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SCS Modding Wiki - User contributions [en]
2024-03-28T11:41:22Z
User contributions
MediaWiki 1.32.1
https://modding.scssoft.com/index.php?title=Main_Page&diff=3676
Main Page
2018-06-08T16:36:40Z
<p>Kronzky: add. links to other SCS resources</p>
<hr />
<div>{{WelcomeMessage}}<br />
<br />
This wiki is meant for anyone who is interested in modding SCS games. It is the ultimate source for all official SCS modding tools, their documentation and tutorials. <br />
<br />
Wiki also provides additional information about the SCS game engine, it's possible configuration and usage of different game features.<br />
<br />
=What are you looking for?=<br />
{{NavigationTile|name=Documentation|description=All documentation in one place}}<br />
{{NavigationTile|name=Tutorials|description=Learn how to make mods}}<br/><br />
{{NavigationTile|name=Tools|link=Documentation/Tools|icon_size=52|description=Download & docs for all SCS tools}}<br />
{{NavigationTile|name=Games|description=List of currently supported games}}<br />
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=Want to contribute?=<br />
<br />
No problem, check out the [[Contribution]] page.<br />
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=Did I miss something?=<br />
<br />
Not sure if you have missed something since your last visit?<br />
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Check out the [{{fullurl:Special:RecentChanges|days=30&limit=500|}} Recent Changes] page and see what we've been up to.<br />
<br />
=Other SCS Resources=<br />
[[File:Favicons_Forum.gif|link=https://forum.scssoft.com/index.php]][[File:Favicons_Releases.gif|link=https://eurotrucksimulator2.com/update.php]][[File:Favicons_Twitter.gif|link=http://twitter.com/SCSsoftware]][[File:Favicons_Facebook.gif|link=https://www.facebook.com/scssoft]][[File:Favicons_Instagram.gif|link=https://www.instagram.com/scs.software/]][[File:Favicons_Blog.gif|link=http://blog.scssoft.com/]]</div>
Kronzky
https://modding.scssoft.com/index.php?title=File:Favicons_Blog.gif&diff=3675
File:Favicons Blog.gif
2018-06-08T16:24:24Z
<p>Kronzky: </p>
<hr />
<div></div>
Kronzky
https://modding.scssoft.com/index.php?title=File:Favicons_Instagram.gif&diff=3674
File:Favicons Instagram.gif
2018-06-08T16:24:13Z
<p>Kronzky: </p>
<hr />
<div></div>
Kronzky
https://modding.scssoft.com/index.php?title=File:Favicons_Facebook.gif&diff=3673
File:Favicons Facebook.gif
2018-06-08T16:24:03Z
<p>Kronzky: </p>
<hr />
<div></div>
Kronzky
https://modding.scssoft.com/index.php?title=File:Favicons_Twitter.gif&diff=3672
File:Favicons Twitter.gif
2018-06-08T16:23:52Z
<p>Kronzky: </p>
<hr />
<div></div>
Kronzky
https://modding.scssoft.com/index.php?title=File:Favicons_Releases.gif&diff=3671
File:Favicons Releases.gif
2018-06-08T16:23:40Z
<p>Kronzky: </p>
<hr />
<div></div>
Kronzky
https://modding.scssoft.com/index.php?title=File:Favicons_Forum.gif&diff=3670
File:Favicons Forum.gif
2018-06-08T16:23:27Z
<p>Kronzky: </p>
<hr />
<div></div>
Kronzky
https://modding.scssoft.com/index.php?title=Documentation/Engine/Console/Commands&diff=3669
Documentation/Engine/Console/Commands
2018-06-08T14:51:49Z
<p>Kronzky: not really obsolete anymore...</p>
<hr />
<div>__TOC__<br />
<br />
Further configuration parameters are available on the [[Documentation/Engine/Configuration variables|cvar]] page.<br><br />
<br />
=List=<br />
{| class="wikitable sortable" width="100%"<br />
!width="200px"|Name<br />
!width="350px"|Parameters<br />
!|Description<br />
|-<br />
| check<br />
| <what><br />
| Check if data is correct. At the moment the <what> parameter can be only "company" and then the command will validate if all connections between companies are correct.<br />
|-<br />
| cs_export<br />
| <cutscene_name><br />
| Export cutscene by name.<br />
|-<br />
| dispatch<br />
| -<br />
| Handle entering initial state after game launch.<br />
|-<br />
| echo<br />
| <message><br />
| Prints message to console.<br />
|-<br />
| edit<br />
| <map_name><br />
| Start editor<br />
<br />
map_name parameter is name of the map to be edited, if not set editor stars with empty map.<br />
|-<br />
| edit_build<br />
| -<br />
| Rebuild editor in map editor.<br />
|-<br />
| edit_build_spawns<br />
| -<br />
| Rebuild all spawn points in map editor.<br />
|-<br />
| edit_mark<br />
| See description for parameters<br />
| Marks or unmarks sector.<br />
<br />
* edit_mark [set_filtered (base|dlc_foo|any) (dev|rel|any) [hexacolor]]<br />
* edit_mark [set sector_files [hexacolor]]<br />
* edit_mark [set_all hexacolor]<br />
* edit_mark [intersect first_file second_file [hexacolor]]<br />
* edit_mark [clear_all]<br />
* edit_mark [lock [sector_files]]<br />
* edit_mark [unlock [sector_files]]<br />
|-<br />
| edit_save<br />
| -<br />
| Saves the map in map editor for loading in game.<br />
|-<br />
| edit_save_text<br />
| -<br />
| Save map in textual form for debugging purpose.<br />
|-<br />
| exec<br />
| <script file name><br />
| Load and execute different command script.<br />
<br />
For example if you put this script into My Documents/Euro Truck Simulator 2:<br />
<pre><br />
# P3D Screenshot script.<br />
<br />
echo "Taking screenshot.."<br />
screenshot<br />
echo "Screenshot has been taken"<br />
</pre><br />
Run the game and then write in console "exec /home/script_file_name" it will execute.<br />
|-<br />
| exit<br />
| <reason><br />
| Exit game command in case of error. (unloads profile)<br />
|-<br />
| g_colbox<br />
| <mode><br />
| Displays collision boxes while in editor. 1:on, 0:off<br />
|-<br />
| g_delete_idx<br />
| <index><br />
| Delete item by given index in map editor<br />
|-<br />
| g_delete_uid<br />
| <uid><br />
| Delete item by given unique index in map editor<br />
|-<br />
| g_dump<br />
| [asset extension]<br />
| Dumps map.<br />
|-<br />
| g_dump_signs<br />
| -<br />
| Dumps traffic signs.<br />
|-<br />
| g_find_prefab<br />
| <prefab name> [prefab name] [prefab name] ...<br />
| Find prefabs by it's unit name suffix and dump them into bugs file.<br />
|-<br />
| g_info<br />
| -<br />
| Prints application info. Output depends if you are in game or using map editor.<br />
|-<br />
| g_item_count<br />
| (model, prefab, building, anim, mover)<br />
| Display count of the item. If no parameter is given this function prints summary about all the items.<br />
|-<br />
| g_mode<br />
| g_mode <driver> <device> <resolution> <fullscreen> [msaa]<br />
| Change graphics mode.<br />
|-<br />
| g_msaa<br />
| <sample_count><br />
| Change [https://en.wikipedia.org/wiki/Multisample_anti-aliasing msaa] sample count.<br />
|-<br />
| g_next_border_node<br />
| -<br />
| Finds next border node.<br />
|-<br />
| g_replace_prefab<br />
| <old_token> <new_token><br />
| Replace old prefab with new prefab. The token is unit name without "prefab." prefix.<br />
|-<br />
| g_save_curve_as_text<br />
| <file_name><br />
| Save curve to text file.<br />
|-<br />
| g_sel_dist<br />
| (short, close, middle, far),<br />
| Add to selection all items of given distance type.<br />
|-<br />
| g_sel_item<br />
| <index><br />
| Select item by index.<br />
|-<br />
| g_sel_type<br />
| (Terrain, Buildings, Road, Prefab, Model, Company, Services, Cut plane, Mover, No weather area, City, Hinge, Parking, Animated Model, Map Overlay, Ferry, Sound, Garage, Camera point, Walker, Trigger, Services, Sign, bus_stop, Traffic area, Bezier Patch, Compound Model)<br />
| Select item by type.<br />
|-<br />
| g_sel_uid<br />
| <uid><br />
| Select item by unique index.<br />
|-<br />
| g_set_skybox<br />
| <skybox_idx><br />
| Set current skybox by index.<br />
|-<br />
| g_set_climate<br />
| <nowiki><climate name> [i|f]</nowiki><br />
| Set climate.<br />
<br />
Parameter explanation:<br />
* i - interpolated change,<br />
* f - forced change<br />
|-<br />
| g_set_weather<br />
| <nowiki><weather_index> [i|f]</nowiki><br />
| Set weather.<br />
<br />
Parameter explanation:<br />
* weather_index<br />
**0 - nice<br />
**1 - bad<br />
* i - interpolated change,<br />
* f - forced change<br />
|-<br />
| g_set_time<br />
| <nowiki><hours> [minutes] [remove_traffic]</nowiki><br />
| Set game time.<br />
<br />
Parameters explanation:<br />
*remove_traffic<br />
**0 - no<br />
**1 - yes<br />
|-<br />
| g_ui_recache<br />
| -<br />
| Recache ui draw buffers.<br />
|-<br />
| g_wander_output<br />
| [fps/vm/sb/dc [error limit][warning limit][far plane]]"<br />
| Sets which wander output will be shown.<br />
|-<br />
| game<br />
| <save_slot><br />
| Start game.<br />
|-<br />
| goto<br />
| <x;y;z> or <cityname><br />
| Teleport debug camera to place on map. Press <F9> to place truck at camera's location.<br />
|-<br />
| mark_country<br />
| <country_id><br />
| Marks roads and prefabs belong to specified country.<br />
|-<br />
| mm_check<br />
| -<br />
| Check integrity of resource manager system.<br />
|-<br />
| mm_defrag<br />
| -<br />
| Run memory manager defragmentation.<br />
|-<br />
| mm_dump<br />
| [?bim] (help, blocks, items, mlru) [c] (children)<br />
| Dump memory manager content.<br />
|-<br />
| mm_flush<br />
| -<br />
| Run memory manager garbage collector.<br />
|-<br />
| mm_flush_repeatedly<br />
| -<br />
| Run memory manager garbage collector.<br />
|-<br />
| [[Documentation/Engine/Console/Commands/multimon|multimon]]<br />
| <operation> <mixed><br />
| Allows configuration of multi monitor support.<br />
|-<br />
| pause<br />
| -<br />
| Toggle game pause state<br />
|-<br />
| phys_info<br />
| -<br />
| Display informations about physical subsystem.<br />
|-<br />
| preview<br />
| <map_name> <preview_editor> <profile_to_load><br />
| Start game in preview mode<br />
<br />
Parameters:<br />
* map_name - Name of the map to preview<br />
* preview_editor - editor = start editor, game = start game<br />
* profile_to_load - Name of the profile to be loaded<br />
|-<br />
| quit<br />
| -<br />
| Closes the game<br />
|-<br />
| route<br />
| <start company name> <end company name><br />
| Command runs navigation between two given points and marks examined road network for visual preview<br />
|-<br />
| s_info<br />
| -<br />
| Reports informations about sound subsystem<br />
|-<br />
| save<br />
| -<br />
| Forces game save<br />
|-<br />
| screenshot<br />
| <custom_name><br />
| Makes a screenshot.<br />
<br />
The <custom_name> parameter sets custom name of screenshot file name. This parameter is optional.<br />
|-<br />
| sdk<br />
| <operation><br />
| Perform SDK operation<br />
<br />
<operation> parameter can be:<br />
* reinit - reinitializes the SDK<br />
* unload - unload all plugins<br />
* reload - reloads all plugins<br />
|-<br />
| spawn<br />
| <object_type><br />
| Spawn traffic object<br />
<br />
Allowed object types:<br />
* vehicle - standard ai vehicle<br />
* vehicle_forced - forced ai vehicle (ignoring traffic origin and density)<br />
|-<br />
| test<br />
| -<br />
| Not available in final builds<br />
|-<br />
| uset<br />
| <cvar> <value><br />
| Set value of the [[Documentation/Engine/Configuration variables|cvar]] by name - in case cvar was not found creates new.<br />
|-<br />
| validate<br />
| -<br />
| Start validation<br />
|-<br />
| warp<br />
| <speed><br />
| Set speed of the gameplay. The correct value of the speed parameter is a floating point number in range from 0.0001 to 60.0<br />
|-<br />
| ui<br />
| <command[[:flags] name[:class] ["parameters"]]><br />
| Internal ui operations command.<br />
<br />
*command<br />
**'s'(how) - shows a window. Parameters [ui_script [left=0 bottom=0]]<br />
**'h'(ide) - hides a window<br />
**'t'(oggle) - toggles window. For parameters see 's'<br />
**'i'(nsert) - inserts a window. For parameters see 's'<br />
**'r'(emove) - removes a window<br />
**'c'(ommand) - commands ui component. Parameters [component_name parameters]<br />
*flags<br />
**'v'(iew) - hides a pointer atop this window<br />
**'l'(ock 0) - doesn't lock input when showing this window<br />
**'m'(odular)- makes a window modular<br />
**'f'(ocus 0)- doesn't grab focus when showing this window<br />
**'e'(vfiltr)- create as eventfilter<br />
**'t'(opmost)- create as topmost<br />
**'b'(ottomm)- create as bottommost<br />
|}<br />
<br />
=Legend=<br />
'''Command parameters'''<br />
*Parameters surrounded by <> are required.<br />
*Parameters surrounded by [] are optional.<br />
*Parameters surrounded by () are values that can be used as this parameter - other values effect depends on the command.</div>
Kronzky
https://modding.scssoft.com/index.php?title=Documentation/Engine/Console/Commands&diff=3668
Documentation/Engine/Console/Commands
2018-06-08T14:50:54Z
<p>Kronzky: rm. note re. cvar syntax</p>
<hr />
<div>{{ObsoletePage}}<br />
<br />
__TOC__<br />
<br />
Further configuration parameters are available on the [[Documentation/Engine/Configuration variables|cvar]] page.<br><br />
<br />
=List=<br />
{| class="wikitable sortable" width="100%"<br />
!width="200px"|Name<br />
!width="350px"|Parameters<br />
!|Description<br />
|-<br />
| check<br />
| <what><br />
| Check if data is correct. At the moment the <what> parameter can be only "company" and then the command will validate if all connections between companies are correct.<br />
|-<br />
| cs_export<br />
| <cutscene_name><br />
| Export cutscene by name.<br />
|-<br />
| dispatch<br />
| -<br />
| Handle entering initial state after game launch.<br />
|-<br />
| echo<br />
| <message><br />
| Prints message to console.<br />
|-<br />
| edit<br />
| <map_name><br />
| Start editor<br />
<br />
map_name parameter is name of the map to be edited, if not set editor stars with empty map.<br />
|-<br />
| edit_build<br />
| -<br />
| Rebuild editor in map editor.<br />
|-<br />
| edit_build_spawns<br />
| -<br />
| Rebuild all spawn points in map editor.<br />
|-<br />
| edit_mark<br />
| See description for parameters<br />
| Marks or unmarks sector.<br />
<br />
* edit_mark [set_filtered (base|dlc_foo|any) (dev|rel|any) [hexacolor]]<br />
* edit_mark [set sector_files [hexacolor]]<br />
* edit_mark [set_all hexacolor]<br />
* edit_mark [intersect first_file second_file [hexacolor]]<br />
* edit_mark [clear_all]<br />
* edit_mark [lock [sector_files]]<br />
* edit_mark [unlock [sector_files]]<br />
|-<br />
| edit_save<br />
| -<br />
| Saves the map in map editor for loading in game.<br />
|-<br />
| edit_save_text<br />
| -<br />
| Save map in textual form for debugging purpose.<br />
|-<br />
| exec<br />
| <script file name><br />
| Load and execute different command script.<br />
<br />
For example if you put this script into My Documents/Euro Truck Simulator 2:<br />
<pre><br />
# P3D Screenshot script.<br />
<br />
echo "Taking screenshot.."<br />
screenshot<br />
echo "Screenshot has been taken"<br />
</pre><br />
Run the game and then write in console "exec /home/script_file_name" it will execute.<br />
|-<br />
| exit<br />
| <reason><br />
| Exit game command in case of error. (unloads profile)<br />
|-<br />
| g_colbox<br />
| <mode><br />
| Displays collision boxes while in editor. 1:on, 0:off<br />
|-<br />
| g_delete_idx<br />
| <index><br />
| Delete item by given index in map editor<br />
|-<br />
| g_delete_uid<br />
| <uid><br />
| Delete item by given unique index in map editor<br />
|-<br />
| g_dump<br />
| [asset extension]<br />
| Dumps map.<br />
|-<br />
| g_dump_signs<br />
| -<br />
| Dumps traffic signs.<br />
|-<br />
| g_find_prefab<br />
| <prefab name> [prefab name] [prefab name] ...<br />
| Find prefabs by it's unit name suffix and dump them into bugs file.<br />
|-<br />
| g_info<br />
| -<br />
| Prints application info. Output depends if you are in game or using map editor.<br />
|-<br />
| g_item_count<br />
| (model, prefab, building, anim, mover)<br />
| Display count of the item. If no parameter is given this function prints summary about all the items.<br />
|-<br />
| g_mode<br />
| g_mode <driver> <device> <resolution> <fullscreen> [msaa]<br />
| Change graphics mode.<br />
|-<br />
| g_msaa<br />
| <sample_count><br />
| Change [https://en.wikipedia.org/wiki/Multisample_anti-aliasing msaa] sample count.<br />
|-<br />
| g_next_border_node<br />
| -<br />
| Finds next border node.<br />
|-<br />
| g_replace_prefab<br />
| <old_token> <new_token><br />
| Replace old prefab with new prefab. The token is unit name without "prefab." prefix.<br />
|-<br />
| g_save_curve_as_text<br />
| <file_name><br />
| Save curve to text file.<br />
|-<br />
| g_sel_dist<br />
| (short, close, middle, far),<br />
| Add to selection all items of given distance type.<br />
|-<br />
| g_sel_item<br />
| <index><br />
| Select item by index.<br />
|-<br />
| g_sel_type<br />
| (Terrain, Buildings, Road, Prefab, Model, Company, Services, Cut plane, Mover, No weather area, City, Hinge, Parking, Animated Model, Map Overlay, Ferry, Sound, Garage, Camera point, Walker, Trigger, Services, Sign, bus_stop, Traffic area, Bezier Patch, Compound Model)<br />
| Select item by type.<br />
|-<br />
| g_sel_uid<br />
| <uid><br />
| Select item by unique index.<br />
|-<br />
| g_set_skybox<br />
| <skybox_idx><br />
| Set current skybox by index.<br />
|-<br />
| g_set_climate<br />
| <nowiki><climate name> [i|f]</nowiki><br />
| Set climate.<br />
<br />
Parameter explanation:<br />
* i - interpolated change,<br />
* f - forced change<br />
|-<br />
| g_set_weather<br />
| <nowiki><weather_index> [i|f]</nowiki><br />
| Set weather.<br />
<br />
Parameter explanation:<br />
* weather_index<br />
**0 - nice<br />
**1 - bad<br />
* i - interpolated change,<br />
* f - forced change<br />
|-<br />
| g_set_time<br />
| <nowiki><hours> [minutes] [remove_traffic]</nowiki><br />
| Set game time.<br />
<br />
Parameters explanation:<br />
*remove_traffic<br />
**0 - no<br />
**1 - yes<br />
|-<br />
| g_ui_recache<br />
| -<br />
| Recache ui draw buffers.<br />
|-<br />
| g_wander_output<br />
| [fps/vm/sb/dc [error limit][warning limit][far plane]]"<br />
| Sets which wander output will be shown.<br />
|-<br />
| game<br />
| <save_slot><br />
| Start game.<br />
|-<br />
| goto<br />
| <x;y;z> or <cityname><br />
| Teleport debug camera to place on map. Press <F9> to place truck at camera's location.<br />
|-<br />
| mark_country<br />
| <country_id><br />
| Marks roads and prefabs belong to specified country.<br />
|-<br />
| mm_check<br />
| -<br />
| Check integrity of resource manager system.<br />
|-<br />
| mm_defrag<br />
| -<br />
| Run memory manager defragmentation.<br />
|-<br />
| mm_dump<br />
| [?bim] (help, blocks, items, mlru) [c] (children)<br />
| Dump memory manager content.<br />
|-<br />
| mm_flush<br />
| -<br />
| Run memory manager garbage collector.<br />
|-<br />
| mm_flush_repeatedly<br />
| -<br />
| Run memory manager garbage collector.<br />
|-<br />
| [[Documentation/Engine/Console/Commands/multimon|multimon]]<br />
| <operation> <mixed><br />
| Allows configuration of multi monitor support.<br />
|-<br />
| pause<br />
| -<br />
| Toggle game pause state<br />
|-<br />
| phys_info<br />
| -<br />
| Display informations about physical subsystem.<br />
|-<br />
| preview<br />
| <map_name> <preview_editor> <profile_to_load><br />
| Start game in preview mode<br />
<br />
Parameters:<br />
* map_name - Name of the map to preview<br />
* preview_editor - editor = start editor, game = start game<br />
* profile_to_load - Name of the profile to be loaded<br />
|-<br />
| quit<br />
| -<br />
| Closes the game<br />
|-<br />
| route<br />
| <start company name> <end company name><br />
| Command runs navigation between two given points and marks examined road network for visual preview<br />
|-<br />
| s_info<br />
| -<br />
| Reports informations about sound subsystem<br />
|-<br />
| save<br />
| -<br />
| Forces game save<br />
|-<br />
| screenshot<br />
| <custom_name><br />
| Makes a screenshot.<br />
<br />
The <custom_name> parameter sets custom name of screenshot file name. This parameter is optional.<br />
|-<br />
| sdk<br />
| <operation><br />
| Perform SDK operation<br />
<br />
<operation> parameter can be:<br />
* reinit - reinitializes the SDK<br />
* unload - unload all plugins<br />
* reload - reloads all plugins<br />
|-<br />
| spawn<br />
| <object_type><br />
| Spawn traffic object<br />
<br />
Allowed object types:<br />
* vehicle - standard ai vehicle<br />
* vehicle_forced - forced ai vehicle (ignoring traffic origin and density)<br />
|-<br />
| test<br />
| -<br />
| Not available in final builds<br />
|-<br />
| uset<br />
| <cvar> <value><br />
| Set value of the [[Documentation/Engine/Configuration variables|cvar]] by name - in case cvar was not found creates new.<br />
|-<br />
| validate<br />
| -<br />
| Start validation<br />
|-<br />
| warp<br />
| <speed><br />
| Set speed of the gameplay. The correct value of the speed parameter is a floating point number in range from 0.0001 to 60.0<br />
|-<br />
| ui<br />
| <command[[:flags] name[:class] ["parameters"]]><br />
| Internal ui operations command.<br />
<br />
*command<br />
**'s'(how) - shows a window. Parameters [ui_script [left=0 bottom=0]]<br />
**'h'(ide) - hides a window<br />
**'t'(oggle) - toggles window. For parameters see 's'<br />
**'i'(nsert) - inserts a window. For parameters see 's'<br />
**'r'(emove) - removes a window<br />
**'c'(ommand) - commands ui component. Parameters [component_name parameters]<br />
*flags<br />
**'v'(iew) - hides a pointer atop this window<br />
**'l'(ock 0) - doesn't lock input when showing this window<br />
**'m'(odular)- makes a window modular<br />
**'f'(ocus 0)- doesn't grab focus when showing this window<br />
**'e'(vfiltr)- create as eventfilter<br />
**'t'(opmost)- create as topmost<br />
**'b'(ottomm)- create as bottommost<br />
|}<br />
<br />
=Legend=<br />
'''Command parameters'''<br />
*Parameters surrounded by <> are required.<br />
*Parameters surrounded by [] are optional.<br />
*Parameters surrounded by () are values that can be used as this parameter - other values effect depends on the command.</div>
Kronzky
https://modding.scssoft.com/index.php?title=Documentation/Engine/Configuration_variables&diff=3667
Documentation/Engine/Configuration variables
2018-06-08T14:49:59Z
<p>Kronzky: sorted</p>
<hr />
<div>The following variables configure different aspects of the game.<br><br />
Some of them (global settings) are loaded from the <tt>config.sii</tt> that is in the main configuration folder (normally <tt>My Documents\Euro Truck Simulator 2</tt>); others (which are associated with a player's profile) will be in the profile configuration folder (e.g. <tt>My Documents\Euro Truck Simulator 2\profiles\<profile_id></tt>).<br />
<br />
Most of these can be changed during the game play using the [[Documentation/Engine/Console|console]].<br />
Enter the variable name, followed by the desired value, to change it (the command <tt>uset</tt> can be used before the cvar name, but it is not necessary).<br><br />
To determine the current value of a variable, enter only its name.<br><br />
Some variables (''most of the ones starting with'' <tt>r_</tt>) are read-only, and cannot be modified via the console.<br />
<br />
Example:<br />
<pre><br />
g_police 0 (disables traffic fines)<br />
g_colbox 1 (displays collision boxes)<br />
<br />
r_mirror_view_distance (might return the following)<br />
"r_mirror_view_distance" is: "400" default:"80.0"<br />
</pre><br />
<br />
<br />
Some of the columns in the table can be sorted by clicking the up/down arrows:<br />
{| class="wikitable sortable" width="100%"<br />
!width="150px" |Name<br />
!width="70px" class="unsortable" |Type<br />
!width="200px" class="unsortable" |Default value<br />
!width="50px" |Config<br />
! class="unsortable"|Purpose<br />
|-<br />
| g_additional_water_fov<br />
| float<br />
| 20.0f<br />
| global<br />
| By how much increase the horizontal fov used to render the water effect.<br />
|-<br />
| g_adviser<br />
| integer<br />
| 1<br />
| profile<br />
| Adviser mode: 0 = hidden, 1 = shown, 2 = mini mode.<br />
|-<br />
| g_adviser_auto_parking<br />
| integer<br />
| 1<br />
| profile<br />
| Enable/disable auto parking feature.<br />
|-<br />
| g_adviser_keep_hidden<br />
| integer<br />
| 0<br />
| profile<br />
| Keep adviser in hidden state (do not show any message).<br />
|-<br />
