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04-24-22 09:25:38 AM
Jul - The Cutting Room Floor - Borderlands 2 Curiosity New poll - New thread - New reply
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omega59
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Posted on 02-25-13 02:32:45 AM Link | Quote
So, I've found a few wierd things with Borderlands 2 recently, I've noticed in the weapons and items classes all have an "iris" as a category, but the save editor I have (Gibbed's) doesn't link it to anything, such as parts or balances. They're just there for some reason, so I'm curious as to what the Iris items are. There's heads that go under the name of Iris, rather than letter and number codes for instance. There's a debug menu also, same as the original, again it seems its settings were sabotaged, I'd love to get that working. It's not truly necessary, since you could bind keys to commands. And there's a vehicle flipping system left in, but the vehicles won't allow for it to be used. I found it out by getting both a runner and bandit technical stuck in the loadpoint between Three Horns Valley I believe, and the Dust.
Celice
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Posted on 02-25-13 07:53:44 AM Link | Quote
I've looked minimally at the game as well (though for some reason all the models appear with extremely blurry textures in my unreal model viewer >.> ), and perhaps, did you realize that some of the DLC/content packs are named after certain kinds of flowers? Perhaps Iris is an indicator of what content the item came from and is intended for.

If that helps you any ^^;;
omega59
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Posted on 02-25-13 03:22:55 PM (last edited by omega59 at 02-25-13 03:24:14 PM) Link | Quote
No, this was even before we got DLC. I can get around your model viewer's issue by porting models to UnrealEd Engine 2. Except the framerate sucked a bit with Borderland's original models. And I'm pretty sure an Iris is part of an eye.
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Posted on 02-25-13 06:29:30 PM Link | Quote
Originally posted by omega59
No, this was even before we got DLC. I can get around your model viewer's issue by porting models to UnrealEd Engine 2. Except the framerate sucked a bit with Borderland's original models. And I'm pretty sure an Iris is part of an eye.


An Iris is a flower, too. They're one of my favorites.

I'd say the thoughts about it being part of a working title would be accurate, given prior evidence.

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omega59
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Posted on 02-25-13 09:03:35 PM Link | Quote
As soon as an Unreal Editor is made for it, I'm finding out if the Iris stuff is a parent class. That'd be an explanation at least.
Celice
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Posted on 02-27-13 07:48:57 AM Link | Quote
Was there any research into whether the game shipped with an in-game editor yet, like the first game? I've been kinda hoping it's hidden away the same way it was in the first game :x
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Posted on 02-28-13 03:35:51 AM Link | Quote
There's an unused powerup called "Turtle Up!" which greately reduces damage you take.

<object width="853" height="480"><embed src="http://www.youtube.com/v/TvGyQZTnhaE?hl=en_US&version=3&rel=0" type="application/x-shockwave-flash" width="853" height="480" allowscriptaccess="always" allowfullscreen="true"></embed></object>

Source.

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omega59
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Posted on 03-05-13 03:26:08 AM Link | Quote
In what way was it hidden in the first game? Also, how would you operate "Turtle Up!"?
Celice
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Posted on 03-05-13 07:16:07 AM Link | Quote
There is a patch (or a series of patches?) which will allow some custom content to be loaded into the game, such as new levels. The patch also unlocks the editor that ships with the game. I don't know the specifics but the gearbox forums have a section full of the stuff (in the user-created section of the Borderlands 1 forums), as well as a few tutorials on how to apply the patch and make use of it.

http://iamsparky.wordpress.com/borderlands-level-editing-tutorials/

There is some preliminary info on the subject. It was useful for looking through the first game for various unused assets, especially in regards to animations and such (like the Rakkhive having some pre-cel animations still surviving, for example).

I haven't heard much about an editor in Borderlands 2, but I also haven't looked around much either :/
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Posted on 03-06-13 02:56:05 AM Link | Quote
Ahh... a friend of mine had given me the editor, but I never knew where he had gotten it from. Also, in recent news, I've beaten the Sir Hammerlock's Big Game Hunt DLC, and it looks like this could be a jackpot of unused/unfinished content. Large surroundings, few quests, collision laziness, etc. It was quite fun, but too short for it's open scenery and large level design.
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Posted on 03-08-13 01:17:54 AM Link | Quote
correct me if i am wrong, but is there a bandit vending machine in the DLC?
omega59
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Posted on 03-08-13 03:11:50 AM Link | Quote
Only Marcus and Torgue Machines exist (although I have an awesome image in my head of a bandit vending machine).
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Posted on 03-11-13 03:03:03 AM Link | Quote
Originally posted by omega59
Only Marcus and Torgue Machines exist (although I have an awesome image in my head of a bandit vending machine).


There is audio files for one. It was planned at one point.
omega59
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Posted on 03-13-13 04:13:58 AM Link | Quote
Can you quote them? Also, is there a texture?
omega59
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Posted on 03-19-13 02:57:16 AM Link | Quote
There were files and a few settings left on the PC version for splitscreen. If I could get the menu to be available, I could try out a few other things with it, possibly get the debug menu working. I'll see if I can get an editor coded for the game. It's not way too much trouble, I just need a Borderlands without an editor .exe so I can get the Borderlands2.exe an editor program.
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Posted on 04-06-13 02:26:33 PM (last edited by Snakey125 at 04-06-13 02:31:44 PM) Link | Quote
Originally posted by omega59
Can you quote them? Also, is there a texture?


http://www.youtube.com/watch?v=ILpqqRFvsZI


As for the texture, I was seeing if there was any unused textures and other stuff awhile back. I ran into some problems and was unable to get anything.

