Register - Login
Views: 99849289
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
05-04-22 08:15:56 AM
Jul - The Cutting Room Floor - Found a debug menu in Ashes Cricket 2013 New poll - New thread - New reply
Next newer thread | Next older thread
Wack0
Member
Level: 13


Posts: 21/26
EXP: 8294
For next: 1973

Since: 08-15-11


Since last post: 5.9 years
Last activity: 5.7 years

Posted on 12-06-13 12:08:38 PM (last edited by Xkeeper at 12-06-13 06:03:47 PM) Link | Quote
Yes, *that* Ashes Cricket 2013. The one that's basically the next Big Rigs in terms of obvious beta.

To get to the debug menu, first you need to patch a certain file so the game starts in debug mode rather than retail mode.

So just open up your favourite .NET assembly decompiler + patcher (I use Reflector with Reflexil, that's just a personal choice, JustDecompile as a free alternative should work as well), and open up Game_Data\Managed\Assembly-CSharp.dll (thanks a lot Unity for your non-obfuscated easy-to-patch dlls!)

Go to GameEnvironment.isRetail() and patch it to always return false

The CIL for this is:

ldc.i4.0

ret



Then after replacing the original with this patched dll, you can go open up Game.exe and you'll notice something different straight away: debug text on loading screens

During a game, the ` (backtick) button does THIS:


(click for full size)


You may notice you're stuck in the Unity console. Just click your left mouse button and control should switch to the debug menu, which you can use the arrow keys to navigate.

Some of the options (instant win, instant lose, instant draw etc) are nicely self-documenting. Others I guess aren't.

Here's a list of debug / slew mode keys, taken from the code, as the game itself has a nice habit of only documenting the xbox 360 controller keys. (Yes, there's plenty of xbox 360 stuff in the code too.)

Looks like you can't use half of slew mode without an xbox 360 controller. Nice, isn't it?


    definition.bindingGroups[3].name = "Debug";