| g_artist_id<br />
| integer<br />
| 0<br />
| global<br />
| Artist specific id. (0-15 range)<br />
|-<br />
| g_auto_traffic_headlights<br />
| integer<br />
| 1<br />
| global<br />
| Enable/Disable headlights from automatic traffic.<br />
|-<br />
| g_autoload_ignore_autosave<br />
| integer<br />
| 0<br />
| profile<br />
| Should auto-loading ignore all autosaves and use only manual saves?<br />
|-<br />
| g_axle_drop_auto<br />
| integer<br />
| 1<br />
| profile<br />
| Is automatic axle drop enabled?<br />
|-<br />
| g_bad_weather_factor<br />
| float<br />
| 0.07<br />
| profile<br />
| Bad weather factor. Affects probability of rainy weather.<br />
|-<br />
| g_brake_intensity<br />
| float<br />
| 1.0<br />
| profile<br />
| Brake intensity modifier.<br />
|-<br />
| g_brake_light_all<br />
| integer<br />
| 1<br />
| profile<br />
| Show brake light for all brakes (value: 1) or only servuce, retarder and trailer brake (value: 0)?<br />
|-<br />
| g_cam_blinker<br />
| integer<br />
| 0<br />
| profile<br />
| Is interior camera movement based on blinker activation enabled.<br />
|-<br />
| g_cam_physics<br />
| integer<br />
| 1<br />
| profile<br />
| Is interior camera movement based on physics movement of driver enabled?<br />
|-<br />
| g_cam_physics_value<br />
| float<br />
| 1.0<br />
| profile<br />
| Value of interior camera movement based on physics movement of driver.<br />
|-<br />
| g_cam_steering<br />
| integer<br />
| 0<br />
| profile<br />
| Is interior camera movement based on steering angle enabled?<br />
|-<br />
| [[/g_cam_steering_reverse/]]<br />
| integer<br />
| 1.0<br />
| profile<br />
| Interior camera movement based on steering angle, behavior on reverse.<br />
|-<br />
| g_cam_steering_value<br />
| float<br />
| 1.0<br />
| profile<br />
| Multiplier for interior camera movement based on steering angle.<br />
|-<br />
| [[/g_cargo_sort/]]<br />
| integer<br />
| 0<br />
| global<br />
| Current cargo sort method.<br />
|-<br />
| g_city_name_move<br />
| integer<br />
| 0<br />
| global<br />
| Enable ability to move city names on map.<br />
|-<br />
| g_clock_24<br />
| integer<br />
| 1<br />
| profile<br />
| Use 24 hour clock or 12 hour clock (value 1 = 24 hour, value 0 = 12 hour)<br />
|-<br />
| g_console<br />
| integer<br />
| 0<br />
| global<br />
| Is console enabled?<br />
|-<br />
| g_cruise_control_grid<br />
| float<br />
| 5.0<br />
| profile<br />
| Digital cruise control grid step.<br />
|-<br />
| g_cruise_control_smart<br />
| float<br />
| 0.0<br />
| profile<br />
| Smart cruise control window, if you want to disable it set to negative value.<br />
|-<br />
| [[Documentation/Engine/Config_variables/g_currency|g_currency]]<br />
| integer<br />
| 0<br />
| profile<br />
| Currency used in game.<br />
|-<br />
| g_cutscenes<br />
| integer<br />
| 1<br />
| profile<br />
| Enable/disable cutscenes.<br />
|-<br />
| g_debug_interior_cam<br />
| integer<br />
| 0<br />
| global<br />
| Enables drawing of the truck geometry even in the interior camera mode.<br />
|-<br />
| g_debug_map_limits<br />
| integer<br />
| 0<br />
| global<br />
| Enable/Disable the debugging of the map speed limits.<br />
|-<br />
| g_desktop_fadeout<br />
| float<br />
| 60<br />
| global<br />
| Delay in seconds before the desktop ui will fade out when left idle.<br />
|-<br />
| g_desktop_tutorial<br />
| integer<br />
| 1<br />
| profile<br />
| Is desktop tutorial enabled?<br />
|-<br />
| g_developer<br />
| integer<br />
| 0<br />
| global<br />
| Is developer mode enabled?<br />
|-<br />
| g_disable_hud_activation<br />
| integer<br />
| 0<br />
| global<br />
| Are specific hud activations disabled?<br />
|-<br />
| g_engine_start_auto<br />
| integer<br />
| 1<br />
| profile<br />
| Is engine automatic start enabled?<br />
|-<br />
| g_fahrenheit<br />
| integer<br />
| 0<br />
| profile<br />
| Should game display temperature in fahrenheits (value: 1) or degrees of celsius (value: 0)?<br />
|-<br />
| g_fatigue<br />
| integer<br />
| 1<br />
| profile<br />
| State of the fatigue simulation<br />
|-<br />
| g_flyspeed<br />
| float<br />
| 100.0<br />
| global<br />
| Debug camera fly speed<br />
|-<br />
| g_force_economy_reset<br />
| integer<br />
| 0<br />
| profile<br />
| A value of 1 forces an economy reset (generating new job listings).<br>The player should be free-roaming when issuing the command, and afterwards entering and exiting the Profile Manager.<br />
|-<br />
| [[Documentation/Engine/Config_variables/g_force_load_selector|g_force_load_selector]]<br />
| integer<br />
| 0<br />
| profile<br />
| Forces the appearance of the load slot selector.<br />
|-<br />
| g_force_online_lscrs<br />
| integer<br />
| 0<br />
| global<br />
| Force online loading screens. If no loading screen is specified in specified category (ferry, eurotunnel, normal) built-in one is showed.<br />
|-<br />
| g_fps<br />
| integer<br />
| 0<br />
| global<br />
| Display FPS in mini console.<br />
|-<br />
| g_fuel_simulation<br />
| integer<br />
| 0<br />
| profile<br />
| Is realistic fuel consumption enabled?<br />
|-<br />
| g_gallon<br />
| integer<br />
| 0<br />
| profile<br />
| Should game display volume as gallon (value: 1) or liters (value: 0)?<br />
|-<br />
| g_gfx_advanced<br />
| integer<br />
| 0<br />
| global<br />
| Graphics settings last used (0 = simple, 1 = advanced).<br />
|-<br />
| g_gfx_all_scales<br />
| integer<br />
| 0<br />
| global<br />
| Enables selection of all rendering scales in ui even on machines with small virtual memory.<br />
|-<br />
| g_gfx_quality<br />
| integer<br />
| -1<br />
| global<br />
| Quality presets of graphics. Linked directly to quality_level_t enum, with "-1" as "custom" state.<br />
|-<br />
| g_global_force_load_selector<br />
| integer<br />
| 0<br />
| global<br />
| Forces the appearance of the load slot selector for all profiles. (Correct value are: 0, 1)<br />
|-<br />
| [[/g_grass_density/]]<br />
| integer<br />
| 2<br />
| global<br />
| Grass density setting.<br />
|-<br />
| g_hardcore_simulation<br />
| integer<br />
| 0<br />
| profile<br />
| Is air brake simulation enabled?<br />
|-<br />
| g_hmd_no_3d_background<br />
| integer<br />
| 0<br />
| profile<br />
| Disables use of 3d background for the menu.<br />
|-<br />
| g_hmd_no_artifical_movement<br />
| integer<br />
| 0<br />
| profile<br />
| Disables artifical angle based movement of the interior.<br />
|-<br />
| g_hmd_no_special_menu<br />
| integer<br />
| 0<br />
| profile<br />
| Disables use of special variants of menu ui when HMD is enabled.<br />
|-<br />
| g_hmd_reduced_cabin_movement<br />
| integer<br />
| 1<br />
| profile<br />
| Reduces the cabin movement by disabling its separate movement on the visual level.<br />
|-<br />
| [[/g_hshifter_layout/]]<br />
| integer<br />
| 0<br />
| profile<br />
| Type of hshifter layout.<br />
|-<br />
| g_hshifter_layout_shifting<br />
| integer<br />
| 1<br />
| profile<br />
| Layout analyzed and used for more realistic shifting sounds.<br />
|-<br />
| g_hshifter_synchronized<br />
| integer<br />
| 1<br />
| profile<br />
| Behaves/sounds like synchronized transmission.<br />
|-<br />
| [[/g_hud_speed_limit/]]<br />
| integer<br />
| 1<br />
| profile<br />
| Speed limit state on the adviser.<br />
|-<br />
| g_ignore_low_fps<br />
| integer<br />
| 0<br />
| global<br />
| Enable/Disable the low frame rate warnings.<br />
|-<br />
| g_income_factor<br />
| float<br />
| 1.0<br />
| profile<br />
| Income factor (minimum is 0.0 maximum is 1.0). Multiplies all incomes.<br />
|-<br />
| g_input_configured<br />
| integer<br />
| 0<br />
| profile<br />
| Is input configured?<br />
|-<br />
| g_interior_camera_zero_pitch<br />
| integer<br />
| 0<br />
| global<br />
| Is default mouse position ignored in truck interior? This should be set to 1 when you are using some HMD such like Oculus Rift.<br />
|-<br />
| g_job_distance_limit<br />
| float<br />
| -1.0<br />
| profile<br />
| Limit generating of the jobs that are in specified range from current player position. Negative value means no limit for generation applied.<br />
|-<br />
| g_kdop_preview<br />
| integer<br />
| 0<br />
| global<br />
| Enable/Disable the preview of generated k-DOPs.<br />
|-<br />
| g_lang<br />
| string<br />
| en_gb<br />
| profile<br />
| Language currently used by game.<br />
|-<br />
| g_lang_set<br />
| integer<br />
| 1<br />
| profile<br />
| Is language set manually (1)?<br />
|-<br />
| g_light_distance_factor<br />
| float<br />
| 1.0<br />
| global<br />
| Light source fade start distance is multiplied by this value.<br />
|-<br />
| g_light_span_factor<br />
| float<br />
| 1.0<br />
| global<br />
| Light source fade span is multiplied by this value.<br />
|-<br />
| g_line_sort<br />
| integer<br />
| 0<br />
| global<br />
| Current line sort criteria for jobs.<br />
|-<br />
| g_lod_factor_parked<br />
| float<br />
| 1.0<br />
| global<br />
| LOD distances for parked vehicles are multiplied by this factor.<br />
|-<br />
| g_lod_factor_pedestrian<br />
| float<br />
| 1.0<br />
| global<br />
| LOD distances for pedestrians are multiplied by this factor.<br />
|-<br />
| g_lod_factor_traffic<br />
| float<br />
| 1.0<br />
| global<br />
| LOD distances for traffic vehicles are multiplied by this factor.<br />
|-<br />
| g_menu_aa_limit<br />
| integer<br />
| 8<br />
| global<br />
| Number of tiles below which we enable SSAA in the menu scene.<br />
|-<br />
| g_minicon<br />
| integer<br />
| 0<br />
| global<br />
| Is mini console enabled?<br />
|-<br />
| g_mm_help_shown<br />
| integer<br />
| 0<br />
| global<br />
| Used for indication if its first time when player enters mod manager to show him welcome screen.<br />
|-<br />
| g_motor_brake_auto<br />
| integer<br />
| 0<br />
| profile<br />
| Is automatic usage of engine brake enabled?<br />
|-<br />
| g_mph<br />
| integer<br />
| 0<br />
| profile<br />
| Use miles (1) or kilometers (0).<br />
|-<br />
| [[/g_news/]]<br />
| integer<br />
| -1<br />
| global<br />
| Are online news enabled?<br />
|-<br />
| [[/g_online_loading_screens/]]<br />
| integer<br />
| -1<br />
| global<br />
| Are online loading screens enabled?<br />
|-<br />
| [[Documentation/Engine/Config_variables/g_parking_difficulty|g_parking_difficulty]]<br />
| integer<br />
| 0<br />
| profile<br />
| Parking difficulty<br />
|-<br />
| g_pedal_clutch_range<br />
| float<br />
| 1.0<br />
| profile<br />
| Cluch range.<br />
|-<br />
| g_pedestrian<br />
| integer<br />
| 1<br />
| global<br />
| Enable/Disable pedestrian generation.<br />
|-<br />
| g_police<br />
| integer<br />
| 1<br />
| profile<br />
| Is police simulation enabled? If set to 0 you will not get any penalties.<br />
|-<br />
| [[Documentation/Engine/Config_variables/g_pounds|g_pounds]]<br />
| string<br />
| kg<br />
| profile<br />
| Set weight unit<br />
|-<br />
| g_radio_mode<br />
| integer<br />
| 1<br />
| global<br />
| Radio player mode.<br />
|-<br />
| g_rain_reflect_actor<br />
| integer<br />
| 1<br />
| global<br />
| Should we reflect game actor in the rain?<br />
|-<br />
| g_rain_reflect_cache<br />
| integer<br />
| 1<br />
| global<br />
| Should we reflect geometry cache in the rain?<br />
|-<br />
| g_rain_reflect_hookups<br />
| integer<br />
| 1<br />
| global<br />
| Should we reflect hookups associated with segment items (e.g. lamp flares)?<br />
|-<br />
| g_rain_reflect_traffic<br />
| integer<br />
| 1<br />
| global<br />
| Should we reflect traffic in the rain?<br />
|-<br />
| [[/g_rain_reflection/]]<br />
| integer<br />
| 3<br />
| global<br />
| Rain reflection quality.<br />
|-<br />
| [[/g_reflection/]]<br />
| integer<br />
| 3<br />
| global<br />
| Reflection detail.<br />
|-<br />
| g_reg_setting<br />
| string<br />
| No default value<br />
| profile<br />
| Name of the regional settings unit. By default for ETS2 it's reg_setting.europe for ATS it's reg_setting.usa.<br />
|-<br />
| g_remove_missing_accessories<br />
| integer<br />
| 0<br />
| profile<br />
| Remove all acccessories that are no longer available in game and replace them with fallback accessories if possible.<br />
|-<br />
| g_retarder_auto<br />
| integer<br />
| 0<br />
| profile<br />
| Is automatic usage of retarder enabled?<br />
|-<br />
| [[/g_save_format/]]<br />
| integer<br />
| 0<br />
| global<br />
| Format used to store the game saves.<br />
|-<br />
| g_save_idx<br />
| integer<br />
| 1<br />
| profile<br />
| Current profile save index. Used for automatic naming of saves.<br />
|-<br />
| g_screenshot_on_bug<br />
| integer<br />
| 0<br />
| global<br />
| Enable/Disable automatic generation of screenshots when bug is reported even if the normal combination is used.<br />
|-<br />
| g_show_game_elements<br />
| integer<br />
| 1<br />
| global<br />
| Are activation points enabled?<br />
|-<br />
| g_start_in_truck<br />
| integer<br />
| 0<br />
| profile<br />
| If profile has assigned truck should we skip desktop and start in it?<br />
|-<br />
| g_steam_browser<br />
| integer<br />
| 1<br />
| global<br />
| Should game use steam build-in browser or user default browser to open external links?<br />
|-<br />
| g_steam_rich_presence<br />
| integer<br />
| 1<br />
| global<br />
| Is steam rich presence enabled?<br />
|-<br />
| [[/g_steam_screenshots/]]<br />
| integer<br />
| 2<br />
| global<br />
| Way in which we should handle the screenshots in steam version.<br />
|-<br />
| g_steer_autocenter<br />
| integer<br />
| 1<br />
| profile<br />
| Is steering wheel autocenter enabled?<br />
|-<br />
| g_texture_usage_stats<br />
| integer<br />
| 0<br />
| global<br />
| Print texture usage statistics into the console?<br />
|-<br />
| g_throttle_auto_shift<br />
| integer<br />
| 0<br />
| profile<br />
| Automatic gearbox uses throttle as input for shifting policy.<br />
|-<br />
| g_tooltip_delay<br />
| float<br />
| 0.4<br />
| global<br />
| Delay specified in seconds indicating when to show tooltip since hovering the item with tooltip.<br />
|-<br />
| g_toy_physics<br />
| integer<br />
| 1<br />
| profile<br />
| Is simulation of toy physics movement enabled?<br />
|-<br />
| g_trackir<br />
| integer<br />
| 1<br />
| global<br />
| Enable/Disable the TrackIR support.<br />
|-<br />
| g_traffic<br />
| float<br />
| 1.0<br />
| global<br />
| Traffic intensity.<br />
*0.0 - traffic disabled<br />
*10.0 - maximum traffic intensity<br />
|-<br />
| g_trailer_stability<br />
| float<br />
| 0.5<br />
| profile<br />
| Trailer stability factor.<br />
|-<br />
| [[/g_trans/]]<br />
| integer<br />
| 0<br />
| profile<br />
| Type of transmission.<br />
|-<br />
| [[/g_truck_light_quality/]]<br />
| integer<br />
| 1<br />
| global<br />
| Quality of result of the head light.<br />
|-<br />
| g_truck_light_specular<br />
| integer<br />
| 1<br />
| global<br />
| Enables/disables use of specular during head light calculation.<br />
|-<br />
| g_tutorial<br />
| integer<br />
| 1<br />
| profile<br />
| Is tutorial enabled?<br />
|-<br />
| g_use_speed_limiter<br />
| integer<br />
| 1<br />
| profile<br />
| Is speed limiter enabled?<br />
|-<br />
| g_veg_detail<br />
| integer<br />
| 2<br />
| global<br />
| Vegetation detail setting. 0 - low, 1 - medium, 2 - high<br />
|-<br />
| g_vehicle_flare_lights<br />
| integer<br />
| 1<br />
| global<br />
| Enable/Disable lights associated with vehicle flares.<br />
<!--<br />
|-<br />
| i_hmd_min_prediction<br />
| float<br />
| 0.0<br />
| profile<br />
| Time interval in seconds used to predict the HMD movement.<br />
|-<br />
| i_hmd_max_prediction<br />
| float<br />
| 0.1<br />
| profile<br />
| Time interval in seconds used to predict the HMD movement.<br />
|-<br />
| i_oculus_eye_height<br />
| float<br />
| 0.15<br />
| profile<br />
| Model of the stick based neck and head simulation.<br />
|-<br />
| i_oculus_eye_protrusion<br />
| float<br />
| 0.09<br />
| profile<br />
| Model of the stick based neck and head simulation.<br />
--><br />
|-<br />
| i_virtual_cursor_speed<br />
| float<br />
| 500.0<br />
| global<br />
| Speed of movement of the cursor when using a gamepad-like input in pixels per second.<br>Set to zero or negative value to disable use of gamepads and joysticks for cursor movement.<br />
|-<br />
| p_profile_draws<br />
| integer<br />
| 0<br />
| global<br />
| Profile draw calls<br />
|-<br />
| r_anisotropy_factor<br />
| float<br />
| 0.25<br />
| global<br />
| Anistropy factor.<br />
|-<br />
| r_cloud_shadows<br />
| integer<br />
| 1<br />
| global<br />
| Are cloud shadows enabled?<br />
|-<br />
| [[/r_color_correction/]]<br />
| integer<br />
| 1<br />
| global<br />
| Color correction state.<br />
|-<br />
| r_color_cyan_red<br />
| float<br />
| 0.0<br />
| global<br />
| Cyan-red factor of the color correction in -1 to 1 range.<br />
|-<br />
| r_color_magenta_green<br />
| float<br />
| 0.0<br />
| global<br />
| Magenta-green factor of the color correction in -1 to 1 range.<br />
|-<br />
| r_color_saturation<br />
| float<br />
| 1.0<br />
| global<br />
| Color saturation factor 1.0 is neutral.<br />
|-<br />
| r_color_yellow_blue<br />
| float<br />
| 0.0<br />
| global<br />
| Yellow-blue factor of the color correction in -1 to 1 range.<br />
|-<br />
| r_deferred<br />
| integer<br />
| 1<br />
| global<br />
| Is deferred rendering enabled? If set to 0 game uses forward rendering pipeline which disables shadows, lights and all post process effects.<br />
|-<br />
| [[Documentation/Engine/Config_variables/r_deferred_debug|r_deferred_debug]]<br />
| integer<br />
| 0<br />
| global<br />
| If value is greater than 0 runs deferred renderer debug.<br />
|-<br />
| r_deferred_mirrors<br />
| integer<br />
| 1<br />
| global<br />
| Use deferred rendering pipeline while rendering mirrors?<br />
|-<br />
| r_device<br />
| string<br />
| dx9<br />
| global<br />
| Render device. (correct values: dx9, gl)<br />
|-<br />
| r_dof<br />
| integer<br />
| 1<br />
| global<br />
| Is Depth Of Field effect enabled?<br />
|-<br />
| r_dof_filter_size<br />
| float<br />
| 0.5<br />
| global<br />
| Size of the Depth Of Field filter.<br />
|-<br />
| r_dof_start<br />
| float<br />
| 200.0<br />
| global<br />
| Starting range of the Depth Of Field<br />
|-<br />
| r_dof_transition<br />
| float<br />
| 400.0<br />
| global<br />
| Length of range between minimal and maximal Depth Of Field blur.<br />
|-<br />
| [[/r_fake_shadows/]]<br />
| integer<br />
| 2<br />
| global<br />
| Fake shadows state.<br />
|-<br />
| r_fullscreen<br />
| integer<br />
| 1<br />
| global<br />
| Is fullscreen enabled?<br />
|-<br />
| r_gamma<br />
| float<br />
| 1.0<br />
| global<br />
| Gama correction factor (works only in fullscreen mode)<br />
|-<br />
| r_hdr<br />
| integer<br />
| 1<br />
| global<br />
| Is HDR enabled?<br />
|-<br />
| r_manual_stereo_buffer_scale<br />
| float<br />
| 1.0<br />
| global<br />
| Scale factor used when creating stereo buffers.<br />
|-<br />
| r_manual_stereo_in_menu<br />
| integer<br />
| 1<br />
| global<br />
| Is use of manual stereo enabled even in menu?<br />
|-<br />
| r_manual_stereo_ui_dist<br />
| float<br />
| 0.8<br />
| global<br />
| UI draw plane distance when using stereo.<br />
|-<br />
| r_manual_stereo_ui_dist_game<br />
| float<br />
| 0.5<br />
| global<br />
| UI draw plane distance when using stereo.<br />
|-<br />
| r_manual_stereo_ui_fov<br />
| float<br />
| 80<br />
| global<br />
| Manual stereo UI field of view when using stereo.<br />
|-<br />
| r_manual_stereo_ui_fov_game<br />
| float<br />
| 100<br />
| global<br />
| Manual stereo UI field of view when using stereo.<br />
|-<br />
| r_minimal_unfinished_frames<br />
| integer<br />
| 0<br />
| global<br />
| Simulate bigger queue in tracking completion frames.<br />
|-<br />
| r_mirror_scale_x<br />
| float<br />
| 1.0<br />
| global<br />
| X-axis mirror rendering scaling factor.<br />
|-<br />
| r_mirror_scale_y<br />
| float<br />
| 1.0<br />
| global<br />
| Y-axis mirror rendering scaling factor.<br />
|-<br />
| r_mirror_view_distance<br />
| float<br />
| 80.0<br />
| global<br />
| View distance of the mirrors.<br />
|-<br />
| r_mlaa<br />
| integer<br />
| 1<br />
| global<br />
| Is MLAA enabled?<br />
|-<br />
| r_mlaa_threshold<br />
| float<br />
| 1.0<br />
| global<br />
| Edge threshold used for MLAA anti-aliasing<br />
|-<br />
| r_mode<br />
| string<br />
| No default value<br />
| global<br />
| Current resolution in format: {screen_width}x{screen_height}x{color_depth}x{refresh_rate}<br />
<!--<br />
|-<br />
| r_msaa<br />
| integer<br />
| 0<br />
| global<br />
| Is MSAA enabled? Currently unsupported, will cause graphical issues.<br />
--><br />
|-<br />
| r_multimon_border_fov_left<br />
| float<br />
| 0<br />
| global<br />
| Additional angle added to offset between cameras to represent oblast hidden by the monitor border.<br />
|-<br />
| r_multimon_border_fov_right<br />
| float<br />
| 0<br />
| global<br />
| Additional angle added to offset between cameras to represent oblast hidden by the monitor border.<br />
|-<br />
| r_multimon_exterior_in_aux<br />
| integer<br />
| 0<br />
| global<br />
| Should we render exterior in the auxiliary view.<br />
|-<br />
| r_multimon_fov_horizontal<br />
| float<br />
| 50<br />
| global<br />
| Horizontal field of view used with multi monitor configuration.<br />
|-<br />
| r_multimon_fov_vertical<br />
| float<br />
| 0<br />
| global<br />
| Vertical field of view used with multi monitor configuration.<br />
|-<br />
| r_multimon_interior_in_main<br />
| integer<br />
| 1<br />
| global<br />
| Should we render interior inside the main views.<br />
|-<br />
| [[Documentation/Engine/Config_variables/r_multimon_mode|r_multimon_mode]]<br />
| integer<br />
| 0<br />
| global<br />
| Controls the multi-monitor mode.<br />
|-<br />
| r_multimon_rotation_aux<br />
| float<br />
| 0<br />
| global<br />
| Roll of the auxillary monitor.<br />
|-<br />
| r_multimon_rotation_center<br />
| float<br />
| 0<br />
| global<br />
| Roll of the center monitor.<br />
|-<br />
| r_multimon_rotation_left<br />
| float<br />
| 0<br />
| global<br />
| Roll of the left monitor.<br />
|-<br />
| r_multimon_rotation_right<br />
| float<br />
| 0<br />
| global<br />
| Roll of the right monitor.<br />
|-<br />
| r_multimon_vert_offset_left<br />
| float<br />
| 0<br />
| global<br />
| Additional vertical offset of left monitor.<br />
|-<br />
| r_multimon_vert_offset_right<br />
| float<br />
| 0<br />
| global<br />
| Additional vertical offset of right monitor.<br />
|-<br />
| r_no_frame_tracking<br />
| integer<br />
| 0<br />
| global<br />
| Disable frame tracking feature.<br />
|-<br />
| r_normal_maps<br />
| integer<br />
| 1<br />
| global<br />
| Is normal mapping enabled?<br />
|-<br />
| r_nowmi<br />
| integer<br />
| 0<br />
| global<br />
| Disable usage of WMI while detecting graphics card memory informations.<br />
|-<br />
| [[/r_nv_stereo_mode/]]<br />
| integer<br />
| 2<br />
| global<br />
| How to handle NV 3D vision stereo mode.<br />
|-<br />
| r_path<br />
| string<br />
| No default value<br />
| global<br />
| Render path.<br />
|-<br />
| r_scale_x<br />
| float<br />
| 1.0<br />
| global<br />
| X-axis rendering scaling factor.<br />
|-<br />
| r_scale_y<br />
| float<br />
| 1.0<br />
| global<br />
| Y-axis rendering scaling factor.<br />
|-<br />
| r_segment_buffer_size<br />
| integer<br />
| 128<br />
| global<br />
| Segment buffer size in MB<br />
|-<br />
| r_setup_done<br />
| integer<br />
| 0<br />
| global<br />
| Are default graphics settings setup?<br />
|-<br />
| r_show_light_pixel_coverage<br />
| integer<br />
| 0<br />
| global<br />
| Show lights debugging helpers?<br />
|-<br />
| r_startup_progress<br />
| integer<br />
| 0<br />
| global<br />
| Indicates progress of game startup.<br />
|-<br />
| r_sun_shadow_quality<br />
| integer<br />
| 4<br />
| global<br />
| Quality of the sun shadows.<br />
|-<br />
| r_sun_shadow_texture_size<br />
| integer<br />
| 4096<br />
| global<br />
| Size of the sun shadow texture. Bigger number = better visuals, smaller fps<br />
|-<br />
| r_sunshafts<br />
| integer<br />
| 1<br />
| global<br />
| Are sunshafts enabled?<br />
|-<br />
| r_texture_detail<br />
