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Talk:Psychonauts

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This is the talk page for Psychonauts.
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Prototype Material

There's a lot of stuff that was cut from the game and is only present in the prototype build. As far as I know, the prototype version isn't available to the public, but someone who does/did have a copy has recorded the differences they've caught at http://www.x-cult.org/wiki/games/61/Psychonauts. Do we want this information added to the database under a prototype subpage, or leave it as is? --Yougottabelieve (talk) 23:28, 24 October 2014 (EDT)

I'd say this kind of stuff fits the Prerelease: namespace. {EspyoT} 07:41, 25 October 2014 (EDT)

Vague memories of unused content, unsure how to get at it

A few years back Double Fine left basically every file in the Steam version of Psychonauts completely visible and avaliable for editing on accident and revealed this game's basically a goldmine of unused content from its roughly 5 years of development. I only have vague memories of things like a cut segment of the brain tumbler experiment, a test map, and a ton of unused textures (I still have a very early title screen for the game saved, but didn't save it with its original filename! big mistake on my part!), and text referencing things related to the pocket watch being used for level entry instead of the psychoportal, but no idea how to get at them since they realized their mistake and I don't know if theres any way to get this particular build of the game back. There's things that should be on this page that I really wish people could add, but they'd probably take some digging to get to. Can anyone help with this? --Princessnautilus (talk) 03:42, 25 March 2016 (EDT)

Psychonauts-EarlyTitleScreen.png

I probably should've provided the one thing I've got with this initial talk of leftover materials. I dunno if it'll seem credible or anything, but here's a very early title screen I found in the game's files when this all happened. I've got nothing else and I'm really sorry I can't clean this image up since I cant really get at it again, but hopefully it helps.--Princessnautilus (talk) 01:05, 26 March 2016 (EDT)

A bit old, but the Steam console should allow downloading old versions. "download_depot 3830 3831 1986545717239144984" would be the one that gets the trove of files (it's about 1GB larger than others) but it seems like the download is stalling. --Sigma 7 (talk) 05:07, 24 March 2022 (UTC)
It should work on any steam installation. You can open the console through a browser by typing "steam://nav/console" into the URL bar. Then paste the aforementioned command into the console to download the old build. --Catonator and his Talk page 09:38, 24 March 2022 (UTC)
Worth nothing that the manifest directly before that one, 5429041424453266562, has the contents of the "Documents" folder which has a bunch of design docs, old level walkthroughs and the infamous "Li-Po Backstory Doc" containing drafts of various characters' backstories used as inspiration. --JillCrungus (talk) 01:10, 27 May 2022 (UTC)

Debug Menu

During a Dev's Play of "Psychonauts" (well, really, the devs watched a speedrunner break the game in front of the dev team, but that's beside the point), one of the developers mentions a debug menu. A known feature of this menu is that it'll allow you to track and find figments more easily. Is there a way to access this debug menu somehow with cheats? --Xwasp (talk) 23:21, 29 June 2016 (EDT) - Beep -

In an unrelated note, could someone tell me how I can rip models, textures, voice clips, etc. from this magnificent game? I can't find any of these in raw form online.

Unused In-Game Figment Tracker?

I've heard a couple of times around the Web in discussions sections about a figment tracker that was meant to be used in the game itself during normal play (i.e. not in the debug menu). It seems it was supposed to be purchased from the shop at a certain point, but it's possible it would have been a PSI ability granted at a certain level too. Apparently there's evidence leftover in the game's code that it exists in some form, but ultimately never completed or at least never implemented into the final game.

But a Google search turned up fruitless as to the existence of this tracker. And there's been no note of this item/ability on the TCRF pages either, which does lead me to doubt as whether this rumor is true. Since it seems like the entire source code is available on the Internet (at least that's the impression I get from the February 2013 Steam Build page), it would seem relatively straightforward (at least to anyone who knows Lua) to scroll through that and see if this rumor has any merit.

Or if someone already knows full stop, having looked at the whole source code before, they could just post so here. --Rarefoil (talk) 00:50, 21 April 2022 (UTC)

The figment tracker was a debugging tool that would move+focus the camera on figments in the level. There's no code evidence to indicate that it was ever developed in item form that I've seen, that information comes from a dev video where they mention the debugging feature and remark that they would have liked a figment tracker in the store. If that had come to pass I definitely don't think it'd have been anything like it is in the debug tool though. I haven't checked if the feature works in the final game (a lot of debugging features present were designed for older versions of the game) but I'll make an attempt to investigate it and document it some time soon. --JillCrungus (talk) 01:28, 21 April 2022 (UTC)