definition.bindingGroups[3].subBindingGroups = new DBBindingGroup[0];
definition.bindingGroups[3].digitalInputBinding = new DBDigitalBinding[12];
definition.bindingGroups[3].digitalInputBinding[0].name = "DebugActivateMenu";
definition.bindingGroups[3].digitalInputBinding[0].handlerButtons = new DBDigitalInputOption[2];
definition.bindingGroups[3].digitalInputBinding[0].handlerButtons[0].controllerCode = ControllerButtonCode.DPad_Left;
definition.bindingGroups[3].digitalInputBinding[0].handlerButtons[0].keyCode = KeyboardKeyCode.BackQuote;
definition.bindingGroups[3].digitalInputBinding[0].handlerButtons[1].controllerCode = ControllerButtonCode.Y_Triangle;
definition.bindingGroups[3].digitalInputBinding[0].handlerButtons[1].keyCode = KeyboardKeyCode.None;
definition.bindingGroups[3].digitalInputBinding[0].evaluationMode = DBInputDefinition.DigitalEvaluationMode.And;
definition.bindingGroups[3].digitalInputBinding[0].repeatTime = 0f;
definition.bindingGroups[3].digitalInputBinding[1].name = "DebugAutoBowl";
definition.bindingGroups[3].digitalInputBinding[1].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[3].digitalInputBinding[1].handlerButtons[0].controllerCode = ControllerButtonCode.None;
definition.bindingGroups[3].digitalInputBinding[1].handlerButtons[0].keyCode = KeyboardKeyCode.Z;
definition.bindingGroups[3].digitalInputBinding[1].evaluationMode = DBInputDefinition.DigitalEvaluationMode.Or;
definition.bindingGroups[3].digitalInputBinding[1].repeatTime = 0f;
definition.bindingGroups[3].digitalInputBinding[2].name = "DebugAutoBat";
definition.bindingGroups[3].digitalInputBinding[2].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[3].digitalInputBinding[2].handlerButtons[0].controllerCode = ControllerButtonCode.None;
definition.bindingGroups[3].digitalInputBinding[2].handlerButtons[0].keyCode = KeyboardKeyCode.X;
definition.bindingGroups[3].digitalInputBinding[2].evaluationMode = DBInputDefinition.DigitalEvaluationMode.Or;
definition.bindingGroups[3].digitalInputBinding[2].repeatTime = 0f;
definition.bindingGroups[3].digitalInputBinding[3].name = "DebugResetDelivery";
definition.bindingGroups[3].digitalInputBinding[3].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[3].digitalInputBinding[3].handlerButtons[0].controllerCode = ControllerButtonCode.Back_Select;
definition.bindingGroups[3].digitalInputBinding[3].handlerButtons[0].keyCode = KeyboardKeyCode.Backspace;
definition.bindingGroups[3].digitalInputBinding[3].evaluationMode = DBInputDefinition.DigitalEvaluationMode.Or;
definition.bindingGroups[3].digitalInputBinding[3].repeatTime = 0f;
definition.bindingGroups[3].digitalInputBinding[4].name = "DebugFieldingToggle";
definition.bindingGroups[3].digitalInputBinding[4].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[3].digitalInputBinding[4].handlerButtons[0].controllerCode = ControllerButtonCode.None;
definition.bindingGroups[3].digitalInputBinding[4].handlerButtons[0].keyCode = KeyboardKeyCode.C;
definition.bindingGroups[3].digitalInputBinding[4].evaluationMode = DBInputDefinition.DigitalEvaluationMode.Or;
definition.bindingGroups[3].digitalInputBinding[4].repeatTime = 0f;
definition.bindingGroups[3].digitalInputBinding[5].name = "EndFlythrough";
definition.bindingGroups[3].digitalInputBinding[5].handlerButtons = new DBDigitalInputOption[3];
definition.bindingGroups[3].digitalInputBinding[5].handlerButtons[0].controllerCode = ControllerButtonCode.A_Cross;
definition.bindingGroups[3].digitalInputBinding[5].handlerButtons[0].keyCode = KeyboardKeyCode.Return;
definition.bindingGroups[3].digitalInputBinding[5].handlerButtons[1].controllerCode = ControllerButtonCode.B_Circle;
definition.bindingGroups[3].digitalInputBinding[5].handlerButtons[1].keyCode = KeyboardKeyCode.Escape;
definition.bindingGroups[3].digitalInputBinding[5].handlerButtons[2].controllerCode = ControllerButtonCode.Start;
definition.bindingGroups[3].digitalInputBinding[5].handlerButtons[2].keyCode = KeyboardKeyCode.None;