| integer<br />
| 0<br />
| global<br />
| Texture detail. Number of biggest mipmap levels to skip.<br />
|-<br />
| r_use_depth_bounds<br />
| integer<br />
| 1<br />
| global<br />
| Should game use depth bounds to speedup rendering of the lights? (Works only on supported hardware)<br />
|-<br />
| r_vsync<br />
| integer<br />
| 1<br />
| global<br />
| Is vertical synchronization enabled?<br />
|-<br />
| r_wireframe<br />
| integer<br />
| 0<br />
| global<br />
| Enables wireframe rendering.<br />
|-<br />
| s_air_noise<br />
| float<br />
| 1.0<br />
| profile<br />
| Sound of air at high speed.<br />
|-<br />
| s_interior_volume<br />
| float<br />
| 1.0<br />
| profile<br />
| Interior sound volume multiplier.<br />
|-<br />
| s_master_volume<br />
| float<br />
| 1.0<br />
| profile<br />
| Master volume.<br />
|-<br />
| s_music_enabled<br />
| integer<br />
| 1<br />
| profile<br />
| Is music enabled?<br />
|-<br />
| s_music_volume<br />
| float<br />
| 0.8<br />
| profile<br />
| Music volume.<br />
|-<br />
| s_radio_volume<br />
| float<br />
| 1.0<br />
| profile<br />
| Radio volume.<br />
|-<br />
| s_reverse_enabled<br />
| integer<br />
| 1<br />
| profile<br />
| Is reverse sound enabled?<br />
|-<br />
| s_reverse_stereo<br />
| int<br />
| 0<br />
| profile<br />
| Is stereo reversed?<br />
|-<br />
| s_rumble_enabled<br />
| integer<br />
| 1<br />
| profile<br />
| Is rumble sound enabled?<br />
|-<br />
| s_sfx_enabled<br />
| integer<br />
| 1<br />
| profile<br />
| Is sfx enabled?<br />
|-<br />
| s_sfx_volume<br />
| float<br />
| 1.0<br />
| profile<br />
| SFX volume.<br />
|-<br />
| s_wheel_noise<br />
| float<br />
| 1.0<br />
| profile<br />
| Sound of wheels at high speed.<br />
|-<br />
| sys_info<br />
| string<br />
| No default value<br />
| global<br />
| Stores information about your operating system<br />
|-<br />
| t_averaging_window_length<br />
| integer<br />
| 20<br />
| global<br />
| Number of the past frames used to calculate the current frame duration.<br />
|-<br />
| vid_mem<br />
| string<br />
| No default value<br />
| global<br />
| Stores information about video memory of currently used graphics card.<br />
|-<br />
| vid_name<br />
| string<br />
| No default value<br />
| global<br />
| Stores information about currently used graphics card.<br />
|-<br />
| vid_ver<br />
| string<br />
| No default value<br />
| global<br />
| Stores information about currently used graphics card driver version.<br />
|}</div>
Kronzky
https://modding.scssoft.com/index.php?title=Documentation/Engine/Configuration_variables&diff=3666
Documentation/Engine/Configuration variables
2018-06-08T01:50:04Z
<p>Kronzky: more intro text</p>
<hr />
<div>The following variables configure different aspects of the game.<br><br />
Some of them (global settings) are loaded from the <tt>config.sii</tt> that is in the main configuration folder (normally <tt>My Documents\Euro Truck Simulator 2</tt>); others (which are associated with a player's profile) will be in the profile configuration folder (e.g. <tt>My Documents\Euro Truck Simulator 2\profiles\<profile_id></tt>).<br />
<br />
Any of these can be changed during the game play using the [[Documentation/Engine/Console|console]].<br />
Enter the variable name, followed by the desired value, to change it (the command <tt>uset</tt> can be used before the cvar name, but it is not necessary).<br><br />
To determine the current value of a variable, enter only its name.<br />
<br />
Example:<br />
<pre><br />
g_police 0 (disables traffic fines)<br />
g_colbox 1 (displays collision boxes)<br />
<br />
r_mirror_view_distance (might return the following)<br />
"r_mirror_view_distance" is: "400" default:"80.0"<br />
</pre><br />
<br />
<br />
Some of the columns in the table can be sorted by clicking the up/down arrows:<br />
{| class="wikitable sortable" width="100%"<br />
!width="150px" |Name<br />
!width="70px" class="unsortable" |Type<br />
!width="200px" class="unsortable" |Default value<br />
!width="50px" |Config<br />
! class="unsortable"|Purpose<br />
|-<br />
| r_texture_detail<br />
| integer<br />
| 0<br />
| global<br />
| Texture detail. Number of biggest mipmap levels to skip.<br />
|-<br />
| r_anisotropy_factor<br />
| float<br />
| 0.25<br />
| global<br />
| Anistropy factor.<br />
|-<br />
| r_vsync<br />
| integer<br />
| 1<br />
| global<br />
| Is vertical synchronization enabled?<br />
|-<br />
| sys_info<br />
| string<br />
| No default value<br />
| global<br />
| Stores information about your operating system<br />
|-<br />
| vid_name<br />
| string<br />
| No default value<br />
| global<br />
| Stores information about currently used graphics card.<br />
|-<br />
| vid_mem<br />
| string<br />
| No default value<br />
| global<br />
| Stores information about video memory of currently used graphics card.<br />
|-<br />
| vid_ver<br />
| string<br />
| No default value<br />
| global<br />
| Stores information about currently used graphics card driver version.<br />
|-<br />
| t_averaging_window_length<br />
| integer<br />
| 20<br />
| global<br />
| Number of the past frames used to calculate the current frame duration.<br />
|-<br />
| g_clock_24<br />
| integer<br />
| 1<br />
| profile<br />
| Use 24 hour clock or 12 hour clock (value 1 = 24 hour, value 0 = 12 hour)<br />
|-<br />
| g_police<br />
| integer<br />
| 1<br />
| profile<br />
| Is police simulation enabled? If set to 0 you will not get any penalties.<br />
|-<br />
| g_fatigue<br />
| integer<br />
| 1<br />
| profile<br />
| State of the fatigue simulation<br />
|-<br />
| g_tutorial<br />
| integer<br />
| 1<br />
| profile<br />
| Is tutorial enabled?<br />
|-<br />
| g_desktop_tutorial<br />
| integer<br />
| 1<br />
| profile<br />
| Is desktop tutorial enabled?<br />
|-<br />
| g_adviser<br />
| integer<br />
| 1<br />
| profile<br />
| Adviser mode: 0 = hidden, 1 = shown, 2 = mini mode.<br />
|-<br />
| g_adviser_keep_hidden<br />
| integer<br />
| 0<br />
| profile<br />
| Keep adviser in hidden state (do not show any message).<br />
|-<br />
| g_adviser_auto_parking<br />
| integer<br />
| 1<br />
| profile<br />
| Enable/disable auto parking feature.<br />
|-<br />
| g_save_idx<br />
| integer<br />
| 1<br />
| profile<br />
| Current profile save index. Used for automatic naming of saves.<br />
|-<br />
| g_desktop_fadeout<br />
| float<br />
| 60<br />
| global<br />
| Delay in seconds before the desktop ui will fade out when left idle.<br />
|-<br />
| g_bad_weather_factor<br />
| float<br />
| 0.07<br />
| profile<br />
| Bad weather factor. Affects probability of rainy weather.<br />
|-<br />
| [[Documentation/Engine/Config_variables/g_currency|g_currency]]<br />
| integer<br />
| 0<br />
| profile<br />
| Currency used in game.<br />
|-<br />
| g_income_factor<br />
| float<br />
| 1.0<br />
| profile<br />
| Income factor (minimum is 0.0 maximum is 1.0). Multiplies all incomes.<br />
|-<br />
| g_job_distance_limit<br />
| float<br />
| -1.0<br />
| profile<br />
| Limit generating of the jobs that are in specified range from current player position. Negative value means no limit for generation applied.<br />
|-<br />
| [[Documentation/Engine/Config_variables/g_parking_difficulty|g_parking_difficulty]]<br />
| integer<br />
| 0<br />
| profile<br />
| Parking difficulty<br />
|-<br />
| g_input_configured<br />
| integer<br />
| 0<br />
| profile<br />
| Is input configured?<br />
|-<br />
| g_start_in_truck<br />
| integer<br />
| 0<br />
| profile<br />
| If profile has assigned truck should we skip desktop and start in it?<br />
|-<br />
| g_autoload_ignore_autosave<br />
| integer<br />
| 0<br />
| profile<br />
| Should auto-loading ignore all autosaves and use only manual saves?<br />
|-<br />
| [[Documentation/Engine/Config_variables/g_force_load_selector|g_force_load_selector]]<br />
| integer<br />
| 0<br />
| profile<br />
| Forces the appearance of the load slot selector.<br />
|-<br />
| g_global_force_load_selector<br />
| integer<br />
| 0<br />
| global<br />
| Forces the appearance of the load slot selector for all profiles. (Correct value are: 0, 1)<br />
|-<br />
| g_force_economy_reset<br />
| integer<br />
| 0<br />
| profile<br />
| A value of 1 forces an economy reset (generating new job listings). The player should be free-roaming when issuing the command, and afterwards entering and exiting the Profile Manager.<br />
|-<br />
| g_remove_missing_accessories<br />
| integer<br />
| 0<br />
| profile<br />
| Remove all acccessories that are no longer available in game and replace them with fallback accessories if possible.<br />
|-<br />
| g_tooltip_delay<br />
| float<br />
| 0.4<br />
| global<br />
| Delay specified in seconds indicating when to show tooltip since hovering the item with tooltip.<br />
|-<br />
| [[/g_cargo_sort/]]<br />
| integer<br />
| 0<br />
| global<br />
| Current cargo sort method.<br />
|-<br />
| g_line_sort<br />
| integer<br />
| 0<br />
| global<br />
| Current line sort criteria for jobs.<br />
|-<br />
| g_debug_interior_cam<br />
| integer<br />
| 0<br />
| global<br />
| Enables drawing of the truck geometry even in the interior camera mode.<br />
|-<br />
| g_force_online_lscrs<br />
| integer<br />
| 0<br />
| global<br />
| Force online loading screens. If no loading screen is specified in specified category (ferry, eurotunnel, normal) built-in one is showed.<br />
|-<br />
| g_mm_help_shown<br />
| integer<br />
| 0<br />
| global<br />
| Used for indication if its first time when player enters mod manager to show him welcome screen.<br />
|-<br />
| g_fps<br />
| integer<br />
| 0<br />
| global<br />
| Display FPS in mini console.<br />
|-<br />
| g_texture_usage_stats<br />
| integer<br />
| 0<br />
| global<br />
| Print texture usage statistics into the console?<br />
|-<br />
| r_device<br />
| string<br />
| dx9<br />
| global<br />
| Render device. (correct values: dx9, gl)<br />
|-<br />
| r_path<br />
| string<br />
| No default value<br />
| global<br />
| Render path.<br />
|-<br />
| r_mode<br />
| string<br />
| No default value<br />
| global<br />
| Current resolution in format: {screen_width}x{screen_height}x{color_depth}x{refresh_rate}<br />
|-<br />
| r_fullscreen<br />
| integer<br />
| 1<br />
| global<br />
| Is fullscreen enabled?<br />
<!--<br />
|-<br />
| r_msaa<br />
| integer<br />
| 0<br />
| global<br />
| Is MSAA enabled? Currently unsupported, will cause graphical issues.<br />
--><br />
|-<br />
| r_no_frame_tracking<br />
| integer<br />
| 0<br />
| global<br />
| Disable frame tracking feature.<br />
|-<br />
| r_minimal_unfinished_frames<br />
| integer<br />
| 0<br />
| global<br />
| Simulate bigger queue in tracking completion frames.<br />
|-<br />
| [[/r_nv_stereo_mode/]]<br />
| integer<br />
| 2<br />
| global<br />
| How to handle NV 3D vision stereo mode.<br />
|-<br />
| r_manual_stereo_in_menu<br />
| integer<br />
| 1<br />
| global<br />
| Is use of manual stereo enabled even in menu?<br />
|-<br />
| r_manual_stereo_ui_dist<br />
| float<br />
| 0.8<br />
| global<br />
| UI draw plane distance when using stereo.<br />
|-<br />
| r_manual_stereo_ui_dist_game<br />
| float<br />
| 0.5<br />
| global<br />
| UI draw plane distance when using stereo.<br />
|-<br />
| r_manual_stereo_ui_fov<br />
| float<br />
| 80<br />
| global<br />
| Manual stereo UI field of view when using stereo.<br />
|-<br />
| r_manual_stereo_ui_fov_game<br />
| float<br />
| 100<br />
| global<br />
| Manual stereo UI field of view when using stereo.<br />
|-<br />
| r_manual_stereo_buffer_scale<br />
| float<br />
| 1.0<br />
| global<br />
| Scale factor used when creating stereo buffers.<br />
|-<br />
| r_setup_done<br />
| integer<br />
| 0<br />
| global<br />
| Are default graphics settings setup?<br />
|-<br />
| r_startup_progress<br />
| integer<br />
| 0<br />
| global<br />
| Indicates progress of game startup.<br />
|-<br />
| r_nowmi<br />
| integer<br />
| 0<br />
| global<br />
| Disable usage of WMI while detecting graphics card memory informations.<br />
|-<br />
| r_deferred<br />
| integer<br />
| 1<br />
| global<br />
| Is deferred rendering enabled? If set to 0 game uses forward rendering pipeline which disables shadows, lights and all post process effects.<br />
|-<br />
| r_deferred_mirrors<br />
| integer<br />
| 1<br />
| global<br />
| Use deferred rendering pipeline while rendering mirrors?<br />
|-<br />
| r_mirror_view_distance<br />
| float<br />
| 80.0<br />
| global<br />
| View distance of the mirrors.<br />
|-<br />
| r_sun_shadow_quality<br />
| integer<br />
| 4<br />
| global<br />
| Quality of the sun shadows.<br />
|-<br />
| r_sun_shadow_texture_size<br />
| integer<br />
| 4096<br />
| global<br />
| Size of the sun shadow texture. Bigger number = better visuals, smaller fps<br />
|-<br />
| [[/r_fake_shadows/]]<br />
| integer<br />
| 2<br />
| global<br />
| Fake shadows state.<br />
|-<br />
| r_hdr<br />
| integer<br />
| 1<br />
| global<br />
| Is HDR enabled?<br />
|-<br />
| r_mlaa<br />
| integer<br />
| 1<br />
| global<br />
| Is MLAA enabled?<br />
|-<br />
| r_mlaa_threshold<br />
| float<br />
| 1.0<br />
| global<br />
| Edge threshold used for MLAA anti-aliasing<br />
|-<br />
| r_dof<br />
| integer<br />
| 1<br />
| global<br />
| Is Depth Of Field effect enabled?<br />
|-<br />
| r_dof_start<br />
| float<br />
| 200.0<br />
| global<br />
| Starting range of the Depth Of Field<br />
|-<br />
| r_dof_transition<br />
| float<br />
| 400.0<br />
| global<br />
| Length of range between minimal and maximal Depth Of Field blur.<br />
|-<br />
| r_dof_filter_size<br />
| float<br />
| 0.5<br />
| global<br />
| Size of the Depth Of Field filter.<br />
|-<br />
| r_cloud_shadows<br />
| integer<br />
| 1<br />
| global<br />
| Are cloud shadows enabled?<br />
|-<br />
| [[/r_color_correction/]]<br />
| integer<br />
| 1<br />
| global<br />
| Color correction state.<br />
|-<br />
| r_color_cyan_red<br />
| float<br />
| 0.0<br />
| global<br />
| Cyan-red factor of the color correction in -1 to 1 range.<br />
|-<br />
| r_color_magenta_green<br />
| float<br />
| 0.0<br />
| global<br />
| Magenta-green factor of the color correction in -1 to 1 range.<br />
|-<br />
| r_color_yellow_blue<br />
| float<br />
| 0.0<br />
| global<br />
| Yellow-blue factor of the color correction in -1 to 1 range.<br />
|-<br />
| r_color_saturation<br />
| float<br />
| 1.0<br />
| global<br />
| Color saturation factor 1.0 is neutral.<br />
|-<br />
| r_sunshafts<br />
| integer<br />
| 1<br />
| global<br />
| Are sunshafts enabled?<br />
|-<br />
| r_normal_maps<br />
| integer<br />
| 1<br />
| global<br />
| Is normal mapping enabled?<br />
|-<br />
| r_scale_x<br />
| float<br />
| 1.0<br />
| global<br />
| X-axis rendering scaling factor.<br />
|-<br />
| r_scale_y<br />
| float<br />
| 1.0<br />
| global<br />
| Y-axis rendering scaling factor.<br />
|-<br />
| r_mirror_scale_x<br />
| float<br />
| 1.0<br />
| global<br />
| X-axis mirror rendering scaling factor.<br />
|-<br />
| r_mirror_scale_y<br />
| float<br />
| 1.0<br />
| global<br />
| Y-axis mirror rendering scaling factor.<br />
|-<br />
| [[Documentation/Engine/Config_variables/r_deferred_debug|r_deferred_debug]]<br />
| integer<br />
| 0<br />
| global<br />
| If value is greater than 0 runs deferred renderer debug.<br />
|-<br />
| r_show_light_pixel_coverage<br />
| integer<br />
| 0<br />
| global<br />
| Show lights debugging helpers?<br />
|-<br />
| r_use_depth_bounds<br />
| integer<br />
| 1<br />
| global<br />
| Should game use depth bounds to speedup rendering of the lights? (Works only on supported hardware)<br />
|-<br />
| r_gamma<br />
| float<br />
| 1.0<br />
| global<br />
| Gama correction factor (works only in fullscreen mode)<br />
|-<br />
| [[Documentation/Engine/Config_variables/r_multimon_mode|r_multimon_mode]]<br />
| integer<br />
| 0<br />
| global<br />
| Controls the multi-monitor mode.<br />
|-<br />
| r_multimon_fov_horizontal<br />
| float<br />
| 50<br />
| global<br />
| Horizontal field of view used with multi monitor configuration.<br />
|-<br />
| r_multimon_fov_vertical<br />
| float<br />
| 0<br />
| global<br />
| Vertical field of view used with multi monitor configuration.<br />
|-<br />
| r_multimon_border_fov_left<br />
| float<br />
| 0<br />
| global<br />
| Additional angle added to offset between cameras to represent oblast hidden by the monitor border.<br />
|-<br />
| r_multimon_border_fov_right<br />
| float<br />
| 0<br />
| global<br />
| Additional angle added to offset between cameras to represent oblast hidden by the monitor border.<br />
|-<br />
| r_multimon_vert_offset_left<br />
| float<br />
| 0<br />
| global<br />
| Additional vertical offset of left monitor.<br />
|-<br />
| r_multimon_vert_offset_right<br />
| float<br />
| 0<br />
| global<br />
| Additional vertical offset of right monitor.<br />
|-<br />
| r_multimon_rotation_center<br />
| float<br />
| 0<br />
| global<br />
| Roll of the center monitor.<br />
|-<br />
| r_multimon_rotation_left<br />
| float<br />
| 0<br />
| global<br />
| Roll of the left monitor.<br />
|-<br />
| r_multimon_rotation_right<br />
| float<br />
| 0<br />
| global<br />
| Roll of the right monitor.<br />
|-<br />
| r_multimon_rotation_aux<br />
| float<br />
| 0<br />
| global<br />
| Roll of the auxillary monitor.<br />
|-<br />
| r_multimon_interior_in_main<br />
| integer<br />
| 1<br />
| global<br />
| Should we render interior inside the main views.<br />
|-<br />
| r_multimon_exterior_in_aux<br />
| integer<br />
| 0<br />
| global<br />
| Should we render exterior in the auxiliary view.<br />
|-<br />
| r_segment_buffer_size<br />
| integer<br />
| 128<br />
| global<br />
| Segment buffer size in MB<br />
|-<br />
| g_interior_camera_zero_pitch<br />
| integer<br />
| 0<br />
| global<br />
| Is default mouse position ignored in truck interior? This should be set to 1 when you are using some HMD such like Oculus Rift.<br />
|-<br />
| r_wireframe<br />
| integer<br />
| 0<br />
| global<br />
| Enables wireframe rendering.<br />
|-<br />
| g_hmd_no_artifical_movement<br />
| integer<br />
| 0<br />
| profile<br />
| Disables artifical angle based movement of the interior.<br />
|-<br />
| g_hmd_reduced_cabin_movement<br />
| integer<br />
| 1<br />
| profile<br />
| Reduces the cabin movement by disabling its separate movement on the visual level.<br />
|-<br />
| g_hmd_no_special_menu<br />
| integer<br />
| 0<br />
| profile<br />
| Disables use of special variants of menu ui when HMD is enabled.<br />
|-<br />
| g_hmd_no_3d_background<br />
| integer<br />
| 0<br />
| profile<br />
| Disables use of 3d background for the menu.<br />
|-<br />
| g_lang<br />
| string<br />
| en_gb<br />
| profile<br />
| Language currently used by game.<br />
|-<br />
| g_lang_set<br />
| integer<br />
| 1<br />
| profile<br />
| Is language set manually (1)?<br />
|-<br />
| [[/g_news/]]<br />
| integer<br />
| -1<br />
| global<br />
| Are online news enabled?<br />
|-<br />
| [[/g_online_loading_screens/]]<br />
| integer<br />
| -1<br />
| global<br />
| Are online loading screens enabled?<br />
|-<br />
| g_flyspeed<br />
| float<br />
| 100.0<br />
| global<br />
| Debug camera fly speed<br />
|-<br />
| g_developer<br />
| integer<br />
| 0<br />
| global<br />
| Is developer mode enabled?<br />
|-<br />
| g_city_name_move<br />
| integer<br />
| 0<br />
| global<br />
| Enable ability to move city names on map.<br />
|-<br />
| g_debug_map_limits<br />
| integer<br />
| 0<br />
| global<br />
| Enable/Disable the debugging of the map speed limits.<br />
|-<br />
| g_screenshot_on_bug<br />
| integer<br />
| 0<br />
| global<br />
| Enable/Disable automatic generation of screenshots when bug is reported even if the normal combination is used.<br />
|-<br />
| g_kdop_preview<br />
| integer<br />
| 0<br />
| global<br />
| Enable/Disable the preview of generated k-DOPs.<br />
|-<br />
| g_traffic<br />
| float<br />
| 1.0<br />
| global<br />
| Traffic intensity.<br />
*0.0 - traffic disabled<br />
*10.0 - maximum traffic intensity<br />
|-<br />
| g_lod_factor_traffic<br />
| float<br />
| 1.0<br />
| global<br />
| LOD distances for traffic vehicles are multiplied by this factor.<br />
|-<br />
| g_lod_factor_parked<br />
| float<br />
| 1.0<br />
| global<br />
| LOD distances for parked vehicles are multiplied by this factor.<br />
|-<br />
| g_auto_traffic_headlights<br />
| integer<br />
| 1<br />
| global<br />
| Enable/Disable headlights from automatic traffic.<br />
|-<br />
| g_vehicle_flare_lights<br />
| integer<br />
| 1<br />
| global<br />
| Enable/Disable lights associated with vehicle flares.<br />
|-<br />
| g_light_distance_factor<br />
| float<br />
| 1.0<br />
| global<br />
| Light source fade start distance is multiplied by this value.<br />
|-<br />
| g_light_span_factor<br />
| float<br />
| 1.0<br />
| global<br />
| Light source fade span is multiplied by this value.<br />
|-<br />
| g_pedestrian<br />
| integer<br />
| 1<br />
| global<br />
| Enable/Disable pedestrian generation.<br />
|-<br />
| g_lod_factor_pedestrian<br />
| float<br />
| 1.0<br />
| global<br />
| LOD distances for pedestrians are multiplied by this factor.<br />
|-<br />
| g_trackir<br />
| integer<br />
| 1<br />
| global<br />
| Enable/Disable the TrackIR support.<br />
|-<br />
| g_veg_detail<br />
| integer<br />
| 2<br />
| global<br />
| Vegetation detail setting. 0 - low, 1 - medium, 2 - high<br />
|-<br />
| [[/g_grass_density/]]<br />
| integer<br />
| 2<br />
| global<br />
| Grass density setting.<br />
|-<br />
| [[/g_reflection/]]<br />
| integer<br />
| 3<br />
| global<br />
| Reflection detail.<br />
|-<br />
| [[/g_rain_reflection/]]<br />
| integer<br />
| 3<br />
| global<br />
| Rain reflection quality.<br />
|-<br />
| g_rain_reflect_cache<br />
| integer<br />
| 1<br />
| global<br />
| Should we reflect geometry cache in the rain?<br />
|-<br />
| g_rain_reflect_traffic<br />
| integer<br />
| 1<br />
| global<br />
| Should we reflect traffic in the rain?<br />
|-<br />
| g_rain_reflect_actor<br />
| integer<br />
| 1<br />
| global<br />
| Should we reflect game actor in the rain?<br />
|-<br />
| g_rain_reflect_hookups<br />
| integer<br />
| 1<br />
| global<br />
| Should we reflect hookups associated with segment items (e.g. lamp flares)?<br />
|-<br />
| g_additional_water_fov<br />
| float<br />
| 20.0f<br />
| global<br />
| By how much increase the horizontal fov used to render the water effect.<br />
|-<br />
| g_menu_aa_limit<br />
| integer<br />
| 8<br />
| global<br />
| Number of tiles below which we enable SSAA in the menu scene.<br />
|-<br />
| g_truck_light_specular<br />
| integer<br />
| 1<br />
| global<br />
| Enables/disables use of specular during head light calculation.<br />
|-<br />
| g_gfx_quality<br />
| integer<br />
| -1<br />
| global<br />
| Quality presets of graphics. Linked directly to quality_level_t enum, with "-1" as "custom" state.<br />
|-<br />
| g_gfx_advanced<br />
| integer<br />
| 0<br />
| global<br />
| Graphics settings last used (0 = simple, 1 = advanced).<br />
|-<br />
| g_gfx_all_scales<br />
| integer<br />
| 0<br />
| global<br />
| Enables selection of all rendering scales in ui even on machines with small virtual memory.<br />
|-<br />
| [[/g_truck_light_quality/]]<br />
| integer<br />
| 1<br />
| global<br />
| Quality of result of the head light.<br />
|-<br />
| g_ignore_low_fps<br />
| integer<br />
| 0<br />
| global<br />
| Enable/Disable the low frame rate warnings.<br />
|-<br />
| g_cutscenes<br />
| integer<br />
| 1<br />
| profile<br />
| Enable/disable cutscenes.<br />
|-<br />
| g_radio_mode<br />
| integer<br />
| 1<br />
| global<br />
| Radio player mode.<br />
|-<br />
| [[/g_trans/]]<br />
| integer<br />
| 0<br />
| profile<br />
| Type of transmission.<br />
|-<br />
| [[/g_hshifter_layout/]]<br />
| integer<br />
| 0<br />
| profile<br />
| Type of hshifter layout.<br />
|-<br />
| g_hshifter_layout_shifting<br />
| integer<br />
| 1<br />
| profile<br />
| Layout analyzed and used for more realistic shifting sounds.<br />
|-<br />
| g_hshifter_synchronized<br />
| integer<br />
| 1<br />
| profile<br />
| Behaves/sounds like synchonized transmission.<br />
