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Gob IDs 
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Puppy Wuppy
Puppy Wuppy
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Joined: 15 Feb 2013, 15:56
Posts: 20
Post Gob IDs
Hi! I decided to make a separate thread about IDs, just because it's cool.

Let's start with items.

Key:
OBJ_%s Const - Name for constant of Object's ID, in format OBJ_%s where %s is name of item. (Example: error(OBJ_LIGHTER) will show 327 in console.)
ID - Object's ID. (Example: Lighter have ID of 327)
In-game localization - How item named in English localization. (You see this when you pick up items.)

Code:
Doctor's items:
OBJ_%s Const |ID |In-game localization   |Action when used alone.
-----------------------------------------------------------------
LIGHTER       327 Lighter                 Lights up. If you keep it on too long, you will recive damage.
LOAF          328 Loaf                    Nothing
TOASTER       329 Toaster                 Nothing
BOOZE         330 The Sauce               Nothing
DUCTTAPE      332 Duct Tape               (by water leak) Fixes water leak.
FISHBOWL      333 Fish Bowl               (by water sequrity override thingy) Releases fish.
PLUTONIUM     336 Plutonium               Transforms you into Hyde for minute or so.
MAGNET        340 Magnet                  Nothing
POP           341 Mr. Fizzy               Heals you by ? HP
LEAFBLOWER    343 Leaf Blower             Equips Leaf Blower
ATOMICTOASTER 344 Atomic Toaster          Nothing
MOLOTOVITEM   345 Molotov                 Nothing
TOWELS        347 A Bunch Of Towels       Nothing
LADDER        349 Ladder                  (on anchor thingy) Makes you climb up to anchor's destonation point.
CORD          350 Cord                    Nothing
PIPES         351 Pipes                   Nothing
DIMDES        353 Dimensional Destablizer Nothing
KURTCOORD     354 Palatial Locator        Nothing
POSDOO        355 Positronic Doohickey    Nothing
TOASTITEM     358 Toast                   You just eat it. No HP.
HANDDRYER     359 Hand Dryer              Nothing
BAGETTE       360 Bagette                 Nothing
PUMPERNICKEL  361 Pumpernickel            Nothing
EMPTYFISHBOWL 362 Empty Fish Bowl         (in space) You use it as space helmet.

Code:
Kurt's items:
OBJ_%s Const        |ID |In-game localization
---------------------------------------------
APPLE                313 +25 Health
HAM                  314 +50 Health
BLACKHOLE            316 Black Hole Grenade
GRENADEITEM          317 Grenade
DECOYITEM            319 Dummy Decoy
CLOAK                320 Cloak
SNIPERGRENADEITEM    322 Sniper Grenade
SNIPERHOMEBULLETITEM 323 Homing Sniper Shell
SNIPERMORTARITEM     325 Sniper Mortar
SNIPERBOUNCEITEM     326 Bouncing Sniper Shell
SNIPERSHIELD         347 Sniper Shield
SUPERCHAINGUN        356 Super Chaingun
FIREBALLCHAINGUN     357 Laser Chaingun

Code:
Max's items:
OBJ_%s Const |ID |In-game localization
--------------------------------------
MAGNUM        300 Magnum
UZI           301 Uzi
UNMAGNUM      304
GATGUN        305 Gatling Gun
SHOTGUN       306 Shotgun
LASERCANNON   307 Raygun
GUIDEDROCKET  309 Guided Rockets
DOUBLEA       311 AA Battery
CARBATTERY    312 Car Battery
JETPACK       318 Jet Pack
ATOMICJETPACK 352 Atomic Jetpack
--------------------------------------
REFUELLER     560


Notes about localization:
  • Empty Fish Bowl, (the text itself) is never seen in-game, but called like that in localization file.
  • Dimensional Destablizer, is written right. In cutscene doc calls it Dimensional Destabilizer, but when you pick it up... *click*
  • Palatial Locator was called Kurt's Coordinates in development of game. thelamebrain here, said, "Docs list of items seems to include "Kurt's coordinates". I don't know what this is."
  • The Sauce constant (BOOZE) was hardest to find (Unlike KURTCORD, which I found is level 9's scripts. Good thing, it was in debug menu.)
  • Laser Chaingun's Constant is called FIREBALLCHAINGUN
  • Raygun's Constant is called LASERCANNON
  • Atomic Jetpack have no space between Jet and Pack, unlike Jet Pack.
  • UNMAGNUM (304) have no localization on pickup. It's the unlimeted magnum, Max always have with him.
  • REFUELLER(560) is not an actuall item, but I found it in debug menu with most of other items.

