 4 ParentNodeReferences = [ 15 ] } Node "17" = { Type = "Target" NodeName = "Blurred 1/16" ColorTargetReferences = [ 4 ] MaterialReference = 3 ParentNodeReferences = [ 15 ] } Node "18" = { Type = "Target" NodeName = "Blurred 1/4" ColorTargetReferences = [ 7 ] MaterialReference = 5 ParentNodeReferences = [ 15 ] } Node "19" = { Type = "Target" NodeName = "Reduced To 1/32" ColorTargetReferences = [ 3 ] MaterialReference = 2 ParentNodeReferences = [ 16 ] } Node "20" = { Type = "Target" NodeName = "Reduced To 1/16" ColorTargetReferences = [ 2 ] MaterialReference = 1 ParentNodeReferences = [ 17 19 ] } Node "21" = { Type = "Target" NodeName = "Reduced To 1/4" ColorTargetReferences = [ 1 ] MaterialReference = 0 ParentNodeReferences = [ 18 20 ] } Node "22" = { Type = "Target" NodeName = "Display 0" ColorTargetReferences = [ 6 ] ParentNodeReferences = [ 21 ] ZStencilTargetReference = 0 } Node "23" = { Type = "LitViewPort" NodeName = "Opaque List" CameraNodeReference = 35 ParentNodeReferences = [ 22 ] SubGeometryListReference = 2 LightListReference = 0 Enabled = 1 SplitScreenNumber = 1 } Node "24" = { Type = "LitViewPort" NodeName = "SkyDome List" CameraNodeReference = 35 ParentNodeReferences = [ 22 ] SubGeometryListReference = 1 LightListReference = 0 Enabled = 1 SplitScreenNumber = 1 } Node "25" = { Type = "LitViewPort" NodeName = "Water" ParentNodeReferences = [ 22 ] CameraNodeReference = 35 SubGeometryListReference = 7 LightListReference = 0 Enabled = 1 SplitScreenNumber = 1 } Node "26" = { Type = "LitViewPort" NodeName = "Translucent List" CameraNodeReference = 35 ParentNodeReferences = [ 22 ] SubGeometryListReference = 3 LightListReference = 0 Enabled = 1 SplitScreenNumber = 1 } Node "27" = { Type = "LitViewPort" NodeName = "Draw Last List" CameraNodeReference = 35 ParentNodeReferences = [ 22 ] LightListReference = 0 SubGeometryListReference = 4 Enabled = 1 SplitScreenNumber = 1 } Node "28" = { Type = "LitViewPort" NodeName = "Opaque List 1" CameraNodeReference = 35 ParentNodeReferences = [ 22 ] SubGeometryListReference = 10 LightListReference = 0 Enabled = 0 SplitScreenNumber = 2 } Node "29" = { Type = "LitViewPort" NodeName = "SkyDome List 1" CameraNodeReference = 35 ParentNodeReferences = [ 22 ] SubGeometryListReference = 11 LightListReference = 0 Enabled = 0 SplitScreenNumber = 2 } Node "30" = { Type = "LitViewPort" NodeName = "Water 1" ParentNodeReferences = [ 22 ] CameraNodeReference = 35 SubGeometryListReference = 14 LightListReference = 0 Enabled = 0 SplitScreenNumber = 2 } Node "31" = { Type = "LitViewPort" NodeName = "Translucent List 1" CameraNodeReference = 35 ParentNodeReferences = [ 22 ] SubGeometryListReference = 12 LightListReference = 0 Enabled = 0 SplitScreenNumber = 2 } Node "32" = { Type = "LitViewPort" NodeName = "Draw Last List 1" CameraNodeReference = 35 ParentNodeReferences = [ 22 ] LightListReference = 0 SubGeometryListReference = 13 Enabled = 0 SplitScreenNumber = 2 } Node "33" = { Type = "Target" NodeName = "GlowBlurH" ParentNodeReferences = [ 15 ] ColorTargetReferences = [ 10 ] ClearColor = [ 0.000000 0.000000 0.000000 0.000000 ] } Node "34" = { Type = "VisibleSceneRoot" NodeName = "Scene 0" ParentNodeReferences = [ 23 24 25 26 27 28 29 30 31 32 38 ] } Node "35" = { Type = "Camera" NodeName = "camera" ParentNodeReferences = [ 23 ] } } SceneCullerPool = { SceneCuller "0" = { Type = "BucketSceneCuller" Number = 0 Comparison = 3 } SceneCuller "1" = { Type = "BucketSceneCuller" Number = 0 Comparison = 5 } SceneCuller "2" = { Type = "BucketSceneCuller" Number = 1 Comparison = 5 } SceneCuller "3" = { Type = "BucketSceneCuller" Number = 1 Comparison = 1 } SceneCuller "4" = { Type = "BucketSceneCuller" Number = 12 Comparison = 5 } SceneCuller "5" = { Type = "BucketSceneCuller" Number = 10 Comparison = 3 } SceneCuller "6" = { Type = "BucketSceneCuller" Number = 0 Comparison = 5 } SceneCuller "7" = { Type = "BucketSceneCuller" Number = 0 Comparison = 3 } SceneCuller "8" = { Type = "BucketSceneCuller" Number = 1 Comparison = 5 } SceneCuller "9" = { Type = "BucketSceneCuller" Number = 1 Comparison = 1 } SceneCuller "10" = { Type = "BucketSceneCuller" Number = 10 Comparison = 3 } SceneCuller "11" = { Type = "BucketSceneCuller" Number = 12 Comparison = 5 } } SceneListPool = { SceneList "0" = { NodeTypeFilter = "LightNode" CameraNodeReference = 2 FirstSortCriteria = 0 SecondSortCriteria = 6 Enable = 1 } SceneList "1" = { NodeTypeFilter = "SubGeometryNode" FirstSortCriteria = 4 SecondSortCriteria = 3 Enable = 1 SceneCullerRefereces = [ 0 ] } SceneList "2" = { NodeTypeFilter = "SubGeometryNode" FirstSortCriteria = 3 SecondSortCriteria = 0 Enable = 1 SceneCullerRefereces = [ 1 ] } SceneList "3" = { NodeTypeFilter = "SubGeometryNode" FirstSortCriteria = 1 SecondSortCriteria = 3 Enable = 1 SceneCullerRefereces = [ 2 ] } SceneList "4" = { NodeTypeFilter = "SubGeometryNode" FirstSortCriteria = 4 SecondSortCriteria = 3 Enable = 1 SceneCullerRefereces = [ 3 5 ] } SceneList "5" = { NodeTypeFilter = "SubGeometryNode" FirstSortCriteria = 4 SecondSortCriteria = 1 Enable = 1 } SceneList "6" = { NodeTypeFilter = "SubGeometryNode" FirstSortCriteria = 4 SecondSortCriteria = 1 Enable = 1 } SceneList "7" = { NodeTypeFilter = "SubGeometryNode" FirstSortCriteria = 4 SecondSortCriteria = 0 SceneCullerRefereces = [ 4 ] Enable = 1 } SceneList "8" = { Enable = 1 NodeTypeFilter = "SubGeometryNode" FirstSortCriteria = 4 SecondSortCriteria = 3 } SceneList "9" = { Enable = 1 FirstSortCriteria = 6 