|-<br />
| g_steer_autocenter<br />
| integer<br />
| 1<br />
| profile<br />
| Is steering wheel autocenter enabled?<br />
|-<br />
| g_brake_intensity<br />
| float<br />
| 1.0<br />
| profile<br />
| Brake intensity modifier.<br />
|-<br />
| g_trailer_stability<br />
| float<br />
| 0.5<br />
| profile<br />
| Trailer stability factor.<br />
|-<br />
| g_retarder_auto<br />
| integer<br />
| 0<br />
| profile<br />
| Is automatic usage of retarder enabled?<br />
|-<br />
| g_motor_brake_auto<br />
| integer<br />
| 0<br />
| profile<br />
| Is automatic usage of engine brake enabled?<br />
|-<br />
| g_engine_start_auto<br />
| integer<br />
| 1<br />
| profile<br />
| Is engine automatic start enabled?<br />
|-<br />
| g_axle_drop_auto<br />
| integer<br />
| 1<br />
| profile<br />
| Is automatic axle drop enabled?<br />
|-<br />
| [[/g_hud_speed_limit/]]<br />
| integer<br />
| 1<br />
| profile<br />
| Speed limit state on the adviser.<br />
|-<br />
| g_use_speed_limiter<br />
| integer<br />
| 1<br />
| profile<br />
| Is speed limiter enabled?<br />
|-<br />
| g_brake_light_all<br />
| integer<br />
| 1<br />
| profile<br />
| Show brake light for all brakes (value: 1) or only servuce, retarder and trailer brake (value: 0)?<br />
|-<br />
| g_mph<br />
| integer<br />
| 0<br />
| profile<br />
| Use miles (1) or kilometers (0).<br />
|-<br />
| [[Documentation/Engine/Config_variables/g_pounds|g_pounds]]<br />
| string<br />
| kg<br />
| profile<br />
| Set weight unit<br />
|-<br />
| g_fahrenheit<br />
| integer<br />
| 0<br />
| profile<br />
| Should game display temperature in fahrenheits (value: 1) or degrees of celsius (value: 0)?<br />
|-<br />
| g_gallon<br />
| integer<br />
| 0<br />
| profile<br />
| Should game display volume as gallon (value: 1) or liters (value: 0)?<br />
|-<br />
| g_reg_setting<br />
| string<br />
| No default value<br />
| profile<br />
| Name of the regional settings unit. By default for ETS2 it's reg_setting.europe for ATS it's reg_setting.usa.<br />
|-<br />
| g_hardcore_simulation<br />
| integer<br />
| 0<br />
| profile<br />
| Is air brake simulation enabled?<br />
|-<br />
| g_fuel_simulation<br />
| integer<br />
| 0<br />
| profile<br />
| Is realistic fuel consumption enabled?<br />
|-<br />
| g_pedal_clutch_range<br />
| float<br />
| 1.0<br />
| profile<br />
| Cluch range.<br />
|-<br />
| g_throttle_auto_shift<br />
| integer<br />
| 0<br />
| profile<br />
| Automatic gearbox uses throttle as input for shifting policy.<br />
|-<br />
| g_cruise_control_grid<br />
| float<br />
| 5.0<br />
| profile<br />
| Digital cruise control grid step.<br />
|-<br />
| g_cruise_control_smart<br />
| float<br />
| 0.0<br />
| profile<br />
| Smart cruise control window, if you want to disable it set to negative value.<br />
|-<br />
| g_cam_steering<br />
| integer<br />
| 0<br />
| profile<br />
| Is interior camera movement based on steering angle enabled?<br />
|-<br />
| g_cam_steering_value<br />
| float<br />
| 1.0<br />
| profile<br />
| Multiplier for interior camera movement based on steering angle.<br />
|-<br />
| [[/g_cam_steering_reverse/]]<br />
| integer<br />
| 1.0<br />
| profile<br />
| Interior camera movement based on steering angle, behavior on reverse.<br />
|-<br />
| g_cam_physics<br />
| integer<br />
| 1<br />
| profile<br />
| Is interior camera movement based on physics movement of driver enabled?<br />
|-<br />
| g_cam_physics_value<br />
| float<br />
| 1.0<br />
| profile<br />
| Value of interior camera movement based on physics movement of driver.<br />
|-<br />
| g_cam_blinker<br />
| integer<br />
| 0<br />
| profile<br />
| Is interior camera movement based on blinker activation enabled.<br />
|-<br />
| g_toy_physics<br />
| integer<br />
| 1<br />
| profile<br />
| Is simulation of toy physics movement enabled?<br />
|-<br />
| [[/g_save_format/]]<br />
| integer<br />
| 0<br />
| global<br />
| Format used to store the game saves.<br />
|-<br />
| s_reverse_enabled<br />
| integer<br />
| 1<br />
| profile<br />
| Is reverse sound enabled?<br />
|-<br />
| s_rumble_enabled<br />
| integer<br />
| 1<br />
| profile<br />
| Is rumble sound enabled?<br />
|-<br />
| s_music_enabled<br />
| integer<br />
| 1<br />
| profile<br />
| Is music enabled?<br />
|-<br />
| s_sfx_enabled<br />
| integer<br />
| 1<br />
| profile<br />
| Is sfx enabled?<br />
|-<br />
| s_air_noise<br />
| float<br />
| 1.0<br />
| profile<br />
| Sound of air at high speed.<br />
|-<br />
| s_wheel_noise<br />
| float<br />
| 1.0<br />
| profile<br />
| Sound of wheels at high speed.<br />
|-<br />
| s_interior_volume<br />
| float<br />
| 1.0<br />
| profile<br />
| Interior sound volume multiplier.<br />
|-<br />
| s_master_volume<br />
| float<br />
| 1.0<br />
| profile<br />
| Master volume.<br />
|-<br />
| s_music_volume<br />
| float<br />
| 0.8<br />
| profile<br />
| Music volume.<br />
|-<br />
| s_radio_volume<br />
| float<br />
| 1.0<br />
| profile<br />
| Radio volume.<br />
|-<br />
| s_sfx_volume<br />
| float<br />
| 1.0<br />
| profile<br />
| SFX volume.<br />
|-<br />
| s_reverse_stereo<br />
| int<br />
| 0<br />
| profile<br />
| Is stereo reversed?<br />
|-<br />
| i_virtual_cursor_speed<br />
| float<br />
| 500.0<br />
| global<br />
| Speed of movement of the cursor when using a gamepad-like input in pixels per second.<br />
<br />
Set to zero or negative value to disable use of gamepads and joysticks for cursor movement.<br />
|-<br />
| g_artist_id<br />
| integer<br />
| 0<br />
| global<br />
| Artist specific id. (0-15 range)<br />
|-<br />
| [[/g_steam_screenshots/]]<br />
| integer<br />
| 2<br />
| global<br />
| Way in which we should handle the screenshots in steam version.<br />
|-<br />
| g_steam_browser<br />
| integer<br />
| 1<br />
| global<br />
| Should game use steam build-in browser or user default browser to open external links?<br />
|-<br />
| g_steam_rich_presence<br />
| integer<br />
| 1<br />
| global<br />
| Is steam rich presence enabled?<br />
|-<br />
| g_show_game_elements<br />
| integer<br />
| 1<br />
| global<br />
| Are activation points enabled?<br />
|-<br />
| g_disable_hud_activation<br />
| integer<br />
| 0<br />
| global<br />
| Are specific hud activations disabled?<br />
<!--<br />
|-<br />
| i_hmd_min_prediction<br />
| float<br />
| 0.0<br />
| profile<br />
| Time interval in seconds used to predict the HMD movement.<br />
|-<br />
| i_hmd_max_prediction<br />
| float<br />
| 0.1<br />
| profile<br />
| Time interval in seconds used to predict the HMD movement.<br />
|-<br />
| i_oculus_eye_height<br />
| float<br />
| 0.15<br />
| profile<br />
| Model of the stick based neck and head simulation.<br />
|-<br />
| i_oculus_eye_protrusion<br />
| float<br />
| 0.09<br />
| profile<br />
| Model of the stick based neck and head simulation.<br />
--><br />
|-<br />
| p_profile_draws<br />
| integer<br />
| 0<br />
| global<br />
| Profile draw calls<br />
|-<br />
| g_minicon<br />
| integer<br />
| 0<br />
| global<br />
| Is mini console enabled?<br />
|-<br />
| g_console<br />
| integer<br />
| 0<br />
| global<br />
| Is console enabled?<br />
|}</div>
Kronzky
https://modding.scssoft.com/index.php?title=Documentation/Engine/Console/Commands&diff=3665
Documentation/Engine/Console/Commands
2018-06-08T01:22:33Z
<p>Kronzky: goto city added</p>
<hr />
<div>{{ObsoletePage}}<br />
<br />
__TOC__<br />
<br />
Further configuration parameters are available on the [[Documentation/Engine/Configuration variables|cvar]] page.<br><br />
Those can be used either with or without a preceding <tt>uset</tt> command.<br />
<br />
=List=<br />
{| class="wikitable sortable" width="100%"<br />
!width="200px"|Name<br />
!width="350px"|Parameters<br />
!|Description<br />
|-<br />
| check<br />
| <what><br />
| Check if data is correct. At the moment the <what> parameter can be only "company" and then the command will validate if all connections between companies are correct.<br />
|-<br />
| cs_export<br />
| <cutscene_name><br />
| Export cutscene by name.<br />
|-<br />
| dispatch<br />
| -<br />
| Handle entering initial state after game launch.<br />
|-<br />
| echo<br />
| <message><br />
| Prints message to console.<br />
|-<br />
| edit<br />
| <map_name><br />
| Start editor<br />
<br />
map_name parameter is name of the map to be edited, if not set editor stars with empty map.<br />
|-<br />
| edit_build<br />
| -<br />
| Rebuild editor in map editor.<br />
|-<br />
| edit_build_spawns<br />
| -<br />
| Rebuild all spawn points in map editor.<br />
|-<br />
| edit_mark<br />
| See description for parameters<br />
| Marks or unmarks sector.<br />
<br />
* edit_mark [set_filtered (base|dlc_foo|any) (dev|rel|any) [hexacolor]]<br />
* edit_mark [set sector_files [hexacolor]]<br />
* edit_mark [set_all hexacolor]<br />
* edit_mark [intersect first_file second_file [hexacolor]]<br />
* edit_mark [clear_all]<br />
* edit_mark [lock [sector_files]]<br />
* edit_mark [unlock [sector_files]]<br />
|-<br />
| edit_save<br />
| -<br />
| Saves the map in map editor for loading in game.<br />
|-<br />
| edit_save_text<br />
| -<br />
| Save map in textual form for debugging purpose.<br />
|-<br />
| exec<br />
| <script file name><br />
| Load and execute different command script.<br />
<br />
For example if you put this script into My Documents/Euro Truck Simulator 2:<br />
<pre><br />
# P3D Screenshot script.<br />
<br />
echo "Taking screenshot.."<br />
screenshot<br />
echo "Screenshot has been taken"<br />
</pre><br />
Run the game and then write in console "exec /home/script_file_name" it will execute.<br />
|-<br />
| exit<br />
| <reason><br />
| Exit game command in case of error. (unloads profile)<br />
|-<br />
| g_colbox<br />
| <mode><br />
| Displays collision boxes while in editor. 1:on, 0:off<br />
|-<br />
| g_delete_idx<br />
| <index><br />
| Delete item by given index in map editor<br />
|-<br />
| g_delete_uid<br />
| <uid><br />
| Delete item by given unique index in map editor<br />
|-<br />
| g_dump<br />
| [asset extension]<br />
| Dumps map.<br />
|-<br />
| g_dump_signs<br />
| -<br />
| Dumps traffic signs.<br />
|-<br />
| g_find_prefab<br />
| <prefab name> [prefab name] [prefab name] ...<br />
| Find prefabs by it's unit name suffix and dump them into bugs file.<br />
|-<br />
| g_info<br />
| -<br />
| Prints application info. Output depends if you are in game or using map editor.<br />
|-<br />
| g_item_count<br />
| (model, prefab, building, anim, mover)<br />
| Display count of the item. If no parameter is given this function prints summary about all the items.<br />
|-<br />
| g_mode<br />
| g_mode <driver> <device> <resolution> <fullscreen> [msaa]<br />
| Change graphics mode.<br />
|-<br />
| g_msaa<br />
| <sample_count><br />
| Change [https://en.wikipedia.org/wiki/Multisample_anti-aliasing msaa] sample count.<br />
|-<br />
| g_next_border_node<br />
| -<br />
| Finds next border node.<br />
|-<br />
| g_replace_prefab<br />
| <old_token> <new_token><br />
| Replace old prefab with new prefab. The token is unit name without "prefab." prefix.<br />
|-<br />
| g_save_curve_as_text<br />
| <file_name><br />
| Save curve to text file.<br />
|-<br />
| g_sel_dist<br />
| (short, close, middle, far),<br />
| Add to selection all items of given distance type.<br />
|-<br />
| g_sel_item<br />
| <index><br />
| Select item by index.<br />
|-<br />
| g_sel_type<br />
| (Terrain, Buildings, Road, Prefab, Model, Company, Services, Cut plane, Mover, No weather area, City, Hinge, Parking, Animated Model, Map Overlay, Ferry, Sound, Garage, Camera point, Walker, Trigger, Services, Sign, bus_stop, Traffic area, Bezier Patch, Compound Model)<br />
| Select item by type.<br />
|-<br />
| g_sel_uid<br />
| <uid><br />
| Select item by unique index.<br />
|-<br />
| g_set_skybox<br />
| <skybox_idx><br />
| Set current skybox by index.<br />
|-<br />
| g_set_climate<br />
| <nowiki><climate name> [i|f]</nowiki><br />
| Set climate.<br />
<br />
Parameter explanation:<br />
* i - interpolated change,<br />
* f - forced change<br />
|-<br />
| g_set_weather<br />
| <nowiki><weather_index> [i|f]</nowiki><br />
| Set weather.<br />
<br />
Parameter explanation:<br />
* weather_index<br />
**0 - nice<br />
**1 - bad<br />
* i - interpolated change,<br />
* f - forced change<br />
|-<br />
| g_set_time<br />
| <nowiki><hours> [minutes] [remove_traffic]</nowiki><br />
| Set game time.<br />
<br />
Parameters explanation:<br />
*remove_traffic<br />
**0 - no<br />
**1 - yes<br />
|-<br />
| g_ui_recache<br />
| -<br />
| Recache ui draw buffers.<br />
|-<br />
| g_wander_output<br />
| [fps/vm/sb/dc [error limit][warning limit][far plane]]"<br />
| Sets which wander output will be shown.<br />
|-<br />
| game<br />
| <save_slot><br />
| Start game.<br />
|-<br />
| goto<br />
| <x;y;z> or <cityname><br />
| Teleport debug camera to place on map. Press <F9> to place truck at camera's location.<br />
|-<br />
| mark_country<br />
| <country_id><br />
| Marks roads and prefabs belong to specified country.<br />
|-<br />
| mm_check<br />
| -<br />
| Check integrity of resource manager system.<br />
|-<br />
| mm_defrag<br />
| -<br />
| Run memory manager defragmentation.<br />
|-<br />
| mm_dump<br />
| [?bim] (help, blocks, items, mlru) [c] (children)<br />
| Dump memory manager content.<br />
|-<br />
| mm_flush<br />
| -<br />
| Run memory manager garbage collector.<br />
|-<br />
| mm_flush_repeatedly<br />
| -<br />
| Run memory manager garbage collector.<br />
|-<br />
| [[Documentation/Engine/Console/Commands/multimon|multimon]]<br />
| <operation> <mixed><br />
| Allows configuration of multi monitor support.<br />
|-<br />
| pause<br />
| -<br />
| Toggle game pause state<br />
|-<br />
| phys_info<br />
| -<br />
| Display informations about physical subsystem.<br />
|-<br />
| preview<br />
| <map_name> <preview_editor> <profile_to_load><br />
| Start game in preview mode<br />
<br />
Parameters:<br />
* map_name - Name of the map to preview<br />
* preview_editor - editor = start editor, game = start game<br />
* profile_to_load - Name of the profile to be loaded<br />
|-<br />
| quit<br />
| -<br />
| Closes the game<br />
|-<br />
| route<br />
| <start company name> <end company name><br />
| Command runs navigation between two given points and marks examined road network for visual preview<br />
|-<br />
| s_info<br />
| -<br />
| Reports informations about sound subsystem<br />
|-<br />
| save<br />
| -<br />
| Forces game save<br />
|-<br />
| screenshot<br />
| <custom_name><br />
| Makes a screenshot.<br />
<br />
The <custom_name> parameter sets custom name of screenshot file name. This parameter is optional.<br />
|-<br />
| sdk<br />
| <operation><br />
| Perform SDK operation<br />
<br />
<operation> parameter can be:<br />
* reinit - reinitializes the SDK<br />
* unload - unload all plugins<br />
* reload - reloads all plugins<br />
|-<br />
| spawn<br />
| <object_type><br />
| Spawn traffic object<br />
<br />
Allowed object types:<br />
* vehicle - standard ai vehicle<br />
* vehicle_forced - forced ai vehicle (ignoring traffic origin and density)<br />
|-<br />
| test<br />
| -<br />
| Not available in final builds<br />
|-<br />
| uset<br />
| <cvar> <value><br />
| Set value of the [[Documentation/Engine/Configuration variables|cvar]] by name - in case cvar was not found creates new.<br />
|-<br />
| validate<br />
| -<br />
| Start validation<br />
|-<br />
| warp<br />
| <speed><br />
| Set speed of the gameplay. The correct value of the speed parameter is a floating point number in range from 0.0001 to 60.0<br />
|-<br />
| ui<br />
| <command[[:flags] name[:class] ["parameters"]]><br />
| Internal ui operations command.<br />
<br />
*command<br />
**'s'(how) - shows a window. Parameters [ui_script [left=0 bottom=0]]<br />
**'h'(ide) - hides a window<br />
**'t'(oggle) - toggles window. For parameters see 's'<br />
**'i'(nsert) - inserts a window. For parameters see 's'<br />
**'r'(emove) - removes a window<br />
**'c'(ommand) - commands ui component. Parameters [component_name parameters]<br />
*flags<br />
**'v'(iew) - hides a pointer atop this window<br />
**'l'(ock 0) - doesn't lock input when showing this window<br />
**'m'(odular)- makes a window modular<br />
**'f'(ocus 0)- doesn't grab focus when showing this window<br />
**'e'(vfiltr)- create as eventfilter<br />
**'t'(opmost)- create as topmost<br />
**'b'(ottomm)- create as bottommost<br />
|}<br />
<br />
=Legend=<br />
'''Command parameters'''<br />
*Parameters surrounded by <> are required.<br />
*Parameters surrounded by [] are optional.<br />
*Parameters surrounded by () are values that can be used as this parameter - other values effect depends on the command.</div>
Kronzky
https://modding.scssoft.com/index.php?title=Documentation/Tools/SCS_Blender_Tools/Installation&diff=3664
Documentation/Tools/SCS Blender Tools/Installation
2018-06-07T20:11:47Z
<p>Kronzky: Blender/Tools compatibility</p>
<hr />
<div>{{Note|<br>Blender Version [https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.78 2.78] is compatible with Blender Tools V1.11<br>Blender Version [https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.79 2.79] is compatible with Blender Tools V1.10 only(!)}}<br />
<!-- https://forum.scssoft.com/viewtopic.php?f=162&t=245065&hilit=invalid&start=170#p844784 --><br />
<br />
Before installation make sure you have downloaded SCS Blender Tools from the [[Documentation/Tools/SCS Blender Tools/Download|Download]] page or via cloning the [https://github.com/SCSSoftware/BlenderTools GIT repository].<br />
<br />
=== 1. Copying Files ===<br />
<br />
All the files needed for tools installation are contained in a single folder named &quot;addon/io_scs_tools&quot;. This folder must be placed in a location, where Blender can find it and read it as an Addon. It is possible to use an installation method, where you can just point Blender to the Addon location (e.g. if you want to run the tools right from GIT repository).<br />
<br />
You can use one the following installation possibilities:<br />
<br />
# '''LOCAL INSTALLATION (recommended):''' Place the folder &quot;addon/io_scs_tools&quot; to your installation of Blender to the location &quot;/<Blender_installation>/<version_number>/scripts/addons/&quot;. The Addon will be used only by this particular installation of Blender.<br />
# '''GLOBAL INSTALLATION:''' Place the folder &quot;addon/io_scs_tools&quot; in your profile to the location &quot;/<user_profile>/blender/<version_number>/scripts/addons/&quot; (under Windows that would be <tt>%USERPROFILE%\AppData\Roaming\Blender Foundation\Blender\<version>\scripts\addons</tt>). Addon will be used by any Blender installation of specified version.<br />
# '''INSTALLATION TO THE USER DIRECTORY:''' In &quot;User Preferences&quot; within &quot;File&quot; section is the &quot;Scripts&quot; item where you can set the path to any Addon location. This way, for example, you can use any Addon directly from data repository and your tools will always be of the current version in all of your Blender installations. It is necessary for the Addon folder to be placed inside a folder named &quot;addons_contrib&quot; and Blender needs to be directed to its parent folder. Therefore the resulting path to the folder Addons should look like &quot;/<folder>/addons_contrib/io_scs_tools&quot;, but the path under Scripts will be only &quot;/<folder>&quot;.<br />
#: [[File:Blender_custom_location_for_Scripts.png]]<br />
# '''INSTALL FROM FILE:''' Tools can also be installed using the &quot;Install from File...&quot; button, which you can find in &quot;User Preferences&quot; in the &quot;Addons&quot; section on the bottom bar.<br />
<br />
=== 2. Addon Activation ===<br />
<br />
Now it is necessary to activate the &quot;SCS Blender Tools&quot; Addon. This can be easily done in the &quot;User Preferences&quot; in the &quot;Addons&quot; section. In the upper left part of the window click on &quot;Testing&quot; button and in the main window, look for the &quot;Import-Export: SCS Tools&quot;. You can use search feature to locate the item. Now activate the checkbox on the right side of SCS Tools entry. If the item is missing in your list, press F8 to reload Addons.<br />
<br />
[[File:Blender_enable_SCS_Tools_Addon.png]]</div>
Kronzky
https://modding.scssoft.com/index.php?title=Documentation/Tools/SCS_Blender_Tools/Installation&diff=3663
Documentation/Tools/SCS Blender Tools/Installation
2018-06-06T23:34:52Z
<p>Kronzky: add. note and dl link re Blender version</p>
<hr />
<div>{{Note|The latest version of Blender that is compatible with Tools V1.11 is 2.78 (available [https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.78 here]).}}<br />
<br />
Before installation make sure you have downloaded SCS Blender Tools from the [[Documentation/Tools/SCS Blender Tools/Download|Download]] page or via cloning the [https://github.com/SCSSoftware/BlenderTools GIT repository].<br />
<br />
=== 1. Copying Files ===<br />
<br />
All the files needed for tools installation are contained in a single folder named &quot;addon/io_scs_tools&quot;. This folder must be placed in a location, where Blender can find it and read it as an Addon. It is possible to use an installation method, where you can just point Blender to the Addon location (e.g. if you want to run the tools right from GIT repository).<br />
<br />
You can use one the following installation possibilities:<br />
<br />
# '''LOCAL INSTALLATION (recommended):''' Place the folder &quot;addon/io_scs_tools&quot; to your installation of Blender to the location &quot;/<Blender_installation>/<version_number>/scripts/addons/&quot;. The Addon will be used only by this particular installation of Blender.<br />
# '''GLOBAL INSTALLATION:''' Place the folder &quot;addon/io_scs_tools&quot; in your profile to the location &quot;/<user_profile>/blender/<version_number>/scripts/addons/&quot; (under Windows that would be <tt>%USERPROFILE%\AppData\Roaming\Blender Foundation\Blender\<version>\scripts\addons</tt>). Addon will be used by any Blender installation of specified version.<br />
# '''INSTALLATION TO THE USER DIRECTORY:''' In &quot;User Preferences&quot; within &quot;File&quot; section is the &quot;Scripts&quot; item where you can set the path to any Addon location. This way, for example, you can use any Addon directly from data repository and your tools will always be of the current version in all of your Blender installations. It is necessary for the Addon folder to be placed inside a folder named &quot;addons_contrib&quot; and Blender needs to be directed to its parent folder. Therefore the resulting path to the folder Addons should look like &quot;/<folder>/addons_contrib/io_scs_tools&quot;, but the path under Scripts will be only &quot;/<folder>&quot;.<br />
#: [[File:Blender_custom_location_for_Scripts.png]]<br />
# '''INSTALL FROM FILE:''' Tools can also be installed using the &quot;Install from File...&quot; button, which you can find in &quot;User Preferences&quot; in the &quot;Addons&quot; section on the bottom bar.<br />
<br />
=== 2. Addon Activation ===<br />
<br />
Now it is necessary to activate the &quot;SCS Blender Tools&quot; Addon. This can be easily done in the &quot;User Preferences&quot; in the &quot;Addons&quot; section. In the upper left part of the window click on &quot;Testing&quot; button and in the main window, look for the &quot;Import-Export: SCS Tools&quot;. You can use search feature to locate the item. Now activate the checkbox on the right side of SCS Tools entry. If the item is missing in your list, press F8 to reload Addons.<br />
<br />
[[File:Blender_enable_SCS_Tools_Addon.png]]</div>
Kronzky
https://modding.scssoft.com/index.php?title=Documentation/Tools/SCS_Blender_Tools/Installation&diff=3662
Documentation/Tools/SCS Blender Tools/Installation
2018-06-06T23:16:22Z
<p>Kronzky: add. link to GitHub repo</p>
<hr />
<div>Before installation make sure you have downloaded SCS Blender Tools from the [[Documentation/Tools/SCS Blender Tools/Download|Download]] page or via cloning the [https://github.com/SCSSoftware/BlenderTools GIT repository].<br />
<br />
=== 1. Copying Files ===<br />
<br />
