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Marvel's Spider-Man is the first game developed by Insomniac that is based on an existing property. It was a massive success and became one of the best-selling first-party PS4 titles.
Unused Development Text#
Just like the 2016 Ratchet & Clank game, there is also development text relating to in-game mechanics.
Found at 0x28A726B in eboot.bin.
Do we want full ammo whenever we exit out of combat?
Do we want full ammo whenever we Enter into of combat?
Overrides the default delay before emitting the shot
BlindFireDistance
MaxFireDistance
Distance used when we have no target and we aren't in aim mode
Maximum distance we're allowed to fire at a target/aim mode. We'll hit a point at this distance away if the target is further
How far the player can toss the lure when in aim mode.
How far up the player can target the lure when in aim mode.
The player cannot aim the lure lower than this angle below the XZ plane.
The player cannot aim the lure higher than this angle above the XZ plane.
Trajectory simulation will ignore collisions that are within this distance of the fire position.
Projectile will ignore collisions until it has passed more than this percentage of the original trajectory arc.
What visual effect to use as the trajectory spline.
What material to apply to the trajectory spline.
How thick to make the spline segments for the trajectory.
What actor to use to show the distraction area at the target location. Assumes the model has a radius of 1m.
How to orient the aim circle actor relative to the world.�Offset of the trajectory arc from the hero actor's position (X axis will be matched to the camera's X axis)
When blending into the lure aim context, the blend target position must be at least this distance away.
The aim circle must be on-screen for at least this amount of time before the lure can be thrown. Releasing the button before this will cancel the throw.
After the lure hits a wall, search for a ground position within this distance. Look for bots around that position to respond.
The nearest bot within this radius that isn't busy will investigate the distraction.
How far vertically the bot can be from the lure's ground position to notice the distraction.
BuffDuration
How long electric web buffs impact web
MacroStates
CamAimContext
When the player is in one of these macro states, use this CameraAimContext config
LockAimMode
AutoAimMode
CooldownRate
AlphaFadeOutTime
AlphaFadeInTime
SnapData
Lock out the standard aim mode functionality (L2) while the photo gadget is equipped
Aim mode is always automatically on while the photo gadget is equipped
How long is the photo gadget unavailable after taking a photo
When the user starts aiming, alpha fade OUT the gadget owner actor over this time (a value less than 0.0 means no alpha fade out)
When the user stops aiming, alpha fade IN the gadget owner actor over this time (a value less than 0.0 means immediate fade in)
Override the normal camera aim context config if the player is in a specific state
Override the normal aim mode snapping parameters
Unused Difficulty#
pkg_settings.set mentions an unused "RockStar" difficulty.
--rockstar { DynamicDifficulty = true DesiredDifficulty = kRockStar }
Unused Graphic#
In the icons folder, there is an image named UI_ICON_BLANK.jpg. While it looks like a completely blank 457×257 image from the outside, the metadata of the file suggests it was created on March 17, 2015, and was created in Adobe Photoshop CC (Windows).
Unused Multiplayer Mode#
pkg_settings.set also mentions command arguments relating to online multiplayer. The game ultimately shipped with only a single-player mode.
--start_with_multiple_players Debug.LoadWithMultiplePlayers = true
--servername Debug.OverrideServerName = $1
--auto_matchmake Debug.AutoMatchmake = true
--no_bots Bot.BotsEnable = false
--no_late_join Game.LateJoinEnable = false
Game.LanMode = true
--lanmode Game.LanMode = $1
--lan_mode Game.LanMode = $1
--lan Game.LanMode = true
--no_lan_timeout Net.LanTimeoutEnable = false
--voting_day_offset Debug.DayOffset = $1
--unlock_multiplayer Game.UnlockMultiplayer = true
--unlock_multiplayer_save Game.UnlockMultiplayerSave = true