Supreme Commander
From PCGamingWiki, the wiki about fixing PC games
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| Developers
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| Publishers
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| Engines
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| Release dates
Windows
February 16, 2007 |
| |
| Supreme Commander | 2007 |
| Supreme Commander: Forged Alliance | 2007 |
| Supreme Commander 2 | 2010 |
General information
Steam Community Discussions
Steam Users' Forums for game series
Supreme Commander Wiki
Contents
Availability[edit]
| Source | DRM | Notes | Keys |
|---|---|---|---|
| Retail | |
| |
| GamersGate | |
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| Steam | |
Some retail copies of Supreme Commander activate on Steam and give a free copy of Supreme Commander: Forged Alliance.
Game data[edit]
Configuration file(s) location[edit]
| Location | |
|---|---|
| Windows | %LOCALAPPDATA%\Gas Powered Games\SupremeCommander\Game.prefs |
Save game data location[edit]
| Location | |
|---|---|
| Windows | %LOCALAPPDATA%\Gas Powered Games\SupremeCommander\SAVEGAME |
Save game cloud syncing[edit]
| System | Native | Notes |
|---|---|---|
| Steam Cloud | |
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| GameSave Manager | |
Video settings[edit]
| Graphics option | Option | WSGF | Notes |
|---|---|---|---|
| Widescreen resolution | |
|
Resolutions are taken from windows control panel. |
| Multi-monitor | |
|
A second monitor can be used, mainly for a large and interactive map with all the functionality as the first monitor. |
| Field of view (FOV) | |
See Field of view (FOV). | |
| Windowed | |
See Windowed. | |
| Borderless fullscreen windowed | |
See Windowed. | |
| Anisotropic filtering (AF) | |
||
| Anti-aliasing (AA) | |
Off, 2x, 4x, 8x. | |
| Vertical sync (Vsync) | |
||
| High frame rate | |
||
Field of view (FOV)[edit]
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Windowed[edit]
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Input settings[edit]
| Keyboard and mouse | Native | Notes |
|---|---|---|
| Remapping | |
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| Mouse acceleration | |
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| Mouse input in menus | |
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| Mouse Y-axis inversion | |
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| Controller | ||
| Controller support | |
Audio settings[edit]
| Audio options | Native | Notes |
|---|---|---|
| Separate volume controls | |
|
| Surround sound | |
5.1[1] |
| Subtitles | |
|
| Closed captions | |
|
| Mute on focus lost | |
Network[edit]
Multiplayer types
| Type | Native | Notes | |
|---|---|---|---|
| LAN play | |
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| Online play | |
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Connection types
| Type | Native | Notes | |
|---|---|---|---|
| Matchmaking | |
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| Peer-to-peer | |
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| Dedicated | |
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| Self-hosting | |
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| Direct IP | |
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Issues fixed[edit]
Black screen during startup with crash to desktop[edit]
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Mouse cursor does not match mouse input[edit]
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No sound during gameplay[edit]
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Other information[edit]
Console commands[edit]
Game features console with a lot of commands available to player.[2]
Launch console with ~.
