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Guitar Hero: World Tour (PlayStation 3, Xbox 360, Windows, Mac OS X)

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Title Screen

Guitar Hero: World Tour

Developers: Neversoft
Publishers: Activision (PS3/360), Aspyr Media (Windows/Mac)
Platforms: PlayStation 3, Xbox 360, Windows, Mac OS X
Released in US: October 26, 2008 (PS3/360), July 26, 2009 (Windows/Mac)
Released in EU: November 7, 2008 (360), November 14, 2008 (PS3)
Released in AU: November 12, 2008 (360), November 14, 2008 (PS3)


CodeIcon.png This game has unused code.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
TextIcon.png This game has unused text.


PrereleaseIcon.png This game has a prerelease article

Guitar Hero: World Tour now lets you play as the whole band, leaving even more plastic instruments to clutter the living room. Also notable for including a simple editor to make your own songs, not to mention that it now uses the original song masters from the artists themselves instead of covers done by WaveGroup.

Hmmm...
To do:
  • Document the RockOut! minigame in the debug menu.
  • An unused menu for testing unlock atoms exists in the code.
  • The Star Power calibration menu from GH3 / GH Arcade is present, albeit in a very broken state.
  • Document the "button_cheats" property in the PC version.
  • Document the visible on-screen button cheats from the X360 version.
  • The debug menu contains references to create_changehighway_menu but the script for it does not exist.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info

Whammy Calibration Menu

Guitar Hero World Tour Unused Whammy Menu.png

A fully functional menu exists in the code for calibrating the resting position on whammy bars, complete with unique graphics. Why this goes unused is unknown.

Unused Models

Unlike the previous game, only one "boneman" model exists. boneman_female.skin is found in the "DATA/MODELS/CAR/FEMALE" folder of the PC port.

GuitarHeroWorldTour boneman female.png

Unused Graphics

Guitar Hero World Tour sprite missing.png

A simple placeholder graphic for missing textures. Similar images appear in later games in the series.


GuitarHeroWorldTour DrumIcon.png

A two-player icon in a similar vein to Guitar Hero III. In the final game, a pair of drumsticks is used.


Guitar Hero World Tour attack deth 128.png

An enlarged and unused version of the Sudden Death battle icon.


GuitarHeroWorldTour PlaceHolder Horns.png

What seems to be a placeholder unlock image for a pair of horns.


GuitarHeroWorldTour UnusedHatPic.png

An unlock picture for a fancy pimp hat. This item goes unused in the final game, and therefore this image is never used.


GuitarHeroWorldTour UnusedPortrait.png

An unused portrait in the style of Guitar Hero III, resembling Casey Lynch.


GuitarHeroWorldTour Physics 1.png GuitarHeroWorldTour Physics 2.png

Two images that are used in the debug menu, for a UI physics test.


Guitar Hero World Tour color calibration.png

A placeholder image used for testing color calibration, used in the debug menu. The image of Tony Hawk is the default face mapping image seen in the Tony Hawk's Underground series.


Guitar Hero World Tour calwhammy.png Guitar Hero World Tour calwhammy portrait.png

Images for the above-mentioned whammy calibration menu. The picture on the right is made to fade out when the whammy bar is held down.

Create-A-Rocker

Guitar Hero World Tour icon cag gems.png

A Create-A-Rocker image used to select a gem-related value. Possibly used for changing some sort of gem style or color?


Guitar Hero World Tour presence starpower.png

A Create-A-Rocker image used for selecting a character's star power animations. In the final game, these cannot be changed in any way, nor are unique star power animations used.


Guitar Hero World Tour icon load gh.png

An image that was once used in the design menu when loading or saving Create-A-Rocker designs. In early versions of the game, preset designs could have been loaded.


Guitar Hero World Tour photo jimi.png


Jimi's character select icon. The game has lots of checks to handle Jimi Hendrix, including him being forcefully locked in any circumstances.



