the cutting room mirror

Guitar Hero: World Tour (PlayStation 3, Xbox 360, Windows, Mac OS X)

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Guitar Hero: World Tour now lets you play as the whole band, leaving even more plastic instruments to clutter the living room. Also notable for including a simple editor to make your own songs, not to mention that it now uses the original song masters from the artists themselves instead of covers done by WaveGroup.

Whammy Calibration Menu#

A fully functional menu exists in the code for calibrating the resting position on whammy bars, complete with unique graphics. Why this goes unused is unknown.

Unused Models#

Unlike the previous game, only one "boneman" model exists. boneman_female.skin is found in the "DATA/MODELS/CAR/FEMALE" folder of the PC port.

Unused Graphics#

A simple placeholder graphic for missing textures. Similar images appear in later games in the series.

A two-player icon in a similar vein to Guitar Hero III. In the final game, a pair of drumsticks is used.

An enlarged and unused version of the Sudden Death battle icon.

What seems to be a placeholder unlock image for a pair of horns.

An unlock picture for a fancy pimp hat. This item goes unused in the final game (although the Definitive Edition mod restores it, with the name "8 Track Playa"), and therefore this image is never used.

An unused portrait in the style of Guitar Hero III, resembling Casey Lynch.

GuitarHeroWorldTour_Physics_1.png GuitarHeroWorldTour_Physics_2.png

Two images that are used in the debug menu, for a UI physics test.

A placeholder image used for testing color calibration, used in the debug menu. The image of Tony Hawk is the default face mapping image seen in the Tony Hawk's Underground series.

Guitar_Hero_World_Tour_calwhammy.png Guitar_Hero_World_Tour_calwhammy_portrait.png

Images for the above-mentioned whammy calibration menu. The picture on the right is made to fade out when the whammy bar is held down.

Create-A-Rocker#

A Create-A-Rocker image used to select a gem-related value. Possibly used for changing some sort of gem style or color?

A Create-A-Rocker image used for selecting a character's star power animations. In the final game, these cannot be changed in any way, nor are unique star power animations used.

An image that was once used in the design menu when loading or saving Create-A-Rocker designs. In early versions of the game, preset designs could have been loaded.

Jimi's character select icon. The game has lots of checks to handle Jimi Hendrix, including him being forcefully locked in any circumstances.

Create-A-Rocker images are present for the game's various celebrity talents. Given that these are not selectable or unlocked in normal gameplay, these go unused.

While not technically unused, band logos in venues share a common image name and texture. This is an internal image and gets overwritten by the final band logo when initializing the zone.

Gig Poster Overlays#

Similar to band logos, the gig posters in the "board room" use temporary overlay textures for the completion icons that get replaced at runtime. The first five are legitimate textures, whereas the other numbers are very well made numbered images.

Unused Gig Poster Variants#

The z_board_room zone contains older, duplicate versions of some of the gig posters:

Early

Final

Early

Final

Early

Final

Posters in the gig select have two images, a zoomed out version and a large version used when previewing its songs. Selecting the Create-A-Gig poster immediately takes the user to the setlist selection, therefore its large version goes unused.

Curiously, its large image is a variant of the Tool poster, lacking the heptagram in the background:

Early

Final

Concept Art#

Stored in the files for the Frathouse (Phi Psi Kappa), Hotel (Ted's Tiki Hut), and House of Blues are pieces of concept art for each venue.

Early Gig Posters#

The z_frontend package contains noticeably early versions of the gig posters. Judging by these being poster-sized, it's possible these were leftovers from a scrolling menu similar to Guitar Hero III.

Recliner Texture#

GuitarHeroWT-Recliner-tex.png
Unlike most other textures in the game, the one used for the recliner in the studio is an actual photo of a real life recliner but cropped to be used as a texture.

Compiler Strings#

Leftover in the PC version is a healthy array of strings from QComp, Neversoft's internal QB compiler.