| Command | Description | |
|---|---|---|
| AddBeam | Add a test beam into the world | |
| AddImpulse | AddImpulse (x,y,z) | |
| AddLightParticle | Add a light to the world under the cursor | |
| AddSplat | Add a splat to the world underneath the cursor | |
| AI_DebugArmyIndex | Set up an army index for debugging purposes | |
| AI_DebugCollision | Toggle on/off collision detection | |
| AI_DebugIgnorePlayableRect | Toggle on/off ignore playable rect | |
| ai_FreeBuild | Unit build costs are 0 | |
| ai_InitialEnergyCurrency | Initial currency of energy economy. | |
| ai_InitialEnergyCurrencyMax | Initial currency of energy economy. | |
| ai_InitialMassCurrency | Initial currency of mass economy. | |
| ai_InitialMassCurrencyMax | Initial currency of mass economy. | |
| ai_InstaBuild | Units build instantly. | |
| AI_RenderBombDropZone | Toggle on/off rendering of bomb drop zone | |
| AI_RenderDebugAttackVectors | Toggle on/off rendering of debug base attack vectors | |
| AI_RenderDebugPlayableRect | Toggle on/off rendering of debug playable rect | |
| AI_RunOpponentAI | Turns on or off Opponent AI | |
| ai_SteeringAirTolerance | Tolerance used to detect whether an aircraft has reached its destination. | |
| AirLookAheadMult | Alter the air units look ahead distance | |
| ANI_DumpSkeleton | Dump the skeleton for the selected entity | |
| BeginLoggingStats | Begin logging stats | |
| BlingBling | Cash money yo | |
| cam_DefaultLOD | default value for camera level-of-detail scaling factor | |
| cam_DefaultMiniLOD | Default LOD for mini-map | |
| cam_EntityBoxExpand | How much to expand the entity box when targeting entity | |
| cam_FarFOV | FOV to use for perspective camera at farthest zoom, in degrees | |
| cam_FarPitch | Pitch of camera at farthest zoom, in degrees | |
| cam_Free | Allow the camera to remain rotated | |
| cam_HighLOD | ||
| cam_LowLOD | ||
| cam_MediumLOD | ||
| cam_MinSpinPitch | The min pitch resulting from a spin | |
| cam_NearFOV | FOV to use for perspective camera at nearest zoom, in degrees | |
| cam_NearPitch | Pitch of camera at nearest zoom, in degrees | |
| cam_NearZoom | Closest mouse can zoom in to terrain | |
| cam_PanSpeed | How fast the camera pans. | |
| cam_SetLOD | Set the lod scale factor for a camera | |
| cam_ShakeMult | How much camera shake to allow. | |
| cam_SpinSpeed | How fast mouse spins camera, in degrees across screen size | |
| cam_TrackProjectileTimeout | Delay after tracking a projectile. | |
| cam_ZoomAmount | How far to zoom in response to the mouse wheel. | |
| cam_ZoomSpeedLarge | How fast the camera actually moves in response to a large zoom. | |
| cam_ZoomSpeedSmall | How fast the camera actually moves in response to a small zoom. | |
| ClearStats | Clear stats starting with given parent | |
| CON_Echo | Echo out input to function. | |
| CON_ExecuteLastCommand | Repeat the last command. | |
| CON_ListCommands | List all console commands and variables. | |
| con_TestVar | Test variable - not used. | |
| con_TestVarBool | Test variable - not used. | |
| con_TestVarFloat | Test variable - not used. | |
| con_TestVarStr | Test variable - not used. | |
| con_TestVarUByte | Test variable - not used. | |
| CopySelectedUnitsToClipboard | Copy all the selected units to the clipboard. | |
| CreateProp | Spawn a prop underneath the mouse cursor | |
| CreateUnit | spawn a unit by id at the mouse cursor or specified location, case sensitive | |
| d3d_AntiAliasingSamples | ||
| d3d_ForceDirect3DDebugEnabled | Disable shader optimization and allow D3D debugging. | |
| d3d_ForceSoftwareVP | Force D3d to do vertex processing in software. | |
| d3d_NoPureDevice | Use a non-pure D3D hardware device. | |
| d3d_UseRefRast | Force D3d to do rasterization in software. | |
| d3d_WindowsCursor | ||
| DamageUnit | Damage the selected unit (negative values heal) | |
| dbg | Enable/Disable debug overlay | |
| dbg_Ballistics | Draw ballistic debug stuff. | |
| dbg_Beam | Draw beam debug stuff. | |
| dbg_CollisionBeam | Draw collision beam debug stuff. | |
