HOKKUSPOKKUS Developer Console#
|
|
To do: |
Typing "HOKKUSPOKKUS" (not case sensitive) at any point while the game is running will open a developer console, which can then be toggled at any time by pressing F12. Loading saves will not disable the the console, but the code will have to be re-entered when restarting the game.
Code |
Result |
|---|---|
arsenal |
All Weapons (No Upgrades) |
weap_lev[number]_available |
Gives the specified upgrade level to the currently held weapon |
ammo_flow |
Infinite Ammo |
dynamite |
Drops one Dynamite at Cutter's feet |
kill_soldiers |
Kill all soldiers in the current region |
iaminvisible |
Applies the invisibility effect of the PPS to Cutter |
benny |
"benny hill mode" - A toggled mode that makes cutter run incredibly fast, clip through walls, and become immune to all damage. |
fly |
A toggled mode that detaches/reattaches the camera from/to Cutter, allowing completely free camera movement. Holding Shift will let you move the camera sideways, and A and Z will move the camera up and down. |
medi |
Drops one Medkit in front of Cutter |
holo |
Drops one Ubik-0A in front of Cutter |
tripwire |
Drops one THNDR-STP33 in front of Cutter |
tracker |
Drops one Proxi-130 HF in front of Cutter |
remote |
Drops one CLAPR-T in front of Cutter |
pow [number] |
Sets Cutter's health to the specified number |
hero_money [number] |
Sets Cutter's Zorkins to the specified number |
cutter_reput [number] |
Sets Cutter's reputation to the specified number |
drama_time [number] |
Set the time until the next global story event |
points [number] / extra_points [number] |
Sets your current "score" |
coords |
Displays several counters across the bottom of the screen. From left to right:
|
cuttergotopos [x y z] |
Teleport Cutter to the specified coordinates |
teleport [world name] |
Teleport Cutter to the specified region |
save_game slot_# |
Saves the game in the specified slot |
load_game slot_# |
Loads the game from the specified slot |
play [filename] |
Plays the specified cinematic, corresponding to the contents of CINEMA.PAK |
quit |
Displays an unskippable version of the credits & closes the game |
INTERNAL WORLD NAMES
Internal Name |
Region |
|---|---|
neige |
Ranzaar |
temples |
Shamazaar |
ville |
Talanzaar |
montagne |
Motazaar |
marches |
Okasankaar |
foret |
Okaar |
Unused Graphics#
Models#
|
|
To do: |
Models of a Microphone and a Scene Clapper, used in some of the Outcast Outtakes but never found in-game.]] [[File:OC-StanBlaskowitz.png|stan4.msh, bend.msh, bend2.msh, bens.msh, 4_stan1.msh, 4_stan1_test_export.msh
Cutter's model from older versions of Outcast, when he was still known as Stan Blaskowitz, as seen in some early footage, was left in the files in varying levels of detail & rotation.
'bend' & 'bend2' are the same model, but with half as many polygons and referencing textures (texture names starting with 1STAN_) that do not exist in the final game's files. '4_stan1.msh' has inverted backfaces and appears inside-out.]] [[File:OC-UnusedOilcanModel.png|oilcan.msh
Model of the unused Oilcan item.]] [[File:OC-UtahTeapot.png|smoke.msh
No game is complete without a Utah teapot. Has no textures or shaders applied.]] [[File:OC-UnusedTutorialSignMesh.png|6pannage.msh, 6pansaut.msh, 6pansnea.msh, 6pantir.msh
Four identical sign models in the files for the Ranzaar region, with texture names corresponding to the below tutorial sign textures.]] [[File:OC-unusedPottedplant.png|3pot.msh
A potted plant, hidden in the Motazaar files.]] [[File:OC-unused5cascad.png|5casad2.msh, 5casad5
A decorative gamor head arch found in the Okaar files. '5casad2' has no textures applied and has about 16 more polygons. It would fit perfectly in the gamor arena, but for some reason goes unused, and has no textures assigned to it.]] [[File:OC-Unused5cascad3.png|5casad3.msh
An arch with a vine coiled around it found in the Okaar files. No textures are assigned to the model.]] [[File:OC-unusedDecopon1.png|5decopon.msh
A decorative gamor head on a stone structure found in the Okaar files. Again, would have fit perfectly in the gamor arena.]] [[File:OC-5pousoimodels.png|5pousoi1.msh, 5pousoi2.msh
Blocks with indented shapes, most likely for key items. Placed among the Okaar files. No corresponding keys exist.]] [[File:OC-2flech2.png|2flech2.msh
A big arrow sign placed among the Okasankaar files.]] [[File:OC-mapviewr.png|mapviewr.msh
