Configuration Variables
Recoil supports configuration variables that can be set during runtime
Spring.GetConfig
/Spring.SetConfig
or via springsettings.cfg
.
Here we provide a list of them:
Name | Description | Values |
---|---|---|
bool
AdvMapShading | Enable shaders for terrain rendering. (source) |
|
(Deprecated)
bool
AdvSky | (source) | |
bool
AdvUnitShading | Determines whether specular highlights and other lighting effects are rendered for units. (source) |
|
bool
AllowDeferredMapRendering | Enable rendering the map to the map deferred buffers. (source) | |
bool
AllowDeferredModelBufferClear | (source) | |
bool
AllowDeferredModelRendering | Allows the rendering of model deferred buffers. (source) | |
bool
AllowDrawMapDeferredEvents | Enable DrawGroundDeferred Lua callin. (source) | |
bool
AllowDrawMapPostDeferredEvents | Enable DrawGroundPostDeferred Lua callin. (source) | |
bool
AllowDrawModelPostDeferredEvents | Enable Draw{Units,Features}PostDeferred Lua callins. (source) |
|
bool
AllowMultiSampledFrameBuffers | Enable FBOs that can have multisampled anti-aliasing. (source) | |
bool
AllowSpectatorJoin | allow any unauthenticated clients to join as spectator with any name, name will be prefixed with ~ (source) |
|
bool
AlwaysSendDrawGroundEvents | Always send DrawGround{Pre,Post}{Forward,Deferred} events (source) | |
bool
AnimationMT | Enable multithreaded execution of animation ticks (source) |
|
int
AtiHacks | Enables graphics drivers workarounds for users with AMD proprietary drivers. -1:=runtime detect, 0:=off, 1:=on (source) |
|
bool
AtiSwapRBFix | (source) | |
bool
AutoAddBuiltUnitsToFactoryGroup | Controls whether or not units built by factories will inherit that factory's unit group. (source) | |
bool
AutoAddBuiltUnitsToSelectedGroup | (source) | |
string
AutohostIP | (source) |
|
int
AutohostPort | Which port should the engine listen on for Autohost interfact connections. (source) | |
bool
BlockCompositing | Disables kwin compositing to fix tearing, possible fixes low FPS in windowed mode, too. (source) |
|
bool
BuildIconsFirst | (source) | |
float
BumpWaterAnisotropy | (source) | |
bool
BumpWaterBlurReflection | (source) | |
int
BumpWaterDepthBits | (source) |
|
bool
BumpWaterDynamicWaves | (source) |
|
bool
BumpWaterEndlessOcean | Sets whether Bumpmapped water will be drawn beyond the map edge. (source) |
|
(Deprecated)
bool
BumpWaterOcclusionQuery | (source) | |
int
BumpWaterReflection | Determines the amount of objects reflected in Bumpmapped water. 0:=off, 1:=fast (skip terrain), 2:=full (source) |
|
int
BumpWaterRefraction | Determines the method of refraction with Bumpmapped water. 0:=off, 1:=screencopy, 2:=own rendering cycle (disabled) (source) |
|
bool
BumpWaterShoreWaves | Enables rendering of shorewaves. (source) |
|
int
BumpWaterTexSizeReflection | Sets the size of the framebuffer texture used to store the reflection in Bumpmapped water. (source) |
|
bool
BumpWaterUseDepthTexture | (source) |
|
(Deprecated)
bool
BumpWaterUseUniforms | (source) | |
float
CamDollyFOV | (source) |
|
int
CamFrameTimeCorrection | Sets wether the camera interpolation factor should be the inverse of fps or last draw frame time (0 = lastdrawframetime, 1 = fpsinv) (source) | |
float
CamFreeAngVelTime | (source) |
|
float
CamFreeAutoTilt | When free camera is locked, AutoTilt will point the camera in the direction of the ground's slope (source) |
|
bool
CamFreeEnabled | (source) | |
float
CamFreeFOV | (source) |
|
bool
CamFreeGoForward | (source) | |
float
CamFreeGravity | When free camera is locked, Gravity will be used if you jump off of a ground ramp. (source) |
|
float