All the files needed for tools installation are contained in a single folder named &quot;addon/io_scs_tools&quot;. This folder must be placed in a location, where Blender can find it and read it as an Addon. It is possible to use an installation method, where you can just point Blender to the Addon location (e.g. if you want to run the tools right from GIT repository).<br />
<br />
You can use one the following installation possibilities:<br />
<br />
# '''LOCAL INSTALLATION (recommended):''' Place the folder &quot;addon/io_scs_tools&quot; to your installation of Blender to the location &quot;/<Blender_installation>/<version_number>/scripts/addons/&quot;. The Addon will be used only by this particular installation of Blender.<br />
# '''GLOBAL INSTALLATION:''' Place the folder &quot;addon/io_scs_tools&quot; in your profile to the location &quot;/<user_profile>/blender/<version_number>/scripts/addons/&quot;. Addon will be used by any Blender installation of specified version.<br />
# '''INSTALLATION TO THE USER DIRECTORY:''' In &quot;User Preferences&quot; within &quot;File&quot; section is the &quot;Scripts&quot; item where you can set the path to any Addon location. This way, for example, you can use any Addon directly from data repository and your tools will always be of the current version in all of your Blender installations. It is necessary for the Addon folder to be placed inside a folder named &quot;addons_contrib&quot; and Blender needs to be directed to its parent folder. Therefore the resulting path to the folder Addons should look like &quot;/<folder>/addons_contrib/io_scs_tools&quot;, but the path under Scripts will be only &quot;/<folder>&quot;.<br />
#: [[File:Blender_custom_location_for_Scripts.png]]<br />
# '''INSTALL FROM FILE:''' Tools can also be installed using the &quot;Install from File...&quot; button, which you can find in &quot;User Preferences&quot; in the &quot;Addons&quot; section on the bottom bar.<br />
<br />
=== 2. Addon Activation ===<br />
<br />
Now it is necessary to activate the &quot;SCS Blender Tools&quot; Addon. This can be easily done in the &quot;User Preferences&quot; in the &quot;Addons&quot; section. In the upper left part of the window click on &quot;Testing&quot; button and in the main window, look for the &quot;Import-Export: SCS Tools&quot;. You can use search feature to locate the item. Now activate the checkbox on the right side of SCS Tools entry. If the item is missing in your list, press F8 to reload Addons.<br />
<br />
[[File:Blender_enable_SCS_Tools_Addon.png]]</div>
Kronzky
https://modding.scssoft.com/index.php?title=Documentation/Engine/Configuration_variables&diff=3661
Documentation/Engine/Configuration variables
2018-06-01T20:11:04Z
<p>Kronzky: expanded intro</p>
<hr />
<div>The following variables configure different aspects of the game.<br><br />
Some of them (global settings) are loaded from the <tt>config.sii</tt> that is in the main configuration folder (normally <tt>My Documents\Euro Truck Simulator 2</tt>); others (which are associated with a player's profile) will be in the profile configuration folder (e.g. <tt>My Documents\Euro Truck Simulator 2\profiles\<profile_id></tt>).<br />
<br />
Any of these can be changed during the game play using the [[Documentation/Engine/Console|console]].<br />
Enter the variable name, followed by the desired value, to change it (the command <tt>uset</tt> can be used before the cvar name, but it is not necessary).<br />
<br />
Example:<br />
<pre><br />
g_police 0 (disables traffic fines)<br />
g_colbox 1 (displays collision boxes)<br />
</pre><br />
<br />
To determine the current value of a variable, enter only its name.<br />
<br />
{| class="wikitable sortable" width="100%"<br />
!width="150px"|Name<br />
!width="70px"|Type<br />
!width="200px"|Default value<br />
!width="50px"|Config<br />
!|Purpose<br />
|-<br />
| r_texture_detail<br />
| integer<br />
| 0<br />
| global<br />
| Texture detail. Number of biggest mipmap levels to skip.<br />
|-<br />
| r_anisotropy_factor<br />
| float<br />
| 0.25<br />
| global<br />
| Anistropy factor.<br />
|-<br />
| r_vsync<br />
| integer<br />
| 1<br />
| global<br />
| Is vertical synchronization enabled?<br />
|-<br />
| sys_info<br />
| string<br />
| No default value<br />
| global<br />
| Stores information about your operating system<br />
|-<br />
| vid_name<br />
| string<br />
| No default value<br />
| global<br />
| Stores information about currently used graphics card.<br />
|-<br />
| vid_mem<br />
| string<br />
| No default value<br />
| global<br />
| Stores information about video memory of currently used graphics card.<br />
|-<br />
| vid_ver<br />
| string<br />
| No default value<br />
| global<br />
| Stores information about currently used graphics card driver version.<br />
|-<br />
| t_averaging_window_length<br />
| integer<br />
| 20<br />
| global<br />
| Number of the past frames used to calculate the current frame duration.<br />
|-<br />
| g_clock_24<br />
| integer<br />
| 1<br />
| profile<br />
| Use 24 hour clock or 12 hour clock (value 1 = 24 hour, value 0 = 12 hour)<br />
|-<br />
| g_police<br />
| integer<br />
| 1<br />
| profile<br />
| Is police simulation enabled? If set to 0 you will not get any penalties.<br />
|-<br />
| g_fatigue<br />
| integer<br />
| 1<br />
| profile<br />
| State of the fatigue simulation<br />
|-<br />
| g_tutorial<br />
| integer<br />
| 1<br />
| profile<br />
| Is tutorial enabled?<br />
|-<br />
| g_desktop_tutorial<br />
| integer<br />
| 1<br />
| profile<br />
| Is desktop tutorial enabled?<br />
|-<br />
| g_adviser<br />
| integer<br />
| 1<br />
| profile<br />
| Adviser mode: 0 = hidden, 1 = shown, 2 = mini mode.<br />
|-<br />
| g_adviser_keep_hidden<br />
| integer<br />
| 0<br />
| profile<br />
| Keep adviser in hidden state (do not show any message).<br />
|-<br />
| g_adviser_auto_parking<br />
| integer<br />
| 1<br />
| profile<br />
| Enable/disable auto parking feature.<br />
|-<br />
| g_save_idx<br />
| integer<br />
| 1<br />
| profile<br />
| Current profile save index. Used for automatic naming of saves.<br />
|-<br />
| g_desktop_fadeout<br />
| float<br />
| 60<br />
| global<br />
| Delay in seconds before the desktop ui will fade out when left idle.<br />
|-<br />
| g_bad_weather_factor<br />
| float<br />
| 0.07<br />
| profile<br />
| Bad weather factor. Affects probability of rainy weather.<br />
|-<br />
| [[Documentation/Engine/Config_variables/g_currency|g_currency]]<br />
| integer<br />
| 0<br />
| profile<br />
| Currency used in game.<br />
|-<br />
| g_income_factor<br />
| float<br />
| 1.0<br />
| profile<br />
| Income factor (minimum is 0.0 maximum is 1.0). Multiplies all incomes.<br />
|-<br />
| g_job_distance_limit<br />
| float<br />
| -1.0<br />
| profile<br />
| Limit generating of the jobs that are in specified range from current player position. Negative value means no limit for generation applied.<br />
|-<br />
| [[Documentation/Engine/Config_variables/g_parking_difficulty|g_parking_difficulty]]<br />
| integer<br />
| 0<br />
| profile<br />
| Parking difficulty<br />
|-<br />
| g_input_configured<br />
| integer<br />
| 0<br />
| profile<br />
| Is input configured?<br />
|-<br />
| g_start_in_truck<br />
| integer<br />
| 0<br />
| profile<br />
| If profile has assigned truck should we skip desktop and start in it?<br />
|-<br />
| g_autoload_ignore_autosave<br />
| integer<br />
| 0<br />
| profile<br />
| Should auto-loading ignore all autosaves and use only manual saves?<br />
|-<br />
| [[Documentation/Engine/Config_variables/g_force_load_selector|g_force_load_selector]]<br />
| integer<br />
| 0<br />
| profile<br />
| Forces the appearance of the load slot selector.<br />
|-<br />
| g_global_force_load_selector<br />
| integer<br />
| 0<br />
| global<br />
| Forces the appearance of the load slot selector for all profiles. (Correct value are: 0, 1)<br />
|-<br />
| g_force_economy_reset<br />
| integer<br />
| 0<br />
| profile<br />
| A value of 1 forces an economy reset (generating new job listings). The player should be free-roaming when issuing the command, and afterwards entering and exiting the Profile Manager.<br />
|-<br />
| g_remove_missing_accessories<br />
| integer<br />
| 0<br />
| profile<br />
| Remove all acccessories that are no longer available in game and replace them with fallback accessories if possible.<br />
|-<br />
| g_tooltip_delay<br />
| float<br />
| 0.4<br />
| global<br />
| Delay specified in seconds indicating when to show tooltip since hovering the item with tooltip.<br />
|-<br />
| [[/g_cargo_sort/]]<br />
| integer<br />
| 0<br />
| global<br />
| Current cargo sort method.<br />
|-<br />
| g_line_sort<br />
| integer<br />
| 0<br />
| global<br />
| Current line sort criteria for jobs.<br />
|-<br />
| g_debug_interior_cam<br />
| integer<br />
| 0<br />
| global<br />
| Enables drawing of the truck geometry even in the interior camera mode.<br />
|-<br />
| g_force_online_lscrs<br />
| integer<br />
| 0<br />
| global<br />
| Force online loading screens. If no loading screen is specified in specified category (ferry, eurotunnel, normal) built-in one is showed.<br />
|-<br />
| g_mm_help_shown<br />
| integer<br />
| 0<br />
| global<br />
| Used for indication if its first time when player enters mod manager to show him welcome screen.<br />
|-<br />
| g_fps<br />
| integer<br />
| 0<br />
| global<br />
| Display FPS in mini console.<br />
|-<br />
| g_texture_usage_stats<br />
| integer<br />
| 0<br />
| global<br />
| Print texture usage statistics into the console?<br />
|-<br />
| r_device<br />
| string<br />
| dx9<br />
| global<br />
| Render device. (correct values: dx9, gl)<br />
|-<br />
| r_path<br />
| string<br />
| No default value<br />
| global<br />
| Render path.<br />
|-<br />
| r_mode<br />
| string<br />
| No default value<br />
| global<br />
| Current resolution in format: {screen_width}x{screen_height}x{color_depth}x{refresh_rate}<br />
|-<br />
| r_fullscreen<br />
| integer<br />
| 1<br />
| global<br />
| Is fullscreen enabled?<br />
<!--<br />
|-<br />
| r_msaa<br />
| integer<br />
| 0<br />
| global<br />
| Is MSAA enabled? Currently unsupported, will cause graphical issues.<br />
--><br />
|-<br />
| r_no_frame_tracking<br />
| integer<br />
| 0<br />
| global<br />
| Disable frame tracking feature.<br />
|-<br />
| r_minimal_unfinished_frames<br />
| integer<br />
| 0<br />
| global<br />
| Simulate bigger queue in tracking completion frames.<br />
|-<br />
| [[/r_nv_stereo_mode/]]<br />
| integer<br />
| 2<br />
| global<br />
| How to handle NV 3D vision stereo mode.<br />
|-<br />
| r_manual_stereo_in_menu<br />
| integer<br />
| 1<br />
| global<br />
| Is use of manual stereo enabled even in menu?<br />
|-<br />
| r_manual_stereo_ui_dist<br />
| float<br />
| 0.8<br />
| global<br />
| UI draw plane distance when using stereo.<br />
|-<br />
| r_manual_stereo_ui_dist_game<br />
| float<br />
| 0.5<br />
| global<br />
| UI draw plane distance when using stereo.<br />
|-<br />
| r_manual_stereo_ui_fov<br />
| float<br />
| 80<br />
| global<br />
| Manual stereo UI field of view when using stereo.<br />
|-<br />
| r_manual_stereo_ui_fov_game<br />
| float<br />
| 100<br />
| global<br />
| Manual stereo UI field of view when using stereo.<br />
|-<br />
| r_manual_stereo_buffer_scale<br />
| float<br />
| 1.0<br />
| global<br />
| Scale factor used when creating stereo buffers.<br />
|-<br />
| r_setup_done<br />
| integer<br />
| 0<br />
| global<br />
| Are default graphics settings setup?<br />
|-<br />
| r_startup_progress<br />
| integer<br />
| 0<br />
| global<br />
| Indicates progress of game startup.<br />
|-<br />
| r_nowmi<br />
| integer<br />
| 0<br />
| global<br />
| Disable usage of WMI while detecting graphics card memory informations.<br />
|-<br />
| r_deferred<br />
| integer<br />
| 1<br />
| global<br />
| Is deferred rendering enabled? If set to 0 game uses forward rendering pipeline which disables shadows, lights and all post process effects.<br />
|-<br />
| r_deferred_mirrors<br />
| integer<br />
| 1<br />
| global<br />
| Use deferred rendering pipeline while rendering mirrors?<br />
|-<br />
| r_mirror_view_distance<br />
| float<br />
| 80.0<br />
| global<br />
| View distance of the mirrors.<br />
|-<br />
| r_sun_shadow_quality<br />
| integer<br />
| 4<br />
| global<br />
| Quality of the sun shadows.<br />
|-<br />
| r_sun_shadow_texture_size<br />
| integer<br />
| 4096<br />
| global<br />
| Size of the sun shadow texture. Bigger number = better visuals, smaller fps<br />
|-<br />
| [[/r_fake_shadows/]]<br />
| integer<br />
| 2<br />
| global<br />
| Fake shadows state.<br />
|-<br />
| r_hdr<br />
| integer<br />
| 1<br />
| global<br />
| Is HDR enabled?<br />
|-<br />
| r_mlaa<br />
| integer<br />
| 1<br />
| global<br />
| Is MLAA enabled?<br />
|-<br />
| r_mlaa_threshold<br />
| float<br />
| 1.0<br />
| global<br />
| Edge threshold used for MLAA anti-aliasing<br />
|-<br />
| r_dof<br />
| integer<br />
| 1<br />
| global<br />
| Is Depth Of Field effect enabled?<br />
|-<br />
| r_dof_start<br />
| float<br />
| 200.0<br />
| global<br />
| Starting range of the Depth Of Field<br />
|-<br />
| r_dof_transition<br />
| float<br />
| 400.0<br />
| global<br />
| Length of range between minimal and maximal Depth Of Field blur.<br />
|-<br />
| r_dof_filter_size<br />
| float<br />
| 0.5<br />
| global<br />
| Size of the Depth Of Field filter.<br />
|-<br />
| r_cloud_shadows<br />
| integer<br />
| 1<br />
| global<br />
| Are cloud shadows enabled?<br />
|-<br />
| [[/r_color_correction/]]<br />
| integer<br />
| 1<br />
| global<br />
| Color correction state.<br />
|-<br />
| r_color_cyan_red<br />
| float<br />
| 0.0<br />
| global<br />
| Cyan-red factor of the color correction in -1 to 1 range.<br />
|-<br />
| r_color_magenta_green<br />
| float<br />
| 0.0<br />
| global<br />
| Magenta-green factor of the color correction in -1 to 1 range.<br />
|-<br />
| r_color_yellow_blue<br />
| float<br />
| 0.0<br />
| global<br />
| Yellow-blue factor of the color correction in -1 to 1 range.<br />
|-<br />
| r_color_saturation<br />
| float<br />
| 1.0<br />
| global<br />
| Color saturation factor 1.0 is neutral.<br />
|-<br />
| r_sunshafts<br />
| integer<br />
| 1<br />
| global<br />
| Are sunshafts enabled?<br />
|-<br />
| r_normal_maps<br />
| integer<br />
| 1<br />
| global<br />
| Is normal mapping enabled?<br />
|-<br />
| r_scale_x<br />
| float<br />
| 1.0<br />
| global<br />
| X-axis rendering scaling factor.<br />
|-<br />
| r_scale_y<br />
| float<br />
| 1.0<br />
| global<br />
| Y-axis rendering scaling factor.<br />
|-<br />
| r_mirror_scale_x<br />
| float<br />
| 1.0<br />
| global<br />
| X-axis mirror rendering scaling factor.<br />
|-<br />
| r_mirror_scale_y<br />
| float<br />
| 1.0<br />
| global<br />
| Y-axis mirror rendering scaling factor.<br />
|-<br />
| [[Documentation/Engine/Config_variables/r_deferred_debug|r_deferred_debug]]<br />
| integer<br />
| 0<br />
| global<br />
| If value is greater than 0 runs deferred renderer debug.<br />
|-<br />
| r_show_light_pixel_coverage<br />
| integer<br />
| 0<br />
| global<br />
| Show lights debugging helpers?<br />
|-<br />
| r_use_depth_bounds<br />
| integer<br />
| 1<br />
| global<br />
| Should game use depth bounds to speedup rendering of the lights? (Works only on supported hardware)<br />
|-<br />
| r_gamma<br />
| float<br />
| 1.0<br />
| global<br />
| Gama correction factor (works only in fullscreen mode)<br />
|-<br />
| [[Documentation/Engine/Config_variables/r_multimon_mode|r_multimon_mode]]<br />
| integer<br />
| 0<br />
| global<br />
| Controls the multi-monitor mode.<br />
|-<br />
| r_multimon_fov_horizontal<br />
| float<br />
| 50<br />
| global<br />
| Horizontal field of view used with multi monitor configuration.<br />
|-<br />
| r_multimon_fov_vertical<br />
| float<br />
| 0<br />
| global<br />
| Vertical field of view used with multi monitor configuration.<br />
|-<br />
| r_multimon_border_fov_left<br />
| float<br />
| 0<br />
| global<br />
| Additional angle added to offset between cameras to represent oblast hidden by the monitor border.<br />
|-<br />
| r_multimon_border_fov_right<br />
| float<br />
| 0<br />
| global<br />
| Additional angle added to offset between cameras to represent oblast hidden by the monitor border.<br />
|-<br />
| r_multimon_vert_offset_left<br />
| float<br />
| 0<br />
| global<br />
| Additional vertical offset of left monitor.<br />
|-<br />
| r_multimon_vert_offset_right<br />
| float<br />
| 0<br />
| global<br />
| Additional vertical offset of right monitor.<br />
|-<br />
| r_multimon_rotation_center<br />
| float<br />
| 0<br />
| global<br />
| Roll of the center monitor.<br />
|-<br />
| r_multimon_rotation_left<br />
| float<br />
| 0<br />
| global<br />
| Roll of the left monitor.<br />
|-<br />
| r_multimon_rotation_right<br />
| float<br />
| 0<br />
| global<br />
| Roll of the right monitor.<br />
|-<br />
| r_multimon_rotation_aux<br />
| float<br />
| 0<br />
| global<br />
| Roll of the auxillary monitor.<br />
|-<br />
| r_multimon_interior_in_main<br />
| integer<br />
| 1<br />
| global<br />
| Should we render interior inside the main views.<br />
|-<br />
| r_multimon_exterior_in_aux<br />
| integer<br />
| 0<br />
| global<br />
| Should we render exterior in the auxiliary view.<br />
|-<br />
| r_segment_buffer_size<br />
| integer<br />
| 128<br />
| global<br />
| Segment buffer size in MB<br />
|-<br />
| g_interior_camera_zero_pitch<br />
| integer<br />
| 0<br />
| global<br />
| Is default mouse position ignored in truck interior? This should be set to 1 when you are using some HMD such like Oculus Rift.<br />
|-<br />
| r_wireframe<br />
| integer<br />
| 0<br />
| global<br />
| Enables wireframe rendering.<br />
|-<br />
| g_hmd_no_artifical_movement<br />
| integer<br />
| 0<br />
| profile<br />
| Disables artifical angle based movement of the interior.<br />
|-<br />
| g_hmd_reduced_cabin_movement<br />
| integer<br />
| 1<br />
| profile<br />
| Reduces the cabin movement by disabling its separate movement on the visual level.<br />
|-<br />
| g_hmd_no_special_menu<br />
| integer<br />
| 0<br />
| profile<br />
| Disables use of special variants of menu ui when HMD is enabled.<br />
|-<br />
| g_hmd_no_3d_background<br />
| integer<br />
| 0<br />
| profile<br />
| Disables use of 3d background for the menu.<br />
|-<br />
| g_lang<br />
| string<br />
| en_gb<br />
| profile<br />
| Language currently used by game.<br />
|-<br />
| g_lang_set<br />
| integer<br />
| 1<br />
| profile<br />
| Is language set manually (1)?<br />
|-<br />
| [[/g_news/]]<br />
| integer<br />
| -1<br />
| global<br />
| Are online news enabled?<br />
|-<br />
| [[/g_online_loading_screens/]]<br />
| integer<br />
| -1<br />
| global<br />
| Are online loading screens enabled?<br />
|-<br />
| g_flyspeed<br />
| float<br />
| 100.0<br />
| global<br />
| Debug camera fly speed<br />
|-<br />
| g_developer<br />
| integer<br />
| 0<br />
| global<br />
| Is developer mode enabled?<br />
|-<br />
| g_city_name_move<br />
| integer<br />
| 0<br />
| global<br />
| Enable ability to move city names on map.<br />
|-<br />
| g_debug_map_limits<br />
| integer<br />
| 0<br />
| global<br />
| Enable/Disable the debugging of the map speed limits.<br />
|-<br />
| g_screenshot_on_bug<br />
| integer<br />
| 0<br />
| global<br />
| Enable/Disable automatic generation of screenshots when bug is reported even if the normal combination is used.<br />
|-<br />
| g_kdop_preview<br />
| integer<br />
| 0<br />
| global<br />
| Enable/Disable the preview of generated k-DOPs.<br />
|-<br />
| g_traffic<br />
| float<br />
| 1.0<br />
| global<br />
| Traffic intensity.<br />
*0.0 - traffic disabled<br />
*10.0 - maximum traffic intensity<br />
|-<br />
| g_lod_factor_traffic<br />
| float<br />
| 1.0<br />
| global<br />
| LOD distances for traffic vehicles are multiplied by this factor.<br />
|-<br />
| g_lod_factor_parked<br />
| float<br />
| 1.0<br />
| global<br />
| LOD distances for parked vehicles are multiplied by this factor.<br />
|-<br />
| g_auto_traffic_headlights<br />
| integer<br />
| 1<br />
| global<br />
| Enable/Disable headlights from automatic traffic.<br />
|-<br />
| g_vehicle_flare_lights<br />
| integer<br />
| 1<br />
| global<br />
| Enable/Disable lights associated with vehicle flares.<br />
|-<br />
| g_light_distance_factor<br />
| float<br />
| 1.0<br />
| global<br />
| Light source fade start distance is multiplied by this value.<br />
|-<br />
| g_light_span_factor<br />
| float<br />
| 1.0<br />
| global<br />
| Light source fade span is multiplied by this value.<br />
|-<br />
| g_pedestrian<br />
| integer<br />
| 1<br />
| global<br />
| Enable/Disable pedestrian generation.<br />
|-<br />
| g_lod_factor_pedestrian<br />
| float<br />
| 1.0<br />
| global<br />
| LOD distances for pedestrians are multiplied by this factor.<br />
|-<br />
| g_trackir<br />
| integer<br />
| 1<br />
| global<br />
| Enable/Disable the TrackIR support.<br />
|-<br />
| g_veg_detail<br />
| integer<br />
| 2<br />
| global<br />
| Vegetation detail setting. 0 - low, 1 - medium, 2 - high<br />
|-<br />
| [[/g_grass_density/]]<br />
| integer<br />
| 2<br />
| global<br />
| Grass density setting.<br />
|-<br />
| [[/g_reflection/]]<br />
| integer<br />
| 3<br />
| global<br />
| Reflection detail.<br />
|-<br />
| [[/g_rain_reflection/]]<br />
| integer<br />
| 3<br />
| global<br />
| Rain reflection quality.<br />
|-<br />
| g_rain_reflect_cache<br />
| integer<br />
| 1<br />
| global<br />
| Should we reflect geometry cache in the rain?<br />
|-<br />
| g_rain_reflect_traffic<br />
| integer<br />
| 1<br />
| global<br />
| Should we reflect traffic in the rain?<br />
|-<br />
| g_rain_reflect_actor<br />
| integer<br />
| 1<br />
| global<br />
| Should we reflect game actor in the rain?<br />
|-<br />
| g_rain_reflect_hookups<br />
| integer<br />
| 1<br />
| global<br />
| Should we reflect hookups associated with segment items (e.g. lamp flares)?<br />
|-<br />
| g_additional_water_fov<br />
| float<br />
| 20.0f<br />
| global<br />
| By how much increase the horizontal fov used to render the water effect.<br />
|-<br />
| g_menu_aa_limit<br />
| integer<br />
| 8<br />
| global<br />
| Number of tiles below which we enable SSAA in the menu scene.<br />
|-<br />
| g_truck_light_specular<br />
| integer<br />
| 1<br />
| global<br />
| Enables/disables use of specular during head light calculation.<br />
|-<br />
| g_gfx_quality<br />
| integer<br />
| -1<br />
| global<br />
| Quality presets of graphics. Linked directly to quality_level_t enum, with "-1" as "custom" state.<br />
|-<br />
| g_gfx_advanced<br />
| integer<br />
| 0<br />
| global<br />
| Graphics settings last used (0 = simple, 1 = advanced).<br />
|-<br />
| g_gfx_all_scales<br />
| integer<br />
| 0<br />
| global<br />
| Enables selection of all rendering scales in ui even on machines with small virtual memory.<br />
|-<br />
| [[/g_truck_light_quality/]]<br />
| integer<br />
| 1<br />
| global<br />
| Quality of result of the head light.<br />
|-<br />
| g_ignore_low_fps<br />
| integer<br />
| 0<br />
| global<br />
| Enable/Disable the low frame rate warnings.<br />
|-<br />
| g_cutscenes<br />
| integer<br />
| 1<br />
| profile<br />
| Enable/disable cutscenes.<br />
|-<br />
| g_radio_mode<br />
| integer<br />
| 1<br />
| global<br />
| Radio player mode.<br />
|-<br />
| [[/g_trans/]]<br />
| integer<br />
| 0<br />
| profile<br />
| Type of transmission.<br />
|-<br />
| [[/g_hshifter_layout/]]<br />
| integer<br />
| 0<br />
| profile<br />
| Type of hshifter layout.<br />
|-<br />
| g_hshifter_layout_shifting<br />
| integer<br />
| 1<br />
| profile<br />
| Layout analyzed and used for more realistic shifting sounds.<br />
|-<br />
| g_hshifter_synchronized<br />
| integer<br />
| 1<br />
| profile<br />
| Behaves/sounds like synchonized transmission.<br />
|-<br />
| g_steer_autocenter<br />
| integer<br />
| 1<br />
| profile<br />
| Is steering wheel autocenter enabled?<br />
|-<br />
| g_brake_intensity<br />
| float<br />
| 1.0<br />
| profile<br />
| Brake intensity modifier.<br />
|-<br />
| g_trailer_stability<br />
| float<br />
| 0.5<br />
| profile<br />
| Trailer stability factor.<br />