References textures 'lcd' and 'MONT', which do not exist - it's possible these are names of shaders. The texture/shader name 'lcd' implies this is a piece of high-tech gear, possibly indicating that the map was once a separate item from the minimap that appears in the Advisor Headset's Heads-Up Display in the final game.]] [[File:OC-markblan_bleu_and_red.png|markblan.msh, markbleu.msh, markred.msh
Three identical markers with no textures assigned. Possibly used as markers for the unused 'mapviewer' item.]] [[File:OC-cylinder.png|cylinder.msh
A mysterious machine using a 'glass' shader and referencing the same 'MONT' file as the unused 'mapviewr.msh'.]] [[File:OC-cylblob.png|cylblob.msh
As the name implies, it's a blob. It has no textures assigned to it. The 'cyl' in its filename indicates it could potentially be related to the cylinder, likely comprising the contents thereof, though there is nowhere in the game where a cylinder with a blob in it would fit in.]] [[File:OC-headmarion.png|headmarion.msh
A bust of Marion Wolfe, with the appropriate textures applied. Could feasibly be used for a close-up shot in the game's ending where only her upper body is visible, but this model is no more or less detailed than the one that is used in that sequence.]] [[File:OC-lit_mike.png|lit_mike.msh
Identical to the model of the bed that Cutter wakes up in at the start of the game, but with no textures and only default shaders applied.]] [[File:OC-sonia_animare.png|sonia_animare.msh
A static model identical to that of Marion's final mesh, with a slightly higher poly count, lacking textures, and only having default shaders applied. It is also named "Sonia", possibly an early name before the developers settled on Marion.]] [[File:OC-x-ray.png|x-ray.msh
A model identical to the final EVD, with a texture assigned that gives it bright red lenses. Matches an unused sound effect that implies the X-Ray Vision mode of the EVD was once a separate upgrade that had to be found. If this is used ingame when using the EVD's X-Ray mode, there is no possible way to see it.]] [[File:OC-bones.png|bones.msh, bone.msh
Two identical models of a bone, using one of the textures for the Daokas to give it that marbled bone-y appearance. Possibly related to the cut "bone pipe" quest.]]
Weapons & Unused Upgrades#
simp_02.msh, simp_03.msh
Unique models for the Level 1 & 2 upgrades for the HK-P12. In-game, the Level 0 model is shared across all upgrade levels.
phot_gun.msh, phot_02.msh, phot_03.msh
These models are identical to dart_gun, dart_02 and dart_03. While the "dart_gun" model is used for the final SLNT-B, the others are not.
While the models correspond to a set of unused upgrades for the SLNT-B that increase the duration of the Sleep Dart's effect by 30 seconds, using console commands to place these upgraded versions into your inventory does not change the weapon's model, rendering these completely unused.
seek_gu2.msh, seekbeam.msh, seek_bul.msh
The FT 74-X has three models corresponding to its upgrade levels: "seek_gun", "seek_gu2" and "seek_gu3". While all of these upgrades exist and are obtainable in-game, "seek_gu2" is never used, the weapon retaining its Level 0 appearance instead. Its first-person model never changes to reflect its Level 2 appearance, either.
Additionally, the name "seek_gun" coupled with the presence of these projectile models implies that the Flamethrower originally had very different functionality, though in what way exactly is uncertain.
Neither "seekbeam" nor "seek_bul" have textures or shaders applied to them.
Textures#
The above Scene Clapper's texture also remains in the game's files.]] [[File:OC-OldUZA.png|tracer3.btm, tracer2.btm, tracer1.btm
Textures for a weapon viewmodel reflecting each upgrade level of the UZA-SH1. In the final game, each upgraded model uses the gun's default texture.]] [[File:OC-UnusedSigns.png|tir_dos.btm, saut.btm, nage.btm, sneak.btm, tir.btm
Four snow-covered signs, symbolizing each of the tutorial tests, suggesting Jan leading you to each test was added later in development.]] [[File:OC-UnusedOilcan.png|oilcan.btm
Texture of the unused Oilcan item.]] [[File:OC-LeftoverStantextures.png|Several files, notably front.btm, hlmt_l / hlmt_r.btm, head_f.btm
The textures of the old Cutter model. Cutter does wear the robe in the ending, but these textures go otherwise unused.]] [[File:OC-unusedDecopon1texture.png|5decopon.btm, 5decop~1.btm
Texture of the decorative gamor head on a stone structure, seen above.]] [[File:OC-textures5pousoi1&5pousoi2.png|5pousoi1.btm, 5pousoi2.btm
Textures of the above indented blocks from Okaar.]] [[File:OC-2flechp.png|2flechp.btm
Texture of the unused arrow sign.]] [[File:OC-x-ray_texture.png|x-ray.btm
Texture of the unused EVD X-Ray Vision Upgrade.]]