definition.bindingGroups[3].digitalInputBinding[5].evaluationMode = DBInputDefinition.DigitalEvaluationMode.Or;
definition.bindingGroups[3].digitalInputBinding[5].repeatTime = 0f;
definition.bindingGroups[3].digitalInputBinding[6].name = "DebugChangeBatLeft";
definition.bindingGroups[3].digitalInputBinding[6].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[3].digitalInputBinding[6].handlerButtons[0].controllerCode = ControllerButtonCode.None;
definition.bindingGroups[3].digitalInputBinding[6].handlerButtons[0].keyCode = KeyboardKeyCode.O;
definition.bindingGroups[3].digitalInputBinding[6].evaluationMode = DBInputDefinition.DigitalEvaluationMode.Or;
definition.bindingGroups[3].digitalInputBinding[6].repeatTime = 0f;
definition.bindingGroups[3].digitalInputBinding[7].name = "DebugChangeBatRight";
definition.bindingGroups[3].digitalInputBinding[7].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[3].digitalInputBinding[7].handlerButtons[0].controllerCode = ControllerButtonCode.None;
definition.bindingGroups[3].digitalInputBinding[7].handlerButtons[0].keyCode = KeyboardKeyCode.P;
definition.bindingGroups[3].digitalInputBinding[7].evaluationMode = DBInputDefinition.DigitalEvaluationMode.Or;
definition.bindingGroups[3].digitalInputBinding[7].repeatTime = 0f;
definition.bindingGroups[3].digitalInputBinding[8].name = "DebugChangeBatsmanGlovesLeft";
definition.bindingGroups[3].digitalInputBinding[8].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[3].digitalInputBinding[8].handlerButtons[0].controllerCode = ControllerButtonCode.None;
definition.bindingGroups[3].digitalInputBinding[8].handlerButtons[0].keyCode = KeyboardKeyCode.K;
definition.bindingGroups[3].digitalInputBinding[8].evaluationMode = DBInputDefinition.DigitalEvaluationMode.Or;
definition.bindingGroups[3].digitalInputBinding[8].repeatTime = 0f;
definition.bindingGroups[3].digitalInputBinding[9].name = "DebugChangeBatsmanGlovesRight";
definition.bindingGroups[3].digitalInputBinding[9].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[3].digitalInputBinding[9].handlerButtons[0].controllerCode = ControllerButtonCode.None;
definition.bindingGroups[3].digitalInputBinding[9].handlerButtons[0].keyCode = KeyboardKeyCode.L;
definition.bindingGroups[3].digitalInputBinding[9].evaluationMode = DBInputDefinition.DigitalEvaluationMode.Or;
definition.bindingGroups[3].digitalInputBinding[9].repeatTime = 0f;
definition.bindingGroups[3].digitalInputBinding[10].name = "DebugChangeBatsmanPadsLeft";
definition.bindingGroups[3].digitalInputBinding[10].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[3].digitalInputBinding[10].handlerButtons[0].controllerCode = ControllerButtonCode.None;
definition.bindingGroups[3].digitalInputBinding[10].handlerButtons[0].keyCode = KeyboardKeyCode.H;
definition.bindingGroups[3].digitalInputBinding[10].evaluationMode = DBInputDefinition.DigitalEvaluationMode.Or;
definition.bindingGroups[3].digitalInputBinding[10].repeatTime = 0f;
definition.bindingGroups[3].digitalInputBinding[11].name = "DebugChangeBatsmanPadsRight";
definition.bindingGroups[3].digitalInputBinding[11].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[3].digitalInputBinding[11].handlerButtons[0].controllerCode = ControllerButtonCode.None;
definition.bindingGroups[3].digitalInputBinding[11].handlerButtons[0].keyCode = KeyboardKeyCode.J;
definition.bindingGroups[3].digitalInputBinding[11].evaluationMode = DBInputDefinition.DigitalEvaluationMode.Or;
definition.bindingGroups[3].digitalInputBinding[11].repeatTime = 0f;
definition.bindingGroups[3].analougeInputBinding = new DBAnalougeBinding[0];
definition.bindingGroups[4].name = "Slew";
definition.bindingGroups[4].subBindingGroups = new DBBindingGroup[0];
definition.bindingGroups[4].digitalInputBinding = new DBDigitalBinding[9];
definition.bindingGroups[4].digitalInputBinding[0].name = "SlewCancel";