CamFreeGroundOffset | Determines ground handling for the free camera. 0 - the camera can move anywhere, < 0 - the camera is always offset from the ground height by -CamFreeGroundOffset > 0 - the camera can be "locked" to the ground by using SHIFT UP_ARROW. (and will use CamFreeGroundOffset as the offset). To release the lock, simply press SHIFT DOWN_ARROW. (source) |
|
bool
CamFreeInvertAlt | (source) | |
float
CamFreeScrollSpeed | (source) |
|
float
CamFreeSlide | (source) |
|
float
CamFreeTiltSpeed | (source) |
|
float
CamFreeVelTime | (source) |
|
int
CamMode | Defines the used camera. Options are: 0 = FPS 1 = Overhead 2 = Spring 3 = RotOverhead 4 = Free 5 = Overview (source) |
|
string
CamModeName | (source) | |
float
CamOverheadFastScale | Scaling for CameraMoveFastMult. (source) |
|
bool
CamOverviewDynamicRotation | Transition from different camera preserves rotation (source) | |
bool
CamSpringEdgeRotate | Rotate camera when cursor touches screen borders. (source) | |
bool
CamSpringEnabled | (source) |
|
float
CamSpringFOV | (source) |
|
float
CamSpringFastScaleMouseMove | Scaling for CameraMoveFastMult in spring camera mode while moving mouse. (source) |
|
float
CamSpringFastScaleMousewheelMove | Scaling for CameraMoveFastMult in spring camera mode while scrolling with mouse. (source) |
|
int
CamSpringHalflife | For Spring Dampened camera. It is the time in milliseconds at which the camera should be approximately halfway towards the goal. (source) |
|
bool
CamSpringLockCardinalDirections | Whether cardinal directions should be `locked` for a short time when rotating. (source) |
|
float
CamSpringMinZoomDistance | Minimum camera zoom distance, note this is the distance from frustrum location to the ground in the direction of view (source) |
|
int
CamSpringScrollSpeed | (source) |
|
int
CamSpringTrackMapHeightMode | Camera height is influenced by terrain height. 0=Static 1=Terrain 2=Smoothmesh (source) |
|
bool
CamSpringZoomInToMousePos | (source) |
|
bool
CamSpringZoomOutFromMousePos | (source) | |
float
CamTimeExponent | Camera transitions happen at lerp(old, new, timeNorm ^ CamTimeExponent). (source) |
|
float
CamTimeFactor | Scales the speed of camera transitions, e.g. zooming or position change. (source) |
|
int
CamTransitionMode | Defines the function used for camera transitions. Options are: 0 = Exponential Decay 1 = Spring Dampened 2 = Spring Dampened with timed transitions 3 = Lerp Smoothed (source) |
|
float
CameraMoveFastMult | The multiplier applied to speed when camera is in movefast state. (source) |
|
float
CameraMoveSlowMult | The multiplier applied to speed when camera is in moveslow state. (source) |
|
bool
ColorElev | If heightmap (default hotkey [F1]) should be colored or not. (source) |
|
bool
CompressTextures | Runtime compress most textures to save VideoRAM. (source) |
|
float
CrossAlpha | (source) |
|
float
CrossMoveScale | (source) |
|
float
CrossSize | (source) |
|
bool
CubeTexGenerateMipMaps | Generate mipmaps for the reflection and specular cubemap textures, useful for efficient subsampling and blurring. (source) | |
int
CubeTexSizeReflection | The square resolution of each face of the environment reflection cubemap. (source) |
|
int
CubeTexSizeSpecular | The square resolution of each face of the specular cubemap. (source) |
|
bool
DebugGL | Enables GL debug-context and output. (see GL_ARB_debug_output) (source) | |
bool
DebugGLStacktraces | Create a stacktrace when an OpenGL error occurs (source) | |
string
DefaultLuaMenu | Sets the default menu to be used when spring is started. (source) | |
string
DefaultStartScript | filename of script.txt to use when no command line parameters are specified. (source) | |
bool
DemoFromDemo | Enable recording a demo while playing back a demo. (source) | |
int
DeprecatedGLWarnLevel | (source) | |
bool
DisableDemoVersionCheck | Allow to play every replay file (may crash / cause undefined behaviour in replays) (source) | |
float