No leftovers from development have been found. Debug menu have not all doc's items.

Code:
Enemies: (still wip. Got full list, but going to update this later)
DOGANBOY         - Called Bottrock in manual. Really often, in scripts, writen just as Dogan.
POOPSY           - This is those little guys that looks like Dogans but they are smaller.
HANS             - Hans the Pilot. Boss of level 1.
BFB              - Ballons for Brains. Boss of levels 3 and 6
SHWANG           - Shwang Shwing. Boss of level 4.
SPHEREOFDOOM     - Sphere of Doom/Death. (a.k.a. zizeye)
SAMSMITE         - That annoying rolling bug/frog thingy.
FLAMINGSAMSMITE  - Samsmite on fire!
OBSIDIANSAMSMITE - EDIT: Level 4.
CONEHEAD         - Conehead
CONEHEADCIV1     - Civilian Conehead. There's five variations. To spanw random one, use CONEHEADCIV1+random(5)-1 as gobid
HOSER            - Like conehead but with round head and long nose.
GRUNT            - Grunt, those things with helmets.
INVISOGRUNT      - Gotta hate those.
ULTRADOGANBOY    - Dogan with big gun.
BIRDBRAIN1       - Birdbrain thing. Why 1? Seems like 2 is Bif.
BIF              - That fat thing with eye in belt.
BADMAX           - Badmax thing.
ZIZZY            - *Spoilers* last boss. *Spoilers*

_________________
Programming is love. Programming is life. Respect C. Love Java. Enjoy C#. Like C++. Have fun with Lua. Hate Python. Abuse Low-level. Blame Microsoft. Be always off by one. Remember 3 features of OOP: Encapsulation, Inheritance, Polymorphism.


Last edited by Egor305 on 03 Oct 2014, 17:22, edited 1 time in total.



31 May 2014, 13:13
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Puppy Wuppy
Puppy Wuppy
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Joined: 15 Feb 2013, 15:56
Posts: 20
Post Re: Gob IDs
Here it is! Full list of Gob IDs! No description of any kind provided. (except for 6x)
Code:
0000 NONE
#1x - Characters
0100 KURT
0101 MAX
0102 DOC
0103 HYDE
0110 DEFAULTCAMERA
#2x - Enemies
0200 BIF
0201 SAMSMITE
0202 GRUNT
0203 CONEHEAD
0204 HANS
0205 HOSER
0206 ANGEL
0207 DOGANBOY
0208 BIRDBRAIN1
0209 BIFTURRET
0210 BADFAX
0211 BFB
0212 SUPERFISH
0213 SUPERDOGANBOY
0214 ULTRADOGANBOY
0215 FLAMINGSAMSMITE