definition.bindingGroups[4].digitalInputBinding[0].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[4].digitalInputBinding[0].handlerButtons[0].controllerCode = ControllerButtonCode.B_Circle;
definition.bindingGroups[4].digitalInputBinding[0].handlerButtons[0].keyCode = KeyboardKeyCode.Escape;
definition.bindingGroups[4].digitalInputBinding[0].evaluationMode = DBInputDefinition.DigitalEvaluationMode.Or;
definition.bindingGroups[4].digitalInputBinding[0].repeatTime = 0f;
definition.bindingGroups[4].digitalInputBinding[1].name = "SlewIncreaseSpeed";
definition.bindingGroups[4].digitalInputBinding[1].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[4].digitalInputBinding[1].handlerButtons[0].controllerCode = ControllerButtonCode.DPad_Up;
definition.bindingGroups[4].digitalInputBinding[1].handlerButtons[0].keyCode = KeyboardKeyCode.UpArrow;
definition.bindingGroups[4].digitalInputBinding[1].evaluationMode = DBInputDefinition.DigitalEvaluationMode.Or;
definition.bindingGroups[4].digitalInputBinding[1].repeatTime = 0.1f;
definition.bindingGroups[4].digitalInputBinding[2].name = "SlewDecreaseSpeed";
definition.bindingGroups[4].digitalInputBinding[2].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[4].digitalInputBinding[2].handlerButtons[0].controllerCode = ControllerButtonCode.DPad_Down;
definition.bindingGroups[4].digitalInputBinding[2].handlerButtons[0].keyCode = KeyboardKeyCode.DownArrow;
definition.bindingGroups[4].digitalInputBinding[2].evaluationMode = DBInputDefinition.DigitalEvaluationMode.Or;
definition.bindingGroups[4].digitalInputBinding[2].repeatTime = 0.1f;
definition.bindingGroups[4].digitalInputBinding[3].name = "SlewIncreaseFOV";
definition.bindingGroups[4].digitalInputBinding[3].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[4].digitalInputBinding[3].handlerButtons[0].controllerCode = ControllerButtonCode.DPad_Right;
definition.bindingGroups[4].digitalInputBinding[3].handlerButtons[0].keyCode = KeyboardKeyCode.RightArrow;
definition.bindingGroups[4].digitalInputBinding[3].evaluationMode = DBInputDefinition.DigitalEvaluationMode.Or;
definition.bindingGroups[4].digitalInputBinding[3].repeatTime = 0.1f;
definition.bindingGroups[4].digitalInputBinding[4].name = "SlewDecreaseFOV";
definition.bindingGroups[4].digitalInputBinding[4].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[4].digitalInputBinding[4].handlerButtons[0].controllerCode = ControllerButtonCode.DPad_Left;
definition.bindingGroups[4].digitalInputBinding[4].handlerButtons[0].keyCode = KeyboardKeyCode.LeftArrow;
definition.bindingGroups[4].digitalInputBinding[4].evaluationMode = DBInputDefinition.DigitalEvaluationMode.Or;
definition.bindingGroups[4].digitalInputBinding[4].repeatTime = 0.1f;
definition.bindingGroups[4].digitalInputBinding[5].name = "SlewFall";
definition.bindingGroups[4].digitalInputBinding[5].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[4].digitalInputBinding[5].handlerButtons[0].controllerCode = ControllerButtonCode.RightBumper_R1;
definition.bindingGroups[4].digitalInputBinding[5].handlerButtons[0].keyCode = KeyboardKeyCode.None;
definition.bindingGroups[4].digitalInputBinding[5].evaluationMode = DBInputDefinition.DigitalEvaluationMode.Or;
definition.bindingGroups[4].digitalInputBinding[5].repeatTime = 0f;
definition.bindingGroups[4].digitalInputBinding[6].name = "SlewRise";
definition.bindingGroups[4].digitalInputBinding[6].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[4].digitalInputBinding[6].handlerButtons[0].controllerCode = ControllerButtonCode.LeftBumper_L1;
definition.bindingGroups[4].digitalInputBinding[6].handlerButtons[0].keyCode = KeyboardKeyCode.None;
definition.bindingGroups[4].digitalInputBinding[6].evaluationMode = DBInputDefinition.DigitalEvaluationMode.Or;
definition.bindingGroups[4].digitalInputBinding[6].repeatTime = 0f;
definition.bindingGroups[4].digitalInputBinding[7].name = "SlewPauseToggle";
definition.bindingGroups[4].digitalInputBinding[7].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[4].digitalInputBinding[7].handlerButtons[0].controllerCode = ControllerButtonCode.RightStick;