DoubleClickTime | Double click time in milliseconds. (source) |
|
bool
DualScreenMiniMapAspectRatio | Whether minimap preserves aspect ratio on dual screen mode. (source) |
|
bool
DualScreenMiniMapOnLeft | When set, will make the left half of the screen the minimap when DualScreenMode is set. (source) | |
bool
DualScreenMode | Sets whether to split the screen in half, with one half for minimap and one for main screen. Right side is for minimap unless DualScreenMiniMapOnLeft is set. (source) | |
bool
DumpGameStateOnDesync | Enable writing clientgamestate and servergamestate dumps when a desync is detected (source) |
|
bool
EdgeMoveDynamic | If EdgeMove scrolling speed should fade with edge distance. (source) |
|
float
EdgeMoveWidth | The width (in percent of screen size) of the EdgeMove scrolling area. (source) |
|
int
ExtraTextureUpdateRate | EXTREME CPU-HEAVY ON MEDIUM/BIG MAPS! DON'T CHANGE DEFAULT! (source) |
|
bool
FPSClampPos | (source) |
|
bool
FPSEnabled | (source) |
|
float
FPSFOV | (source) |
|
float
FPSMouseScale | (source) |
|
int
FPSScrollSpeed | (source) |
|
(Deprecated)
bool
FSAA | (source) | |
(Deprecated)
int
FSAALevel | (source) | |
float
FeatureDrawDistance | Maximum distance at which features will be drawn. (source) |
|
float
FeatureFadeDistance | Distance at which features will begin to fade from view. (source) |
|
string
FontFile | Sets the font of Spring engine text. (source) |
|
float
FontOutlineWeight | Sets the opacity of Spring engine text, such as the title screen version number, clock, and basic UI. Does not affect LuaUI elements. (source) |
|
int
FontOutlineWidth | Sets the width of the black outline around Spring engine text, such as the title screen version number, clock, and basic UI. Does not affect LuaUI elements. (source) |
|
int
FontSize | Sets the font size (in pixels) of the MainMenu and more. (source) |
|
int
ForceCoreContext | (source) |
|
int
ForceDisableClipCtrl | (source) |
|
int
ForceDisableExplicitAttribLocs | (source) |
|
int
ForceDisableGL4 | (source) |
|
int
ForceDisablePersistentMapping | (source) |
|
(Deprecated)
bool
ForceDisableShaders | (source) | |
int
ForceSwapBuffers | (source) |
|
bool
Fullscreen | Sets whether the game will run in fullscreen, as opposed to a window. For Windowed Fullscreen of Borderless Window, set this to 0, WindowBorderless to 1, and WindowPosX and WindowPosY to 0. (source) |
|
bool
FullscreenEdgeMove | see WindowedEdgeMove, just for fullscreen mode (source) |
|
int
GLContextMajorVersion | (source) |
|
int
GLContextMinorVersion | (source) |
|
bool
GameEndOnConnectionLoss | (source) |
|
int
GrassDetail | Sets how detailed the engine rendered grass will be on any given map. (source) |
|
bool
GroundDecals | Controls whether ground decals underneath buildings, unit tracks & footprints as well as ground scars from explosions will be rendered. (source) |
|
int
GroundDetail | Controls how detailed the map geometry will be. On lowered settings, cliffs may appear to be jagged or "melting". (source) |
|
float
GroundLODScaleReflection | (source) |
|
float
GroundLODScaleRefraction | (source) |
|
float
GroundLODScaleTerrainReflection | (source) |
|
(Deprecated)
bool
GroundNormalTextureHighPrecision | (source) | |
(Deprecated)
int
GroundScarAlphaFade | (source) | |
float
GuiOpacity | Sets the opacity of the built-in Spring UI. Generally has no effect on LuaUI widgets. Can be set in-game using shift+, to decrease and shift+. to increase. (source) |
|
int
HangTimeout | Number of seconds that, if spent in the same code segment, indicate a hang; -1 to disable. (source) |
|
bool
HardwareCursor | Sets hardware mouse cursor rendering. If you have a low framerate, your mouse cursor will seem "laggy". Setting hardware cursor will render the mouse cursor separately from spring and the mouse will behave normally. Note, not all GPU drivers support it in fullscreen mode! (source) | |
