Goat Simulator (Windows)
Goat Simulator |
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Developer: Coffee Stain Studios This game has unused graphics. |
This page sucks. If you could make it suck less, that would be awesome. Specifically: This page is pretty outdated... This should get some updating. And it the rest of the page is editor meshes and other editor resources THOSE ARE IN EVERY OTHER GAME MADE WITH THE UDK (aka Unreal Engine 3) WHICH MEANS DON'T DOCUMENT THEM!!! |
To do: Take a look at the multiple alpha videos from Coffee Stain released on their YouTube channel to see differences. |
To do: First released video. Second released video. Third released video. Forth released video. |
Goat Simulator originally started as part of a game jam held at Coffee Stain Studios, and it went quite uphill from there, and is intended to be a parody of the entire "simulation" category of games. Basically, you're a goat that wrecks stuff...that's it.
Contents
- 1 In-Game Console
- 1.1 DebugCreatePlayer
- 1.2 Show BOUNDS
- 1.3 Show BSP
- 1.4 Show COLLISION
- 1.5 Show DECALS
- 1.6 Show FOG
- 1.7 Show LEVELCOLORATION
- 1.8 Show PATHS
- 1.9 Show RIGIDBODY
- 1.10 Show SKELMESHES
- 1.11 Show TERRAIN
- 1.12 Show VOLUMES
- 1.13 ShowTitleSafeArea
- 1.14 Show Debug
- 1.15 ShowJuice
- 1.16 Statistics
- 1.17 Additional Commands
- 2 Unused Audio
- 3 Unused Models
- 4 Developer Oversight
- 5 Unused Graphics
- 6 Hidden Dialog Boxes
- 7 Unused Text
- 8 Revisional Differences
- 9 Mobile Version
- 10 Internal Project Name
In-Game Console
A console can be triggered with the TAB key and expanded with the ~ (tilde) key. (Or press \ for the expanded console on newer versions of the game) It has an auto-complete feature that makes it easier to browse through commands. The most noteworthy ones are displayed below.
DebugCreatePlayer
Rather than adding more players to the game, it can split the screen up to 4 angles, creating more cameras that are all attached to your goat. The DebugDeletePlayer input does the opposite and removes the "players'" screens.
This function is rather experimental and can lead to some bugs such as having one of the cameras "respawn" and thus losing control of the player (leading to have to close the game manually).
Show BOUNDS
Displays bounding boxes for all visible objects in blue and yellow lines.
Show BSP
Toggles Binary Space Partition rendering. It makes a few of the structures like the house below and the Goat Queen access tower invisible.
ON | OFF |
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Show COLLISION
Toggles collision rendering, detailed with red and green lines for the goat and pink lines for everything else.
Show DECALS
Toggles decals rendering. In-game, it tweaks the display of the pentagram for the Sacrifice quest, amongst other textures.
ON | OFF |
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Show FOG
Saturates the game's colors. Default is on.
ON | OFF |
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Show LEVELCOLORATION
Toggles per-level coloration (AKA every single model becomes grey).
Show PATHS
Toggles path rendering.
Show RIGIDBODY
Similar to level coloration, but with colours. It's not listed in the autocomplete for some reason.
Show SKELMESHES
Makes the player's and characters' models invisible. Default is on.
ON | OFF |
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Show TERRAIN
Toggles terrain rendering.
ON | OFF |
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Show VOLUMES
Toggles volume rendering.
ShowTitleSafeArea
Shows a safe area guide. The yellow border is the title-safe area while the red one is the action-safe area.
Show Debug
Displays some information including the player's nickname, location, state, health and such.
ShowJuice
Shows placeholder text for a quest.
Statistics
The commands below only show up in a small portion of the expanded console or in a very small font on the screen.
Plus, there are some inputs for viewing every sound that is played in the game.
Additional Commands
- FOV: edits the camera zoom on the player; default is 90.
- FreezeAt: locks the camera for "more determinastic render profiling".
- LegacyHUD: shows some placeholder text for a millisecond and then switches back to the original HUD.
- Shot: takes a screenshot and saves it as a raw bitmap in "\Documents\My Games\GoatSim\GoatGame\Screenshots\Win32\".
- ShowGameHUD (1 or 0): toggles the display for the scores and objectives.
- There are a lot of commands for viewing assets in the games packages in the expanded console.
