[Guide] How to enable and use the developer console.

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Cadde
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Re: [Guide] How to enable and use the developer console.

#151 Post by Cadde » 29 Feb 2016 22:57

There's always the -homedir paramater for that purpose. Lets you change where mods and profiles are stored.
Besides some other magic one can do with symlinks.
And if that isn't enough, a simple batch file that renames all mod archives to .bak and only names the ones you want to use with forcemods back to zip/scs.

But in any other case, i would be nice to be able to use force mods and modloader side by side in some manner. SCS, are you listening? A text document or otherwise that does what the mod loader does but in conjunction with force mods. Even a -mods parameter that takes a path to a text file listing all files and their load orders.
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davidzoli
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Re: [Guide] How to enable and use the developer console.

#152 Post by davidzoli » 29 Feb 2016 23:05

I want that parameter. How the active mods are stored in profile folder? Not ina file like that?
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Re: [Guide] How to enable and use the developer console.

#153 Post by GeeTee » 29 Feb 2016 23:31

Hmm well, this is all fun to ponder about, but IMO the mod manager is setup nicely, maintaining separate lists for each profile, with the downside that mods load with the profile instead of with the game.

Use of -force_mods along with custom homedir locations abstracted with symbolic links and mod renaming scripts are fine ideas for a workaround, but it's all way more work than just opening the console in game and typing "warp 0.9"!

So that's what I'll be doing. :)
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Re: [Guide] How to enable and use the developer console.

#154 Post by jarvik79 » 01 Mar 2016 00:40

^Well precisely. A lot of pfaff.
Or even.... a parameter for default warp in config file itself would be even easier. uset g_default_warp "1.0" anyone? :)
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Re: [Guide] How to enable and use the developer console.

#155 Post by Philippe Mcs » 08 Nov 2016 11:00

Hello,

How changed a code in the console to improve the quality of screenshots to make them look like reality?
I'm already super and 400%
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Cadde
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Re: [Guide] How to enable and use the developer console.

#156 Post by Cadde » 15 Jan 2017 20:17

Added this text to the first post:
Additionally, according to Rhythmosaur, SCS have added scroll wheel control of this fly speed. So by scrolling the mouse scroll wheel, you can change the flyspeed up and down by some amount instead of issuing a console command.
In relation to the developer camera mode.
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Rhythmosaur
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Re: [Guide] How to enable and use the developer console.

#157 Post by Rhythmosaur » 20 Jan 2017 09:39

That's right! I suppose it works in the editor as well.

With the console open, you will see the current speed value displayed as you move the mousewheel.
EDIT: WHEN, no WHILE you moved the mousewheel

When you switch on the console and then move the mouse wheel, you are back in command switching mode, regardless if you used the devcam before or not.

Sorry for the confusion I caused.
Last edited by Rhythmosaur on 03 Feb 2017 11:17, edited 2 times in total.
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RootlessAgrarian
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Re: [Guide] How to enable and use the developer console.

#158 Post by RootlessAgrarian » 26 Jan 2017 19:45

MANY THANKS to the devs for mousewheel control of fly speed. This (coincidentally or not) matches the control convention in Blender; it's intuitive and familiar and makes piloting the god-cam relaxing and easy instead of frustrating. Flying around the map is now almost as easy as driving :-) Huge improvement.
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Re: [Guide] How to enable and use the developer console.

#159 Post by Pumizo » 26 Jan 2017 22:44

Thank you scs for this new feature. Been waiting for it since Haulin! :mrgreen:
daniel_bel
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Re: [Guide] How to enable and use the developer console.

#160 Post by daniel_bel » 27 Jan 2017 08:23

Don't get it...
Here when I use the wheel it scrolls as always between the previous commands as stored.
What did I miss?
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