Snow Gamor#
Textures and a mesh exist for a "gamor_neige" ("Neige" being french for "Snow"), a much fluffier version of the Gamor that would be far better suited to the colder parts of Adelpha. While Cutter does encounter a pack of Gamors in the snowy region of Ranzaar toward the end of the game, they use the same tiger-stripe textures as all other Gamors.
All textures beginning with "3gn_" belong to the Snow Gamor.
Unused NPC Behavior#
|
|
To do: |
Using the "HOKKUSPOKKUS" console, it's possible to play any cinematic in the game if you know its filename. Playing certain cinematics this way will mess with the flow of events, resulting in some NPC actors remaining in their places after the cinematic ends / is skipped, and interacting with these reveals some interesting things.
Note: Most NPC's, including Marion, will behave like generic Talan with no essence, making generic hurt noises and bursting into Fae essence on death, and having no functional dialogue when talked to.
Ventilope interactions
Watch on YouTubeAfter playing the "temp_fly" cinematic, VoVo the Ventilope remains in place, allowing Cutter to attack her and revealing that she has half-implemented hurt and death animations that otherwise go completely unseen, as you are never at any point able to encounter a Ventilope on the ground or hurt them in any way. This also goes for the flying ones in the north of Shamazaar, which will always evade your shots.
She will get stuck in her hurt animation, and her hitbox does not move with her body in her death animation.
Like any other animal, damaging VoVo makes yellow "essence" come out of her, and she appears as a yellow marker on the minimap.
Xue Interactions
Playing some of Talanzaar's "end#" cinematics places Xue in the level, allowing Cutter to interact with him. He uses Cutter's idle animations, makes Cutter's hurt noises, and killing him will focus the camera on him as he dies, resulting in a game over. Interestingly, firing an SLNT-B dart at him makes him wave away the gas, similar to when Cutter steps on one of the noxious mushrooms in Okaar. Attempting to talk to him will softlock the game.
.ini File Oddities#
Outcast contains a plethora of configuration files that can be viewed and edited in any text editor, allowing you to edit anything from the damage values of weapons, change which samples are played by audio triggers, and even alter the opacity of water. Naturally, these contain many mysterious settings and references to unused content.
Audio.ini#
This file contains settings for just about every single global sound effect used in the game: Volume, priority, distance fall-off and sample filenames are all determined here. One important note: A volume of 0 is not silence, but appears to be a baseline volume used by most sound effects in the game.
The sections for Weapon sounds reveal the weapons' internal names, most of which are referenced by the game's manual.
Weapon |
Internal Name |
Manual Subtitle |
|---|---|---|
HK-P12 |
Simple gun |
Standard Issue Sidearm |
UZA-SH1 |
Tracer gun |
Tracer |
SLNT-B |
Dart gun |
Dart Gun |
HAWK-MK8 |
Perforator gun |
Perforator Gun |
LN-DUO 500 |
Boomer gun |
Boomer Gun |
FT 74-X |
Cooker gun |
Flame-Thrower |
It also reveals the names of the Fae Soldiers' weapons, under the "; Zorks weapons" section (Zork also being the internal name for Talan)
Internal Name |
Weapon Description |
|---|---|
Laser |
Long-range laser-barrages fired by stationary guard post soldiers. |
Scythe |
Standard weapon that fires in a helix pattern, carried by most mid-ranking soldiers. |
Claw |
Standard "fireball" weapon fired by most low-ranking soldiers. |
Grenade |
Energy Mortar similar to the LN-Duo 500. |
Drill |
Spiraling weapon that pierces through obstacles. |
Seeker |
Rarest weapon to see. Like the Energy Mortar, but lingers in the air and fires off electric arcs. |
The sound of Oru's gun is also listed under "; Horu gun"
Volume_of_PrimitiveSuprrise=0
Volume_of_PrimitiveOogoobar=0
Volume_of_PrimitiveInsult2=0
Volume_of_PrimitiveInsult1=0
Volume_of_PrimitiveCuriosity=0
Sample_of_PrimitiveSuprrise=oh!
Sample_of_PrimitiveOogoobar=he!
Sample_of_PrimitiveInsult2=he!
Sample_of_PrimitiveInsult1=ha!