|-<br />
| g_retarder_auto<br />
| integer<br />
| 0<br />
| profile<br />
| Is automatic usage of retarder enabled?<br />
|-<br />
| g_motor_brake_auto<br />
| integer<br />
| 0<br />
| profile<br />
| Is automatic usage of engine brake enabled?<br />
|-<br />
| g_engine_start_auto<br />
| integer<br />
| 1<br />
| profile<br />
| Is engine automatic start enabled?<br />
|-<br />
| g_axle_drop_auto<br />
| integer<br />
| 1<br />
| profile<br />
| Is automatic axle drop enabled?<br />
|-<br />
| [[/g_hud_speed_limit/]]<br />
| integer<br />
| 1<br />
| profile<br />
| Speed limit state on the adviser.<br />
|-<br />
| g_use_speed_limiter<br />
| integer<br />
| 1<br />
| profile<br />
| Is speed limiter enabled?<br />
|-<br />
| g_brake_light_all<br />
| integer<br />
| 1<br />
| profile<br />
| Show brake light for all brakes (value: 1) or only servuce, retarder and trailer brake (value: 0)?<br />
|-<br />
| g_mph<br />
| integer<br />
| 0<br />
| profile<br />
| Use miles (1) or kilometers (0).<br />
|-<br />
| [[Documentation/Engine/Config_variables/g_pounds|g_pounds]]<br />
| string<br />
| kg<br />
| profile<br />
| Set weight unit<br />
|-<br />
| g_fahrenheit<br />
| integer<br />
| 0<br />
| profile<br />
| Should game display temperature in fahrenheits (value: 1) or degrees of celsius (value: 0)?<br />
|-<br />
| g_gallon<br />
| integer<br />
| 0<br />
| profile<br />
| Should game display volume as gallon (value: 1) or liters (value: 0)?<br />
|-<br />
| g_reg_setting<br />
| string<br />
| No default value<br />
| profile<br />
| Name of the regional settings unit. By default for ETS2 it's reg_setting.europe for ATS it's reg_setting.usa.<br />
|-<br />
| g_hardcore_simulation<br />
| integer<br />
| 0<br />
| profile<br />
| Is air brake simulation enabled?<br />
|-<br />
| g_fuel_simulation<br />
| integer<br />
| 0<br />
| profile<br />
| Is realistic fuel consumption enabled?<br />
|-<br />
| g_pedal_clutch_range<br />
| float<br />
| 1.0<br />
| profile<br />
| Cluch range.<br />
|-<br />
| g_throttle_auto_shift<br />
| integer<br />
| 0<br />
| profile<br />
| Automatic gearbox uses throttle as input for shifting policy.<br />
|-<br />
| g_cruise_control_grid<br />
| float<br />
| 5.0<br />
| profile<br />
| Digital cruise control grid step.<br />
|-<br />
| g_cruise_control_smart<br />
| float<br />
| 0.0<br />
| profile<br />
| Smart cruise control window, if you want to disable it set to negative value.<br />
|-<br />
| g_cam_steering<br />
| integer<br />
| 0<br />
| profile<br />
| Is interior camera movement based on steering angle enabled?<br />
|-<br />
| g_cam_steering_value<br />
| float<br />
| 1.0<br />
| profile<br />
| Multiplier for interior camera movement based on steering angle.<br />
|-<br />
| [[/g_cam_steering_reverse/]]<br />
| integer<br />
| 1.0<br />
| profile<br />
| Interior camera movement based on steering angle, behavior on reverse.<br />
|-<br />
| g_cam_physics<br />
| integer<br />
| 1<br />
| profile<br />
| Is interior camera movement based on physics movement of driver enabled?<br />
|-<br />
| g_cam_physics_value<br />
| float<br />
| 1.0<br />
| profile<br />
| Value of interior camera movement based on physics movement of driver.<br />
|-<br />
| g_cam_blinker<br />
| integer<br />
| 0<br />
| profile<br />
| Is interior camera movement based on blinker activation enabled.<br />
|-<br />
| g_toy_physics<br />
| integer<br />
| 1<br />
| profile<br />
| Is simulation of toy physics movement enabled?<br />
|-<br />
| [[/g_save_format/]]<br />
| integer<br />
| 0<br />
| global<br />
| Format used to store the game saves.<br />
|-<br />
| s_reverse_enabled<br />
| integer<br />
| 1<br />
| profile<br />
| Is reverse sound enabled?<br />
|-<br />
| s_rumble_enabled<br />
| integer<br />
| 1<br />
| profile<br />
| Is rumble sound enabled?<br />
|-<br />
| s_music_enabled<br />
| integer<br />
| 1<br />
| profile<br />
| Is music enabled?<br />
|-<br />
| s_sfx_enabled<br />
| integer<br />
| 1<br />
| profile<br />
| Is sfx enabled?<br />
|-<br />
| s_air_noise<br />
| float<br />
| 1.0<br />
| profile<br />
| Sound of air at high speed.<br />
|-<br />
| s_wheel_noise<br />
| float<br />
| 1.0<br />
| profile<br />
| Sound of wheels at high speed.<br />
|-<br />
| s_interior_volume<br />
| float<br />
| 1.0<br />
| profile<br />
| Interior sound volume multiplier.<br />
|-<br />
| s_master_volume<br />
| float<br />
| 1.0<br />
| profile<br />
| Master volume.<br />
|-<br />
| s_music_volume<br />
| float<br />
| 0.8<br />
| profile<br />
| Music volume.<br />
|-<br />
| s_radio_volume<br />
| float<br />
| 1.0<br />
| profile<br />
| Radio volume.<br />
|-<br />
| s_sfx_volume<br />
| float<br />
| 1.0<br />
| profile<br />
| SFX volume.<br />
|-<br />
| s_reverse_stereo<br />
| int<br />
| 0<br />
| profile<br />
| Is stereo reversed?<br />
|-<br />
| i_virtual_cursor_speed<br />
| float<br />
| 500.0<br />
| global<br />
| Speed of movement of the cursor when using a gamepad-like input in pixels per second.<br />
<br />
Set to zero or negative value to disable use of gamepads and joysticks for cursor movement.<br />
|-<br />
| g_artist_id<br />
| integer<br />
| 0<br />
| global<br />
| Artist specific id. (0-15 range)<br />
|-<br />
| [[/g_steam_screenshots/]]<br />
| integer<br />
| 2<br />
| global<br />
| Way in which we should handle the screenshots in steam version.<br />
|-<br />
| g_steam_browser<br />
| integer<br />
| 1<br />
| global<br />
| Should game use steam build-in browser or user default browser to open external links?<br />
|-<br />
| g_steam_rich_presence<br />
| integer<br />
| 1<br />
| global<br />
| Is steam rich presence enabled?<br />
|-<br />
| g_show_game_elements<br />
| integer<br />
| 1<br />
| global<br />
| Are activation points enabled?<br />
|-<br />
| g_disable_hud_activation<br />
| integer<br />
| 0<br />
| global<br />
| Are specific hud activations disabled?<br />
<!--<br />
|-<br />
| i_hmd_min_prediction<br />
| float<br />
| 0.0<br />
| profile<br />
| Time interval in seconds used to predict the HMD movement.<br />
|-<br />
| i_hmd_max_prediction<br />
| float<br />
| 0.1<br />
| profile<br />
| Time interval in seconds used to predict the HMD movement.<br />
|-<br />
| i_oculus_eye_height<br />
| float<br />
| 0.15<br />
| profile<br />
| Model of the stick based neck and head simulation.<br />
|-<br />
| i_oculus_eye_protrusion<br />
| float<br />
| 0.09<br />
| profile<br />
| Model of the stick based neck and head simulation.<br />
--><br />
|-<br />
| p_profile_draws<br />
| integer<br />
| 0<br />
| global<br />
| Profile draw calls<br />
|-<br />
| g_minicon<br />
| integer<br />
| 0<br />
| global<br />
| Is mini console enabled?<br />
|-<br />
| g_console<br />
| integer<br />
| 0<br />
| global<br />
| Is console enabled?<br />
|}</div>
Kronzky
https://modding.scssoft.com/index.php?title=Documentation/Engine/Configuration_variables&diff=3660
Documentation/Engine/Configuration variables
2018-05-29T23:42:35Z
<p>Kronzky: elaborated g_force_economy_reset</p>
<hr />
<div>{{ObsoletePage}}<br />
<br />
This variables configure different aspects of the game. They are loaded either from "config.sii" that should be in game home directory or profile configuration file ("profiles/<profile_id>/config.sii").<br />
<br />
Moreover all this variables can also be changed during the game play using [[Documentation/Engine/Console|console]].<br />
<br />
{| class="wikitable sortable" width="100%"<br />
!width="150px"|Name<br />
!width="70px"|Type<br />
!width="200px"|Default value<br />
!width="50px"|Config<br />
!|Purpose<br />
|-<br />
| r_texture_detail<br />
| integer<br />
| 0<br />
| global<br />
| Texture detail. Number of biggest mipmap levels to skip.<br />
|-<br />
| r_anisotropy_factor<br />
| float<br />
| 0.25<br />
| global<br />
| Anistropy factor.<br />
|-<br />
| r_vsync<br />
| integer<br />
| 1<br />
| global<br />
| Is vertical synchronization enabled?<br />
|-<br />
| sys_info<br />
| string<br />
| No default value<br />
| global<br />
| Stores information about your operating system<br />
|-<br />
| vid_name<br />
| string<br />
| No default value<br />
| global<br />
| Stores information about currently used graphics card.<br />
|-<br />
| vid_mem<br />
| string<br />
| No default value<br />
| global<br />
| Stores information about video memory of currently used graphics card.<br />
|-<br />
| vid_ver<br />
| string<br />
| No default value<br />
| global<br />
| Stores information about currently used graphics card driver version.<br />
|-<br />
| t_averaging_window_length<br />
| integer<br />
| 20<br />
| global<br />
| Number of the past frames used to calculate the current frame duration.<br />
|-<br />
| g_clock_24<br />
| integer<br />
| 1<br />
| profile<br />
| Use 24 hour clock or 12 hour clock (value 1 = 24 hour, value 0 = 12 hour)<br />
|-<br />
| g_police<br />
| integer<br />
| 1<br />
| profile<br />
| Is police simulation enabled? If set to 0 you will not get any penalties.<br />
|-<br />
| g_fatigue<br />
| integer<br />
| 1<br />
| profile<br />
| State of the fatigue simulation<br />
|-<br />
| g_tutorial<br />
| integer<br />
| 1<br />
| profile<br />
| Is tutorial enabled?<br />
|-<br />
| g_desktop_tutorial<br />
| integer<br />
| 1<br />
| profile<br />
| Is desktop tutorial enabled?<br />
|-<br />
| g_adviser<br />
| integer<br />
| 1<br />
| profile<br />
| Adviser mode: 0 = hidden, 1 = shown, 2 = mini mode.<br />
|-<br />
| g_adviser_keep_hidden<br />
| integer<br />
| 0<br />
| profile<br />
| Keep adviser in hidden state (do not show any message).<br />
|-<br />
| g_adviser_auto_parking<br />
| integer<br />
| 1<br />
| profile<br />
| Enable/disable auto parking feature.<br />
|-<br />
| g_save_idx<br />
| integer<br />
| 1<br />
| profile<br />
| Current profile save index. Used for automatic naming of saves.<br />
|-<br />
| g_desktop_fadeout<br />
| float<br />
| 60<br />
| global<br />
| Delay in seconds before the desktop ui will fade out when left idle.<br />
|-<br />
| g_bad_weather_factor<br />
| float<br />
| 0.07<br />
| profile<br />
| Bad weather factor. Affects probability of rainy weather.<br />
|-<br />
| [[Documentation/Engine/Config_variables/g_currency|g_currency]]<br />
| integer<br />
| 0<br />
| profile<br />
| Currency used in game.<br />
|-<br />
| g_income_factor<br />
| float<br />
| 1.0<br />
| profile<br />
| Income factor (minimum is 0.0 maximum is 1.0). Multiplies all incomes.<br />
|-<br />
| g_job_distance_limit<br />
| float<br />
| -1.0<br />
| profile<br />
| Limit generating of the jobs that are in specified range from current player position. Negative value means no limit for generation applied.<br />
|-<br />
| [[Documentation/Engine/Config_variables/g_parking_difficulty|g_parking_difficulty]]<br />
| integer<br />
| 0<br />
| profile<br />
| Parking difficulty<br />
|-<br />
| g_input_configured<br />
| integer<br />
| 0<br />
| profile<br />
| Is input configured?<br />
|-<br />
| g_start_in_truck<br />
| integer<br />
| 0<br />
| profile<br />
| If profile has assigned truck should we skip desktop and start in it?<br />
|-<br />
| g_autoload_ignore_autosave<br />
| integer<br />
| 0<br />
| profile<br />
| Should auto-loading ignore all autosaves and use only manual saves?<br />
|-<br />
| [[Documentation/Engine/Config_variables/g_force_load_selector|g_force_load_selector]]<br />
| integer<br />
| 0<br />
| profile<br />
| Forces the appearance of the load slot selector.<br />
|-<br />
| g_global_force_load_selector<br />
| integer<br />
| 0<br />
| global<br />
| Forces the appearance of the load slot selector for all profiles. (Correct value are: 0, 1)<br />
|-<br />
| g_force_economy_reset<br />
| integer<br />
| 0<br />
| profile<br />
| A value of 1 forces an economy reset (generating new job listings). The player should be free-roaming when issuing the command, and afterwards entering and exiting the Profile Manager.<br />
|-<br />
| g_remove_missing_accessories<br />
| integer<br />
| 0<br />
| profile<br />
| Remove all acccessories that are no longer available in game and replace them with fallback accessories if possible.<br />
|-<br />
| g_tooltip_delay<br />
| float<br />
| 0.4<br />
| global<br />
| Delay specified in seconds indicating when to show tooltip since hovering the item with tooltip.<br />
|-<br />
| [[/g_cargo_sort/]]<br />
| integer<br />
| 0<br />
| global<br />
| Current cargo sort method.<br />
|-<br />
| g_line_sort<br />
| integer<br />
| 0<br />
| global<br />
| Current line sort criteria for jobs.<br />
|-<br />
| g_debug_interior_cam<br />
| integer<br />
| 0<br />
| global<br />
| Enables drawing of the truck geometry even in the interior camera mode.<br />
|-<br />
| g_force_online_lscrs<br />
| integer<br />
| 0<br />
| global<br />
| Force online loading screens. If no loading screen is specified in specified category (ferry, eurotunnel, normal) built-in one is showed.<br />
|-<br />
| g_mm_help_shown<br />
| integer<br />
| 0<br />
| global<br />
| Used for indication if its first time when player enters mod manager to show him welcome screen.<br />
|-<br />
| g_fps<br />
| integer<br />
| 0<br />
| global<br />
| Display FPS in mini console.<br />
|-<br />
| g_texture_usage_stats<br />
| integer<br />
| 0<br />
| global<br />
| Print texture usage statistics into the console?<br />
|-<br />
| r_device<br />
| string<br />
| dx9<br />
| global<br />
| Render device. (correct values: dx9, gl)<br />
|-<br />
| r_path<br />
| string<br />
| No default value<br />
| global<br />
| Render path.<br />
|-<br />
| r_mode<br />
| string<br />
| No default value<br />
| global<br />
| Current resolution in format: {screen_width}x{screen_height}x{color_depth}x{refresh_rate}<br />
|-<br />
| r_fullscreen<br />
| integer<br />
| 1<br />
| global<br />
| Is fullscreen enabled?<br />
<!--<br />
|-<br />
| r_msaa<br />
| integer<br />
| 0<br />
| global<br />
| Is MSAA enabled? Currently unsupported, will cause graphical issues.<br />
--><br />
|-<br />
| r_no_frame_tracking<br />
| integer<br />
| 0<br />
| global<br />
| Disable frame tracking feature.<br />
|-<br />
| r_minimal_unfinished_frames<br />
| integer<br />
| 0<br />
| global<br />
| Simulate bigger queue in tracking completion frames.<br />
|-<br />
| [[/r_nv_stereo_mode/]]<br />
| integer<br />
| 2<br />
| global<br />
| How to handle NV 3D vision stereo mode.<br />
|-<br />
| r_manual_stereo_in_menu<br />
| integer<br />
| 1<br />
| global<br />
| Is use of manual stereo enabled even in menu?<br />
|-<br />
| r_manual_stereo_ui_dist<br />
| float<br />
| 0.8<br />
| global<br />
| UI draw plane distance when using stereo.<br />
|-<br />
| r_manual_stereo_ui_dist_game<br />
| float<br />
| 0.5<br />
| global<br />
| UI draw plane distance when using stereo.<br />
|-<br />
| r_manual_stereo_ui_fov<br />
| float<br />
| 80<br />
| global<br />
| Manual stereo UI field of view when using stereo.<br />
|-<br />
| r_manual_stereo_ui_fov_game<br />
| float<br />
| 100<br />
| global<br />
| Manual stereo UI field of view when using stereo.<br />
|-<br />
| r_manual_stereo_buffer_scale<br />
| float<br />
| 1.0<br />
| global<br />
| Scale factor used when creating stereo buffers.<br />
|-<br />
| r_setup_done<br />
| integer<br />
| 0<br />
| global<br />
| Are default graphics settings setup?<br />
|-<br />
| r_startup_progress<br />
| integer<br />
| 0<br />
| global<br />
| Indicates progress of game startup.<br />
|-<br />
| r_nowmi<br />
| integer<br />
| 0<br />
| global<br />
| Disable usage of WMI while detecting graphics card memory informations.<br />
|-<br />
| r_deferred<br />
| integer<br />
| 1<br />
| global<br />
| Is deferred rendering enabled? If set to 0 game uses forward rendering pipeline which disables shadows, lights and all post process effects.<br />
|-<br />
| r_deferred_mirrors<br />
| integer<br />
| 1<br />
| global<br />
| Use deferred rendering pipeline while rendering mirrors?<br />
|-<br />
| r_mirror_view_distance<br />
| float<br />
| 80.0<br />
| global<br />
| View distance of the mirrors.<br />
|-<br />
| r_sun_shadow_quality<br />
| integer<br />
| 4<br />
| global<br />
| Quality of the sun shadows.<br />
|-<br />
| r_sun_shadow_texture_size<br />
| integer<br />
| 4096<br />
| global<br />
| Size of the sun shadow texture. Bigger number = better visuals, smaller fps<br />
|-<br />
| [[/r_fake_shadows/]]<br />
| integer<br />
| 2<br />
| global<br />
| Fake shadows state.<br />
|-<br />
| r_hdr<br />
| integer<br />
| 1<br />
| global<br />
| Is HDR enabled?<br />
|-<br />
| r_mlaa<br />
| integer<br />
| 1<br />
| global<br />
| Is MLAA enabled?<br />
|-<br />
| r_mlaa_threshold<br />
| float<br />
| 1.0<br />
| global<br />
| Edge threshold used for MLAA anti-aliasing<br />
|-<br />
| r_dof<br />
| integer<br />
| 1<br />
| global<br />
| Is Depth Of Field effect enabled?<br />
|-<br />
| r_dof_start<br />
| float<br />
| 200.0<br />
| global<br />
| Starting range of the Depth Of Field<br />
|-<br />
| r_dof_transition<br />
| float<br />
| 400.0<br />
| global<br />
| Length of range between minimal and maximal Depth Of Field blur.<br />
|-<br />
| r_dof_filter_size<br />
| float<br />
| 0.5<br />
| global<br />
| Size of the Depth Of Field filter.<br />
|-<br />
| r_cloud_shadows<br />
| integer<br />
| 1<br />
| global<br />
| Are cloud shadows enabled?<br />
|-<br />
| [[/r_color_correction/]]<br />
| integer<br />
| 1<br />
| global<br />
| Color correction state.<br />
|-<br />
| r_color_cyan_red<br />
| float<br />
| 0.0<br />
| global<br />
| Cyan-red factor of the color correction in -1 to 1 range.<br />
|-<br />
| r_color_magenta_green<br />
| float<br />
| 0.0<br />
| global<br />
| Magenta-green factor of the color correction in -1 to 1 range.<br />
|-<br />
| r_color_yellow_blue<br />
| float<br />
| 0.0<br />
| global<br />
| Yellow-blue factor of the color correction in -1 to 1 range.<br />
|-<br />
| r_color_saturation<br />
| float<br />
| 1.0<br />
| global<br />
| Color saturation factor 1.0 is neutral.<br />
|-<br />
| r_sunshafts<br />
| integer<br />
| 1<br />
| global<br />
| Are sunshafts enabled?<br />
|-<br />
| r_normal_maps<br />
| integer<br />
| 1<br />
| global<br />
| Is normal mapping enabled?<br />
|-<br />
| r_scale_x<br />
| float<br />
| 1.0<br />
| global<br />
| X-axis rendering scaling factor.<br />
|-<br />
| r_scale_y<br />
| float<br />
| 1.0<br />
| global<br />
| Y-axis rendering scaling factor.<br />
|-<br />
| r_mirror_scale_x<br />
| float<br />
| 1.0<br />
| global<br />
| X-axis mirror rendering scaling factor.<br />
|-<br />
| r_mirror_scale_y<br />
| float<br />
| 1.0<br />
| global<br />
| Y-axis mirror rendering scaling factor.<br />
|-<br />
| [[Documentation/Engine/Config_variables/r_deferred_debug|r_deferred_debug]]<br />
| integer<br />
| 0<br />
| global<br />
| If value is greater than 0 runs deferred renderer debug.<br />
|-<br />
| r_show_light_pixel_coverage<br />
| integer<br />
| 0<br />
| global<br />
| Show lights debugging helpers?<br />
|-<br />
| r_use_depth_bounds<br />
| integer<br />
| 1<br />
| global<br />
| Should game use depth bounds to speedup rendering of the lights? (Works only on supported hardware)<br />
|-<br />
| r_gamma<br />
| float<br />
| 1.0<br />
| global<br />
| Gama correction factor (works only in fullscreen mode)<br />
|-<br />
| [[Documentation/Engine/Config_variables/r_multimon_mode|r_multimon_mode]]<br />
| integer<br />
| 0<br />
| global<br />
| Controls the multi-monitor mode.<br />
|-<br />
| r_multimon_fov_horizontal<br />
| float<br />
| 50<br />
| global<br />
| Horizontal field of view used with multi monitor configuration.<br />
|-<br />
| r_multimon_fov_vertical<br />
| float<br />
| 0<br />
| global<br />
| Vertical field of view used with multi monitor configuration.<br />
|-<br />
| r_multimon_border_fov_left<br />
| float<br />
| 0<br />
| global<br />
| Additional angle added to offset between cameras to represent oblast hidden by the monitor border.<br />
|-<br />
| r_multimon_border_fov_right<br />
| float<br />
| 0<br />
| global<br />
| Additional angle added to offset between cameras to represent oblast hidden by the monitor border.<br />
|-<br />
| r_multimon_vert_offset_left<br />
| float<br />
| 0<br />
| global<br />
| Additional vertical offset of left monitor.<br />
|-<br />
| r_multimon_vert_offset_right<br />
| float<br />
| 0<br />
| global<br />
| Additional vertical offset of right monitor.<br />
|-<br />
| r_multimon_rotation_center<br />
| float<br />
| 0<br />
| global<br />
| Roll of the center monitor.<br />
|-<br />
| r_multimon_rotation_left<br />
| float<br />
| 0<br />
| global<br />
| Roll of the left monitor.<br />
|-<br />
| r_multimon_rotation_right<br />
| float<br />
| 0<br />
| global<br />
| Roll of the right monitor.<br />
|-<br />
| r_multimon_rotation_aux<br />
| float<br />
| 0<br />
| global<br />
| Roll of the auxillary monitor.<br />
|-<br />
| r_multimon_interior_in_main<br />
| integer<br />
| 1<br />
| global<br />
| Should we render interior inside the main views.<br />
|-<br />
| r_multimon_exterior_in_aux<br />
| integer<br />
| 0<br />
| global<br />
| Should we render exterior in the auxiliary view.<br />
|-<br />
| r_segment_buffer_size<br />
| integer<br />
| 128<br />
| global<br />
| Segment buffer size in MB<br />
|-<br />
| g_interior_camera_zero_pitch<br />
| integer<br />
| 0<br />
| global<br />
| Is default mouse position ignored in truck interior? This should be set to 1 when you are using some HMD such like Oculus Rift.<br />
|-<br />
| r_wireframe<br />
| integer<br />
| 0<br />
| global<br />
| Enables wireframe rendering.<br />
|-<br />
| g_hmd_no_artifical_movement<br />
| integer<br />
| 0<br />
| profile<br />
| Disables artifical angle based movement of the interior.<br />
|-<br />
| g_hmd_reduced_cabin_movement<br />
| integer<br />
| 1<br />
| profile<br />
| Reduces the cabin movement by disabling its separate movement on the visual level.<br />
|-<br />
| g_hmd_no_special_menu<br />
| integer<br />
| 0<br />
| profile<br />
| Disables use of special variants of menu ui when HMD is enabled.<br />
|-<br />
| g_hmd_no_3d_background<br />
| integer<br />
| 0<br />
| profile<br />
| Disables use of 3d background for the menu.<br />
|-<br />
| g_lang<br />
| string<br />
| en_gb<br />
| profile<br />
| Language currently used by game.<br />
|-<br />
| g_lang_set<br />
| integer<br />
| 1<br />
| profile<br />
| Is language set manually (1)?<br />
|-<br />
| [[/g_news/]]<br />
| integer<br />
| -1<br />
| global<br />
| Are online news enabled?<br />
|-<br />
| [[/g_online_loading_screens/]]<br />
| integer<br />
| -1<br />
| global<br />
| Are online loading screens enabled?<br />
|-<br />
| g_flyspeed<br />
| float<br />
| 100.0<br />
| global<br />
| Debug camera fly speed<br />
|-<br />
| g_developer<br />
| integer<br />
| 0<br />
| global<br />
| Is developer mode enabled?<br />
|-<br />
| g_city_name_move<br />
| integer<br />
| 0<br />
| global<br />
| Enable ability to move city names on map.<br />
|-<br />
| g_debug_map_limits<br />
| integer<br />
| 0<br />
| global<br />
| Enable/Disable the debugging of the map speed limits.<br />
|-<br />
| g_screenshot_on_bug<br />
| integer<br />
| 0<br />
| global<br />
| Enable/Disable automatic generation of screenshots when bug is reported even if the normal combination is used.<br />
|-<br />
| g_kdop_preview<br />
| integer<br />
| 0<br />
| global<br />
| Enable/Disable the preview of generated k-DOPs.<br />
|-<br />
| g_traffic<br />
| float<br />
| 1.0<br />
| global<br />
| Traffic intensity.<br />
*0.0 - traffic disabled<br />
*10.0 - maximum traffic intensity<br />
|-<br />
| g_lod_factor_traffic<br />
| float<br />
| 1.0<br />
| global<br />
| LOD distances for traffic vehicles are multiplied by this factor.<br />
|-<br />
| g_lod_factor_parked<br />
| float<br />
| 1.0<br />
| global<br />
| LOD distances for parked vehicles are multiplied by this factor.<br />
|-<br />
| g_auto_traffic_headlights<br />
| integer<br />
| 1<br />
| global<br />
| Enable/Disable headlights from automatic traffic.<br />
|-<br />
| g_vehicle_flare_lights<br />
| integer<br />
| 1<br />
| global<br />
| Enable/Disable lights associated with vehicle flares.<br />
|-<br />
| g_light_distance_factor<br />
| float<br />