definition.bindingGroups[4].digitalInputBinding[7].handlerButtons[0].keyCode = KeyboardKeyCode.None;
definition.bindingGroups[4].digitalInputBinding[7].evaluationMode = DBInputDefinition.DigitalEvaluationMode.Or;
definition.bindingGroups[4].digitalInputBinding[7].repeatTime = 0f;
definition.bindingGroups[4].digitalInputBinding[8].name = "SlewUnrollCamera";
definition.bindingGroups[4].digitalInputBinding[8].handlerButtons = new DBDigitalInputOption[1];
definition.bindingGroups[4].digitalInputBinding[8].handlerButtons[0].controllerCode = ControllerButtonCode.LeftStick;
definition.bindingGroups[4].digitalInputBinding[8].handlerButtons[0].keyCode = KeyboardKeyCode.None;
definition.bindingGroups[4].digitalInputBinding[8].evaluationMode = DBInputDefinition.DigitalEvaluationMode.Or;
definition.bindingGroups[4].digitalInputBinding[8].repeatTime = 0f;
definition.bindingGroups[4].analougeInputBinding = new DBAnalougeBinding[6];
definition.bindingGroups[4].analougeInputBinding[0].name = "SlewForward";
definition.bindingGroups[4].analougeInputBinding[0].axisNames = new DBAnalougeInputOption[2];
definition.bindingGroups[4].analougeInputBinding[0].axisNames[0].controllerCode = "LeftStick_Y";
definition.bindingGroups[4].analougeInputBinding[0].axisNames[1].controllerCode = "KBMKeyboardLeftStickWS";
definition.bindingGroups[4].analougeInputBinding[0].evaluationMode = DBInputDefinition.AnalougeEvaluationMode.Highest;
definition.bindingGroups[4].analougeInputBinding[0].deadZone = 0.075f;
definition.bindingGroups[4].analougeInputBinding[1].name = "SlewSide";
definition.bindingGroups[4].analougeInputBinding[1].axisNames = new DBAnalougeInputOption[2];
definition.bindingGroups[4].analougeInputBinding[1].axisNames[0].controllerCode = "LeftStick_X";
definition.bindingGroups[4].analougeInputBinding[1].axisNames[1].controllerCode = "KBMKeyboardLeftStickAD";
definition.bindingGroups[4].analougeInputBinding[1].evaluationMode = DBInputDefinition.AnalougeEvaluationMode.Highest;
definition.bindingGroups[4].analougeInputBinding[1].deadZone = 0.075f;
definition.bindingGroups[4].analougeInputBinding[2].name = "SlewLookVertical";
definition.bindingGroups[4].analougeInputBinding[2].axisNames = new DBAnalougeInputOption[1];
definition.bindingGroups[4].analougeInputBinding[2].axisNames[0].controllerCode = "RightStick_Y";
definition.bindingGroups[4].analougeInputBinding[2].evaluationMode = DBInputDefinition.AnalougeEvaluationMode.Highest;
definition.bindingGroups[4].analougeInputBinding[2].deadZone = 0.075f;
definition.bindingGroups[4].analougeInputBinding[3].name = "SlewLookHorizontal";
definition.bindingGroups[4].analougeInputBinding[3].axisNames = new DBAnalougeInputOption[1];
definition.bindingGroups[4].analougeInputBinding[3].axisNames[0].controllerCode = "RightStick_X";
definition.bindingGroups[4].analougeInputBinding[3].evaluationMode = DBInputDefinition.AnalougeEvaluationMode.Highest;
definition.bindingGroups[4].analougeInputBinding[3].deadZone = 0.075f;
definition.bindingGroups[4].analougeInputBinding[4].name = "SlewRotateLeft";
definition.bindingGroups[4].analougeInputBinding[4].axisNames = new DBAnalougeInputOption[1];
definition.bindingGroups[4].analougeInputBinding[4].axisNames[0].controllerCode = "LeftTrigger";
definition.bindingGroups[4].analougeInputBinding[4].evaluationMode = DBInputDefinition.AnalougeEvaluationMode.Highest;
definition.bindingGroups[4].analougeInputBinding[4].deadZone = 0.075f;
definition.bindingGroups[4].analougeInputBinding[5].name = "SlewRotateRight";
definition.bindingGroups[4].analougeInputBinding[5].axisNames = new DBAnalougeInputOption[1];
definition.bindingGroups[4].analougeInputBinding[5].axisNames[0].controllerCode = "RightTrigger";
definition.bindingGroups[4].analougeInputBinding[5].evaluationMode = DBInputDefinition.AnalougeEvaluationMode.Highest;
definition.bindingGroups[4].analougeInputBinding[5].deadZone = 0.075f;