SecondSortCriteria = 6 NodeTypeFilter = "SubGeometryNode" } SceneList "10" = { NodeTypeFilter = "SubGeometryNode" FirstSortCriteria = 3 SecondSortCriteria = 0 Enable = 1 SceneCullerRefereces = [ 6 ] } SceneList "11" = { NodeTypeFilter = "SubGeometryNode" FirstSortCriteria = 4 SecondSortCriteria = 3 Enable = 1 SceneCullerRefereces = [ 7 ] } SceneList "12" = { NodeTypeFilter = "SubGeometryNode" FirstSortCriteria = 1 SecondSortCriteria = 3 Enable = 1 SceneCullerRefereces = [ 8 ] } SceneList "13" = { NodeTypeFilter = "SubGeometryNode" FirstSortCriteria = 4 SecondSortCriteria = 3 Enable = 1 SceneCullerRefereces = [ 9 10 ] } SceneList "14" = { NodeTypeFilter = "SubGeometryNode" FirstSortCriteria = 4 SecondSortCriteria = 0 SceneCullerRefereces = [ 11 ] Enable = 1 } } MaterialPool = { Material "0" = { Effect = "Downsample4x4" } Material "1" = { Effect = "Downsample4x4" } Material "2" = { Effect = "Downsample2x2" } Material "3" = { Effect = "GaussBlur" } Material "4" = { Effect = "GaussBlur" } Material "5" = { Effect = "GaussBlur" } Material "6" = { Effect = "ClearZBuffer" } Material "7" = { Effect = "PassThru" } Material "8" = { Effect = "PostProcess" TextureEntries = { TextureEntry "0" = { Usage = "Blur_1_4" TextureReference = 7 } TextureEntry "1" = { Usage = "Blur_1_16" TextureReference = 4 } TextureEntry "2" = { Usage = "Blur_1_32" TextureReference = 5 } TextureEntry "3" = { TextureReference = 6 Usage = "BackBuffer" } TextureEntry "4" = { Usage = "GlowMap" TextureReference = 10 } } } } TexturePool = { Texture "0" = { Name = "ZStencilBuffer" Relative = 1 Multiplier = 1 Width = 1280 Height = 720 Format = 57 } Texture "1" = { Name = "BackBuffer 1/4" Relative = 1 Multiplier = 4 Width = 320 Height = 180 Format = 7 } Texture "2" = { Name = "BackBuffer 1/16" Relative = 1 Multiplier = 16 Width = 80 Height = 45 Format = 7 } Texture "3" = { Name = "BackBuffer 1/32" Relative = 1 Multiplier = 32 Width = 40 Height = 22 Format = 7 } Texture "4" = { Name = "BackBuffer 1/16 Blurred" Relative = 1 Multiplier = 16 Width = 80 Height = 45 Format = 7 } Texture "5" = { Name = "BackBuffer 1/32 Blurred" Relative = 1 Multiplier = 32 Width = 40 Height = 22 Format = 7 } Texture "6" = { Name = "BackBuffer" Relative = 1 Multiplier = 1 Width = 1280 Height = 720 Format = 7 Presentable = 1 } Texture "7" = { Name = "BackBuffer 1/4 Blurred" Relative = 1 Multiplier = 4 Width = 320 Height = 180 Format = 7 } Texture "8" = { Format = 7 Width = 1280 Height = 720 Presentable = 1 Name = "FullScreenDistort Result" } Texture "9" = { Name = "PostProcess Result" Width = 1280 Height = 720 Format = 7 Presentable = 1 } Texture "10" = { Name = "GlowBlurred" Width = 640 Height = 360 Format = 7 } }
filelist_wii.txt
A file list of the Wii version of Cars 2?