bool
HighQualityDecals | Forces MSAA processing of decals. Improves decals quality, but may ruin the performance. (source) | |
bool
HighResInfoTexture | Use full heightmap resolution info texture (true), or half resolution (false) (source) |
|
bool
HighResLos | Controls whether LOS ("L view") edges are rendered in high resolution. Resource heavy! (source) | |
string
HostIPDefault | Default IP to use for hosting if not specified in script.txt (source) |
|
int
HostPortDefault | Default Port to use for hosting if not specified in script.txt (source) |
|
string
InfoConsoleGeometry | (source) |
|
int
InfoMessageTime | Time until old messages disappear from the ingame console. (source) |
|
int
InitialNetworkTimeout | Time to wait for the initial connection to the game server. (source) |
|
string
InputTextGeo | (source) | |
bool
InvertMouse | (source) | |
bool
InvertQueueKey | (source) | |
int
KeyChainTimeout | Timeout in milliseconds waiting for a key chain shortcut. (source) |
|
float
LODScale | (source) |
|
float
LODScaleReflection | (source) |
|
float
LODScaleRefraction | (source) |
|
float
LODScaleShadow | (source) |
|
string
LastSelectedMap | Stores the previously played map. (source) |
|
string
LastSelectedMod | Stores the previously played game. (source) |
|
string
LastSelectedScript | Stores the previously played AI. (source) |
|
string
LastSelectedSetting | Stores the previously selected setting, when editing settings within the Spring main menu. (source) | |
int
LinkIncomingMaxPacketRate | (source) |
|
int
LinkIncomingMaxWaitingPackets | (source) |
|
int
LinkIncomingPeakBandwidth | (source) |
|
int
LinkIncomingSustainedBandwidth | (source) |
|
int
LinkOutgoingBandwidth | (source) |
|
bool
LoadBadSaves | (source) | |
int
LoadingMT | Experimental option to load the game in separate thread. Expect visual glitches, crashes and deadlocks (source) | |
bool
LogClientData | (source) | |
int
LogFlushLevel | Flush the logfile when a message's level exceeds this value. ERROR is flushed by default, WARNING is not. (source) |
|
int
LogRepeatLimit | Allow at most this many consecutive identical messages to be logged. (source) |
|
string
LogSections | Comma-separated list of enabled logsections, see infolog.txt / console output for possible values. (source) | |
float
LuaGarbageCollectionMemLoadMult | How much the amount of Lua memory in use increases the rate of garbage collection. (source) |
|
float
LuaGarbageCollectionRunTimeMult | How many milliseconds the garbage collected can run for in each GC cycle (source) |
|
bool
LuaShaders | (source) |
|
bool
LuaSocketEnabled | Enable LuaSocket support, allows Lua widgets to make TCP/UDP connections (source) |
|
bool
LuaWritableConfigFile | (source) |
|
int
MSAALevel | Enables multisample anti-aliasing; 'level' is the number of samples used. (source) |
|
bool
MapBorder | Draws a solid border at the edges of the map. (source) |
|
int
MaxDynamicMapLights | Maximum number of map-global dynamic lights that will be rendered at once. High numbers of lights cost performance, as they affect every map fragment. (source) |
|
int
MaxDynamicModelLights | (source) |
|
int
MaxFontTries | Represents the maximum number of attempts to search for a glyph replacement using the FontConfig library (lower = foreign glyphs may fail to render, higher = searching for foreign glyphs can lag the game). (source) |
|
int
MaxNanoParticles | (source) |
|
int
MaxParticles | (source) |
|
int
MaxSounds | Maximum sounds played in parallel. (source) |
|
int
MaxTextureAtlasSizeX | The max X size of the projectile and Lua texture atlasses (source) |
|
int
MaxTextureAtlasSizeY | The max Y size of the projectile and Lua texture atlasses (source) |
|
int