| 1.0<br />
| global<br />
| Light source fade start distance is multiplied by this value.<br />
|-<br />
| g_light_span_factor<br />
| float<br />
| 1.0<br />
| global<br />
| Light source fade span is multiplied by this value.<br />
|-<br />
| g_pedestrian<br />
| integer<br />
| 1<br />
| global<br />
| Enable/Disable pedestrian generation.<br />
|-<br />
| g_lod_factor_pedestrian<br />
| float<br />
| 1.0<br />
| global<br />
| LOD distances for pedestrians are multiplied by this factor.<br />
|-<br />
| g_trackir<br />
| integer<br />
| 1<br />
| global<br />
| Enable/Disable the TrackIR support.<br />
|-<br />
| g_veg_detail<br />
| integer<br />
| 2<br />
| global<br />
| Vegetation detail setting. 0 - low, 1 - medium, 2 - high<br />
|-<br />
| [[/g_grass_density/]]<br />
| integer<br />
| 2<br />
| global<br />
| Grass density setting.<br />
|-<br />
| [[/g_reflection/]]<br />
| integer<br />
| 3<br />
| global<br />
| Reflection detail.<br />
|-<br />
| [[/g_rain_reflection/]]<br />
| integer<br />
| 3<br />
| global<br />
| Rain reflection quality.<br />
|-<br />
| g_rain_reflect_cache<br />
| integer<br />
| 1<br />
| global<br />
| Should we reflect geometry cache in the rain?<br />
|-<br />
| g_rain_reflect_traffic<br />
| integer<br />
| 1<br />
| global<br />
| Should we reflect traffic in the rain?<br />
|-<br />
| g_rain_reflect_actor<br />
| integer<br />
| 1<br />
| global<br />
| Should we reflect game actor in the rain?<br />
|-<br />
| g_rain_reflect_hookups<br />
| integer<br />
| 1<br />
| global<br />
| Should we reflect hookups associated with segment items (e.g. lamp flares)?<br />
|-<br />
| g_additional_water_fov<br />
| float<br />
| 20.0f<br />
| global<br />
| By how much increase the horizontal fov used to render the water effect.<br />
|-<br />
| g_menu_aa_limit<br />
| integer<br />
| 8<br />
| global<br />
| Number of tiles below which we enable SSAA in the menu scene.<br />
|-<br />
| g_truck_light_specular<br />
| integer<br />
| 1<br />
| global<br />
| Enables/disables use of specular during head light calculation.<br />
|-<br />
| g_gfx_quality<br />
| integer<br />
| -1<br />
| global<br />
| Quality presets of graphics. Linked directly to quality_level_t enum, with "-1" as "custom" state.<br />
|-<br />
| g_gfx_advanced<br />
| integer<br />
| 0<br />
| global<br />
| Graphics settings last used (0 = simple, 1 = advanced).<br />
|-<br />
| g_gfx_all_scales<br />
| integer<br />
| 0<br />
| global<br />
| Enables selection of all rendering scales in ui even on machines with small virtual memory.<br />
|-<br />
| [[/g_truck_light_quality/]]<br />
| integer<br />
| 1<br />
| global<br />
| Quality of result of the head light.<br />
|-<br />
| g_ignore_low_fps<br />
| integer<br />
| 0<br />
| global<br />
| Enable/Disable the low frame rate warnings.<br />
|-<br />
| g_cutscenes<br />
| integer<br />
| 1<br />
| profile<br />
| Enable/disable cutscenes.<br />
|-<br />
| g_radio_mode<br />
| integer<br />
| 1<br />
| global<br />
| Radio player mode.<br />
|-<br />
| [[/g_trans/]]<br />
| integer<br />
| 0<br />
| profile<br />
| Type of transmission.<br />
|-<br />
| [[/g_hshifter_layout/]]<br />
| integer<br />
| 0<br />
| profile<br />
| Type of hshifter layout.<br />
|-<br />
| g_hshifter_layout_shifting<br />
| integer<br />
| 1<br />
| profile<br />
| Layout analyzed and used for more realistic shifting sounds.<br />
|-<br />
| g_hshifter_synchronized<br />
| integer<br />
| 1<br />
| profile<br />
| Behaves/sounds like synchonized transmission.<br />
|-<br />
| g_steer_autocenter<br />
| integer<br />
| 1<br />
| profile<br />
| Is steering wheel autocenter enabled?<br />
|-<br />
| g_brake_intensity<br />
| float<br />
| 1.0<br />
| profile<br />
| Brake intensity modifier.<br />
|-<br />
| g_trailer_stability<br />
| float<br />
| 0.5<br />
| profile<br />
| Trailer stability factor.<br />
|-<br />
| g_retarder_auto<br />
| integer<br />
| 0<br />
| profile<br />
| Is automatic usage of retarder enabled?<br />
|-<br />
| g_motor_brake_auto<br />
| integer<br />
| 0<br />
| profile<br />
| Is automatic usage of engine brake enabled?<br />
|-<br />
| g_engine_start_auto<br />
| integer<br />
| 1<br />
| profile<br />
| Is engine automatic start enabled?<br />
|-<br />
| g_axle_drop_auto<br />
| integer<br />
| 1<br />
| profile<br />
| Is automatic axle drop enabled?<br />
|-<br />
| [[/g_hud_speed_limit/]]<br />
| integer<br />
| 1<br />
| profile<br />
| Speed limit state on the adviser.<br />
|-<br />
| g_use_speed_limiter<br />
| integer<br />
| 1<br />
| profile<br />
| Is speed limiter enabled?<br />
|-<br />
| g_brake_light_all<br />
| integer<br />
| 1<br />
| profile<br />
| Show brake light for all brakes (value: 1) or only servuce, retarder and trailer brake (value: 0)?<br />
|-<br />
| g_mph<br />
| integer<br />
| 0<br />
| profile<br />
| Use miles (1) or kilometers (0).<br />
|-<br />
| [[Documentation/Engine/Config_variables/g_pounds|g_pounds]]<br />
| string<br />
| kg<br />
| profile<br />
| Set weight unit<br />
|-<br />
| g_fahrenheit<br />
| integer<br />
| 0<br />
| profile<br />
| Should game display temperature in fahrenheits (value: 1) or degrees of celsius (value: 0)?<br />
|-<br />
| g_gallon<br />
| integer<br />
| 0<br />
| profile<br />
| Should game display volume as gallon (value: 1) or liters (value: 0)?<br />
|-<br />
| g_reg_setting<br />
| string<br />
| No default value<br />
| profile<br />
| Name of the regional settings unit. By default for ETS2 it's reg_setting.europe for ATS it's reg_setting.usa.<br />
|-<br />
| g_hardcore_simulation<br />
| integer<br />
| 0<br />
| profile<br />
| Is air brake simulation enabled?<br />
|-<br />
| g_fuel_simulation<br />
| integer<br />
| 0<br />
| profile<br />
| Is realistic fuel consumption enabled?<br />
|-<br />
| g_pedal_clutch_range<br />
| float<br />
| 1.0<br />
| profile<br />
| Cluch range.<br />
|-<br />
| g_throttle_auto_shift<br />
| integer<br />
| 0<br />
| profile<br />
| Automatic gearbox uses throttle as input for shifting policy.<br />
|-<br />
| g_cruise_control_grid<br />
| float<br />
| 5.0<br />
| profile<br />
| Digital cruise control grid step.<br />
|-<br />
| g_cruise_control_smart<br />
| float<br />
| 0.0<br />
| profile<br />
| Smart cruise control window, if you want to disable it set to negative value.<br />
|-<br />
| g_cam_steering<br />
| integer<br />
| 0<br />
| profile<br />
| Is interior camera movement based on steering angle enabled?<br />
|-<br />
| g_cam_steering_value<br />
| float<br />
| 1.0<br />
| profile<br />
| Multiplier for interior camera movement based on steering angle.<br />
|-<br />
| [[/g_cam_steering_reverse/]]<br />
| integer<br />
| 1.0<br />
| profile<br />
| Interior camera movement based on steering angle, behavior on reverse.<br />
|-<br />
| g_cam_physics<br />
| integer<br />
| 1<br />
| profile<br />
| Is interior camera movement based on physics movement of driver enabled?<br />
|-<br />
| g_cam_physics_value<br />
| float<br />
| 1.0<br />
| profile<br />
| Value of interior camera movement based on physics movement of driver.<br />
|-<br />
| g_cam_blinker<br />
| integer<br />
| 0<br />
| profile<br />
| Is interior camera movement based on blinker activation enabled.<br />
|-<br />
| g_toy_physics<br />
| integer<br />
| 1<br />
| profile<br />
| Is simulation of toy physics movement enabled?<br />
|-<br />
| [[/g_save_format/]]<br />
| integer<br />
| 0<br />
| global<br />
| Format used to store the game saves.<br />
|-<br />
| s_reverse_enabled<br />
| integer<br />
| 1<br />
| profile<br />
| Is reverse sound enabled?<br />
|-<br />
| s_rumble_enabled<br />
| integer<br />
| 1<br />
| profile<br />
| Is rumble sound enabled?<br />
|-<br />
| s_music_enabled<br />
| integer<br />
| 1<br />
| profile<br />
| Is music enabled?<br />
|-<br />
| s_sfx_enabled<br />
| integer<br />
| 1<br />
| profile<br />
| Is sfx enabled?<br />
|-<br />
| s_air_noise<br />
| float<br />
| 1.0<br />
| profile<br />
| Sound of air at high speed.<br />
|-<br />
| s_wheel_noise<br />
| float<br />
| 1.0<br />
| profile<br />
| Sound of wheels at high speed.<br />
|-<br />
| s_interior_volume<br />
| float<br />
| 1.0<br />
| profile<br />
| Interior sound volume multiplier.<br />
|-<br />
| s_master_volume<br />
| float<br />
| 1.0<br />
| profile<br />
| Master volume.<br />
|-<br />
| s_music_volume<br />
| float<br />
| 0.8<br />
| profile<br />
| Music volume.<br />
|-<br />
| s_radio_volume<br />
| float<br />
| 1.0<br />
| profile<br />
| Radio volume.<br />
|-<br />
| s_sfx_volume<br />
| float<br />
| 1.0<br />
| profile<br />
| SFX volume.<br />
|-<br />
| s_reverse_stereo<br />
| int<br />
| 0<br />
| profile<br />
| Is stereo reversed?<br />
|-<br />
| i_virtual_cursor_speed<br />
| float<br />
| 500.0<br />
| global<br />
| Speed of movement of the cursor when using a gamepad-like input in pixels per second.<br />
<br />
Set to zero or negative value to disable use of gamepads and joysticks for cursor movement.<br />
|-<br />
| g_artist_id<br />
| integer<br />
| 0<br />
| global<br />
| Artist specific id. (0-15 range)<br />
|-<br />
| [[/g_steam_screenshots/]]<br />
| integer<br />
| 2<br />
| global<br />
| Way in which we should handle the screenshots in steam version.<br />
|-<br />
| g_steam_browser<br />
| integer<br />
| 1<br />
| global<br />
| Should game use steam build-in browser or user default browser to open external links?<br />
|-<br />
| g_steam_rich_presence<br />
| integer<br />
| 1<br />
| global<br />
| Is steam rich presence enabled?<br />
|-<br />
| g_show_game_elements<br />
| integer<br />
| 1<br />
| global<br />
| Are activation points enabled?<br />
|-<br />
| g_disable_hud_activation<br />
| integer<br />
| 0<br />
| global<br />
| Are specific hud activations disabled?<br />
<!--<br />
|-<br />
| i_hmd_min_prediction<br />
| float<br />
| 0.0<br />
| profile<br />
| Time interval in seconds used to predict the HMD movement.<br />
|-<br />
| i_hmd_max_prediction<br />
| float<br />
| 0.1<br />
| profile<br />
| Time interval in seconds used to predict the HMD movement.<br />
|-<br />
| i_oculus_eye_height<br />
| float<br />
| 0.15<br />
| profile<br />
| Model of the stick based neck and head simulation.<br />
|-<br />
| i_oculus_eye_protrusion<br />
| float<br />
| 0.09<br />
| profile<br />
| Model of the stick based neck and head simulation.<br />
--><br />
|-<br />
| p_profile_draws<br />
| integer<br />
| 0<br />
| global<br />
| Profile draw calls<br />
|-<br />
| g_minicon<br />
| integer<br />
| 0<br />
| global<br />
| Is mini console enabled?<br />
|-<br />
| g_console<br />
| integer<br />
| 0<br />
| global<br />
| Is console enabled?<br />
|}</div>
Kronzky
https://modding.scssoft.com/index.php?title=Documentation/Engine/Console/Commands&diff=3659
Documentation/Engine/Console/Commands
2018-05-29T23:20:42Z
<p>Kronzky: /* List - add. g_colbox */</p>
<hr />
<div>{{ObsoletePage}}<br />
<br />
__TOC__<br />
<br />
Further configuration parameters are available on the [[Documentation/Engine/Configuration variables|cvar]] page.<br><br />
Those can be used either with or without a preceding <tt>uset</tt> command.<br />
<br />
=List=<br />
{| class="wikitable sortable" width="100%"<br />
!width="200px"|Name<br />
!width="350px"|Parameters<br />
!|Description<br />
|-<br />
| check<br />
| <what><br />
| Check if data is correct. At the moment the <what> parameter can be only "company" and then the command will validate if all connections between companies are correct.<br />
|-<br />
| cs_export<br />
| <cutscene_name><br />
| Export cutscene by name.<br />
|-<br />
| dispatch<br />
| -<br />
| Handle entering initial state after game launch.<br />
|-<br />
| echo<br />
| <message><br />
| Prints message to console.<br />
|-<br />
| edit<br />
| <map_name><br />
| Start editor<br />
<br />
map_name parameter is name of the map to be edited, if not set editor stars with empty map.<br />
|-<br />
| edit_build<br />
| -<br />
| Rebuild editor in map editor.<br />
|-<br />
| edit_build_spawns<br />
| -<br />
| Rebuild all spawn points in map editor.<br />
|-<br />
| edit_mark<br />
| See description for parameters<br />
| Marks or unmarks sector.<br />
<br />
* edit_mark [set_filtered (base|dlc_foo|any) (dev|rel|any) [hexacolor]]<br />
* edit_mark [set sector_files [hexacolor]]<br />
* edit_mark [set_all hexacolor]<br />
* edit_mark [intersect first_file second_file [hexacolor]]<br />
* edit_mark [clear_all]<br />
* edit_mark [lock [sector_files]]<br />
* edit_mark [unlock [sector_files]]<br />
|-<br />
| edit_save<br />
| -<br />
| Saves the map in map editor for loading in game.<br />
|-<br />
| edit_save_text<br />
| -<br />
| Save map in textual form for debugging purpose.<br />
|-<br />
| exec<br />
| <script file name><br />
| Load and execute different command script.<br />
<br />
For example if you put this script into My Documents/Euro Truck Simulator 2:<br />
<pre><br />
# P3D Screenshot script.<br />
<br />
echo "Taking screenshot.."<br />
screenshot<br />
echo "Screenshot has been taken"<br />
</pre><br />
Run the game and then write in console "exec /home/script_file_name" it will execute.<br />
|-<br />
| exit<br />
| <reason><br />
| Exit game command in case of error. (unloads profile)<br />
|-<br />
| g_colbox<br />
| <mode><br />
| Displays collision boxes while in editor. 1:on, 0:off<br />
|-<br />
| g_delete_idx<br />
| <index><br />
| Delete item by given index in map editor<br />
|-<br />
| g_delete_uid<br />
| <uid><br />
| Delete item by given unique index in map editor<br />
|-<br />
| g_dump<br />
| [asset extension]<br />
| Dumps map.<br />
|-<br />
| g_dump_signs<br />
| -<br />
| Dumps traffic signs.<br />
|-<br />
| g_find_prefab<br />
| <prefab name> [prefab name] [prefab name] ...<br />
| Find prefabs by it's unit name suffix and dump them into bugs file.<br />
|-<br />
| g_info<br />
| -<br />
| Prints application info. Output depends if you are in game or using map editor.<br />
|-<br />
| g_item_count<br />
| (model, prefab, building, anim, mover)<br />
| Display count of the item. If no parameter is given this function prints summary about all the items.<br />
|-<br />
| g_mode<br />
| g_mode <driver> <device> <resolution> <fullscreen> [msaa]<br />
| Change graphics mode.<br />
|-<br />
| g_msaa<br />
| <sample_count><br />
| Change [https://en.wikipedia.org/wiki/Multisample_anti-aliasing msaa] sample count.<br />
|-<br />
| g_next_border_node<br />
| -<br />
| Finds next border node.<br />
|-<br />
| g_replace_prefab<br />
| <old_token> <new_token><br />
| Replace old prefab with new prefab. The token is unit name without "prefab." prefix.<br />
|-<br />
| g_save_curve_as_text<br />
| <file_name><br />
| Save curve to text file.<br />
|-<br />
| g_sel_dist<br />
| (short, close, middle, far),<br />
| Add to selection all items of given distance type.<br />
|-<br />
| g_sel_item<br />
| <index><br />
| Select item by index.<br />
|-<br />
| g_sel_type<br />
| (Terrain, Buildings, Road, Prefab, Model, Company, Services, Cut plane, Mover, No weather area, City, Hinge, Parking, Animated Model, Map Overlay, Ferry, Sound, Garage, Camera point, Walker, Trigger, Services, Sign, bus_stop, Traffic area, Bezier Patch, Compound Model)<br />
| Select item by type.<br />
|-<br />
| g_sel_uid<br />
| <uid><br />
| Select item by unique index.<br />
|-<br />
| g_set_skybox<br />
| <skybox_idx><br />
| Set current skybox by index.<br />
|-<br />
| g_set_climate<br />
| <nowiki><climate name> [i|f]</nowiki><br />
| Set climate.<br />
<br />
Parameter explanation:<br />
* i - interpolated change,<br />
* f - forced change<br />
|-<br />
| g_set_weather<br />
| <nowiki><weather_index> [i|f]</nowiki><br />
| Set weather.<br />
<br />
Parameter explanation:<br />
* weather_index<br />
**0 - nice<br />
**1 - bad<br />
* i - interpolated change,<br />
* f - forced change<br />
|-<br />
| g_set_time<br />
| <nowiki><hours> [minutes] [remove_traffic]</nowiki><br />
| Set game time.<br />
<br />
Parameters explanation:<br />
*remove_traffic<br />
**0 - no<br />
**1 - yes<br />
|-<br />
| g_ui_recache<br />
| -<br />
| Recache ui draw buffers.<br />
|-<br />
| g_wander_output<br />
| [fps/vm/sb/dc [error limit][warning limit][far plane]]"<br />
| Sets which wander output will be shown.<br />
|-<br />
| game<br />
| <save_slot><br />
| Start game.<br />
|-<br />
| goto<br />
| <x;y;z><br />
| Teleport debug camera to place on map<br />
|-<br />
| mark_country<br />
| <country_id><br />
| Marks roads and prefabs belong to specified country.<br />
|-<br />
| mm_check<br />
| -<br />
| Check integrity of resource manager system.<br />
|-<br />
| mm_defrag<br />
| -<br />
| Run memory manager defragmentation.<br />
|-<br />
| mm_dump<br />
| [?bim] (help, blocks, items, mlru) [c] (children)<br />
| Dump memory manager content.<br />
|-<br />
| mm_flush<br />
| -<br />
| Run memory manager garbage collector.<br />
|-<br />
| mm_flush_repeatedly<br />
| -<br />
| Run memory manager garbage collector.<br />
|-<br />
| [[Documentation/Engine/Console/Commands/multimon|multimon]]<br />
| <operation> <mixed><br />
| Allows configuration of multi monitor support.<br />
|-<br />
| pause<br />
| -<br />
| Toggle game pause state<br />
|-<br />
| phys_info<br />
| -<br />
| Display informations about physical subsystem.<br />
|-<br />
| preview<br />
| <map_name> <preview_editor> <profile_to_load><br />
| Start game in preview mode<br />
<br />
Parameters:<br />
* map_name - Name of the map to preview<br />
* preview_editor - editor = start editor, game = start game<br />
* profile_to_load - Name of the profile to be loaded<br />
|-<br />
| quit<br />
| -<br />
| Closes the game<br />
|-<br />
| route<br />
| <start company name> <end company name><br />
| Command runs navigation between two given points and marks examined road network for visual preview<br />
|-<br />
| s_info<br />
| -<br />
| Reports informations about sound subsystem<br />
|-<br />
| save<br />
| -<br />
| Forces game save<br />
|-<br />
| screenshot<br />
| <custom_name><br />
| Makes a screenshot.<br />
<br />
The <custom_name> parameter sets custom name of screenshot file name. This parameter is optional.<br />
|-<br />
| sdk<br />
| <operation><br />
| Perform SDK operation<br />
<br />
<operation> parameter can be:<br />
* reinit - reinitializes the SDK<br />
* unload - unload all plugins<br />
* reload - reloads all plugins<br />
|-<br />
| spawn<br />
| <object_type><br />
| Spawn traffic object<br />
<br />
Allowed object types:<br />
* vehicle - standard ai vehicle<br />
* vehicle_forced - forced ai vehicle (ignoring traffic origin and density)<br />
|-<br />
| test<br />
| -<br />
| Not available in final builds<br />
|-<br />
| uset<br />
| <cvar> <value><br />
| Set value of the [[Documentation/Engine/Configuration variables|cvar]] by name - in case cvar was not found creates new.<br />
|-<br />
| validate<br />
| -<br />
| Start validation<br />
|-<br />
| warp<br />
| <speed><br />
| Set speed of the gameplay. The correct value of the speed parameter is a floating point number in range from 0.0001 to 60.0<br />
|-<br />
| ui<br />
| <command[[:flags] name[:class] ["parameters"]]><br />
| Internal ui operations command.<br />
<br />
*command<br />
**'s'(how) - shows a window. Parameters [ui_script [left=0 bottom=0]]<br />
**'h'(ide) - hides a window<br />
**'t'(oggle) - toggles window. For parameters see 's'<br />
**'i'(nsert) - inserts a window. For parameters see 's'<br />
**'r'(emove) - removes a window<br />
**'c'(ommand) - commands ui component. Parameters [component_name parameters]<br />
*flags<br />
**'v'(iew) - hides a pointer atop this window<br />
**'l'(ock 0) - doesn't lock input when showing this window<br />
**'m'(odular)- makes a window modular<br />
**'f'(ocus 0)- doesn't grab focus when showing this window<br />
**'e'(vfiltr)- create as eventfilter<br />
**'t'(opmost)- create as topmost<br />
**'b'(ottomm)- create as bottommost<br />
|}<br />
<br />
=Legend=<br />
'''Command parameters'''<br />
*Parameters surrounded by <> are required.<br />
*Parameters surrounded by [] are optional.<br />
*Parameters surrounded by () are values that can be used as this parameter - other values effect depends on the command.</div>
Kronzky
https://modding.scssoft.com/index.php?title=Documentation/Engine/Console/Commands&diff=3658
Documentation/Engine/Console/Commands
2018-05-29T23:17:48Z
<p>Kronzky: rm. g_force_economy_reset (already in cvar page)</p>
<hr />
<div>{{ObsoletePage}}<br />
<br />
__TOC__<br />
<br />
Further configuration parameters are available on the [[Documentation/Engine/Configuration variables|cvar]] page.<br><br />
Those can be used either with or without a preceding <tt>uset</tt> command.<br />
<br />
=List=<br />
{| class="wikitable sortable" width="100%"<br />
!width="200px"|Name<br />
!width="350px"|Parameters<br />
!|Description<br />
|-<br />
| check<br />
| <what><br />
| Check if data is correct. At the moment the <what> parameter can be only "company" and then the command will validate if all connections between companies are correct.<br />
|-<br />
| cs_export<br />
| <cutscene_name><br />
| Export cutscene by name.<br />
|-<br />
| dispatch<br />
| -<br />
| Handle entering initial state after game launch.<br />
|-<br />
| echo<br />
| <message><br />
| Prints message to console.<br />
|-<br />
| edit<br />
| <map_name><br />
| Start editor<br />
<br />
map_name parameter is name of the map to be edited, if not set editor stars with empty map.<br />
|-<br />
| edit_build<br />
| -<br />
| Rebuild editor in map editor.<br />
|-<br />
| edit_build_spawns<br />
| -<br />
| Rebuild all spawn points in map editor.<br />
|-<br />
| edit_mark<br />
| See description for parameters<br />
| Marks or unmarks sector.<br />
<br />
* edit_mark [set_filtered (base|dlc_foo|any) (dev|rel|any) [hexacolor]]<br />
* edit_mark [set sector_files [hexacolor]]<br />
* edit_mark [set_all hexacolor]<br />
* edit_mark [intersect first_file second_file [hexacolor]]<br />
* edit_mark [clear_all]<br />
* edit_mark [lock [sector_files]]<br />
* edit_mark [unlock [sector_files]]<br />
|-<br />
| edit_save<br />
| -<br />
| Saves the map in map editor for loading in game.<br />
|-<br />
| edit_save_text<br />
| -<br />
| Save map in textual form for debugging purpose.<br />
|-<br />
| exec<br />
| <script file name><br />
| Load and execute different command script.<br />
<br />
For example if you put this script into My Documents/Euro Truck Simulator 2:<br />
<pre><br />
# P3D Screenshot script.<br />
<br />
echo "Taking screenshot.."<br />
screenshot<br />
echo "Screenshot has been taken"<br />
</pre><br />
Run the game and then write in console "exec /home/script_file_name" it will execute.<br />
|-<br />
| exit<br />
| <reason><br />
| Exit game command in case of error. (unloads profile)<br />
|-<br />
| g_delete_idx<br />
| <index><br />
| Delete item by given index in map editor<br />
|-<br />
| g_delete_uid<br />
| <uid><br />
| Delete item by given unique index in map editor<br />
|-<br />
| g_dump<br />
| [asset extension]<br />
| Dumps map.<br />
|-<br />
| g_dump_signs<br />
| -<br />
| Dumps traffic signs.<br />
|-<br />
| g_find_prefab<br />
| <prefab name> [prefab name] [prefab name] ...<br />
| Find prefabs by it's unit name suffix and dump them into bugs file.<br />
|-<br />
| g_info<br />
| -<br />
| Prints application info. Output depends if you are in game or using map editor.<br />
|-<br />
| g_item_count<br />
| (model, prefab, building, anim, mover)<br />
| Display count of the item. If no parameter is given this function prints summary about all the items.<br />
|-<br />
| g_mode<br />
| g_mode <driver> <device> <resolution> <fullscreen> [msaa]<br />
| Change graphics mode.<br />
|-<br />
| g_msaa<br />
| <sample_count><br />
| Change [https://en.wikipedia.org/wiki/Multisample_anti-aliasing msaa] sample count.<br />
|-<br />
| g_next_border_node<br />
| -<br />
| Finds next border node.<br />
|-<br />
| g_replace_prefab<br />
| <old_token> <new_token><br />
| Replace old prefab with new prefab. The token is unit name without "prefab." prefix.<br />
|-<br />
| g_save_curve_as_text<br />
| <file_name><br />
| Save curve to text file.<br />
|-<br />
| g_sel_dist<br />
| (short, close, middle, far),<br />
| Add to selection all items of given distance type.<br />