Kak

...
Level: 80


Posts: 608/1928
EXP: 4762563
For next: 20406

Since: 09-03-13

From: ???

Since last post: 70 days
Last activity: 66 days

Posted on 12-06-13 12:22:35 PM (last edited by Kak64 at 12-06-13 12:22:46 PM) Link | Quote
15 days after the release and we already get this.

Hmm... I see some interesting options here, like "DebugResetDelivery" and "DebugAutoBat", alongside increasing some settings of the slew.

I may get to check some of the options here.

____________________
Wack0
Member
Level: 13


Posts: 22/26
EXP: 8294
For next: 1973

Since: 08-15-11


Since last post: 5.9 years
Last activity: 5.7 years

Posted on 12-06-13 12:35:03 PM (last edited by Wack0 at 12-06-13 12:35:59 PM) Link | Quote
Created an article on the wiki: http://tcrf.net/Ashes_Cricket_2013

Also, if you want a look, seeing as it was pulled from Steam the only way to get it is to torrent it.
divingkataetheweirdo

Bandit
TCRF Super Editor
Level: 57


Posts: 399/822
EXP: 1481580
For next: 4348

Since: 07-09-11


Since last post: 1.7 years
Last activity: 263 days

Posted on 12-06-13 03:47:28 PM (last edited by divingkataetheweirdo at 12-06-13 04:22:28 PM) Link | Quote
Originally posted by Wack0
Created an article on the wiki: http://tcrf.net/Ashes_Cricket_2013

Also, if you want a look, seeing as it was pulled from Steam the only way to get it is to torrent it.


It would be nice to see a a patch, but the article seems to coming out okay otherwise.

Also, hah. "Keep Circulating the Tapes" indeed. With the potential of being one of the worst games ever released, a lot of people would probably track down torrents just to see how awful the game is.

I can't blame to the publisher for trying to protect the Ashes name, although the website for it appears to still be up and the forum for it is filled with spambots. Seems 505 Games blames Trickstar for the game being so sloppily worked on.

____________________
Kak

...
Level: 80


Posts: 609/1928
EXP: 4762563
For next: 20406

Since: 09-03-13

From: ???

Since last post: 70 days
Last activity: 66 days

Posted on 12-06-13 04:35:59 PM (last edited by Kak64 at 12-06-13 06:21:16 PM) Link | Quote
Originally posted by divingkataetheweirdo
Originally posted by Wack0
Created an article on the wiki: http://tcrf.net/Ashes_Cricket_2013

Also, if you want a look, seeing as it was pulled from Steam the only way to get it is to torrent it.


It would be nice to see a a patch, but the article seems to coming out okay otherwise.

Also, hah. "Keep Circulating the Tapes" indeed. With the potential of being one of the worst games ever released, a lot of people would probably track down torrents just to see how awful the game is.

I can't blame to the publisher for trying to protect the Ashes name, although the website for it appears to still be up and the forum for it is filled with spambots. Seems 505 Games blames Trickstar for the game being so sloppily worked on.
Also, they have postponed a true "final" version of the game to July 2014. This means it's apparently not the final version anymore. :/

It seems they're not acting like the developers of Big Rigs.


EDIT: Scratch this, I got the info wrong.


____________________
Wack0
Member
Level: 13


Posts: 23/26
EXP: 8294
For next: 1973

Since: 08-15-11


Since last post: 5.9 years
Last activity: 5.7 years

Posted on 12-06-13 05:48:46 PM Link | Quote
Originally posted by Kak64
Originally posted by divingkataetheweirdo
Originally posted by Wack0
Created an article on the wiki: http://tcrf.net/Ashes_Cricket_2013

Also, if you want a look, seeing as it was pulled from Steam the only way to get it is to torrent it.


It would be nice to see a a patch, but the article seems to coming out okay otherwise.

Also, hah. "Keep Circulating the Tapes" indeed. With the potential of being one of the worst games ever released, a lot of people would probably track down torrents just to see how awful the game is.

I can't blame to the publisher for trying to protect the Ashes name, although the website for it appears to still be up and the forum for it is filled with spambots. Seems 505 Games blames Trickstar for the game being so sloppily worked on.
Also, they have postponed a true "final" version of the game to July 2014. This means it's apparently not the final version anymore. :/

It seems they're not acting like the developers of Big Rigs.



Interesting. Do you have any source for that?

If this is true, then that's a nice proto we have.
Kak

...
Level: 80


Posts: 615/1928
EXP: 4762563
For next: 20406

Since: 09-03-13

From: ???