MaximumTransmissionUnit | (source) |
|
string
MenuArchive | Archive name for the default Menu. (source) |
|
float
MiddleClickScrollSpeed | (source) |
|
int
MinDrawFPS | Defines how many frames per second should minimally be rendered. To reach this number we will delay simframes. (source) |
|
float
MinSampleShadingRate | A value of 1.0 indicates that each sample in the framebuffer should be independently shaded. A value of 0.0 effectively allows the GL to ignore sample rate shading. Any value between 0.0 and 1.0 allows the GL to shade only a subset of the total samples within each covered fragment. (source) |
|
float
MinSimDrawBalance | Percent of the time for simulation is minimum spend for drawing. E.g. if set to 0.15 then 15% of the total cpu time is exclusively reserved for drawing. (source) |
|
int
MiniMapButtonSize | (source) |
|
bool
MiniMapCanDraw | Enables drawing with cursor over MiniMap. (source) | |
bool
MiniMapCanFlip | Whether minimap inverts coordinates when camera Y rotation is between 90 and 270 degrees. (source) | |
float
MiniMapCursorScale | (source) |
|
int
MiniMapDrawCommands | (source) |
|
bool
MiniMapDrawProjectiles | (source) |
|
bool
MiniMapFullProxy | (source) |
|
string
MiniMapGeometry | (source) |
|
bool
MiniMapIcons | (source) |
|
bool
MiniMapMarker | (source) |
|
bool
MiniMapMouseWheel | Whether MiniMap responds to MouseWheel events (source) | |
int
MiniMapRefreshRate | The refresh rate of the async MiniMap texture. Needs MiniMapRenderToTexture to be true. Value of "0" autoselects between 10-60FPS. (source) | |
bool
MiniMapRenderToTexture | Asynchronous render MiniMap to a texture independent of screen FPS. (source) |
|
float
MiniMapUnitExp | (source) |
|
float
MiniMapUnitSize | (source) |
|
int
MinimizeOnFocusLoss | When set to 1 minimize Window if it loses key focus when in fullscreen mode. (source) |
|
int
MouseDragBoxCommandThreshold | Distance in pixels which the mouse must be dragged to trigger a rectangular area command. (source) |
|
int
MouseDragCircleCommandThreshold | Distance in pixels which the mouse must be dragged to trigger a circular area command. (source) |
|
int
MouseDragFrontCommandThreshold | Distance in pixels which the mouse must be dragged to trigger a formation front command. (source) |
|
float
MouseDragScrollThreshold | (source) |
|
int
MouseDragSelectionThreshold | Distance in pixels which the mouse must be dragged to trigger a selection box. (source) |
|
bool
MouseRelativeModeWarp | (source) |
|
int
NetworkLossFactor | (source) |
|
int
NetworkTimeout | Number of seconds before connection to game server is considered lost. (source) |
|
bool
NoHelperAIs | (source) | |
bool
OverheadEnabled | (source) |
|
float
OverheadFOV | (source) |
|
float
OverheadMaxHeightFactor | Float multiplier for maximum overhead camera zoom distance (source) |
|
float
OverheadMinZoomDistance | Minimum camera zoom distance (source) |
|
int
OverheadScrollSpeed | (source) |
|
float
OverheadTiltSpeed | (source) |
|
int
PathingThreadCount | (source) |
|
int
PitchAdjust | Adjusts sound pitch proportional to [if set to 1, the square root of] game speed. Set to 2 for linear scaling. (source) | |
bool
PreloadModels | The engine will preload all models (source) |
|
int
ROAM | Use ROAM for terrain mesh rendering: 0 to disable, 1=VBO mode to enable. (source) |
|
string
RapidTagResolutionOrder | ';' separated list of domains, preference order for resolving package from rapid tags (source) | |
int
ReconnectTimeout | (source) |
|
(Deprecated)
int
RendererHash | (source) | |
bool
RotOverheadClampMap | (source) |
|
bool
RotOverheadEnabled | (source) |
|
float
RotOverheadFOV | (source) |
|
float
RotOverheadMouseScale | (source) |
|
int
RotOverheadScrollSpeed | (source) |
|
bool
RotateLogFiles | Rotate logfiles, old logfiles will be moved into the subfolder "log". (source) | |