|-<br />
| g_sel_item<br />
| <index><br />
| Select item by index.<br />
|-<br />
| g_sel_type<br />
| (Terrain, Buildings, Road, Prefab, Model, Company, Services, Cut plane, Mover, No weather area, City, Hinge, Parking, Animated Model, Map Overlay, Ferry, Sound, Garage, Camera point, Walker, Trigger, Services, Sign, bus_stop, Traffic area, Bezier Patch, Compound Model)<br />
| Select item by type.<br />
|-<br />
| g_sel_uid<br />
| <uid><br />
| Select item by unique index.<br />
|-<br />
| g_set_skybox<br />
| <skybox_idx><br />
| Set current skybox by index.<br />
|-<br />
| g_set_climate<br />
| <nowiki><climate name> [i|f]</nowiki><br />
| Set climate.<br />
<br />
Parameter explanation:<br />
* i - interpolated change,<br />
* f - forced change<br />
|-<br />
| g_set_weather<br />
| <nowiki><weather_index> [i|f]</nowiki><br />
| Set weather.<br />
<br />
Parameter explanation:<br />
* weather_index<br />
**0 - nice<br />
**1 - bad<br />
* i - interpolated change,<br />
* f - forced change<br />
|-<br />
| g_set_time<br />
| <nowiki><hours> [minutes] [remove_traffic]</nowiki><br />
| Set game time.<br />
<br />
Parameters explanation:<br />
*remove_traffic<br />
**0 - no<br />
**1 - yes<br />
|-<br />
| g_ui_recache<br />
| -<br />
| Recache ui draw buffers.<br />
|-<br />
| g_wander_output<br />
| [fps/vm/sb/dc [error limit][warning limit][far plane]]"<br />
| Sets which wander output will be shown.<br />
|-<br />
| game<br />
| <save_slot><br />
| Start game.<br />
|-<br />
| goto<br />
| <x;y;z><br />
| Teleport debug camera to place on map<br />
|-<br />
| mark_country<br />
| <country_id><br />
| Marks roads and prefabs belong to specified country.<br />
|-<br />
| mm_check<br />
| -<br />
| Check integrity of resource manager system.<br />
|-<br />
| mm_defrag<br />
| -<br />
| Run memory manager defragmentation.<br />
|-<br />
| mm_dump<br />
| [?bim] (help, blocks, items, mlru) [c] (children)<br />
| Dump memory manager content.<br />
|-<br />
| mm_flush<br />
| -<br />
| Run memory manager garbage collector.<br />
|-<br />
| mm_flush_repeatedly<br />
| -<br />
| Run memory manager garbage collector.<br />
|-<br />
| [[Documentation/Engine/Console/Commands/multimon|multimon]]<br />
| <operation> <mixed><br />
| Allows configuration of multi monitor support.<br />
|-<br />
| pause<br />
| -<br />
| Toggle game pause state<br />
|-<br />
| phys_info<br />
| -<br />
| Display informations about physical subsystem.<br />
|-<br />
| preview<br />
| <map_name> <preview_editor> <profile_to_load><br />
| Start game in preview mode<br />
<br />
Parameters:<br />
* map_name - Name of the map to preview<br />
* preview_editor - editor = start editor, game = start game<br />
* profile_to_load - Name of the profile to be loaded<br />
|-<br />
| quit<br />
| -<br />
| Closes the game<br />
|-<br />
| route<br />
| <start company name> <end company name><br />
| Command runs navigation between two given points and marks examined road network for visual preview<br />
|-<br />
| s_info<br />
| -<br />
| Reports informations about sound subsystem<br />
|-<br />
| save<br />
| -<br />
| Forces game save<br />
|-<br />
| screenshot<br />
| <custom_name><br />
| Makes a screenshot.<br />
<br />
The <custom_name> parameter sets custom name of screenshot file name. This parameter is optional.<br />
|-<br />
| sdk<br />
| <operation><br />
| Perform SDK operation<br />
<br />
<operation> parameter can be:<br />
* reinit - reinitializes the SDK<br />
* unload - unload all plugins<br />
* reload - reloads all plugins<br />
|-<br />
| spawn<br />
| <object_type><br />
| Spawn traffic object<br />
<br />
Allowed object types:<br />
* vehicle - standard ai vehicle<br />
* vehicle_forced - forced ai vehicle (ignoring traffic origin and density)<br />
|-<br />
| test<br />
| -<br />
| Not available in final builds<br />
|-<br />
| uset<br />
| <cvar> <value><br />
| Set value of the [[Documentation/Engine/Configuration variables|cvar]] by name - in case cvar was not found creates new.<br />
|-<br />
| validate<br />
| -<br />
| Start validation<br />
|-<br />
| warp<br />
| <speed><br />
| Set speed of the gameplay. The correct value of the speed parameter is a floating point number in range from 0.0001 to 60.0<br />
|-<br />
| ui<br />
| <command[[:flags] name[:class] ["parameters"]]><br />
| Internal ui operations command.<br />
<br />
*command<br />
**'s'(how) - shows a window. Parameters [ui_script [left=0 bottom=0]]<br />
**'h'(ide) - hides a window<br />
**'t'(oggle) - toggles window. For parameters see 's'<br />
**'i'(nsert) - inserts a window. For parameters see 's'<br />
**'r'(emove) - removes a window<br />
**'c'(ommand) - commands ui component. Parameters [component_name parameters]<br />
*flags<br />
**'v'(iew) - hides a pointer atop this window<br />
**'l'(ock 0) - doesn't lock input when showing this window<br />
**'m'(odular)- makes a window modular<br />
**'f'(ocus 0)- doesn't grab focus when showing this window<br />
**'e'(vfiltr)- create as eventfilter<br />
**'t'(opmost)- create as topmost<br />
**'b'(ottomm)- create as bottommost<br />
|}<br />
<br />
=Legend=<br />
'''Command parameters'''<br />
*Parameters surrounded by <> are required.<br />
*Parameters surrounded by [] are optional.<br />
*Parameters surrounded by () are values that can be used as this parameter - other values effect depends on the command.</div>
Kronzky
https://modding.scssoft.com/index.php?title=Documentation/Engine/Console/Commands&diff=3657
Documentation/Engine/Console/Commands
2018-05-29T23:06:16Z
<p>Kronzky: /* List - sorted */</p>
<hr />
<div>{{ObsoletePage}}<br />
<br />
<br />
__TOC__<br />
<br />
=List=<br />
{| class="wikitable sortable" width="100%"<br />
!width="200px"|Name<br />
!width="350px"|Parameters<br />
!|Description<br />
|-<br />
| check<br />
| <what><br />
| Check if data is correct. At the moment the <what> parameter can be only "company" and then the command will validate if all connections between companies are correct.<br />
|-<br />
| cs_export<br />
| <cutscene_name><br />
| Export cutscene by name.<br />
|-<br />
| dispatch<br />
| -<br />
| Handle entering initial state after game launch.<br />
|-<br />
| echo<br />
| <message><br />
| Prints message to console.<br />
|-<br />
| edit<br />
| <map_name><br />
| Start editor<br />
<br />
map_name parameter is name of the map to be edited, if not set editor stars with empty map.<br />
|-<br />
| edit_build<br />
| -<br />
| Rebuild editor in map editor.<br />
|-<br />
| edit_build_spawns<br />
| -<br />
| Rebuild all spawn points in map editor.<br />
|-<br />
| edit_mark<br />
| See description for parameters<br />
| Marks or unmarks sector.<br />
<br />
* edit_mark [set_filtered (base|dlc_foo|any) (dev|rel|any) [hexacolor]]<br />
* edit_mark [set sector_files [hexacolor]]<br />
* edit_mark [set_all hexacolor]<br />
* edit_mark [intersect first_file second_file [hexacolor]]<br />
* edit_mark [clear_all]<br />
* edit_mark [lock [sector_files]]<br />
* edit_mark [unlock [sector_files]]<br />
|-<br />
| edit_save<br />
| -<br />
| Saves the map in map editor for loading in game.<br />
|-<br />
| edit_save_text<br />
| -<br />
| Save map in textual form for debugging purpose.<br />
|-<br />
| exec<br />
| <script file name><br />
| Load and execute different command script.<br />
<br />
For example if you put this script into My Documents/Euro Truck Simulator 2:<br />
<pre><br />
# P3D Screenshot script.<br />
<br />
echo "Taking screenshot.."<br />
screenshot<br />
echo "Screenshot has been taken"<br />
</pre><br />
Run the game and then write in console "exec /home/script_file_name" it will execute.<br />
|-<br />
| exit<br />
| <reason><br />
| Exit game command in case of error. (unloads profile)<br />
|-<br />
| g_delete_idx<br />
| <index><br />
| Delete item by given index in map editor<br />
|-<br />
| g_delete_uid<br />
| <uid><br />
| Delete item by given unique index in map editor<br />
|-<br />
| g_dump<br />
| [asset extension]<br />
| Dumps map.<br />
|-<br />
| g_dump_signs<br />
| -<br />
| Dumps traffic signs.<br />
|-<br />
| g_find_prefab<br />
| <prefab name> [prefab name] [prefab name] ...<br />
| Find prefabs by it's unit name suffix and dump them into bugs file.<br />
|-<br />
| g_force_economy_reset<br />
| <mode><br />
| Use with a <mode> value of 1 to regenerate the job market.<br>One should be free-roaming when executing the command, and then entering and exiting the Profile Manager.<br />
|-<br />
| g_info<br />
| -<br />
| Prints application info. Output depends if you are in game or using map editor.<br />
|-<br />
| g_item_count<br />
| (model, prefab, building, anim, mover)<br />
| Display count of the item. If no parameter is given this function prints summary about all the items.<br />
|-<br />
| g_mode<br />
| g_mode <driver> <device> <resolution> <fullscreen> [msaa]<br />
| Change graphics mode.<br />
|-<br />
| g_msaa<br />
| <sample_count><br />
| Change [https://en.wikipedia.org/wiki/Multisample_anti-aliasing msaa] sample count.<br />
|-<br />
| g_next_border_node<br />
| -<br />
| Finds next border node.<br />
|-<br />
| g_replace_prefab<br />
| <old_token> <new_token><br />
| Replace old prefab with new prefab. The token is unit name without "prefab." prefix.<br />
|-<br />
| g_save_curve_as_text<br />
| <file_name><br />
| Save curve to text file.<br />
|-<br />
| g_sel_dist<br />
| (short, close, middle, far),<br />
| Add to selection all items of given distance type.<br />
|-<br />
| g_sel_item<br />
| <index><br />
| Select item by index.<br />
|-<br />
| g_sel_type<br />
| (Terrain, Buildings, Road, Prefab, Model, Company, Services, Cut plane, Mover, No weather area, City, Hinge, Parking, Animated Model, Map Overlay, Ferry, Sound, Garage, Camera point, Walker, Trigger, Services, Sign, bus_stop, Traffic area, Bezier Patch, Compound Model)<br />
| Select item by type.<br />
|-<br />
| g_sel_uid<br />
| <uid><br />
| Select item by unique index.<br />
|-<br />
| g_set_skybox<br />
| <skybox_idx><br />
| Set current skybox by index.<br />
|-<br />
| g_set_climate<br />
| <nowiki><climate name> [i|f]</nowiki><br />
| Set climate.<br />
<br />
Parameter explanation:<br />
* i - interpolated change,<br />
* f - forced change<br />
|-<br />
| g_set_weather<br />
| <nowiki><weather_index> [i|f]</nowiki><br />
| Set weather.<br />
<br />
Parameter explanation:<br />
* weather_index<br />
**0 - nice<br />
**1 - bad<br />
* i - interpolated change,<br />
* f - forced change<br />
|-<br />
| g_set_time<br />
| <nowiki><hours> [minutes] [remove_traffic]</nowiki><br />
| Set game time.<br />
<br />
Parameters explanation:<br />
*remove_traffic<br />
**0 - no<br />
**1 - yes<br />
|-<br />
| g_ui_recache<br />
| -<br />
| Recache ui draw buffers.<br />
|-<br />
| g_wander_output<br />
| [fps/vm/sb/dc [error limit][warning limit][far plane]]"<br />
| Sets which wander output will be shown.<br />
|-<br />
| game<br />
| <save_slot><br />
| Start game.<br />
|-<br />
| goto<br />
| <x;y;z><br />
| Teleport debug camera to place on map<br />
|-<br />
| mark_country<br />
| <country_id><br />
| Marks roads and prefabs belong to specified country.<br />
|-<br />
| mm_check<br />
| -<br />
| Check integrity of resource manager system.<br />
|-<br />
| mm_defrag<br />
| -<br />
| Run memory manager defragmentation.<br />
|-<br />
| mm_dump<br />
| [?bim] (help, blocks, items, mlru) [c] (children)<br />
| Dump memory manager content.<br />
|-<br />
| mm_flush<br />
| -<br />
| Run memory manager garbage collector.<br />
|-<br />
| mm_flush_repeatedly<br />
| -<br />
| Run memory manager garbage collector.<br />
|-<br />
| [[Documentation/Engine/Console/Commands/multimon|multimon]]<br />
| <operation> <mixed><br />
| Allows configuration of multi monitor support.<br />
|-<br />
| pause<br />
| -<br />
| Toggle game pause state<br />
|-<br />
| phys_info<br />
| -<br />
| Display informations about physical subsystem.<br />
|-<br />
| preview<br />
| <map_name> <preview_editor> <profile_to_load><br />
| Start game in preview mode<br />
<br />
Parameters:<br />
* map_name - Name of the map to preview<br />
* preview_editor - editor = start editor, game = start game<br />
* profile_to_load - Name of the profile to be loaded<br />
|-<br />
| quit<br />
| -<br />
| Closes the game<br />
|-<br />
| route<br />
| <start company name> <end company name><br />
| Command runs navigation between two given points and marks examined road network for visual preview<br />
|-<br />
| s_info<br />
| -<br />
| Reports informations about sound subsystem<br />
|-<br />
| save<br />
| -<br />
| Forces game save<br />
|-<br />
| screenshot<br />
| <custom_name><br />
| Makes a screenshot.<br />
<br />
The <custom_name> parameter sets custom name of screenshot file name. This parameter is optional.<br />
|-<br />
| sdk<br />
| <operation><br />
| Perform SDK operation<br />
<br />
<operation> parameter can be:<br />
* reinit - reinitializes the SDK<br />
* unload - unload all plugins<br />
* reload - reloads all plugins<br />
|-<br />
| spawn<br />
| <object_type><br />
| Spawn traffic object<br />
<br />
Allowed object types:<br />
* vehicle - standard ai vehicle<br />
* vehicle_forced - forced ai vehicle (ignoring traffic origin and density)<br />
|-<br />
| test<br />
| -<br />
| Not available in final builds<br />
|-<br />
| uset<br />
| <cvar> <value><br />
| Set value of the [[Documentation/Engine/Configuration variables|cvar]] by name - in case cvar was not found creates new.<br />
|-<br />
| validate<br />
| -<br />
| Start validation<br />
|-<br />
| warp<br />
| <speed><br />
| Set speed of the gameplay. The correct value of the speed parameter is a floating point number in range from 0.0001 to 60.0<br />
|-<br />
| ui<br />
| <command[[:flags] name[:class] ["parameters"]]><br />
| Internal ui operations command.<br />
<br />
*command<br />
**'s'(how) - shows a window. Parameters [ui_script [left=0 bottom=0]]<br />
**'h'(ide) - hides a window<br />
**'t'(oggle) - toggles window. For parameters see 's'<br />
**'i'(nsert) - inserts a window. For parameters see 's'<br />
**'r'(emove) - removes a window<br />
**'c'(ommand) - commands ui component. Parameters [component_name parameters]<br />
*flags<br />
**'v'(iew) - hides a pointer atop this window<br />
**'l'(ock 0) - doesn't lock input when showing this window<br />
**'m'(odular)- makes a window modular<br />
**'f'(ocus 0)- doesn't grab focus when showing this window<br />
**'e'(vfiltr)- create as eventfilter<br />
**'t'(opmost)- create as topmost<br />
**'b'(ottomm)- create as bottommost<br />
|}<br />
<br />
=Legend=<br />
'''Command parameters'''<br />
*Parameters surrounded by <> are required.<br />
*Parameters surrounded by [] are optional.<br />
*Parameters surrounded by () are values that can be used as this parameter - other values effect depends on the command.</div>
Kronzky
https://modding.scssoft.com/index.php?title=Documentation/Engine/Console/Commands&diff=3656
Documentation/Engine/Console/Commands
2018-05-29T22:59:01Z
<p>Kronzky: /* List - add. g_force_economy_reset */</p>
<hr />
<div>{{ObsoletePage}}<br />
<br />
<br />
__TOC__<br />
<br />
=List=<br />
{| class="wikitable sortable" width="100%"<br />
!width="200px"|Name<br />
!width="350px"|Parameters<br />
!|Description<br />
|-<br />
| check<br />
| <what><br />
| Check if data is correct. At the moment the <what> parameter can be only "company" and then the command will validate if all connections between companies are correct.<br />
|-<br />
| cs_export<br />
| <cutscene_name><br />
| Export cutscene by name.<br />
|-<br />
| dispatch<br />
| -<br />
| Handle entering initial state after game launch.<br />
|-<br />
| echo<br />
| <message><br />
| Prints message to console.<br />
|-<br />
| edit<br />
| <map_name><br />
| Start editor<br />
<br />
map_name parameter is name of the map to be edited, if not set editor stars with empty map.<br />
|-<br />
| edit_build<br />
| -<br />
| Rebuild editor in map editor.<br />
|-<br />
| edit_build_spawns<br />
| -<br />
| Rebuild all spawn points in map editor.<br />
|-<br />
| edit_mark<br />
| See description for parameters<br />
| Marks or unmarks sector.<br />
<br />
* edit_mark [set_filtered (base|dlc_foo|any) (dev|rel|any) [hexacolor]]<br />
* edit_mark [set sector_files [hexacolor]]<br />
* edit_mark [set_all hexacolor]<br />
* edit_mark [intersect first_file second_file [hexacolor]]<br />
* edit_mark [clear_all]<br />
* edit_mark [lock [sector_files]]<br />
* edit_mark [unlock [sector_files]]<br />
|-<br />
| edit_save<br />
| -<br />
| Saves the map in map editor for loading in game.<br />
|-<br />
| edit_save_text<br />
| -<br />
| Save map in textual form for debugging purpose.<br />
|-<br />
| exec<br />
| <script file name><br />
| Load and execute different command script.<br />
<br />
For example if you put this script into My Documents/Euro Truck Simulator 2:<br />
<pre><br />
# P3D Screenshot script.<br />
<br />
echo "Taking screenshot.."<br />
screenshot<br />
echo "Screenshot has been taken"<br />
</pre><br />
Run the game and then write in console "exec /home/script_file_name" it will execute.<br />
|-<br />
| exit<br />
| <reason><br />
| Exit game command in case of error. (unloads profile)<br />
|-<br />
| g_delete_idx<br />
| <index><br />
| Delete item by given index in map editor<br />
|-<br />
| g_delete_uid<br />
| <uid><br />
| Delete item by given unique index in map editor<br />
|-<br />
| g_dump<br />
| [asset extension]<br />
| Dumps map.<br />
|-<br />
| g_dump_signs<br />
| -<br />
| Dumps traffic signs.<br />
|-<br />
| g_find_prefab<br />
| <prefab name> [prefab name] [prefab name] ...<br />
| Find prefabs by it's unit name suffix and dump them into bugs file.<br />
|-<br />
| g_force_economy_reset<br />
| <mode><br />
| Use with a <mode> value of 1 to regenerate the job market.<br>One should be free-roaming when executing the command, and then entering and exiting the Profile Manager.<br />
|-<br />
| g_info<br />
| -<br />
| Prints application info. Output depends if you are in game or using map editor.<br />
|-<br />
| g_item_count<br />
| (model, prefab, building, anim, mover)<br />
| Display count of the item. If no parameter is given this function prints summary about all the items.<br />
|-<br />
| g_mode<br />
| g_mode <driver> <device> <resolution> <fullscreen> [msaa]<br />
| Change graphics mode.<br />
|-<br />
| g_msaa<br />
| <sample_count><br />
| Change [https://en.wikipedia.org/wiki/Multisample_anti-aliasing msaa] sample count.<br />
|-<br />
| g_next_border_node<br />
| -<br />
| Finds next border node.<br />
|-<br />
| g_replace_prefab<br />
| <old_token> <new_token><br />
| Replace old prefab with new prefab. The token is unit name without "prefab." prefix.<br />
|-<br />
| g_save_curve_as_text<br />
| <file_name><br />
| Save curve to text file.<br />
|-<br />
| g_sel_dist<br />
| (short, close, middle, far),<br />
| Add to selection all items of given distance type.<br />
|-<br />
| g_sel_item<br />
| <index><br />
| Select item by index.<br />
|-<br />
| g_sel_type<br />
| (Terrain, Buildings, Road, Prefab, Model, Company, Services, Cut plane, Mover, No weather area, City, Hinge, Parking, Animated Model, Map Overlay, Ferry, Sound, Garage, Camera point, Walker, Trigger, Services, Sign, bus_stop, Traffic area, Bezier Patch, Compound Model)<br />
| Select item by type.<br />
|-<br />
| g_sel_uid<br />
| <uid><br />
| Select item by unique index.<br />
|-<br />
| g_ui_recache<br />
| -<br />
| Recache ui draw buffers.<br />
|-<br />
| g_wander_output<br />
| [fps/vm/sb/dc [error limit][warning limit][far plane]]"<br />
| Sets which wander output will be shown.<br />
|-<br />
| game<br />
| <save_slot><br />
| Start game.<br />
|-<br />
| goto<br />
| <x;y;z><br />
| Teleport debug camera to place on map<br />
|-<br />
| mark_country<br />
| <country_id><br />
| Marks roads and prefabs belong to specified country.<br />
|-<br />
| mm_check<br />
| -<br />
| Check integrity of resource manager system.<br />
|-<br />
| mm_defrag<br />
| -<br />
| Run memory manager defragmentation.<br />
|-<br />
| mm_dump<br />
| [?bim] (help, blocks, items, mlru) [c] (children)<br />
| Dump memory manager content.<br />
|-<br />
| mm_flush<br />
| -<br />
| Run memory manager garbage collector.<br />
|-<br />
| mm_flush_repeatedly<br />
| -<br />
| Run memory manager garbage collector.<br />
|-<br />
| [[Documentation/Engine/Console/Commands/multimon|multimon]]<br />
| <operation> <mixed><br />
| Allows configuration of multi monitor support.<br />
|-<br />
| pause<br />
| -<br />
| Toggle game pause state<br />
|-<br />
| preview<br />
| <map_name> <preview_editor> <profile_to_load><br />
| Start game in preview mode<br />
<br />
Parameters:<br />
* map_name - Name of the map to preview<br />
* preview_editor - editor = start editor, game = start game<br />
* profile_to_load - Name of the profile to be loaded<br />
|-<br />
| quit<br />
| -<br />
| Closes the game<br />
|-<br />
| route<br />
| <start company name> <end company name><br />
| Command runs navigation between two given points and marks examined road network for visual preview<br />
|-<br />
| s_info<br />
| -<br />
| Reports informations about sound subsystem<br />
|-<br />
| save<br />
| -<br />
| Forces game save<br />
|-<br />
| screenshot<br />
| <custom_name><br />
| Makes a screenshot.<br />
<br />
The <custom_name> parameter sets custom name of screenshot file name. This parameter is optional.<br />
|-<br />
| sdk<br />
| <operation><br />
| Perform SDK operation<br />
<br />
<operation> parameter can be:<br />
* reinit - reinitializes the SDK<br />
* unload - unload all plugins<br />
* reload - reloads all plugins<br />
|-<br />
| spawn<br />
| <object_type><br />
| Spawn traffic object<br />
<br />
Allowed object types:<br />
* vehicle - standard ai vehicle<br />
* vehicle_forced - forced ai vehicle (ignoring traffic origin and density)<br />
|-<br />
| test<br />
| -<br />
| Not available in final builds<br />
|-<br />
| uset<br />
| <cvar> <value><br />
| Set value of the cvar by name - in case cvar was not found creates new.<br />
|-<br />
| validate<br />
| -<br />
| Start validation<br />
|-<br />
| warp<br />
| <speed><br />
| Set speed of the gameplay. The correct value of the speed parameter is a floating point number in range from 0.0001 to 60.0<br />
|-<br />
| g_set_skybox<br />
| <skybox_idx><br />
| Set current skybox by index.<br />
|-<br />
| g_set_climate<br />
| <nowiki><climate name> [i|f]</nowiki><br />
| Set climate.<br />
<br />
Parameter explanation:<br />
* i - interpolated change,<br />
* f - forced change<br />
|-<br />
| g_set_weather<br />
| <nowiki><weather_index> [i|f]</nowiki><br />
| Set weather.<br />
<br />
Parameter explanation:<br />
* weather_index<br />
**0 - nice<br />
**1 - bad<br />
* i - interpolated change,<br />
* f - forced change<br />
|-<br />
| g_set_time<br />
| <nowiki><hours> [minutes] [remove_traffic]</nowiki><br />
| Set game time.<br />
<br />
Parameters explanation:<br />
*remove_traffic<br />
**0 - no<br />
**1 - yes<br />
|-<br />
| phys_info<br />
| -<br />
| Display informations about physical subsystem.<br />
|-<br />
| ui<br />
| <command[[:flags] name[:class] ["parameters"]]><br />
| Internal ui operations command.<br />
<br />
*command<br />
**'s'(how) - shows a window. Parameters [ui_script [left=0 bottom=0]]<br />
**'h'(ide) - hides a window<br />
**'t'(oggle) - toggles window. For parameters see 's'<br />
**'i'(nsert) - inserts a window. For parameters see 's'<br />
**'r'(emove) - removes a window<br />
**'c'(ommand) - commands ui component. Parameters [component_name parameters]<br />
*flags<br />
**'v'(iew) - hides a pointer atop this window<br />
**'l'(ock 0) - doesn't lock input when showing this window<br />
**'m'(odular)- makes a window modular<br />
**'f'(ocus 0)- doesn't grab focus when showing this window<br />
**'e'(vfiltr)- create as eventfilter<br />
**'t'(opmost)- create as topmost<br />
**'b'(ottomm)- create as bottommost<br />
|}<br />
<br />
=Legend=<br />
'''Command parameters'''<br />
*Parameters surrounded by <> are required.<br />
*Parameters surrounded by [] are optional.<br />
*Parameters surrounded by () are values that can be used as this parameter - other values effect depends on the command.</div>
Kronzky