| dbg_Emitter | Show emitter positions. | |
| dbg_Metronome | Tick a metronome every tick. | |
| dbg_MonitorAddressSpace | If true, monitor address space usage. | |
| dbg_Projectile | Draw projectile debug stuff. | |
| dbg_ShowAiPathSpline | Draw AI Path Spline debug information. | |
| dbg_Trail | Draw trail debug stuff. | |
| Debug_Assert | Fail an assertion (for debugging purposes) | |
| Debug_Crash | Cause a crash (for debugging purposes) | |
| Debug_Error | Log an error string (for debugging purposes) | |
| debug_movie | debug movie output | |
| Debug_Throw | Throw a std::exception. | |
| Debug_Warn | Log a warning string (for debugging purposes) | |
| DebugAIStatesOff | debug function to show some AI states | |
| DebugAIStatesOn | debug function to show some AI states | |
| DebugClearBuildTemplates | debug clear and disable the build templates. | |
| DebugDumpArmyStats | Dump current stats for army index. | |
| DebugGenerateBuildTemplateFromSelection | debug generate and enable build templates from the current selection. | |
| DebugMoveCamera | Debug function for moving the camera in sim script. | |
| DebugSetConsumptionActive | debug function to turn selected units consumption of resources into active state | |
| DebugSetConsumptionInActive | debug function to turn selected units consumption of resources into inactive state | |
| DebugSetPlayableRect | Set the playable rect of the map (minX, minZ, maxX, maxZ). | |
| DebugSetProductionActive | debug function to turn selected units production of resources into active state | |
| DebugSetProductionInActive | debug function to turn selected units production of resources into inactive state | |
| DestroyAll | Destroy all units. If any optional army indices are supplied, destroy those army's units. | |
| DestroySelectedUnits | destroy selected units. | |
| DoSimCommand | do a sim command. | |
| dump_Frame | Dump a single video frame. A folder can be specified, otherwise it will prompt for one. | |
| dump_Frames | Toggle dumping of video frames. | |
| dump_outputFrameNumber | Starting frame to dump on | |
| dump_Rate | Frame rate to use for movie dumps | |
| DumpActiveLoops | List all active entity loops | |
| DumpCamera | Dump out camera position data for the editor | |
| DumpPreloadedTextures | Dump debug texture info | |
| DumpUnits | Print out units in play | |
| ed_EnableHook | ||
| efx_AttachEmitter | Attach an emitter to selected unit, must specify bone name and blueprint | |
| EFX_CreateEmitterWindow | Create emitter control window | |
| efx_NewEmitter | Create an emitter, must specify blueprint | |
| efx_ParticleWaterSurface | Sort order at which particles start rendering under water | |
| efx_WaterOffset | Amount that particles which are clamped to the waters surfaces are offset from it. | |
| efx_WaveCutoff | Shoreline LOD cutoff | |
| EndLoggingStats | End logging stats | |
| ExecutePasteBuffer | Execute paste buffer in clipboard. | |
| exit | Exit the application. | |
| FindUnit | Find a unit by a (case insensitive) string contained in its description. | |
| fog_DistanceFog | Distance fog enabled? | |
| fog_OffsetMultiplier | amount to fudge offset by to make fog go away as we zoom out | |
| GetVersion | Get game version | |
| graphics_Fidelity | current graphics fidelity setting | |
| graphics_FidelitySupported | maximum graphics fidelity supported | |
| imap_debug | Toggle influence map debug info. | |
| imap_debug_grid | Toggle influence map debug grid info. | |
| imap_debug_grid_army | Set influence map debug grid for which army threat type. | |
| imap_debug_grid_type | Set influence map debug grid threat type. | |
| imap_debug_path_graph | Toggle map hints path graph. | |
| IN_BindKey | Specify a key combo and a console command, binds console command to key | |
| IN_DumpKeyBindings | Shows all the key bindings | |
| IN_DumpKeyNames | Shows all the key names | |
| IN_SetKeyName | Set a key name to map to a key code | |
| IssueCommand | Issue the buildSilo/dive/stop command to the selected units. | |
| KillAll | Kill all units | |