Word too long, max chars allowed = %d
Missing end quote in non-local string
Non-local string too long, max chars allowed = %d
Encountered \\\" inside local string.\nThe \" character is not supported because it is not in our font.\nPlease use single quotes instead.
Encountered \\' inside local string. Please use just ' without the backslash.
Tab character found in string
Missing end quotes in string
Line-feed character encountered inside string
Error at line %d: Line-feed character encountered inside string. The line-feed is at the end of the following text:\n%s\n
Carriage-return character encountered inside string
Error at line %d: Carriage-return character encountered inside string. The carriage-return is at the end of the following text:\n%s\n
String too long, max chars allowed = %d
Hex too long
<...>
random2
random
'Random' keyword must be followed by an open parenthesis
Too many nested if statements
elseif jump offset too big
Previous elseif has already had its jump offset set?
Expected elseif to have at least one other elseif before it?
Encountered elseif after else ?
If statement jump offset too big
Too many elseif's!
Elseif without if
Elseif preceding else has already had its jump offset set?
Expected else to have at least one elseif before it?
Two else statements for the same if
Else without if
Elseif endif jump offset too big
elseif's endif jump offset is already set?
Elseif preceding endif has already had its jump offset set?
else statement jump offset too big
Endif without if
Expected mpLastCaseJumpOffset == NULL ?
Expected mNumCaseStatements == 0 ?
Too many nested switch statements
Bad case jump offset
Too many case statements, need to increase MAX_CASE_STATEMENTS in qcomp
Got case statement when m_num_nested_switch_statements == 0 ?
Bad jump offset
Got endswitch statement when m_num_nested_switch_statements == 0 ?
Too many nested 'Random' operators
Unsupported pragma directive
CheckObjectNames
Empty #pragma directive
#pragma CheckObjectNames not supported!
Too many digits in fractional part of float
Bad character in fractional part of float
Integer value out of range
Bad character in number
Numeric value with no digits
Unrecognized character sequence
#NULL
useheap
default
case
endswitch
switch
randomshuffle
randompermute
randomnorepeat
randominteger
randomfloat
randomrange2
randomrange
return
endif
elseif
else
endscript
script
break
repeat
begin
No digits in hex value. Make sure there is no white space between the $ and the value.
Hex value too big
Bad character in hex value
No digits in hex value. Make sure there is no white space between the 0x and the value.
Eh? Missing end quotes in string
Eh? Missing end quote in string
Missing ] in \\F string.
Expected \\F to be followed by [
Eh? Missing end quote in wide-string
Confused by line %d of %s.\nExpected either a script definition (Script ... EndScript)\nor a constant definition (Something=...)
NULL p_existing_entry->mValue.GetScript() ??
Keyword 'script' must be followed by a name, line %d of %s
The symbol '%s' is defined twice, in %s and %s
Expected an equals sign to follow '%s' at line %d, %s\nThe most likely explanation is that you have a command\noutside of a script ... endscript
Unsupported UseHeap type of '%s'\nValid types are DebugHeap, ScriptHeap\n(line %d of %s)
Keyword 'UseHeap' must be followed by a name\n(line %d of %s)
File %s, line %d:\n%s\n
..\\..\\code\\Gel\\Scripting\\parse.cpp
Keyword 'UseHeap' must not have an = after it, just the name of the heap\n(line %d of %s)
'UseHeap' keyword cannot be used inside array definitions
'UseHeap' keyword cannot be used inside structure definitions
'UseHeap' keyword cannot be used inside scripts
In the 'random' operator, @* must be followed by an integer with no line breaks
The sum of the 'Random' operator weight values is too large.\nThe sum of the weights must not exceed 32767 otherwise the calculations in the game code will overflow.
The sum of the 'Random' operator weight values must be greater than zero.
Got an '@*' weight value outside of a 'Random' operator
'Random' operator weight value is too large. Max is 32767
'Random' operator weight values cannot be negative.
In the 'random' operator, @* must be followed by an integer
'RandomInteger' operator can only be used inside scripts
'RandomFloat' operator can only be used inside scripts
'RandomRange' operator can only be used inside scripts
Got an '@' character outside of a 'Random' operator
Missing close parenthesis after 'Random'
Missing the initial '@' in 'Random' operator
'Random' operator can only be used inside scripts
More open square brackets than close square brackets
More close square brackets than open square brackets
More open curly brackets than close curly brackets
More close curly brackets than open curly brackets
More open parentheses than close parentheses
More close parentheses than open parentheses
Missing endscript
Expected printf_square_count == 0 at start of printf or printstruct
Expected printf_curly_count == 0 at start of printf or printstruct
Expected printf_parenth_count == 0 at start of printf or printstruct
Unexpected close parenthesis in 'Random' operator
Too many endscripts
Missing endif
Missing endswitch
Missing repeat
endscript without corresponding script
endswitch without corresponding switch
default keyword not in a switch statement
case keyword not in a switch statement
if-endif straddles a begin-repeat
endif keyword must be the first word on its line
endif keyword can only be used inside scripts
elseif keyword must be the first word on its line
elseif keyword can only be used inside scripts
else keyword must be the first word on its line
else keyword can only be used inside scripts
if keyword must be the first word on its line
if keyword can only be used inside scripts
return keyword must be the first word on its line
return keyword can only be used inside scripts
break keyword must be inside a begin-repeat loop
break keyword must be the first word on its line
break keyword can only be used inside scripts
repeat without begin
repeat keyword must be the first word on its line
repeat keyword can only be used inside scripts
Too many nested loops
begin keyword must be the first word on its line
begin keyword can only be used inside scripts
Unexpected '@' token inside printf
Unexpected end-of-line in printf or printstruct
#pragma