//========================================================================== //= //= FileList.txt - list the files that should be loaded for each world //= //========================================================================== // The "permanent" section is the place to put files that should only be // loaded once, and they stay memory-resistent permantly after that. [permanent] objects/BoneInfo.dbl // this guy needs to be loaded first before geoms are loaded newhud/marquee.dbl xml/controls.xml xml/controls_wiibasic.xml xml/movehierarchy.xml [permanentpreload] loadingfrontend.fev emusic.fev program.fev reverb.fev gameplay.fev weapons.fev surfacetype.fev CarBody.fev VehicleEngine.fev [all] var/ActorLOD.var var/HitValues.var var/View.var var/aimsim.var var/avatarfx.var var/biped.var var/bloom0.var var/controller.var var/deathcam.var var/digdugcam.var var/dropweap.var var/footfall.var var/disarc.var var/levfxfail.var var/levfxwork.var var/glass.var var/hitbox.var var/ladder.var var/shootercam.var var/tethercam.var var/ghostcam.var var/view.var worlds/scene.var Effects/EyeBall.tfx Effects/EyeLids.tfx Effects/EyeLidsTextured.tfx ui/controllerbuttons.oct [nonfrontend] particles/universal.dbl ui/ingameicons.oct //weapons/empmine.oct //weapons/empmine.entity // --- start/finish/lap //SecondLap.cho:1 //LapGate3.cho:1 //BannerFinish.cho:1 //BannerRace.cho:1 //BannerBattle.cho:1 //BannerAttack.cho:1 //HoloGate_LapFX.cho:1 //HoloGateFinish_FireWorks.cho:1 //HoloGate_Elements.cho:1 //HoloGate_Start.cho:1 // ---------------------- explosions ------------------------------ //explosionfireyb.cho // ----------------------- Drafting ------------------------------- //draftA.cho // ----------------------- Respawn -------------------------------- //SpawnBeam_Out.cho //SpawnBeam_In.cho // ----------------------- ITZ / Turbo ---------------------------- //itzcarfx.cho //itzscreenfx.cho //zone_shield.cho //TurboFlameSingle.cho // -------------------- Quick Start ------------------------------- //EnergyGain_BoilA.cho //EnergyGain_BoilB.cho //EnergyGain_BurstB.cho //EnergyGain_BurstC.cho //EnergyGain_BurstGoldA.cho //EnergyGain_BurstGoldB.cho // --------------------------- PIP -------------------------------- //Cho_SpyMchnGunA.cho //Cho_SpyLeechLoadA.cho //Cho_SpyWGPSignalA.cho //Cho_SpySpareTireA.cho // ------------------------- bashables ---------------------------- //objects/bashable.oct //objects/bashable.entity //objects/bashable_neg.oct //objects/bashable_neg.entity //objects/weaponpickup.oct //objects/weaponpickup.entity //PKUP_RespncGenericA.cho //PKUP_RespncGenericB.cho //PKUP_RespncSpyA.cho // ------------------ barrier hit choreographies ------------------ //WallHit_Metal.cho //WallHit_Concrete.cho //RS_WallHit.cho //SparksCollideA.cho // ----------------- energy gain choreographies ------------------- //EnergyGain_BurstA.cho //EnergyGain_BurstGoldA.cho //EnergyGain_B.cho //EnergyGain_OrbB.cho //EnergyGain_BurstC.cho //EnergyGain_BurstGoldB.cho // ----------------- weapons choreographies ----------------------- // --- missile //SpyMissileLnchrA.cho //SpyMissileProjectile.cho // --- skate jack //SkateJack_LoadOut.cho //SkateJack_Fire.cho //SkateJack_ReticleA.cho //SkateJack_BarrierHit.cho // --- machine gun //SpyMchnGunA.cho ////MG_HitDirt.cho //Weapons/MGBullet.oct //Weapons/MGBullet.entity // --- satellite beam //SpySatelliteBlitz.cho //Satellite_Beam.cho //SpyWGPCamReticleA.cho //SpySatelliteQuake.cho //SatBeam_F2.cho //SpyWGPPulseLoadA.cho ////SatBeam_ScreenFX.cho //satbeam_f2_expl.cho //satbeam_impact.cho //impulsescreenfx.cho // --- oil slick //SpyOilSlickA.cho //SpyOilSlickProjectileA.cho //SpyOilSlickBlotA.cho //SpyOilSlickSplashA.cho //SpyOilSlickSpinA.cho //Characters/Misc/EmptyEntity/EmptyEntity.oct //Characters/Misc/EmptyEntity/EmptyEntity.entity Scripts/OilSlick.sx // --- LEECH //SpyLeechLoadA.cho //LeechMine_Mine.cho //LeechMine_Projectile.cho //Leechmine_bolt.cho //Leechmine_ProjectileHit.cho //Leechmine_drain.cho //LeechMine_flash.cho //LeechMine_Hit.cho //LeechMine_gain.cho ////EnergyGain_Leech.cho // --- Arena Mine //SpyImpactMine.cho //ImpactMine_Projectile.cho //ImpactMine_Mine.cho [frontend] frontend.fev flash/frnt_end_car_select.swf flash/frnt_end_custom_squad_series.swf flash/frnt_end_game_type_select.swf flash/frnt_end_garage.swf flash/frnt_end_icon_menu1.swf flash/frnt_end_icon_menu2.swf flash/frnt_end_icon_menu_inner.swf flash/frnt_end_info.swf flash/frnt_end_mission_details.swf flash/frnt_end_mission_select.swf flash/frnt_end_mission_settings.swf flash/frnt_end_multi_car_select.swf flash/frnt_end_popup_menu1.swf flash/frnt_end_saveslots.swf flash/frnt_end_shared_row_menu.swf flash/hud_shared.swf flash/ingame_shared_button_prompt.swf flash/shared_back_effects.swf flash/shared_button_graphics.swf flash/shared_button_stretch1.swf flash/shared_carstats_bar.swf flash/shared_data_streak1.swf flash/shared_divider1.swf flash/shared_framing1.swf flash/shared_icon_cadet_lg.swf flash/shared_icon_dlc1.swf flash/shared_icon_mp_locked1.swf flash/shared_icons_loading1.swf flash/shared_icons_locked1.swf flash/shared_menu_arrow1.swf flash/shared_menu_arrow2.swf flash/shared_menu_back1.swf flash/shared_playernum_lg.swf flash/shared_playernum_md.swf flash/shared_progress_bar.swf flash/shared_scan1_horz.swf flash/shared_scan1_vert.swf flash/shared_selectback1.swf flash/shared_selectmarker1.swf flash/shared_team_icons.swf flash/shared_text_menu1.swf flash/shared_tile_datarain1.swf flash/shared_tile_flag1.swf flash/shared_tile_scan1.swf flash/shared_trophies_md.swf flash/shared_world_map.swf flash/simple_no_options.swf flash/title_menu.swf flash/world_of_cars_connect.swf characters/car_frontend/motions/shared_fe_lefttoright.octraw characters/car_frontend/motions/shared_fe_righttoleft.octraw characters/car_frontend/motions/shared_fe_backlefttobackright.octraw characters/car_frontend/motions/shared_fe_backrighttobackleft.octraw characters/car_frontend/motions/shared_fe_frontlefttobackleft.octraw characters/car_frontend/motions/shared_fe_frontlefttobackright.octraw characters/car_frontend/motions/shared_fe_frontlefttomidleft.octraw characters/car_frontend/motions/shared_fe_frontlefttomidright.octraw characters/car_frontend/motions/shared_fe_frontrighttobackleft.octraw characters/car_frontend/motions/shared_fe_frontrighttobackright.octraw characters/car_frontend/motions/shared_fe_frontrighttomidleft.octraw