| KillSelectedUnits | kill selected units. | |
| lob_IgnoreNames | Comma separated list of names of people to ignore. For debugging purposes. | |
| Log | Log a string (for debugging purposes) | |
| LotsOfProps | spawn 100 props all over the map 2nd Arg = name of prop | |
| LUA | Run a bit of lua code. | |
| LUADOC | Dump out documentation for Lua functions | |
| mesh_Rebatch | Override mesh batch settings | |
| NeedRefuelThresholdRatio | Start looking for refueling platform when fuel ratio drops below this point | |
| NeedRepairThresholdRatio | Start looking for refueling platform when health ratio drops below this point | |
| net_AckDelay | Number of milliseconds to delay before sending ACKs | |
| net_CompressionMethod | Compression method, 0=none, 1=deflate. Only takes effect when connections are first established. | |
| net_DebugCrash | If true, crash. | |
| net_DebugLevel | Amount of network debug spew | |
| net_Lag | Lag, in milliseconds. | |
| net_LogPackets | Log all incoming/outgoing packets. | |
| net_MaxBacklog | Maximum number of bytes to backlog to any one client. | |
| net_MaxResendDelay | Maximum number of milliseconds to delay before resending a packet. | |
| net_MaxSendRate | Maximum number of bytes to send per second to any one client. | |
| net_MinResendDelay | Minimum number of milliseconds to delay before resending a packet. | |
| net_ResendDelayBias | The resend delay is ping*new_ResendPingMultiplier+net_ResendDelayBias. | |
| net_ResendPingMultiplier | The resend delay is ping*new_ResendPingMultiplier+net_ResendDelayBias. | |
| net_SendDelay | Number of milliseconds to delay before sending Data | |
| NoDamage | Disables all damage to units when set. | |
| p4_Edit | Check out file(s) from perfoce | |
| p4_IsOpenedForEdit | Is the specified file opened for edit? | |
| path_ArmyBudget | Budget for each army to do pathfinding each tick | |
| path_BackgroundBudget | Maximum number of steps to run pathfinder in background | |
| path_BackgroundUpdate | Update pathfinding tables in background | |
| path_GeneratePreview | Do a pathfind for the UI preview | |
| path_MaxInstantWorkUnits | Budget for instant pathfinds by the AI | |
| path_TimeoutPreview | Maximum number of ticks to allow pathfinder preview to take | |
| path_UnreachableTimeoutSearchSteps | Maximum number of ticks to allow a single pathfind to take for an unreachable path | |
| PathDebug | Debug the path finder | |
| PopupCreateUnitMenu | Popup the create unit menu. | |
| PrintStats | Test the stat system | |
| ProcessInfoPair | set the assist mode flag for the selected units. | |
| Purge | projectile|unit|all>. If any optional army indices are supplied, destroy those army's entities. | |
| quit | Quit the session. | |
| RandomElevationOffset | Alter random non-combat elevation offset so plane don't all stick on the same plane | |
| range_Fill | ||
| range_InnerThicknessCoeff | ||
| range_OuterThicknessCoeff | ||
| range_RenderBuild | ||
| range_RenderHighlighted | ||
| range_RenderSelected | ||
| recon_debug | Show debug recon info for specified army index | |
| ReconFlush | Flush all recon databases (destroys all blips) | |
| ren_BandwidthDisplayKernel | Width of bandwidth filter (in seconds). | |
| ren_BandwidthDisplaySeconds | Number of seconds of bandwidth data to display. | |
| ren_Beams | Render the beam fx. | |
| ren_BgLowerBound | ||
| ren_bicubicnormals | Sample normal map basis using bicubic filter | |
| ren_Bloom | Render Blooms? | |
| ren_BloomBlurCount | Bloom Blur Count | |
| ren_BloomBlurKernelScale | Amount to scale blurred amount by. | |
| ren_BloomGlowCopyScale | Scale when copying glowing stuff to glow buffer before blur | |
| ren_BorderSize | Size of edge border | |
| ren_ClipDecalLevel | Level at which we clip decals for super quick reject | |
| ren_ClipDecals | Clip Decals vertex count | |
| ren_Clutter | Render clutter | |
| ren_ClutterRadius | ||
| ren_DecalAlbedoLodCutoff | Fudge factor for decal cutoff on zoom out for albedos | |
| ren_DecalFadeFraction | fraction (0..1) of their range that decals start to fade | |