Sample_of_PrimitiveCuriosity=ha!!
Settings for Oogoobar exclamations are present under the ";dialog" section, in the same area as Soldier shouts and the Motazaar Miners' Song. In the final game, Oogoobar are completely silent. Changing these settings has no effect.
Audio.ini also references ambient sounds in Okasankaar that go unused, namely:
a_swamp_rain_h
a_swamp_rain_l
a_swamp_thunder1
a_swamp_thunder2
object_detail_medium.ini#
A completely empty file among the graphical setting presets. The far-less-empty object_detail_med.ini is used instead.
Unused Sounds#
|
|
To do: |
Oil#
lor_oil_0.sfx - lor_oil_3.sfx
The voice files of Motazaar contain this removed conversation about oil and a special container, presumably the Oilcan, implying that at one point you could find a unique material exclusively in this region. The conversation is between Cutter and a Recreator, indicating this was most likely a crafting material.
ap_oil_0.sfx
Additionally, this clip of the Advisor Headset makes reference to petrol. Considering how the ADVISOR Headset detects materials, this presumably would have played when approaching one of the above mentioned pools of oil.
Collectors.sfx#
Among the general voice files lies this mysterious clip. It seems to be a collection of voice acting outtakes and scraps of dialogue that are actually in the final game (Specifically the last three lines). Why it was put in the game's files, and why its name is 'Collectors', is a mystery.
Weapons Detected#
ap_boom_0.sfx, ap_boom_1.sfx, ap_dart_0.sfx - ap_dart_3.sfx, ap_flame_0.sfx - ap_flame_2.sfx, ap_perf_0.sfx, ap_tracer_0.sfx, ap_tracer_upgrade_0.sfx, ap_visor_0.sfx, ap_xray_0.sfx
There are many voice clips for weapons and items being detected by the Advisor Headset. As the Advisor only warns you of located items on the ground, this suggests you were at once point supposed to find weapons and upgrades lying around the regions of Adelpha, whereas in the final game you can only get them through merchants, rendering these clips unused. This is supported by an image released by one of the developers of the map editor. (boom_gun is the internal name of the LN-DUO 500)
These clips imply that, as stated in the Manual, the FT 74-X was intended to be missing several pieces that had to be put together to restore the weapon to its full functionality.
It also implies that the SLNT-B's upgrades were originally a scope and laser sight, as opposed to simply being increases in the duration of the effect of its Sleep Darts... Which also got cut. Lastly, it implies the X-Ray function of the binoculars were originally an upgrade, whereas in the final game they come with X-Ray vision from the start.
Miscellaneous Advisor Clips#
ap_clip_0.sfx
Another unused Advisor sound file. (There's a lot of these!) This one refers to an 'HK-P12 Ammo Clip', whereas the final game uses a different shorter file, simply calling it 'HK-P12 Ammo'.
ap_life_0.sfx
The Advisor detecting a lifeform. Most likely unused as being told about any animal you might pass by would get annoying after a while.
ap_money_0.sfx
The Advisor scanning Zorkins and determining their possible monetary use. In-game, it only ever refers to Zorkins as metal.
ap_back_0.sfx
The Advisor saying your inventory is updated. Again, most likely removed because it would get annoying, considering how often you are handed items.
Unused Ambient Noise#
a_swamp_rain_h, a_swamp_rain_l, a_swamp_thunder1, a_swamp_thunder2
Ambient sounds presumably meant for Okasankaar, but as it never rains, these go unused.
"a_swamp_thunder1" does play in-game, but only one time during one cutscene after convincing the leader of Cyana to stop supplying fish to the soldiers.
Unused Cutter Clips#
vo_dragon_0.sfx, vo_dragon_1.sfx
Two Cutter voice clips, vo_dragon_0 and vo_dragon_1. Dragon being the internal name for the Achondar suggests one of these would play when entering its arena, but in the final game Cutter is silent.
The latter voice clip does get used as a sample in the game's post-credits dance sequence.
Demo Leftovers#
|
Unused "newgame-DEMO1.bmp" |
Used "background.bmp" from Outcast Demo 2 |
|---|---|
|
|
The launcher background of an Outcast demo is left in the final game's files, which was never used in either of the game's two actual demos (which were available on the game's official website & as part of shareware compilation discs) - "Demo 1" uses the same background as the final game, and "Demo 2" uses the other image shown above.
Additionally, a few files named demotemples.lnd, demo.mrk and backups thereof are left in '11.PAK', the files for Shamazaar. These are most likely remnants from "Demo 2" which took place exclusively in that region.