Difference between revisions of "HPL2/AMFP/DebugBar"

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m (Darkfire moved page Hpl2:Machine for pigs:debugging toolbar to HPL2/AMFP/DebugBar: Reorganising old pages)
(Merged with dev env)
 
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= Debugging Toolbar =
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{{stub}}
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{{todo|Move this to a more appropriate name}}
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==Developer environment==
  
As the title suggests, one is able to access the debugging menu by editing the main .cfg file in their documents folder much like they would with TDD's in order to fully utilize crucial features such as map reload and other important modding tools.
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The dev set-up is the same as in TDD. You can read the tutorial [[HPL2/Development_Environment|here]].
  
The Chinese Room have added a couple of new debugging features, such as in-game dynamic prop placement to speed up the process of placing small objects accurately in the environment by doing so during run-time.
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However, there are some missing features. F1 still brings up the debug menu, but it doesn't contain some of the previously present features. Unfortunately, the game can't be sped up with F3 and the map can't be reloaded with F2 anymore. F8 still takes screenshots though.
  
[https://cdn.discordapp.com/attachments/609848731231191197/676692633023807507/unknown.png?nolink&337x811]
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== Debug Menu ==
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[[File:MFP-debug-bar.png|frame|right]]
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Not all features are present, but there have been a few new ones added.
  
As well as the ability to view the separated contents of the G-Buffer used during the process of color grading the game.
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[[File:MFP-Gbuffer.png|thumb|left|Viewing G-Buffer contents in-game (Diffuse Colour, Z-Buffer and Surface Normal)]]
  
[https://cdn.discordapp.com/attachments/609848731231191197/676694779115077642/unknown.png?nolink&1920x1080]'''Viewing G-Buffer contents in-game (Diffuse Colour, Z-Buffer and Surface Normal)'''
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The Chinese Room have added a couple of new debugging features, such as in-game dynamic prop placement to speed up the process of placing small objects accurately in the environment by doing so during run-time (image on the right).
  
More to come soon.
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Another added feature is the ability to view the separated contents of the G-Buffer used during the process of color grading the game.

Latest revision as of 16:21, 4 August 2020

To do: Move this to a more appropriate name

Developer environment

The dev set-up is the same as in TDD. You can read the tutorial here.

However, there are some missing features. F1 still brings up the debug menu, but it doesn't contain some of the previously present features. Unfortunately, the game can't be sped up with F3 and the map can't be reloaded with F2 anymore. F8 still takes screenshots though.

Debug Menu

MFP-debug-bar.png

Not all features are present, but there have been a few new ones added.

Viewing G-Buffer contents in-game (Diffuse Colour, Z-Buffer and Surface Normal)

The Chinese Room have added a couple of new debugging features, such as in-game dynamic prop placement to speed up the process of placing small objects accurately in the environment by doing so during run-time (image on the right).

Another added feature is the ability to view the separated contents of the G-Buffer used during the process of color grading the game.