Difference between revisions of "Supreme Commander"
From PCGamingWiki, the wiki about fixing PC games
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{{infobox | {{infobox | ||
|cover = Supcom.jpg | |cover = Supcom.jpg | ||
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}} | }} | ||
{{Series|Supreme Commander}} | {{Series|Supreme Commander}} | ||
+ | |||
+ | '''General information''' | ||
+ | {{mm}} [http://forums.steampowered.com/forums/forumdisplay.php?f=852 Steam Users' Forums] for Supreme Commander series | ||
+ | {{mm}} [http://steamcommunity.com/app/9350/discussions/ Steam Community Discussions] | ||
+ | {{mm}} [http://supcom.wikia.com/wiki/Supreme_Commander Supreme Commander Wiki] | ||
==Availability== | ==Availability== | ||
{{Availability Table| | {{Availability Table| | ||
{{Availability Table/row| [http://store.steampowered.com/app/9350/ Steam] | {{ID|Steam}} | Retail versions can be added to your Steam Library }} | {{Availability Table/row| [http://store.steampowered.com/app/9350/ Steam] | {{ID|Steam}} | Retail versions can be added to your Steam Library }} | ||
− | {{Availability Table/row| [ | + | {{Availability Table/row| [http://www.gamefly.co.uk/Download-Supreme-Commander-Forged-Alliance/5001075/ GameFly] | {{ID|Steam}} | }} |
+ | {{Availability Table/row| [http://www.gamersgate.com/DD-SUP/supreme-commander GamersGate] | {{ID|Steam}} |}} | ||
+ | }} | ||
+ | {{++}} Some retail copies of Supreme Commander activate on Steam to give a free copy of [[Supreme Commander: Forged Alliance]]. | ||
+ | {{ii}} All versions require [[Steam]] as this is Steamworks title. | ||
+ | |||
+ | ==Game data== | ||
+ | {{Game Location Table| | ||
+ | {{Game Location Table/row|Save game location|%LOCALAPPDATA%\Gas Powered Games\SupremeCommander\SAVEGAME}} | ||
+ | {{Game Location Table/row|Configuration files location|%LOCALAPPDATA%\Gas Powered Games\SupremeCommander\Game.prefs}} | ||
+ | }} | ||
+ | |||
+ | ==Video settings== | ||
+ | [[File:supreme_commander_settings.png|290px|right|thumb|Video settings.]] | ||
+ | {{Video Settings | ||
+ | |wsgf_link =http://www.wsgf.org/dr/supreme-commander | ||
+ | |widescreen_wsgf_award =limited | ||
+ | |multimonitor_wsgf_award =limited | ||
+ | |widescreen_resolution =true | ||
+ | |widescreen_resolution_notes=Resolutions are taken from windows control panel. | ||
+ | |multimonitor =true | ||
+ | |multimonitor_notes = | ||
+ | |fov =hackable | ||
+ | |fov_notes =See [[#Field of view (FOV)|Field of view (FOV)]]. | ||
+ | |windowed =hackable | ||
+ | |windowed_notes =See [[#Windowed|Windowed]]. | ||
+ | |borderless_windowed =hackable | ||
+ | |borderless_windowed_notes =See [[#Windowed|Windowed]]. | ||
+ | |anisotropic =unknown | ||
+ | |anisotropic_notes = | ||
+ | |antialiasing =true | ||
+ | |antialiasing_notes =Off, 2x, 4x, 8x. | ||
+ | |vsync =true | ||
+ | |vsync_notes = | ||
}} | }} | ||
− | |||
− | == | + | ===Field of view (FOV)=== |
+ | {{Fixbox|1= | ||
+ | {{Fixbox/fix|FoV tweak}} | ||
+ | # In game launch console with tilde ~ key | ||
+ | # Enter <code>cam_NearFOV XX</code> for FoV at the closest zoom. | ||
+ | # Enter <code>cam_FarFOV XX</code> for FoV at the further zoom. | ||
+ | }} | ||
− | + | ===Windowed=== | |
+ | {{Fixbox|1= | ||
+ | {{Fixbox/fix|Windowed mode for Steam version}} | ||
+ | # Right click on Supreme Commander in your Steam library and select <code>Properties</code>. | ||
+ | # Click on <code>Set Launch Options</code> | ||
+ | # Add this line: <code>/windowed X Y</code> where X is your desired horizontal resolution and Y your vertical. | ||
+ | }} | ||
− | == | + | {{Fixbox|1= |
+ | {{Fixbox/fix|Windowed mode for retail version}} | ||
+ | # Create shortcut for your <code>SupremeCommander.exe</code> | ||
+ | # Right click on said shortcut. | ||
+ | # Add this line to the target line: <code>/windowed X Y</code> where X is your desired horizontal resolution and Y your vertical. It should look like this: <pre>"C:\Program Files\Supreme Commander\bin\SupremeCommander.exe" /windowed 1600 1200</pre> | ||
+ | }} | ||
+ | |||
+ | ==Input settings== | ||
+ | {{Input Settings | ||
+ | |key_remap =false | ||
+ | |key_remap_notes = | ||
+ | |acceleration_option =false | ||
+ | |acceleration_option_notes = | ||
+ | |controller_support =false | ||
+ | |controller_support_notes = | ||
+ | }} | ||
+ | |||
+ | ==Issues fixed== | ||
+ | ===Black screen during startup with crash to desktop=== | ||
{{Fixbox|1= | {{Fixbox|1= | ||