| ren_DecalFidelity | ||
| ren_DecalFlatTol | flatness tolerance | |
| ren_DecalNormalLodCutoff | Fudge factor for decal cutoff on zoom out for normals | |
| ren_DecalOverDraw | Render overdraw display for decals | |
| ren_Decals | Render Terrain Decals. | |
| ren_ErrorCache | use error threshold cache? | |
| ren_fog | Do we render fog of war, rendering only no effect on database. | |
| ren_FogIntensity | intensity of gray fog | |
| ren_FogOfWar | Draw terrain with fog-of-war. | |
| ren_ForceUpdateMinimapTerrain | Update the terrain tesselation/decals if it's a minimap | |
| ren_FrameTimeSeconds | Number of seconds to display. | |
| ren_Fx | Render FX? | |
| ren_GenerateMesh | Generate a new mesh or use the old one? | |
| ren_glowingDecals | Render glowing decals | |
| ren_HideSecondary | Hide secondary views | |
| ren_IgnoreDecalLOD | Force decals to render regardless of LOD | |
| ren_MapBorderAdd | Add a mesh to the map border list | |
| ren_MapBorderClear | Clear all map border meshes | |
| ren_MeshDissolve | Fade mesh alpha from 1.0 to 0.0 | |
| ren_MeshDissolveCutoff | ||
| ren_MeshSkinned | toggle rendering of meshes which have and use skeletons | |
| ren_MeshStatic | toggle rendering of meshes which do not have or ignore skeletons | |
| ren_MipSkipLevels | ||
| ren_NewFogUpdate | Use new fog update code | |
| ren_NewPipeline | ||
| ren_NormalDecals | Render Normal Decals | |
| ren_Oblivion | ||
| ren_OnlyFirstView | Render only the first view in the list | |
| ren_PlayableBoundary | ||
| ren_Ranges | ||
| ren_Reflection | Render reflection? | |
| ren_Refraction | Render refraction? | |
| ren_RegenShore | Regenerate shoreline (editor only) | |
| ren_RenderNothing | Render nothing? | |
| ren_Select | Render select meshes? | |
| ren_SelectBoxes | Toggle selection box rendering | |
| ren_SelectBracketMinPixelSize | Minimum selection bracket thickness in pixels. | |
| ren_SelectBracketSize | Default selection bracket thickness | |
| ren_SelectColor | What color do we want the selection box? | |
| ren_SelectionHeightFudge | How far off the ground selection boxes are fudged | |
| ren_SelectionSizeFudge | How much selection box extents are fudged (multiplier) | |
| ren_ShadowBias | Constant shadow bias | |
| ren_ShadowBlur | Toggle shadow blurring | |
| ren_ShadowCoeff | ||
| ren_ShadowLOD | At what LODMetric do we stop rendering shadows | |
| ren_Shadows | Render Shadows? | |
| ren_ShadowSize | Sizeof shadow texture | |
| ren_ShoreErrorCoeff | ||
| ren_Shoreline | Render shoreline | |
| ren_ShorelineCutoff | Shoreline LOD cutoff | |
| ren_ShowBandwidthUsage | Show the amount of network bandwidth we are using. | |
| ren_ShowBoneNames | Show bone names | |
| ren_ShowDirtyTerrain | Show or hide the dirty terrain bits. | |
| ren_ShowFrameTimes | Graphically show the frame times. | |
| ren_ShowNetworkStats | Show various network stats. | |
| ren_ShowNormals | Variable to track show/hide normals rendering. | |
| ren_ShowSkeletons | Show mesh skeletons | |
| ren_ShowWireframe | Variable to track show/hide wireframe rendering. | |
| ren_Skirt | Use new fog update code | |
| ren_SkyDome | Render sky | |
| ren_Splats | Render Terrain splats. | |
| ren_SyncTerrainLOD | Distance at which to start display terrain sync changes | |
| ren_TeamColorLookupCount | Number of 'channels' in team color lookup texture. | |
| ren_Terrain | Show or hide the terrain. | |
| ren_Trees | Show or hide the trees. | |
| ren_TTerrainGlow | Render the terrain using TTerrainGlow | |
| ren_Ui | Render UI? | |
| ren_UnitSelectionScale | How much unit selection box extents are scaled (multiplier) | |
| ren_UnitSilhouette | ||
| ren_ViewError | ||
| ren_Water | Show or hide the water. | |
| ren_WorldBorder | Render UI world border frame? | |
| RenameUnit | Give selected unit a custom name, or with no parameters print name | |
| res_AfterPrefetchDelay | Number of milliseconds to nap after prefetching something. So the prefetcher thread doesn't bog us down too much. | |
| res_EnablePrefetching | If true, enable prefetching. | |
