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