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Goat Simulator (Windows)

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Title Screen

Goat Simulator

Developer: Coffee Stain Studios
Publisher: Coffee Stain Studios
Platform: Windows
Released internationally: April 1, 2014


GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
Carts.png This game has revisional differences.


<Sanky> please suggest an unused sprite with a clock or something
This game is still under active development.
Be aware that any unused content you find may become used or removed in the future. Please only add things to the article that are unlikely to ever be used, or went unused for some time. If they do get used, please remove them from the page and specify in the edit summary!

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.

In Game Console

A console can be triggered with the TAB key and expanded with the ~ (tilde) key. 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
GOAT ShowBSP ON.png GOAT ShowBSP OFF.png

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
GOAT ShowDecals ON.png GOAT ShowDecals OFF.png

Show FOG

Saturates the game's colors. Default is on.


ON OFF
GOAT ShowFog OFF.png GOAT ShowFog ON.png

Show LEVELCOLORATION

Toggles per-level coloration (AKA every single model becomes grey).

GOAT ShowLevelColoration.png

Show PATHS

Toggles path rendering.

GOAT ShowPaths.png

Show RIGIDBODY

Similar to level coloration, but with colours. It's not listed in the autocomplete for some reason.


(Source: Goat Simulator Wiki)

Show SKELMESHES

Makes the player's and characters' models invisible. Default is on.

ON OFF
GOAT ShowSkelMeshes ON.png GOAT ShowSkelMeshes OFF.png

Show TERRAIN

Toggles terrain rendering.

ON OFF
GOAT ShowTerrain ON.png GOAT ShowTerrain OFF.png

Show VOLUMES

Toggles volume rendering.

GOAT ShowVolumes.png

ShowTitleSafeArea

Shows a safe area guide. The yellow border is the title-safe area while the red one is the action-safe area.

GOAT ShowTitleSafeArea.png

Show Debug

Displays some information including the player's nickname, location, state, health and such.

ShowJuice

Shows placeholder text for a quest.

GOAT ShowJuice.png

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 milisecond and then switches back to the original HUD.
    LegacyHUD text.
  • 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.


(Source: Goat Simulator Wiki)

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

GOAT AnimTreeEd PreviewFloor 03.png
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

GOAT Axis Guide.png
Axis_Guide.StaticMesh is exactly what it says on the tin. It has no texture.

Background Cube

GOAT BackgroundCube.png
BackgroundCube.StaticMesh is a cube with rounded edges using the default texture.

Matinee Cam

GOAT MatineeCam SM.png
GOAT MatineeCam SM 03.png
MatineeCam_SM.StaticMesh is a movie projector that is used in the Unreal Editor in the creation of cutscenes.

Letters

GOAT NodeBuddy AutoAdjust.png
GOAT NodeBuddy AutoAdjustOff.png
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

GOAT NodeBuddy PerchClimb 02.png
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.

GOAT TestMesh InGame.png

Unused Graphics

GOAT EdSplash.png

Editor

An alternate startup screen that has "Editor" written above the game's title. An editor is accessible by adding "editor" after the game's shortcut path, but it crashes after loading a few packages.

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.png Download wxRes (Unreal Editor)
File: GOAT_wxRes.7z (633 KB) (info)
Download.png Download res (FaceFX)
File: GOAT_res.7z (633 KB) (info)

Small Goat

GOAT SmallGoat.png
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

Filename Graphic Description
CASC_DisabledModule.Texture2D GOAT CASC DisabledModule.png Some static that doesn't fit the categories above as it is 64x32.
UnrealEdIcons.Texture2D GOAT UnrealEdIcons crop.png This set of icons is part of a 512x512 transparent picture, so it has been cropped.

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
GOAT Goat Lookup 01 1.png GOAT level 01 1.png

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.

GOAT Dialog.png

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 
}

GOAT Dialog2.png

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

In GoatSettings.bin, there seems to be a option to enable explicit content. It is unknown how to turn it on.

There is a file containing these words:

[CloudStorageEmulation] UpgradeKey=1

It is unknown if it is different between the Android and iOS releases.

Hmmm...
To do:
What file?