- ListAudioComponents.
- ListSounds.
- ListSoundClasses.
- ListSoundModes.
- ListUncachedStaticLightingInteractions.
- ListSoundWaves.
- ListTextures.
- ListWaves.
- Obj LIST.
- Obj CLASSES.
Unused Audio
While the game's overall soundtrack lasts for 10 minutes, there are three additional songs that go unused.
Filename | Audio File | Description |
---|---|---|
Its_a_Goat_Trap_01.SoundNodeWave | A theme meant to be used at the title screen. The main song, Soft_Get.SoundNodeWave, plays instead. | |
Tappad_Fullbits01.SoundNodeWave | A little cheerful track, probably meant for the Flappy Goat minigame. | |
TappadBakonEnVagn.SoundNodeWave | This was used in the recent 1.1 "goat parkour" trailer. |
There's some static noise in EditorSounds.upk labeled as WhiteNoise.SoundNodeWave too, and it's the only file on that archive.
Unused Models
There is a handful of meshes located in EditorMeshes.upk and NodeBuddies.upk that were likely used for testing purposes. Some are leftovers from the Unreal SDK.
Test Floor
AnimTreeEd_PreviewFloor.StaticMesh is your average test surface with one of the default textures on. A video of the alpha version shows a similar structure smashed together with the final map.
Axis
Axis_Guide.StaticMesh is exactly what it says on the tin. It has no texture.
Background Cube
BackgroundCube.StaticMesh is a cube with rounded edges using the default texture.
Matinee Cam
MatineeCam_SM.StaticMesh is a movie projector that is used in the Unreal Editor in the creation of cutscenes.
Letters
NodeBuddy_AutoAdjust.StaticMesh and NodeBuddy_AutoAdjustOff.StaticMesh are just A and M in capital letters.
Arrows
There are a few meshes of some arrows of different sizes and shapes. Likewise, there are two models of a chopped arrow and a cut open box each.
Ladder
NodeBuddy_PerchClimb.StaticMesh is an untextured short ladder.
Targets
Two models render a target along with a rectangular block and a sole target that somehow is a pop-up. The first one has a few duplicates with both objects facing in different directions.
SWAT
Two models depict the word SWAT with an arrow pointing to the left/right.
TexProps
A few simple models likely for testing textures.
Miscellaneous
Developer Oversight
If you head over the tunnel in the Low Gravity Testing Facility's direction, you can see a test model just after the tunnel. It's impossible to interact with it since an invisible wall bounces you off.
Unused Graphics
UE3 Leftovers
A massive amount of images that are leftovers from the Unreal Editor and the FaceFX software are scattered through the game's files. These range from icons to startup screens to backgrounds.
Download wxRes (Unreal Editor)
File: GOAT_wxRes.7z (633 KB) (info)
|
Download res (FaceFX)
File: GOAT_res.7z (633 KB) (info)
|
Small Goat
Stored in UI_Icons.upk is this little drawing of a goat.
Map Templates
MapTemplatesIndex.upk has these textures of a black cube standing at different times of the day.
Engine Materials
EngineMaterials.upk contains some assorted placeholders, like the default texture.
There are also a few "icons" related to the Unreal Editor judging by the filenames.
Editor Materials
EditorMaterials.upk has Unreal Editor leftovers aplenty. These will be sorted by their resolutions below.
256x256
A few backgrounds and placeholders.
128x128
Two icons for spawning targets and... a red triangle.
64x64
A blue apple with wings and a grey grandient... wait, what?
32x32
Several icons.
16x16
Even more icons.
8x8
Pictures for ants.
Unsorted
Base Materials
Base_Materials.upk has some odd textures that don't seem to be used anywhere.
Game Framework
GameFramework.upk harbours these two icons for something related to crowds.
Color Lookup
ColorLookup.upk has these two colourful strips. The second one is slightly brighter than the first one.
Goat_Lookup_01_1.Texture2D | level_01_1.Texture2D |
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Material Templates
Last but not least, MaterialTemplates.upk has these two textures.
Hidden Dialog Boxes
Two dialog boxes can be viewed with a resource editor in the game's main executable. Its purpose is unknown, and they don't seem to be related to the Unreal devkit.