characters/car_frontend/motions/shared_fe_frontrighttomidright.octraw characters/car_frontend/motions/shared_fe_midlefttomidright.octraw characters/car_frontend/motions/shared_fe_midrighttomidleft.octraw characters/car_frontend/motions/shared_fe_rightfrontwindow.octraw characters/car_frontend/motions/shared_fe_rightmidwindow.octraw characters/car_frontend/motions/shared_fe_leftfrontwindow.octraw characters/car_frontend/motions/shared_fe_leftmidwindow.octraw characters/car_frontend/motions/shared_fe_blocker.octraw characters/car_frontend/motions/shared_fe_lefttorightangle.octraw characters/car_frontend/motions/shared_fe_righttoleftangle.octraw characters/car_frontend/motions/shared_offscreen_idle.octraw [tutorial] leveltutorial.fev holodome_exitdoors.cho:6 menu.fev [tutorialadvanced] holodome_exitdoors.cho:1 leveltutorial.fev menu.fev [mi_oil] leveloilrig.fev menu.fev TurretSpawn.cho:6 Dis_Crate_Spawn.cho:4 Dis_Crate_Spawn_Out.cho:4 [mi_tokyo] leveltokyo.fev menu.fev TurretSpawn.cho:8 [mi_air] levelairport.fev menu.fev TurretSpawn.cho:6 [mi_italy] levelitaly.fev menu.fev TurretSpawn.cho:6 Dis_Crate_Spawn.cho:4 Dis_Crate_Spawn_Out.cho:4 SplashWaterA.cho:1 [mi_london] levellondon.fev menu.fev TurretSpawn.cho:6 Dis_Crate_Spawn.cho:4 Dis_Crate_Spawn_Out.cho:4 [mi_radiator] levelradiatorsprings.fev menu.fev TurretSpawn.cho:6 Dis_Crate_Spawn.cho:4 Dis_Crate_Spawn_Out.cho:4 RSDustDevil.cho:1 cho_rad_bck_tractor.cho:3 [tokyoxtreme] leveltokyo.fev menu.fev [tokyo_a] leveltokyo.fev menu.fev TKO_FlyCam_TrackA.cho:1 cho_gen_copDonut.cho:13 [tokyo_b] leveltokyo.fev menu.fev TKOcraneA.cho:1 TKO_FlyCam_B.cho:1 [tokyo_c] leveltokyo.fev menu.fev TKOcraneA.cho:2 TKO_FlyCam_TrackC.cho:1 [radiator_a] levelradiatorsprings.fev particles/RadiatorSprings.dbl menu.fev RAD_FlyCam_TrackA.cho:1 [radiator_b] levelradiatorsprings.fev particles/RadiatorSprings.dbl RAD_FlyCam_TrackB.cho:1 RSDustDevil.cho:1 RSDustDevilSmall.cho:1 menu.fev [radiator_c] levelradiatorsprings.fev particles/RadiatorSprings.dbl menu.fev RAD_FlyCam_TrackC.cho:1 [italy] levelitaly.fev ita_rockslidea.cho:1 ita_rockslideb.cho:1 ita_rockslidec.cho:1 menu.fev ITA_FlyCam_TrackA.cho:1 ITA_FlyCam_TrackB.cho:1 ITA_FlyCam_TrackC.cho:1 splashwatera.cho:1 [air] levelairport.fev Air_AmbientRunwayTrafficB.cho air_startcam_a.cho menu.fev AIR_FlyCam_C.cho:1 AIR_FlyCam_TrackA.cho:1 [oilrig] OIL_FlyCam_TrackA.cho:1 OIL_FlyCam_TrackB.cho:1 leveloilrig.fev menu.fev TrimaranReticle.cho:1 TurretLight.cho:1 characters/zundappmissile/zundappmissile.entity characters/ZundappMissile.sx characters/Helicopter.sx [london_a] levellondon.fev menu.fev splashwatera.cho:1 LON_FlyCam_TrackA.cho:1 [london_b] levellondon.fev LON_trainLoopA.cho:1 LON_trainLoopB.cho:1 menu.fev splashwatera.cho:1 [holo_pitlane] holo_pitlane.fev menu.fev [holo_pitslot] holo_pitslot.fev menu.fev [holo_radiatorhub] holo_radiatorhub.fev menu.fev [holo_roadcourse] holo_roadcourse.fev menu.fev [holo_superspeedway] holo_superspeedway.fev menu.fev [holocars_skidpad] menu.fev [holojared] holojared.fev menu.fev [holojody] holojody.fev menu.fev [holoavtest] holoavtest.fev menu.fev [modelviewer] modelviewer.fev menu.fev
Debugging Material
Log Writer
LogWin32.%m-%d-%Y.%H-%M-%S.html is written on every bootup.