float
SMFTexAniso | (source) |
|
float
SMFTextureLodBias | In case SMFTextureStreaming = false, this parameter controls the sampling lod bias applied to diffuse texture (source) | |
bool
SMFTextureStreaming | Dynamically load and unload SMF Diffuse textures. Saves VRAM, worse performance and image quality. (source) |
|
float
SSMFTexAniso | (source) |
|
int
ScreenshotCounter | Deprecated, does nothing, but not marked as such to keep compatibility with older engine versions (source) | |
float
ScrollWheelSpeed | (source) |
|
float
SelectThroughGround | How far beyond the ground to allow selecting objects. (source) |
|
bool
ServerLogDebugMessages | (source) | |
bool
ServerLogInfoMessages | (source) | |
bool
ServerRecordDemos | (source) | |
int
ServerSleepTime | Number of milliseconds to sleep per tick for the server thread. Lower values have marginally higher CPU load, while high values can introduce additional latency. (source) |
|
unsigned
SetCoreAffinity | Defines a bitmask indicating which CPU cores the main-thread should use. (source) |
|
bool
ShadowColorMode | Whether the colorbuffer of shadowmap FBO is RGB vs greyscale(to conserve some VRAM) (source) |
|
int
ShadowMapSize | Sets the resolution of shadows. Higher numbers increase quality at the cost of performance. (source) |
|
int
ShadowProjectionMode | (source) |
|
int
Shadows | Sets whether shadows are rendered. -1:=forceoff, 0:=off, 1:=full, 2:=fast (skip terrain) (source) |
|
bool
ShowClock | Displays a clock on the top-right corner of the screen showing the elapsed time of the current game. (source) |
|
bool
ShowFPS | Displays current framerate. (source) | |
int
ShowPlayerInfo | (source) |
|
bool
ShowSpeed | Displays current game speed. (source) | |
bool
SimpleMiniMapColors | (source) | |
string
SmallFontFile | Sets the font of Spring engine small text. (source) |
|
float
SmallFontOutlineWeight | see FontOutlineWeight (source) |
|
int
SmallFontOutlineWidth | see FontOutlineWidth (source) |
|
int
SmallFontSize | Sets the font size (in pixels) of the engine GUIs and more. (source) |
|
int
SmoothTimeOffset | Enables frametimeoffset smoothing, 0 = off (old version), -1 = forced 0.5, 1-20 smooth, recommended = 2-3 (source) | |
int
SoftParticles | Soften up CEG particles on clipping edges (source) |
|
bool
Sound | Enables (OpenAL) or disables sound. (source) |
|
int
SourcePort | (source) | |
int
SpeedControl | Sets how server adjusts speed according to player's load (CPU), 1: use average, 2: use highest (source) |
|
string
SplashScreenDir | (source) |
|
string
SpringData | List of additional data-directories, separated by ';' on Windows and ':' on other OSs (source) | |
string
SpringDataRoot | Optional custom data-directory content root ('base', 'maps', ...) to scan for archives (source) | |
bool
StoreDefaultSettings | springsettings.cfg will save the settings values, if they match the implicit defaults and were set by a user explicitly (source) | |
string
TCPAllowConnect | (source) |
|
string
TCPAllowListen | (source) |
|
int
TeamHighlight | (source) |
|
bool
TeamNanoSpray | (source) |
|
unsigned
TextureMemPoolSize | Set to 0 to disable, otherwise specify a predefined memory to serve Bitmap allocation requests (source) |
|
string
TooltipGeometry | (source) |
|
bool
TooltipOutlineFont | (source) |
|
string
UDPAllowConnect | (source) | |
string
UDPAllowListen | (source) |
|
bool
UDPConnectionLogDebugMessages | (source) | |
int
UnitIconDist | (source) |
|
float
UnitIconFadeStart | (source) |
|
float
UnitIconFadeVanish | (source) |
|
float
UnitIconScaleUI | (source) |
|
bool
UnitIconsAsUI | Draw unit icons like it is an UI element and not like unit's LOD. (source) | |
bool
UnitIconsHideWithUI | Hide unit icons when UI is hidden. (source) | |