Create-A-Rocker images are present for the game's various celebrity talents. Given that these are not selectable or unlocked in normal gameplay, these go unused.

While not technically unused, band logos in venues share a common image name and texture. This is an internal image and gets overwritten by the final band logo when initializing the zone.

GuitarHeroWorldTour TempBandLogo.png

Gig Poster Overlays

Similar to band logos, the gig posters in the "board room" use temporary overlay textures for the completion icons that get replaced at runtime. The first five are legitimate textures, whereas the other numbers are very well made numbered images.

GuitarHeroWorldTour BoardRoom Preview.png

Unused Gig Poster Variants

The z_board_room zone contains older, duplicate versions of some of the gig posters:

Early Final
GuitarHeroWorldTour Poster04 Unused.png GuitarHeroWorldTour Poster04 Final.png
Early Final
GuitarHeroWorldTour Poster05 Unused.png GuitarHeroWorldTour Poster05 Final.png
Early Final
GuitarHeroWorldTour Poster06 Unused.png GuitarHeroWorldTour Poster06 Final.png

Posters in the gig select have two images, a zoomed out version and a large version used when previewing its songs. Selecting the Create-A-Gig poster immediately takes the user to the setlist selection, therefore its large version goes unused.

Curiously, its large image is a variant of the Tool poster, lacking the logo in the background:

Early Final
GuitarHeroWorldTour Tool Unused.png GuitarHeroWorldTour Tool Final Large.png

Concept Art

Stored in the files for the Frathouse (Phi Psi Kappa), Hotel (Ted's Tiki Hut), and House of Blues are pieces of concept art for each venue.

Early Gig Posters

The z_frontend package contains noticeably early versions of the gig posters. Judging by these being poster-sized, it's possible these were leftovers from a scrolling menu similar to Guitar Hero III.

Recliner Texture

GuitarHeroWT-Recliner-tex.png
Unlike most other textures in the game, the one used for the recliner in the studio is an actual photo of a real life recliner but cropped to be used as a texture.

Compiler Strings

Leftover in the PC version is a healthy array of strings from QComp, Neversoft's internal QB compiler.