Command Line
To do: Go in depth on what they do. |
The game has support for loading command-line parameters from the cmdline.var file or generally passed to the application, unlike the console original, the code to use them is present. Adding a "#" or an "x" is considered a comment.
x *** Win32 *** x--world=holoarti x--world=tokyo_b x--world=carscade_nas x--trackabc=b x--disableaudio x--noreset x--disablepip x--aicount=0 x--nocarreset x--noperfwarn --noexceptions --noasserts
There are the commands:
Octane command line arguments (not case sensitive) --logFlashDevon export to a file when strings don't have a devon key associated with them --handleFlashDevonAssert Assert when strings don't have a devon key associated with them --noDebugMenuWii disable the debug menu on wii --stormovernexus=____ Pipe storm output over nexus --force_cho_detail=____ Force a specific choreography detail level --noperfwarn Don't display performance warnings --debugName=____ Set debug name --memoryreport Spit out a memory report --testplayer=____ Select a player to test --testactor=____ Select an actor to test --altgamecam=____ Select an alternate game camera --stormnoperiodicflush Don't periodically flush storm's write stream --stormnotestdirs Don't try to create storm test directories --stormtiermode=____ Parse the capture tier mode --stormtier=____ Parse the capture tier level --stormserver=____ Parse the server address to upload to --stormmac=____ Set a default MAC address --storm Enable Storm to record --noactors Disable All Actors --nonetwork Disable the network --nofps FPS indicator off by default --skipfluff Skip the fluff --soundwarnings Turn on more verbose sound warnings for Sound Designers --disableaudio Turn off all audio (prevent loading any assets) --stationary Stationary simple avatar --supersimple Super simple avatar --nomusic Turn off music --logoutput Log output --messagelogfilter=____ Message Log Filter --logmessage Log message --disablelogpath Disable log path --log=____ Set the full path to log output to --logdir=____ Set the directory to log output to --logpath=____ Set the path to log output to --world=____ Go directly into a specified world --join=____ Join a network game --host=____ Host a network game --defaultavatar4=____ force this as the avatar --defaultavatar3=____ force this as the avatar --defaultavatar2=____ force this as the avatar --defaultavatar=____ force this as the avatar --lang=____ Select a language --skipStartupMovies skip the startup movies --invertTargettingUD Invert the Targetting Up/Down --invertTargettingLR Invert the Targetting Left/Right --invertFlightCamUD Invert the Flight camera Up/Down --invertFlightCamLR Invert the Flight camera Left/Right --invertMainCamUD Invert the Main camera Up/Down --invertMainCamLR Invert the Main camera Left/Right --debugDevonAssertMissing assert when a missing string is encountered --debugDevonFoundString=____ special Devon replace string if found --debugDevonMissingString=____ special Devon replace string if missing --debugFoundTranslations=____ dump Devon FOUND translations to file --debugTranslationsFile=____ dump Devon translations to file --skipfmv Skip all FMVs --probeoutputcubes=____ Output the cubes as we are capturing --setfov=____ Set the Default Fov angle --anim=____ Temp argument to force load a named animation for the new system --entitytest=____ Loads a <filename>.entitytest file --dance=____ Play choreographies from an Aurora panel --usemaxanisotropy Force maximum anistropy sampler states --dxfullscreen Run fullscreen under DX --dxposition=____ Override window position under DX --dxresolution=____ Override resolution under DX --dxadapter=____ Force which graphics card DX uses --openprofile Log away media open calls to a file with the world name that caused the loads to joyously happen. --norumble Prevent controllers from vibrating --asserts Make asserts 'noisy' again when they would be silenced by