(Deprecated)
int
UnitLodDist | (source) |
|
float
UnitTransparency | (source) |
|
bool
UpdateBoundingVolumeMT | Enable multithreaded update of unit bounding volumes (source) |
|
bool
UpdateWeaponVectorsMT | Enable multithreaded update of weapon vectors (source) |
|
float
UseDistToGroundForIcons | (source) |
|
bool
UseEFX | (source) |
|
bool
UseFontConfigLib | Whether the system fontconfig library (if present and enabled at compile-time) should be used for handling fonts. (source) |
|
bool
UseHighResTimer | On Windows, sets whether Spring will use low- or high-resolution timer functions for tasks like graphical interpolation between game frames. (source) | |
bool
UseLuaMemPools | Whether Lua VM memory allocations are made from pools. (source) |
|
bool
UseNetMessageSmoothingBuffer | Buffer network packets for a few frames in an attempt to reduce lag from packet time variance. Introduces a fixed lag. (source) |
|
(Deprecated)
bool
UsePBO | (source) | |
bool
UseSDLAudio | If enabled, OpenAL-soft only renders audio into a SDL buffer and playback is done by the SDL audio layer, i.e. SDL handles the hardware (source) |
|
bool
UseShaderCache | If already compiled shaders should be shared via a cache, reducing compiles of already compiled shaders. (source) |
|
(Deprecated)
bool
UseVBO | (source) | |
bool
VFSCacheArchiveFiles | (source) |
|
int
VSync | Synchronize buffer swaps with vertical blanking interval. Modes are -N (adaptive), +N (standard), or 0 (disabled). (source) |
|
int
Water | Defines the type of water rendering. Can be set in game. Options are: 0 = Basic water, 1 = Reflective water, 2 = Reflective and Refractive water, 3 = Dynamic water, 4 = Bumpmapped water (source) |
|
bool
WhiteListAdditionalPlayers | (source) |
|
bool
WindowBorderless | When set and Fullscreen is 0, will put the game in Borderless Window mode, also known as Windowed Fullscreen. When using this, it is generally best to also set WindowPosX and WindowPosY to 0 (source) | |
int
WindowPosX | Sets the horizontal position of the game window, if Fullscreen is 0. When WindowBorderless is set, this should usually be 0. (source) | |
int
WindowPosY | Sets the vertical position of the game window, if Fullscreen is 0. When WindowBorderless is set, this should usually be 0. (source) |
|
bool
WindowedEdgeMove | Sets whether moving the mouse cursor to the screen edge will move the camera across the map. (source) |
|
int
WorkerThreadCount | Number of workers (including the main thread!) used by ThreadPool. (source) |
|
int
XResolution | Sets the width of the game screen. If set to 0 Spring will autodetect the current resolution of your desktop. (source) |
|
int
XResolutionWindowed | See XResolution, just for windowed. (source) |
|
int
YResolution | Sets the height of the game screen. If set to 0 Spring will autodetect the current resolution of your desktop. (source) |
|
int
YResolutionWindowed | See YResolution, just for windowed. (source) |
|
string
address | Last Ip/hostname used as direct connect in the menu. (source) | |
string
name | Sets your name in the game. Since this is overridden by lobbies with your lobby username when playing, it usually only comes up when viewing replays or starting the engine directly for testing purposes. (source) |
|
float
snd_airAbsorption | (source) |
|
string
snd_device | Sets the used output device. See "Available Devices" section in infolog.txt. (source) | |
int
snd_volbattle | Volume for "battle" sound channel. (source) |
|
int
snd_volgeneral | Volume for "general" sound channel. (source) |
|
int
snd_volmaster | Master sound volume. (source) |
|
int
snd_volmusic | Volume for "music" sound channel. (source) |
|
int
snd_volui | Volume for "ui" sound channel. (source) |
|
int
snd_volunitreply | Volume for "unit reply" sound channel. (source) |
|