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Author Topic: Development Mode - How to Enable it and How to Use it  (Read 18669 times)
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Gold Medal sandgroper
MVP
Joined November 2010
Mowing, slashing, wacking, pruning...


« on: December 30, 2011, 01:30:59 pm »

Development Mode - How to Enable it and How to Use it.

This Tutorial was written for FS11.

This also works exactly as outlined for FS2013

Enabling Development Mode will allow you to do some fault finding in maps and mods and adjust some game performance and characteristics while ingame.



Software required:
  • Notepad++

Knowledge required:
  • able to use Windows Explorer (file manager) to find files and folders
  • able to edit text (xml and lua) documents using Notepad++


Associated Documents:



Development Mode:

To enable Development Mode, open Windows Explorer (file manager) and navigate to your mods folder.

Do not edit the game.xml file in the Farming Simulator 2011/2013 folder on c: drive/program files - it will break your game...

This will be in your My Games folder in your Documents or My Documents folder.

Open the mods folder and scroll down to the bottom to find the file: game.xml

Double click on it - to open it in Notepad (Notepad++ is the preferred text editor for FS2011/2013)

Down at the bottom of the file will be:

    <development>
        <controls>false</controls>
    </development>

change it to:

    <development>
        <controls>true</controls>
    </development>

If it is all ready true, then you have Dev Mode all ready enabled.

Save the file.

Now when you run FS2011/2013 you can use the following commands:

These are my interpretation and hopefully more easily understood than the Official Documentation listed below.

F1: help/info box - does not actually need Dev Mode, this toggles the info box in the top left hand corner on/off

F2: shows your Frame Rate or FPS (Frames Per Second) anything below 30 FPS the value will turn red indicating you're getting sub standard frame rates. Panning around your map might show areas of heavy detail that lower frame rate, or any major change in FPS after adding a mod may show it causes lag

F3: Toggles the Frame Rate Limiter

F4: Wireframe mode - shows all mods in wire-frame view

F5: Cycles through 2 options
  • first press shows all the collisions -  static collisions in red, dynamic collisions in orange, wheel collisions in white and attacher joints in green
  • pressing F5 again shows all the lights with a yellow ball, the size of the ball indicating the range of the light
  • pressing F5 again toggles it off.

F6: ?

F7: Cycles through all the available cameras providing you're not in a vehicle

F8: Stats for Audio, physics and much more

F9: Connect to physics visual debugger (PVD)

F10: Connect to remote debugger


Development Mode also has other features by pressing the ~ tilde key - the key between the Tab and Esc keys

First press will display a shortened version of your log file, using the PageUp and PageDown buttons will allow you to scroll through the listing.

Second press of ~ will bring up a command line starting with the # hash key.

Pressing the Tab key cycles through all the options you can change.

Most common use seems to be to limit the Global clip distance to reduce lag on maps.

Entering a number or text and pressing enter will commit that value to the map.

I believe these are one time only options that will not be saved when exiting the game.

Third press of ~ will turn off this command line mode.



Here is part of the Official Documentation, more can be found in the first link in the Documents Section above:

Runtime development key short-cuts

Key   Function
~ or `   Toggle console
F2   Show frame rate
F3   Toggle frame rate limiter
F4   Wireframe mode
F5   Toggle debug rendering
F7   Toggle camera
F8   Toggle stats
F9   Connect to physics visual debugger (PVD)
F10     Connect to remote debugger


Console Command Reference

enableFramerateLimit
Description
Enable/disable frame per second limiter

exit, quit or q
Description
Quits application

framerateLimitFPS
Description
Frame per second limit attribute

globalClipDistance
Description
Global clipping distance. Additional distance clipping per object (at center of object).

globalCullOverride
Description
Global cull override. If true no visibility culling is used.

