the cutting room mirror

Farming Simulator 19

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Debug Options#

In Documents\My Games\FarmingSimulator2019\game.xml, under set to true. It enables a development console, along with several of the debugging option keyboard shortcuts.

  • ~: Toggles the console. Pressing ~ again lets you use the various developer commands. (Tab can be used to cycle through these.) Pressing ~ again closes the console.
  • F2: Shows framerate.
  • F3: Toggles V-sync.
  • F4: Wireframes the map.
  • F5: Draws hitboxes.
  • F6: Cycles through cameras set up around the map.
  • F7: Cycles through debug stats.

Unused Code#

Unused Traffic Code#

There is code relating to the unused Rancho vehicle as traffic in mapUS_trafficSystem.

<!-- <vehicle topSpeed="0.0085' accel="0.0000035"> -->
<!-- <assets filename="$data/vehicles/cars/rancho/rancho.i3d" filenameParked="$data/vehicles/cars/rancho/rancho.i3d" triggerIndex="7" lightsIndex="4" driverIndex="8"> -->
<!-- <wheels> -->
<!-- <wheel yRotNode="0" xRotNode="0" radius="0.330" distToRotCenter="3.25" /> -->
<!-- <wheel yRotNode="1" xRotNode="0" radius="0.330" distToRotCenter="3.25" /> -->
<!-- <wheel yRotNode="2" xRotNode="2" radius="0.330" distToRotCenter="3.25" /> -->
<!-- <wheel yRotNode="2" xRotNode="3" radius="0.330" distToRotCenter="3.25" /> -->
<!-- </wheels> -->
<!-- <lights> -->
<!-- <light index="4" lowProfile="4|0" highProfile="4|1" decoration="4|3" intensity="20" -->
<!-- <brake decoration="6|10" intensity="75"/> -->
<!-- <turnLeft decoration="5|1" intensity="50" -->
<!-- <turnRight decoration="5|0" intensity="50" -->
<!-- </lights>
<!-- <colors index="9" indexParked="9" minDirt="0" maxDirt"0.3"> -->
<!-- <color rgb="0.97 0.97 0.97" /> -->
<!-- <color rgb="0.815 0.863 0.863" /> -->
<!-- <color rgb="0.070 0.086 0.090" /> -->
<!-- <color rgb="0.102 0.159 0.168" /> -->
<!-- <color rgb="0.445 0.502 0.450" /> -->
<!-- <color rgb="0.270 0.337 0.361" /> -->
<!-- <color rgb="0.385 0.01 0.01" /> -->
<!-- <color rgb="0.010 0.082 0.250" /> -->
<!-- <color rgb="0.011 0.018 0.014" /> -->
<!-- </colors> -->
<!-- <sounds> -->
<!-- <motor filename="$data/vehicles/cars/carVan_run.wav" outdoor="1" range="20" innerRange="1" pitchOffset="1" pitchScale="0.022" pitchMin="0.8" pitchMax="1.5" /> -->
<!-- <honk filename="$data/sounds/hornCar.wav" outdoor="1" range="25" innerRange="1" /> -->
<!-- </sounds> -->
<!-- </assets> -->
<!-- </vehicle> -->

Unused NPC Behavior#

There is also unused code relating to the NPCs. It appears that when they were walked by, they would have talked, as they did in Farming Simulator 17.
This code is found in mapUS_pedestrianSystem and reused (but slightly altered) in mapDE_pedestrianSystem.