default --noasserts Pipe all asserts through the command line --noexceptions Turn off exceptions when they would be on by default --nomemoryprotect Disable memory protection --exceptions Pipe all exceptions through the command line (and make minidump) --platformdata=____ Override where the game looks for platform specific data --help Displays this help --controlscheme4=____ Specify a default controller scheme --controlscheme3=____ Specify a default controller scheme --controlscheme2=____ Specify a default controller scheme --controlscheme=____ Specify a default controller scheme --useOldUI activate the new ui --cinematicpostprocess Cinematic post processing shader - right now just DOF --hiresmotionblur Full resolution motion blur and more samples --disablemotionblur Disable motion blur --shadowsplit=____ Override the shadow split --shadowfar=____ Override the shadow far plane --overridebias=____ Load up a shadow mask with a bias override --hiresshadows Force a high resolution cinematic shadow --disableftpip 1 and 2 player modes use full time pip --nosplit disables split screen --bld=____ Select a bld(build) --player4team=____ force this as player team --player3team=____ force this as player team --player2team=____ force this as player team --player1team=____ force this as player team --forceMP=____ force a multiplayer game --disableMultiPip disable multi-player pip till they get the right data in for it --notimer Timer won't count down --disablepip Disable Pip --collectLine Record line for collect mode --energyLine Record best energy line --friendlyFire=____ Set friendly fire = FRIENDLYFIRE_NO/FRIENDLYFIRE_YES --weaponOverride=____ Set weapon pickup override set e.g. Weapon_TroikaMissiles --difficulty=____ Choose the difficulty easy, medium or hard --noWeapons Turn weapon pickups off --perfectAIDrivingSkills All AI cars use perfect driving skills --perfectAISkills All AI cars use perfect skills --AISkillMax=____ Override AI skill maximum value --AISkillMin=____ Override AI skill minimum value --lapCount=____ specify number of laps for the race --missionType=____ Choose a Mission Type: Bomb, Hunter, or Arena --trackABC=____ Choose track A, B, or C --AICount=____ specify number of AI cars --missionID=____ specify a mission ID --entity_suffix=____ Suffix to use when spawning cars (for LOD testing) --autodrift=____ Autodrift setting --noCarClasses Turn off car classes; use McQueen's settings --nosurfacefx dont play surface particle effects
Internal Project Name
The game is internally referred to as Carscade, cars2 or cars2arcade.
The Cars series
| |
---|---|
Windows | Cars • Mater-National Championship • Cars 2 • Fast As Lightning |
Game Boy Advance | Cars • Mater-National Championship |
Nintendo DS | Cars • Mater-National Championship • Cars 2 |
Wii | Cars • Mater-National Championship (Prototype) • Cars 2 • Race-O-Rama |
PlayStation 2 | Cars (Prototypes) • Race-O-Rama |
Xbox, GameCube | Cars (Prototypes) |
Xbox 360 | Cars • Cars 2 • Race-O-Rama |
PlayStation 3 | Cars 2 • Race-O-Rama |
Arcade | Cars |
Plug & Play | Cars 2 |
iOS, Android | Fast As Lightning • Hotshot Racing |
Adobe Flash | World of Cars Online |
Planes | |
Nintendo DS | Fire & Rescue (Earlier Prototypes) |
- Pages missing developer references
- Games developed by Avalanche Software
- Pages missing publisher references
- Games published by Raw Thrills
- Arcade games
- Pages missing date references
- Games released in 2013
- Games with hidden development-related text
- Games with unused graphics
- Games with debugging functions
- To do
- Cars series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused graphics
Games > Games by developer > Games developed by Warner Bros. Games > Games developed by Avalanche Software
Games > Games by platform > Arcade games
Games > Games by publisher > Games published by Raw Thrills
Games > Games by release date > Games released in 2013
Games > Games by series > Cars series