listEntities
Description
Print detailed entity list

listResources
Description
Print detailed resource list

reload
Description
Reloads resource with given name

reloadAll
Description
Reload all resources with given type

showDebugAudioSource
Description
Show debug audio sources

showDebugLightSources
Description
Show debug lights

showDebugRendering
Description
Show debug rendering. Global switch for all debug rendering.

showShapeBoundingVolume
Description
Show shape bounding volumes

showTransformGroupFrames
Description
Show debug transform group frames

showFps
Description
Show frames per second

sortGeometry
Description
Sort render queue by material sort id

parallelRenderingAndPhysics
Description
Enable parallel rendering and physics



Thanks again to TBK0000 for the following table of explanations:

CommandDescription
enableFramerateLimitEnable/disable frame per second limiter
exit, quit or qQuits application
framerateLimitFPSFrame per second limit attribute
globalClipDistanceGlobal clipping distance. Additional distance clipping per object (at center of object).
globalCullOverrideGlobal cull override. If true no visibility culling is used.
listEntitiesPrint detailed entity list
listResourcesPrint detailed resource list
parallelRenderingAndPhysicsEnable parallel rendering and physics
reloadReloads resource with given name
reloadAllReload all resources with given type
showDebugAudioSourceShow debug audio sources
showDebugLightSourcesShow debug lights
showDebugRenderingShow debug rendering. Global switch for all debug rendering.
showFpsShow frames per second
showShapeBoundingVolumeShow shape bounding volumes
showTransformGroupFramesShow debug transform group frames
sortGeometrySort render queue by material sort id
clsClear Screen
gsStartFieldAuctionStarts a new field auction
gsSetDayTimeSets the day time in hours
gsStartRainStarts rain
gsCheatMoneyAdd a lot of money
gsCheatSiloAdd silo amount
gsCheatFeedingTroughAdd grass to feeding through
gsFillVehicleFills the vehicle with given filltype
gsAddBaleAdds a bale
gsActivateCameraPathActivate camera path
gsCheatMoneyAdd a lot of money
gsVerifyI18N
gsStartIngameMissionStarts a new ingame mission
gsDrawGuiHelper
gsCleanI3DCache
gsSetHighQuality
gsShowSafeFrame
gsSetFOV
gsAutoSaveEnables/disables auto save
gsAutoSaveIntervalSets the auto save interval
gsToggleShowNetworkTrafficToggle network traffic visualization
gsToggleNetworkDebugToggle network debugging
gsToggleFlightAndNoHUDModeEnables/disables the flight (J) and no HUD (O) toggle keys
gsVehicleToggleDebugRenderingToggles the debug rendering of the vehicles
gsVehicleReloadFromXMLReload xml of current vehicle
gsVehicleAnalyzeAnalyze vehicle
« Last Edit: March 26, 2014, 10:12:42 pm by sandgroper » Logged
11x Gold Medal 2x Thanks





Farma Zelenih Maslina
odoyle
Newbie
Joined January 2014


« Reply #1 on: March 22, 2014, 01:40:22 am »

gsFillVehicle i can't get this one to work, anyone have any ideas?
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Funny escortsham
Regular
Joined April 2009


« Reply #2 on: March 26, 2014, 06:59:22 pm »

lobalClipDistance   Global clipping distance. when i go throuht the list on the console i cant find these but rest is there
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Agree Napalm
Flame On
Admin
Joined March 2011


« Reply #3 on: March 26, 2014, 07:15:48 pm »

lobalClipDistance   Global clipping distance. when i go throuht the list on the console i cant find these but rest is there


Is this on FS2011 or FS2013?

In FS2013 it has been removed and therefor will not appear.
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Funny escortsham
Regular
Joined April 2009


« Reply #4 on: March 26, 2014, 07:39:43 pm »

ok thanks for dat how i go about globalclip distance
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Gold Medal sandgroper
MVP
Joined November 2010
Mowing, slashing, wacking, pruning...


« Reply #5 on: March 26, 2014, 10:13:32 pm »

gsFillVehicle doesn't look to be a current FS13 option either...
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Farma Zelenih Maslina
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