0216 OBSIDIANSAMSMITE
0217 POOPSY
0218 DOGANFISH
0219 INVISOGRUNT
0220 SHWANG
0230 TURRET
0240 SPHEREOFDOOM
0250 CONEHEADCIV1
0251 CONEHEADCIV2
0252 CONEHEADCIV3
0253 CONEHEADCIV4
0254 CONEHEADCIV5
0260 ZIZZY
#3x - Items
0300 MAGNUM
0301 UZI
0304 UNMAGNUM
0305 GATGUN
0306 SHOTGUN
0307 LASERCANNON
0309 GUIDEDROCKET
0311 DOUBLEA
0312 CARBATTERY
0313 APPLE
0314 HAM
0316 BLACKHOLE
0317 GRENADEITEM
0318 JETPACK
0319 DECOYITEM
0320 CLOAK
0321 SNIPERBULLETITEM
0322 SNIPERGRENADEITEM
0323 SNIPERHOMEBULLETITEM
0325 SNIPERMORTARITEM
0326 SNIPERBOUNCEITEM
0327 LIGHTER
0328 LOAF
0329 TOASTER
0330 BOOZE
0332 DUCTTAPE
0333 FISHBOWL
0336 PLUTONIUM
0340 MAGNET
0341 POP
0343 LEAFBLOWER
0344 ATOMICTOASTER
0345 MOLOTOVITEM
0346 TOWELS
0347 SNIPERSHIELD
0349 LADDER
0350 CORD
0351 PIPES
0352 ATOMICJETPACK
0353 DIMDES
0354 KURTCOORD
0355 POSDOO
0356 SUPERCHAINGUN
0357 FIREBALLCHAINGUN
0358 TOASTITEM
0359 HANDDRYER
0360 BAGUETTE
0361 PUMPERNICKEL
0362 EMPTYFISHBOWL
#4x - Projectiles
0400 BIFSHOT
0401 GRROCKET
0402 CONEHEADFART
0403 DOGANBOYSHOT
0404 BIRDSHOT
0405 GRENADE
0406 SNIPERBULLET
0407 SNIPERGRENADE
0408 SNIPERHOMEBULLET
0410 SNIPERBOUNCE
0411 SNIPERMORTAR
0415 TOAST
0416 ATOMICTOAST
0417 DOGANBOYGRENADE
0418 MOLOTOV
0433 BAGUETTETOAST
0434 BFBSHOT
0436 PUMPERNICKELTOAST
0437 SNIPERLOCKBOUNCE
0440 BDBSHOTPSIONIC
0442 ZSHIPSHOT1
0443 ZSHIPSHOT1
0446 BFBBOMB
0447 ZIZZYSHOT1
0450 BILEBELCH
0451 SNIPERLOCKBOUNCE2
0455 TURSHOT06
0456 TURSHOT07
0459 TURSHOT10
0480 ZIZZYEYE
#5x - Ingame Objects
0500 BLOWERCYLINDER
0501 BLOWERSPHERE
0510 SAMSMITEGENERATOR
0511 DOGANBOYGENERATOR
0520 PORTAL
0530 LAVA
0531 LAVAFALL
0532 LAVAFLOAT
0533 LAVAELECTRIC
0534 LAVADEATH
0540 SPAWNER
0550 FIRE
0560 REFUELLER
0570 DECOY
0575 LADDERSPOT
0580 CHECKPOINT
0590 BOXINGGLOVE
#6x - Effects
#1-3   nothing I guess?
#4-23  all have effects
#24    crashes
#25    some sound
#26-30 moar effects
0601 STARS
0604 EXPLOSION0
0605 EXPLOSION1
0606 EXPLOSION2
0607 EXPLOSION3
0609 EXPLOSION5
0615 EXPLOSION11
0619 EXPLOSION15
0683 EXPLOSION23
0627 EFFECT02
0629 EFFECT04
#7x - Doors
0700 PROXDOOR1
0710 SNIPERDOOR1
#Whatever else goes below
0800 SCENERY
0801 DESTRUCTABLE
0802 STATICLIGHT
0803 ROOM
1101 AMBIENTSOUND