{{Fixbox/fix|Game will not start, or will start, give a black screen and shut down again.}} | {{Fixbox/fix|Game will not start, or will start, give a black screen and shut down again.}} | ||
− | + | # Open Control Panel > Programs and Features | |
− | + | # Uninstall all instances of Visual C++ Redistributable 2005 | |
− | + | # Try launching the game | |
− | |||
}} | }} | ||
− | + | ===No sound during gameplay=== | |
{{Fixbox|1= | {{Fixbox|1= | ||
{{Fixbox/fix|Game does not have sound, or has sound stop functioning.}} | {{Fixbox/fix|Game does not have sound, or has sound stop functioning.}} | ||
− | |||
{{ii}} Reports of issue: [http://steamcommunity.com/app/9350/discussions/0/828923952224589177/] [http://steamcommunity.com/app/9350/discussions/0/828925849173722331/] [http://steamcommunity.com/app/9350/discussions/0/846946588500420155/] [http://forums.steampowered.com/forums/showthread.php?t=2167191] [http://forums.steampowered.com/forums/showthread.php?t=2264539] [http://forums.steampowered.com/forums/showthread.php?t=2656087] | {{ii}} Reports of issue: [http://steamcommunity.com/app/9350/discussions/0/828923952224589177/] [http://steamcommunity.com/app/9350/discussions/0/828925849173722331/] [http://steamcommunity.com/app/9350/discussions/0/846946588500420155/] [http://forums.steampowered.com/forums/showthread.php?t=2167191] [http://forums.steampowered.com/forums/showthread.php?t=2264539] [http://forums.steampowered.com/forums/showthread.php?t=2656087] | ||
− | + | {ii}} Possible solution available for Windows XP: http://forums.gaspowered.com/viewtopic.php?f=10&t=295 - adjusting audio acceleration to Basic. ''Unconfirmed.'' | |
{{ii}} Possible solution to reintall DirectX. ''Unconfirmed.'' | {{ii}} Possible solution to reintall DirectX. ''Unconfirmed.'' | ||
}} | }} | ||
− | == | + | ==Console== |
− | + | {{ii}} Game features console with a lot of commands available to player. | |
− | [ | + | {{ii}} Launch console with tilde ~ key. |
+ | {{ii}} Command list taken from [http://supcom.wikia.com/wiki/Console_commands Supreme Commander Wiki] | ||
− | === | + | {| class="mw-collapsible mw-collapsed wikitable" |
− | + | |- | |
+ | !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 a 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 targetting 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 directory 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 seperated 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 incomming/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 || Purge all entities of a specified type <shield|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 dissapears | ||
+ | |- | ||
+ | |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== | ==System requirements== | ||
Line 61: | Line 995: | ||
|recGPU = 256 MB video RAM, with DirectX 9 Vertex Shader / Pixel Shader 2.0 support (Nvidia 6800 or better) | |recGPU = 256 MB video RAM, with DirectX 9 Vertex Shader / Pixel Shader 2.0 support (Nvidia 6800 or better) | ||
}} | }} | ||
+ | |||
+ | {{References}} | ||
[[Category:Windows]] | [[Category:Windows]] |
Revision as of 09:19, 23 June 2013
Supreme Commander | |
---|---|
Supreme Commander | 2007 |
Supreme Commander: Forged Alliance | 2007 |
Supreme Commander 2 | 2010 |
General information
- Steam Users' Forums for Supreme Commander series
- Steam Community Discussions
- Supreme Commander Wiki
Availability
- Some retail copies of Supreme Commander activate on Steam to give a free copy of Supreme Commander: Forged Alliance.
- All versions require Steam as this is Steamworks title.
Game data
Video settings
Field of view (FOV)
Instructions |
---|
Windowed
Instructions |
---|
Instructions |
---|
Input settings
Issues fixed
Black screen during startup with crash to desktop
Instructions |
---|
No sound during gameplay
Instructions |
---|
Possible solution available for Windows XP: http://forums.gaspowered.com/viewtopic.php?f=10&t=295 - adjusting audio acceleration to Basic. Unconfirmed.
- Possible solution to reintall DirectX. Unconfirmed.
}}
Console
- Game features console with a lot of commands available to player.
- Launch console with tilde ~ key.
- Command list taken from Supreme Commander Wiki
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 a 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 targetting 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 directory 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 seperated 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 incomming/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 dissapears | |
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