There might be a test map as well under the name of "test_carl".
omega59
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Posted on 04-06-13 04:12:04 PM Link | Quote
Nice. Looks like Borderlands 2 might be a jackpot of this stuff, or just more references internally this time.
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Posted on 06-05-13 01:41:20 AM Link | Quote
I've gotten the debug menu working, though its only command is "stat fps". All other commands get spoken over the chat menu, or give you "unrecognized command"
omega59
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Posted on 09-18-13 06:22:32 AM Link | Quote
Sort of a necro, but I figured out how to load specific maps, through the use of a shortcut. Inside WillowEngine.ini, at the very top, change both entries for "menumap.umap" to the desired map, but ending in .umap rather than UPK. Set the file to read only, otherwise it gets defaulted. Then, make a shortcut to BL2's exe file. Put the package name you wish to load after it. So if you set Benchmark_p.umap in WillowEngine.ini, you must then set the shortcut to end in "Benchmark_p.upk" It causes it to directly load Benchmark.umap from Benchmark.upk. Next, let's talk about this specific map. It's an unused benchmark based around the Bloodshot Stronghold. I have no idea if this is even the actual map for the stronghold, as I JUST discovered this method. If this post isn't too detailed, it's because I'm really freaking tired and have been loading maps for around 3 hours now. Nothing too interesting, but if the menumap and localmap aren't the same map, you'll get the message that you've lost the connection to the server and you'll get booted to the main menu, as a lvl 1 Axton. Make sure to delete these newly generated files. I'll see if a command line can load a specific character, but for now, this will just have to be dealt with. Also, if someone could effectively record the benchmark, that'd be great. My video card is too stuttery, so it keeps flashing on the recorded video. Anyway, after about 2 minutes (i haven't timed this), the level will reload, putting the camera at a set point in the level. You're unable to move until the next startup.
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Posted on 09-21-13 07:09:29 AM Link | Quote
Sounds super interesting. There was also a benchmark map in Borderlands 1 accessible via its editor, but I don't know if it was ever used in a public way.

Keep us posted on some of your findings! It might be worth sharing this also on the official Borderlands 2 forums, where some users are still working out on modding some game content. It could be really helpful for someone down the line
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Jul - The Cutting Room Floor - Borderlands 2 Curiosity New poll - New thread - New reply


Rusted Logic

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line 579 column 162 - Warning: <img> lacks "alt" attribute
line 590 column 15 - Warning: <img> lacks "alt" attribute
line 594 column 92 - Warning: <font> attribute "color" had invalid value "7C60B0" and has been replaced
line 612 column 22 - Warning: <img> lacks "alt" attribute
line 612 column 63 - Warning: <img> lacks "alt" attribute
line 612 column 112 - Warning: <img> lacks "alt" attribute
line 612 column 162 - Warning: <img> lacks "alt" attribute
line 623 column 15 - Warning: <img> lacks "alt" attribute
line 638 column 22 - Warning: <img> lacks "alt" attribute
line 638 column 63 - Warning: <img> lacks "alt" attribute
line 638 column 112 - Warning: <img> lacks "alt" attribute
line 638 column 162 - Warning: <img> lacks "alt" attribute
line 649 column 15 - Warning: <img> lacks "alt" attribute
line 664 column 22 - Warning: <img> lacks "alt" attribute
line 664 column 63 - Warning: <img> lacks "alt" attribute
line 664 column 112 - Warning: <img> lacks "alt" attribute
line 664 column 162 - Warning: <img> lacks "alt" attribute
line 675 column 15 - Warning: <img> lacks "alt" attribute
line 690 column 22 - Warning: <img> lacks "alt" attribute
line 690 column 63 - Warning: <img> lacks "alt" attribute
line 690 column 112 - Warning: <img> lacks "alt" attribute
line 690 column 162 - Warning: <img> lacks "alt" attribute
line 701 column 15 - Warning: <img> lacks "alt" attribute
line 710 column 474 - Warning: <img> proprietary attribute value "absmiddle"
line 710 column 474 - Warning: <img> lacks "alt" attribute
line 719 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 719 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 719 column 246 - Warning: <img> proprietary attribute value "absmiddle"
line 728 column 25 - Warning: <img> lacks "alt" attribute
line 733 column 267 - Warning: <img> lacks "alt" attribute
line 713 column 17 - Warning: trimming empty <tr>
line 125 column 68 - Warning: <nobr> is not approved by W3C
line 141 column 68 - Warning: <nobr> is not approved by W3C
line 177 column 27 - Warning: <nobr> is not approved by W3C
line 203 column 27 - Warning: <nobr> is not approved by W3C
line 231 column 27 - Warning: <nobr> is not approved by W3C
line 257 column 27 - Warning: <nobr> is not approved by W3C
line 297 column 27 - Warning: <nobr> is not approved by W3C
line 323 column 27 - Warning: <nobr> is not approved by W3C
line 349 column 27 - Warning: <nobr> is not approved by W3C
line 379 column 27 - Warning: <nobr> is not approved by W3C
line 405 column 27 - Warning: <nobr> is not approved by W3C
line 437 column 27 - Warning: <nobr> is not approved by W3C
line 463 column 27 - Warning: <nobr> is not approved by W3C
line 489 column 27 - Warning: <nobr> is not approved by W3C
line 515 column 27 - Warning: <nobr> is not approved by W3C
line 543 column 27 - Warning: <nobr> is not approved by W3C
line 569 column 27 - Warning: <nobr> is not approved by W3C
line 595 column 27 - Warning: <nobr> is not approved by W3C
line 628 column 27 - Warning: <nobr> is not approved by W3C
line 654 column 27 - Warning: <nobr> is not approved by W3C
line 680 column 27 - Warning: <nobr> is not approved by W3C
line 706 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 274 warnings and 0 errors!


The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md