Since last post: 70 days
Last activity: 66 days

Posted on 12-06-13 06:24:14 PM (last edited by Kak64 at 12-06-13 06:25:22 PM) Link | Quote
Originally posted by Wack0

Interesting. Do you have any source for that?

If this is true, then that's a nice proto we have.
Argh... I got the info wrong, sorry.

I have mistaken July 2013 (old news) for July 2014.

The production of this game was cancelled to save Ashes reputation, but still it's obvious it's one of the games the "final" version isn't what the developers wanted.

____________________
Wack0
Member
Level: 13


Posts: 24/26
EXP: 8294
For next: 1973

Since: 08-15-11


Since last post: 5.9 years
Last activity: 5.7 years

Posted on 12-06-13 06:35:06 PM (last edited by Wack0 at 12-06-13 06:35:31 PM) Link | Quote
Originally posted by Kak64
Originally posted by Wack0

Interesting. Do you have any source for that?

If this is true, then that's a nice proto we have.
Argh... I got the info wrong, sorry.

I have mistaken July 2013 (old news) for July 2014.

The production of this game was cancelled to save Ashes reputation, but still it's obvious it's one of the games the "final" version isn't what the developers wanted.


Heh, never mind then.

Also, regarding Big Rigs.. didn't the Big Rigs devs put out another game on Steam more recently, then acted like a complete douche when everyone yelled at him at how broken it was?

I'm referring to Infestation: Survivor Stories, of course. (todo: check that game)
Kak

...
Level: 80


Posts: 617/1928
EXP: 4762563
For next: 20406

Since: 09-03-13

From: ???

Since last post: 70 days
Last activity: 66 days

Posted on 12-06-13 06:51:56 PM (last edited by Kak64 at 12-06-13 06:53:59 PM) Link | Quote
Originally posted by Wack0
Originally posted by Kak64
Originally posted by Wack0

Interesting. Do you have any source for that?

If this is true, then that's a nice proto we have.
Argh... I got the info wrong, sorry.

I have mistaken July 2013 (old news) for July 2014.

The production of this game was cancelled to save Ashes reputation, but still it's obvious it's one of the games the "final" version isn't what the developers wanted.


Heh, never mind then.

Also, regarding Big Rigs.. didn't the Big Rigs devs put out another game on Steam more recently, then acted like a complete douche when everyone yelled at him at how broken it was?

I'm referring to Infestation: Survivor Stories, of course. (todo: check that game)
Oh, I see, that infamous game known as the "reincarnation" of The War Z, "another" Steam title from the creator of Big Rigs, which suffered the very same fate.

It's so bad it's almost funny to see all the bugs they didn't fix. Other times it's not. :/


____________________
Rena
I had one (1) message in Discord deleted and proceeded to make a huge, huge mess about how it was a violation of free speech and how moderators are supposed to be spam janitors and nobody should have the right to tell me not to talk about school shootings
Level: 135


Posts: 5151/5390
EXP: 29078383
For next: 256622

Since: 07-22-07

Pronouns: he/him/whatever
From: RSP Segment 6

Since last post: 343 days
Last activity: 343 days

Posted on 12-08-13 11:00:59 AM Link | Quote
Post #5151 ยท Sun 131208 070059
Wow. Who'd have thought this game was actually debugged?

____________________
Kak

...
Level: 80


Posts: 653/1928
EXP: 4762563
For next: 20406

Since: 09-03-13

From: ???

Since last post: 70 days
Last activity: 66 days

Posted on 12-08-13 11:33:13 AM Link | Quote
Originally posted by Rena
Wow. Who'd have thought this game was actually debugged?
Making an awesomely (bugged to heck) "game" always requires debug routines, especially if they take much more space than the " "normal" "game" " itself.


____________________
Next newer thread | Next older thread
Jul - The Cutting Room Floor - Found a debug menu in Ashes Cricket 2013 New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

30 database queries, 7 query cache hits.
Query execution time: 0.086732 seconds
Script execution time: 0.029266 seconds
Total render time: 0.115998 seconds