| res_PrefetcherActivityDelay | Number of seconds to delay prefetching after there is foreground disk activity. | |
| res_SpewLoadSpam | If true, spew spam with each resource load. | |
| rule_BlueprintReloadDelay | seconds to delay before reloading a blueprint once we notice that it has changed. | |
| rule_Paranoid | Paranoid mode for RULE system, print all error messages. | |
| SallyShears | Reveal entire map. | |
| SC_AntiAliasingSamples | ||
| SC_CameraScaleLOD | ||
| SC_CreateEntityDialog | Create object editing box for the primary selected unit | |
| sc_FrameTimeClamp | Minimum time between frames, in milliseconds | |
| SC_LuaDebugger | Open Lua debugger window | |
| SC_PrimaryAdapter | ||
| SC_SecondaryAdapter | ||
| sc_SkipIntro | Skip intro movies | |
| SC_StartMemoryLog | Start up memory logging to filename | |
| SC_StopMemoryLog | Stop memory logging | |
| SC_ToggleCursorClip | Set the cursor clip to either the pre-launch clip or the current clip | |
| SC_VerticalSync | ||
| ScenarioMethod | Run a scenario-specific command | |
| SetArmyColor | SetArmyColor(army,r,g,b) | |
| SetFocusArmy | Pass in army index or -1 | |
| shadow_Fidelity | current shadow fidelity setting | |
| shadow_FidelitySupported | maximum shadow fidelity supported | |
| ShowArmyStats | Show engine statistics | |
| ShowRaisedPlatforms | Turns on or off rendering of raised platform for tweaking and setting up purposes | |
| ShowStats | Show engine statistics | |
| sim_ChecksumPeriod | How many beats between checksums. | |
| sim_DebugCheats | Log a backtrace when we detect a cheat. | |
| sim_DebugCrash | Crash the sim. | |
| sim_DebugDelay | Milliseconds to delay each sim tick to simulate a slow sim. | |
| sim_Gravity | Show or change the current gravity. Units are ogrids/(second^2) | |
| sim_Interlocked | If true, force the sim and UI threads to run interlocked. | |
| sim_IssueThreadDebugLevel | How much debug spam to spew from the issue thread. | |
| sim_KeepAllLogFiles | If true, keep all long files instead of just the ones for beats that appear out-of-sync. | |
| sim_LogSize | How many ticks to log before flushing files. | |
| sim_ReportCheats | Report cheating when cheats are enabled. | |
| sim_ShowDamage | Show debug damage info | |
| sim_TestFunc | Test function - not used. | |
| sim_TestVar | Test variable - not used. | |
| sim_TestVarBool | Test variable - not used. | |
| sim_TestVarFloat | Test variable - not used. | |
| sim_TestVarStr | Test variable - not used. | |
| sim_TestVarUByte | Test variable - not used. | |
| SimAssert | Fail an assertion (for debugging purposes) | |
| SimCrash | Cause a crash (for debugging purposes) | |
| SimError | Log an error string (for debugging purposes) | |
| SimLog | Log a string (for debugging purposes) | |
| SimLua | Run some lua code in the sim's Lua. | |
| SimWarn | Log a warning string (for debugging purposes) | |
| SkipUIChecks | Don't perform any command validation in UI | |
| snd_CheckDistance | Do distance checks for sound culling. | |
| snd_CheckLOS | Do LOS checks for sound culling. | |
| snd_ExtraDoWorkCalls | Enable mid-frame DoWork calls. | |
| snd_SpewSound | Spew debug sound info | |
| StartCommandMode | Set the UI context for some commands. | |
| TeleportSelectedUnits | teleport selected units. | |
| timestamp | Dump out EXE timestamp | |
| TrackStats | Begin/End tracking stats of selected units. | |
| tree_AccelFactor | How quickly falling trees accelerate | |
| tree_DampFactor | Damping on swaying trees (0 to 1) | |
| tree_SpringFactor | How quickly swaying trees spring back | |
| tree_UprootFactor | How far to raise falling trees up out of the ground | |
| ui_AlwaysRenderStrategicIcons | When true, strategic icons always render, even when zoomed in | |
| UI_ApplySelectionSet | Takes a selection set name and applies the selection | |
| ui_ArrowKeysScrollView | Toggle if the arrow keys scroll the main view | |
| ui_BuildPlaceTarmacAlpha | Tarmac alpha for buildings that are about to be placed | |
| ui_CommandClickScale | Scale applied to the click distance size of command waypoints | |