Bonus! RegExpes for reformating!
Code:
^([0-9]{4})\s(.*)$
^#(.*)$

_________________
Programming is love. Programming is life. Respect C. Love Java. Enjoy C#. Like C++. Have fun with Lua. Hate Python. Abuse Low-level. Blame Microsoft. Be always off by one. Remember 3 features of OOP: Encapsulation, Inheritance, Polymorphism.


05 Jul 2014, 19:04
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Puppy Wuppy
Puppy Wuppy
User avatar

Joined: 15 Feb 2013, 15:56
Posts: 20
Post COM IDs
Here we go, full COM_ list:
Code:
ka=
{
   [-2]="COM_KEY_FORCEUNBOUND";
   [-1]="COM_KEY_UNBOUND";
   [0]="COM_PRINTINFO";
   "COM_JETCHEAT";
   "COM_JET";
   "COM_FORWARD";
   "COM_BACKWARD";
   "COM_JUMP";
   "COM_JUMP2";
   "COM_TURNRIGHT";
   "COM_TURNLEFT";
   "COM_STRAFERIGHT";
   "COM_STRAFELEFT";
   "COM_FLOATUP";
   "COM_FLOATDOWN";
   "COM_SHOOT";
   "COM_SHOOT2";
   "COM_CHUTE";
   "COM_CHUTE2";
   "COM_JET2";
   "COM_INVENABLE";
   "COM_INVDISABLE";
   "COM_INVNEXT";
   "COM_INVPREV";
   "COM_INVCOMBINE";
   "COM_INVACTIVATE";
   "COM_PRINTCOL";
   "COM_TURBO";
   "COM_RAISEUP";
   "COM_RAISEDOWN";
   "COM_RUN";
   "COM_DEALDAMAGE";
   "COM_DEALMOREDAMAGE";
   "COM_MELEE";
   "COM_PRINTGOBSTATS";
   "COM_CLEARCONSOLE";
   "COM_SHOWSTATUS";
   "COM_SHOWBARS";
   "COM_SHOWBUMP";
   "COM_SHOWMESH";
   "COM_TOGHITCHECK";
   "COM_RANDOMIZE";
   "COM_EXECLAST";
   "COM_TOGL1";
   "COM_TOGL2";
   "COM_TOGL3";
   "COM_TOGL4";
   "COM_TOGLG";
   "COM_FREECAMERA";
   "COM_FIRSTPASS";
   "COM_SCENEGRAPH";
   "COM_ENABLESCRIPTS";
   "COM_CONSOLE";
   "COM_PAUSE";
   "COM_DEBUGMENUTOG";
   "COM_VVON";
   "COM_CAMZOOMIN";
   "COM_CAMZOOMOUT";
   "COM_CAMENABLE";
   "COM_ABORTMOVIE";
   "COM_MENUUP";
   "COM_MENUDOWN";
   "COM_MENURIGHT";
   "COM_MENULEFT";
   "COM_MENUSELECT";
   "COM_VVOFF";
   "COM_VVTAB";
   "COM_VVREFRESH";
   "COM_VVUP";
   "COM_VVDN";
   "COM_VVPU";
   "COM_VVPD";
   "COM_VVEX";
   "COM_VVSH";
   "COM_VVSL";
   "COM_VV0";
   "COM_VV1";
   "COM_VV2";
   "COM_VV3";
   "COM_VV4";
   "COM_VV5";
   "COM_VV6";
   "COM_VV7";
   "COM_VV8";
   "COM_VV9";
   "COM_MENUSELECT2";
   "COM_MENUCANCEL";
   "COM_MENUCANCEL2";
   "COM_MENUHIDECOMBO1";
   "COM_MENUHIDECOMBO2";
   "COM_MENUHIDECOMBOUP1";
   "COM_MENUHIDECOMBOUP2";
   "COM_MENUSLIDE";
   "COM_MOUSELEFT";
   "COM_MOUSERIGHT";
   "COM_MLOOKUP";
   "COM_MLOOKDOWN";
   "COM_LOOKLEFT";
   "COM_LOOKRIGHT";
   "COM_LOOKUP";
   "COM_LOOKDOWN";
   "COM_SMTOGGLE";
   "COM_SMSHOOT";
   "COM_SMSTRAFELEFT";
   "COM_SMSTRAFERIGHT";
   "COM_SMZOOMIN";
   "COM_SMZOOMOUT";
   "COM_SMTURNLEFT";
   "COM_SMTURNRIGHT";
   "COM_SMLOOKUP";
   "COM_SMLOOKDOWN";
   "COM_MATRIXMODE";
   "COM_FASTFORWARD";
   "COM_SLOWMO";
   "COM_BRIGHTNESS";
   "COM_DOCINVUP";
   "COM_DOCINVDOWN";
   "COM_DOCINVENLEFT";
   "COM_DOCINVENRIGHT";
   "COM_SCREENSHOT";
   "COM_MALLOCSTATS";
   "COM_MINIUP";
   "COM_MINIDOWN";
   "COM_MINILEFT";
   "COM_MINIRIGHT";
   "COM_MINIUP2";
   "COM_MINIDOWN2";
   "COM_MINILEFT2";
   "COM_MINIRIGHT2";
   "COM_CHEATEN1";
   "COM_CHEATEN2";
   "COM_CHEATA";
   "COM_CHEATB";
   "COM_CHEATX";
   "COM_CHEATY";
   "COM_SAVEINSTANT";
   "COM_LOADINSTANT";
   "COM_MENUCLEAR";
   "COM_MAXINVNEXT";
   "COM_MAXINVPREV";
   "COM_MAXEQUIP";
   "COM_MAXUNEQUIP";
}
for i=-2,139,1 do
   _G[ka[i]]=i
end
function putenum(x)
   print(tostring(ka[x]).."="..tostring(x)..";")
end
putenum(COM_CHEATY)
putenum(COM_VV1)

I've made it as Lua script, for sake of not typing all indexes. Go here to try it: *click*.
Change last lines to see stuff.
Or use following, to show all constants.
Code:
for i=-2,139,1 do
   putenum(i)
end

Compiled by hand, while listening to Queen - Bohemian Rhapsody

_________________
Programming is love. Programming is life. Respect C. Love Java. Enjoy C#. Like C++. Have fun with Lua. Hate Python. Abuse Low-level. Blame Microsoft. Be always off by one. Remember 3 features of OOP: Encapsulation, Inheritance, Polymorphism.


03 Oct 2014, 17:02
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