101 DIALOGEX 0, 0, 275, 118 STYLE DS_FIXEDSYS | DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_CAPTION | WS_SYSMENU CAPTION "Dialog" LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US FONT 8, "MS Shell Dlg", FW_NORMAL, FALSE, 1 { CONTROL "Yes", 1002, BUTTON, BS_DEFPUSHBUTTON | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 25, 97, 50, 14 CONTROL "No", 1003, BUTTON, BS_PUSHBUTTON | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 141, 97, 50, 14 CONTROL "Yes to all", 1000, BUTTON, BS_PUSHBUTTON | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 83, 97, 50, 14 CONTROL "No to all", 1001, BUTTON, BS_PUSHBUTTON | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 199, 97, 50, 14 CONTROL "Static", 1004, STATIC, SS_LEFT | WS_CHILD | WS_VISIBLE | WS_GROUP, 17, 19, 246, 66 }
102 DIALOGEX 0, 0, 297, 126 STYLE DS_FIXEDSYS | DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_CAPTION | WS_SYSMENU CAPTION "Dialog" LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US FONT 8, "MS Shell Dlg", FW_NORMAL, FALSE, 1 { CONTROL "Yes", 1002, BUTTON, BS_PUSHBUTTON | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 15, 98, 50, 14 CONTROL "Yes to all", 1000, BUTTON, BS_PUSHBUTTON | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 70, 98, 50, 14 CONTROL "No", 1003, BUTTON, BS_PUSHBUTTON | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 124, 98, 50, 14 CONTROL "No to all", 1001, BUTTON, BS_PUSHBUTTON | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 177, 98, 50, 14 CONTROL "Cancel", 1009, BUTTON, BS_PUSHBUTTON | WS_CHILD | WS_VISIBLE | WS_TABSTOP, 232, 98, 50, 14 CONTROL "Static", 1004, STATIC, SS_LEFT | WS_CHILD | WS_VISIBLE | WS_GROUP, 16, 14, 265, 66 }
Unused Text
UDKOffline.html
A greeting message for the SDK can be found in the Engine folder.
Welcome to the Unreal Development Kit. To view the most recent UDK news, refresh this page after connecting to the Internet or visit www.udk.com/documentation. At our web site you’ll find: • The latest news, software updates and UDK version information • In-depth detail on features that boost project quality and productivity • Community message boards, support resources and contests • Case studies on notable UDK projects
Engine.int
The text file for the splash screen has the following string that doesn't show up.
[General] SplashScreen_ThirdPartyCopyrightInfo=bäää
GoatGame.int
The main file for all the game's text has a commented out option for switching coarse language. Even if it is re-enabled, it cannot be used since the Advanced options box overlaps it. A mod exists that restores its functionality.
[GGUIViewOptions] ;mOptionStrings[10]="profanity filter"
Revisional Differences
- The v1.0.28026 update renamed the Yoshi Goat mutator to Italian Dinosaur Goat, potentially due to Nintendo sending a copyright notice to Coffee Stain Studios.
Mobile Version
To do: Maybe add some differences between mobile and PC? |
Placeholder Cube
There is a placeholder cube in Goat City Bay. Going close to the cube will respawn the player.
Explicit Content?
In GoatSettings.bin, there seems to be a option to enable explicit content. It is unknown how to turn it on.
"CloudStorageEmulation" File
There is a file containing these words:
[CloudStorageEmulation] UpgradeKey=1
It is unknown if it is different between the Android and iOS releases.
To do: What file? |
Internal Project Name
The project name for the game is GoatGame according to various folders and filenames.
- Pages missing developer references
- Games developed by Coffee Stain Studios
- Pages missing publisher references
- Games published by Coffee Stain Studios
- Windows games
- Mac OS X games
- Pages missing date references
- Games released in 2014
- Games released in April
- Games released on April 1
- Games with unused graphics
- Games with unused models
- Games with unused music
- Games with unused sounds
- Games with unused text
- Games with debugging functions
- Games with revisional differences
- Pages requiring cleanup
- To do
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > Pages requiring cleanup
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused models
Games > Games by content > Games with unused music
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Coffee Stain Studios
Games > Games by platform > Mac OS X games
Games > Games by platform > Windows games
Games > Games by publisher > Games published by Coffee Stain Studios
Games > Games by release date > Games released in 2014
Games > Games by release date > Games released in April
Games > Games by release date > Games released in April > Games released on April 1