| ui_CommandGraphMaxNodeUnits | Limits the size of the waypoints | |
| UI_CreateHead1Map | Destroys anything on head 1 and shows a full screen map in its place | |
| ui_CurveSegments | How many segments to subdivide curves into | |
| ui_CurveSmoothness | How big to make curves when drawing command previews | |
| ui_CustomNameColor | Color of the custom name display | |
| ui_CustomNameFontSize | Point size of the custom name display | |
| ui_CutsomNameFont | Font family name of the custom name display | |
| ui_DebugAltClick | Enable ALT+Click debug command to switch armies | |
| ui_DisableCursorFixing | Allows you to toggle the cursor fixing functionality that is used for the mouse-controlled camera spinning/scrolling | |
| ui_DragSelect2D | Use a 2D (screen-space) drag-selection box | |
| ui_DrawPathPreview | Turns on/off the arrow line | |
| UI_DumpControls | Dumps information about all controls to current log target. | |
| UI_DumpControlsUnderCursor | Dumps all controls under the cursor to the debug log | |
| UI_ExpandCurrentSelection | Expand selection to all units in view that is found in our current selection group | |
| ui_ExtractSnapTolerance | Sets the extraction unit 'snap-to' tolerance (in meters) for building. Increase this to make it easier to auto-snap to extraction sites. | |
| ui_FootprintMinThickness | Mimimum render size for the footprint outline. | |
| ui_ForceLifbarsOnEnemy | force lifebars on for enemy units | |
| UI_forceWeaponsToYellow | Force all minimap weapon fire to yellow | |
| ui_FuelBarColor | The color of the secondary Fuel bar | |
| ui_fuelbarHeight | size of the fuel bar as a fraction of the bar height | |
| ui_FuelEmptyBlinkRate | Blink timer scale for empty fuel | |
| ui_FuelWarningColor | The color of the feul warning flash | |
| ui_KeyboardPanAccelerateMultiplier | How much faster the camera pans when accelerated | |
| ui_KeyboardPanSpeed | How fast arrow keys pans camera | |
| ui_KeyboardRotateAccelerateMultiplier | How much faster the camera rotates when accelerated | |
| ui_KeyboardRotateSpeed | How fast ins/del rotate camera | |
| ui_LifeBarBadColor | The color of the lifebar when there is poor health | |
| ui_LifeBarBadCutoff | The percent of health where the life bar changes from bad to medium | |
| ui_LifeBarGoodColor | The color of the lifebar when there is good health | |
| ui_LifeBarGoodCutoff | The percent of health where the life bar changes from medium to good | |
| ui_lifebarHeight | height of health/fuel bar in ogrids | |
| ui_LifebarLOD | LOD Cutoff for health bars | |
| ui_LifeBarMedColor | The color of the lifebar when there is medium health | |
| ui_LifebarOffset | Y Offset in ogrids of all lifebars | |
| ui_LifebarWidth | width of health/fuel bar in ogrids | |
| UI_Lua | Run lua code in the appropriate UI lua state. | |
| UI_MakeSelectionSet | Takes a name, and makes a named selection set from the current selection | |
| ui_MaxExtractSnapPixels | Allows us to put a pixel cap on the snap tolerance (in case we are zoomed in close. | |
| ui_MaxTextLOD | LOD level that timer text disappears | |
| ui_MaxWaypointSize | Set the maximum pixel size of a waypoint | |
| ui_MinExtractSnapPixels | Allows us to put a pixel cap on the snap tolerance (in case we are zoomed out relatively far. | |
| ui_MinWaypointSize | Set the minimum pixel size of a waypoint | |
| ui_NisRenderIcons | nis toggle for strat icons, also removes pause and diabled icons | |
| ui_PathPreview | Turns on/off the pathfinding preview line | |
| ui_PathSmoothness | How big to make curves when drawing path preview | |
| ui_ProgressBarColor | The color of the secondary Construction Progress bar | |
| UI_Quit | Drives quit behavior of the game depending on the state of the UI | |
| ui_RenderCustomNames | toggle custom name display | |
| ui_RenderIcons | toggle strategic icons on/off | |
| ui_RenderSelectionSetNames | toggle selection set names on/off | |
| ui_RenderUnitBars | render unit life/fuel bars? | |
| UI_RenProectileTrailWidth | The half width, in pixels, of the projectile trail | |