Word too long, max chars allowed = %d
Missing end quote in non-local string
Non-local string too long, max chars allowed = %d
Encountered \\\" inside local string.\nThe \" character is not supported because it is not in our font.\nPlease use single quotes instead.
Encountered \\' inside local string. Please use just ' without the backslash.
Tab character found in string
Missing end quotes in string
Line-feed character encountered inside string
Error at line %d: Line-feed character encountered inside string. The line-feed is at the end of the following text:\n%s\n
Carriage-return character encountered inside string
Error at line %d: Carriage-return character encountered inside string. The carriage-return is at the end of the following text:\n%s\n
String too long, max chars allowed = %d
Hex too long
<...>
random2
random
'Random' keyword must be followed by an open parenthesis
Too many nested if statements
elseif jump offset too big
Previous elseif has already had its jump offset set?
Expected elseif to have at least one other elseif before it?
Encountered elseif after else ?
If statement jump offset too big
Too many elseif's!
Elseif without if
Elseif preceding else has already had its jump offset set?
Expected else to have at least one elseif before it?
Two else statements for the same if
Else without if
Elseif endif jump offset too big
elseif's endif jump offset is already set?
Elseif preceding endif has already had its jump offset set?
else statement jump offset too big
Endif without if
Expected mpLastCaseJumpOffset == NULL ?
Expected mNumCaseStatements == 0 ?
Too many nested switch statements
Bad case jump offset
Too many case statements, need to increase MAX_CASE_STATEMENTS in qcomp
Got case statement when m_num_nested_switch_statements == 0 ?
Bad jump offset
Got endswitch statement when m_num_nested_switch_statements == 0 ?
Too many nested 'Random' operators
Unsupported pragma directive
CheckObjectNames
Empty #pragma directive
#pragma CheckObjectNames not supported!
Too many digits in fractional part of float
Bad character in fractional part of float
Integer value out of range
Bad character in number
Numeric value with no digits
Unrecognized character sequence
#NULL
useheap
default
case
endswitch
switch
randomshuffle
randompermute
randomnorepeat
randominteger
randomfloat
randomrange2
randomrange
return
endif
elseif
else
endscript
script
break
repeat
begin
No digits in hex value. Make sure there is no white space between the $ and the value.
Hex value too big
Bad character in hex value
No digits in hex value. Make sure there is no white space between the 0x and the value.
Eh? Missing end quotes in string
Eh? Missing end quote in string
Missing ] in \\F string.
Expected \\F to be followed by [
Eh? Missing end quote in wide-string
Confused by line %d of %s.\nExpected either a script definition (Script ... EndScript)\nor a constant definition (Something=...)
NULL p_existing_entry->mValue.GetScript() ??
Keyword 'script' must be followed by a name, line %d of %s
The symbol '%s' is defined twice, in %s and %s
Expected an equals sign to follow '%s' at line %d, %s\nThe most likely explanation is that you have a command\noutside of a script ... endscript
Unsupported UseHeap type of '%s'\nValid types are DebugHeap, ScriptHeap\n(line %d of %s)
Keyword 'UseHeap' must be followed by a name\n(line %d of %s)
File %s, line %d:\n%s\n
..\\..\\code\\Gel\\Scripting\\parse.cpp
Keyword 'UseHeap' must not have an = after it, just the name of the heap\n(line %d of %s)
'UseHeap' keyword cannot be used inside array definitions
'UseHeap' keyword cannot be used inside structure definitions
'UseHeap' keyword cannot be used inside scripts
In the 'random' operator, @* must be followed by an integer with no line breaks
The sum of the 'Random' operator weight values is too large.\nThe sum of the weights must not exceed 32767 otherwise the calculations in the game code will overflow.
The sum of the 'Random' operator weight values must be greater than zero.
Got an '@*' weight value outside of a 'Random' operator
'Random' operator weight value is too large. Max is 32767
'Random' operator weight values cannot be negative.
In the 'random' operator, @* must be followed by an integer
'RandomInteger' operator can only be used inside scripts
'RandomFloat' operator can only be used inside scripts
'RandomRange' operator can only be used inside scripts
Got an '@' character outside of a 'Random' operator
Missing close parenthesis after 'Random'
Missing the initial '@' in 'Random' operator
'Random' operator can only be used inside scripts
More open square brackets than close square brackets
More close square brackets than open square brackets
More open curly brackets than close curly brackets
More close curly brackets than open curly brackets
More open parentheses than close parentheses
More close parentheses than open parentheses
Missing endscript
Expected printf_square_count == 0 at start of printf or printstruct
Expected printf_curly_count == 0 at start of printf or printstruct
Expected printf_parenth_count == 0 at start of printf or printstruct
Unexpected close parenthesis in 'Random' operator
Too many endscripts
Missing endif
Missing endswitch
Missing repeat
endscript without corresponding script
endswitch without corresponding switch
default keyword not in a switch statement
case keyword not in a switch statement
if-endif straddles a begin-repeat
endif keyword must be the first word on its line
endif keyword can only be used inside scripts
elseif keyword must be the first word on its line
elseif keyword can only be used inside scripts
else keyword must be the first word on its line
else keyword can only be used inside scripts
if keyword must be the first word on its line
if keyword can only be used inside scripts
return keyword must be the first word on its line
return keyword can only be used inside scripts
break keyword must be inside a begin-repeat loop
break keyword must be the first word on its line
break keyword can only be used inside scripts
repeat without begin
repeat keyword must be the first word on its line
repeat keyword can only be used inside scripts
Too many nested loops
begin keyword must be the first word on its line
begin keyword can only be used inside scripts
Unexpected '@' token inside printf
Unexpected end-of-line in printf or printstruct
#pragma