<sounds>
<!-- <sound group="1" filename="../sounds/npc/us/male/npc_male_us_1_1.wav" volume="0.6" /> -->
<!-- <sound group="1" filename="../sounds/npc/us/male/npc_male_us_1_2.wav" volume="0.6" /> -->
<!-- <sound group="1" filename="../sounds/npc/us/male/npc_male_us_1_3.wav" volume="0.6" /> -->
<!-- <sound group="1" filename="../sounds/npc/us/male/npc_male_us_2_1.wav" volume="0.6" /> -->
<!-- <sound group="1" filename="../sounds/npc/us/male/npc_male_us_2_2.wav" volume="0.6" /> -->
<!-- <sound group="1" filename="../sounds/npc/us/male/npc_male_us_2_3.wav" volume="0.6" /> -->
<!-- <sound group="1" filename="../sounds/npc/us/male/npc_male_us_3_1.wav" volume="0.6" /> -->
<!-- <sound group="1" filename="../sounds/npc/us/male/npc_male_us_3_2.wav" volume="0.6" /> -->
<!-- <sound group="1" filename="../sounds/npc/us/male/npc_male_us_3_3.wav" volume="0.6" /> -->
<!-- <sound group="1" filename="../sounds/npc/shared/male/npc_male_nonverbal_1.wav" volume="0.6" /> -->
<!-- <sound group="1" filename="../sounds/npc/shared/male/npc_male_nonverbal_2.wav" volume="0.6" /> -->
<!-- <sound group="1" filename="../sounds/npc/shared/male/npc_male_nonverbal_3.wav" volume="0.6" /> -->
<!-- <sound group="1" filename="../sounds/npc/shared/male/npc_male_nonverbal_4.wav" volume="0.6" /> -->
<!-- <sound group="1" filename="../sounds/npc/shared/male/npc_male_nonverbal_5.wav" volume="0.6" /> -->
<!-- <sound group="1" filename="../sounds/npc/shared/male/npc_male_nonverbal_6.wav" volume="0.6" /> -->
<!-- <sound group="1" filename="../sounds/npc/shared/male/npc_male_nonverbal_7.wav" volume="0.6" /> -->
<!-- <sound group="1" filename="../sounds/npc/shared/male/npc_male_nonverbal_8.wav" volume="0.6" /> -->
<!-- <sound group="2" filename="../sounds/npc/us/female/npc_female_us_1.wav" volume="0.6" /> -->
<!-- <sound group="2" filename="../sounds/npc/us/female/npc_female_us_2.wav" volume="0.6" /> -->
<!-- <sound group="2" filename="../sounds/npc/us/female/npc_female_us_3.wav" volume="0.6" /> -->
<!-- <sound group="2" filename="../sounds/npc/us/female/npc_female_us_4.wav" volume="0.6" /> -->
<!-- <sound group="2" filename="../sounds/npc/us/female/npc_female_us_5.wav" volume="0.6" /> -->
<!-- <sound group="2" filename="../sounds/npc/us/female/npc_female_us_6.wav" volume="0.6" /> -->
<!-- <sound group="2" filename="../sounds/npc/us/female/npc_female_us_7.wav" volume="0.6" /> -->
<!-- <sound group="2" filename="../sounds/npc/us/female/npc_female_us_8.wav" volume="0.6" /> -->
<!-- <sound group="2" filename="../sounds/npc/us/female/npc_female_us_9.wav" volume="0.6" /> -->
<!-- <sound group="2" filename="../sounds/npc/shared/female/npc_female_nonverbal_1.wav" volume="0.6" /> -->
<!-- <sound group="2" filename="../sounds/npc/shared/female/npc_female_nonverbal_2.wav" volume="0.6" /> -->
<!-- <sound group="2" filename="../sounds/npc/shared/female/npc_female_nonverbal_3.wav" volume="0.6" /> -->
<!-- <sound group="2" filename="../sounds/npc/shared/female/npc_female_nonverbal_4.wav" volume="0.6" /> -->
<!-- <sound group="2" filename="../sounds/npc/shared/female/npc_female_nonverbal_5.wav" volume="0.6" /> -->
<!-- <sound group="2" filename="../sounds/npc/shared/female/npc_female_nonverbal_6.wav" volume="0.6" /> -->
<!-- <sound group="2" filename="../sounds/npc/shared/female/npc_female_nonverbal_7.wav" volume="0.6" /> -->
</sounds>

If the existing code is reimplemented, it is somewhat functional, but NPCs can use any file in the map’s region (i.e. English on the Ravenport map, or German in Felsbrunn), which can make female NPCs use male voice lines and vice versa.

Unused Models#

FS19_Rancho.png

At data/vehicles/cars is an unused car with the unique name of "Rancho". It was used in Farming Simulator 17.

Unused Text#

The beginning of files dataS and dataS2 have some copyright info…

Copyright (C) GIANTS Software GmbH, All Rights Reserved.

…along with this strange bit of text:

All you can eat