| UI_RenProjectileArcs | toggle projectile trails on/off | |
| UI_RenProjectileArcsSampleInterval | How often the position is updated for the projectile trail | |
| UI_RenProjectileGlow | Toggle projectile icon glow | |
| UI_RenProjectileGlowMax | Maximum glow alpha on projecile icon | |
| UI_RenProjectileGlowMin | Minimum glow alpha on projectile icon | |
| UI_RenProjectileGlowPeriod | The period in which the projectile icon glow will pulse from min to max to min | |
| UI_RenProjectileIcons | toggle projectile icons on/off | |
| UI_RenProjectileTrailColor | ARGB value of the projectile trail | |
| UI_RenResources | toggle resource icons on/off | |
| UI_ResetView | Reset a named camera to the default view | |
| UI_ResourceLODCutoff | When to draw icons instead of resource deposit textures | |
| UI_RotateLayout | Cycles through all available layouts | |
| UI_RotateSkin | Cycles through all available skins | |
| ui_ScreenEdgeScrollView | Toggle if the mouse on the sides of the main window will scroll the view (fullscreen only) | |
| UI_SelectAnything | Debug to allow UI to select anything | |
| UI_SelectByCategory | Select a set of units by category | |
| ui_SelectionSetNamesColor | Color of the selection set names | |
| ui_SelectTolerance | Sets the unit click tolerance (in pixels) for selection. Increase this to make units have a larger selection box. | |
| UI_SetSkin | Sets a new skin | |
| ui_ShieldBarColor | The color of the secondary Shield bar | |
| UI_ShowControlUnderMouse | Highlights the control currently under the mouse | |
| UI_ShowRenameDialog | Display the rename unit dialog during a game | |
| ui_StrategicIconBlinkDuration | How long to blink icon when unit is damage | |
| ui_StrategicIconBlinkRate | Blink timer scale for strategic icons on damage | |
| UI_StrategicProjectileLOD | At what LODMetric do we draw projectile pixels on strategic view | |
| UI_ToggleGamePanels | Hide/show the UI panels in game, and expands the world view to fill the screen when panels are hidden. | |
| UI_TrackUnit | track selected units. | |
| ui_WaypointLineScale | Scale applied to the calculated waypoint line size | |
| ui_WindowedAlwaysShowsCursor | Always show cursor in windowed mode, regardless of show/hide | |
| WeaponTerrainBlockageTest | Toggle on/off wepaon collision tests against terrain blockages | |
| WIN_ShowLogDialog | Explicit show/hide log dialog box | |
| WIN_ToggleLogDialog | Show/hide log dialog box | |
| WLD_AdvanceBeat | Advance the sim one beat. | |
| wld_ClientDebugDump | Dump out debug info about the network connections | |
| WLD_DecreaseSimRate | Decrease the game speed. | |
| WLD_GameSpeed | Set a new game speed | |
| WLD_IncreaseSimRate | Increase the game speed. | |
| WLD_ResetSimRate | Increase the game speed. | |
| WLD_RestartBeat | Restart rendering the current beat. | |
| wld_RunWithTheWind | If true, run beats as fast as we can. | |
| WLD_SingleStep | Single-step the sim one tick. | |
| wld_SkewRateAdjustBase | How much to adjust the sim rate based on one beat of skew. | |
| wld_SkewRateAdjustMax | Max amount to adjust the sim rate due to skew. | |
| wnd_DefaultCreateHeight | Minimum initial window height | |
| wnd_DefaultCreateWidth | Minimum initial window width | |
| wnd_MinCmdLineHeight | Minimum command line height | |
| wnd_MinCmdLineWidth | Minimum command line width | |
| wnd_MinDragHeight | Minimum drag-resize height | |
| wnd_MinDragWidth | Minimum drag-resize width | |
| WxInputBox | Text the WWxInputBox dialog. | |
| ZeroExtraStorage | Set energy and mass extra storage to 0 |
System requirements[edit]
| Windows | ||
|---|---|---|
| Minimum | Recommended | |
| Operating system (OS) | SP2, Vista
| |
| Processor (CPU) | 1.8 GHz | 3.0 GHz Intel or equivalent AMD processor or better |
| System memory (RAM) | 512 MB | 1 GB |
| Hard disk drive (HDD) | 8 GB
| |
| Video card (GPU) | ATI 9600 Nvidia 6200 128 MB of VRAM DirectX 9 compatible Shader model 2.0 support |
Nvidia 6800 256 MB of VRAM DirectX 9 compatible Shader model 2.0 support |
