Debug Tools

connecting Live guide for editors

Demo reel

What the engine can do, played on the game chapter by chapter: the zoom, the camera beside 1.17's steps, light and colour, a scene, a battle of a thousand units, and a battle scene that hands the game to the player. It switches maps itself, from the menus or a game. Stop ends it, and every value it changed goes back.

    Settings

    Hyperion's Settings, changed at once and saved as the dialog's Accept saves them.

    None yet.

    Live values

    None yet.

    Scene

    Sandbox

    On the canvas only. The game is marked as changed.

    Overlay

    In a game: the game in a window with the clock and the numbers round it, the same panels over the game full screen, or a small counter. The game also has an Overlay button at its top while this is off.

    Cutscene

    Steps played in turn on the game: the camera, fades and bars, captions and transmissions, and on the canvas units made and ordered (docs/live-channel-for-editors.md). Escape in the game ends one.

    Map

    Switch the game to another map: it goes out with a fade and a zoom, and the map comes in as a skirmish's start does. The list is every map Hyperion finds: the data folder's maps, the StarCraft folder's and each --maps folder, with the folders in them.

    Connecting
    Pick a map

    A plain map at a size and tileset

    A map file anywhere else

    Units

    The units on the map: a player's, or a type's by number or name. A pushed unit shows its submission.

    Mod data

    In the canvas: a mod's data pushed while the game runs. Units on the map keep what they were made from unless replaced; spawns and command cards take the newest. A new game starts from the data loaded at start-up.

    
        

    Frame

    The last snapshot appears here.

    Camera trace

    Where the game's view and the camera go, each time the camera is placed, and what moved the view. Stopped, it is written to traces\ in the data folder.

    game view x camera x dashed: y
    
        

    Performance

    A line a second while it is on: frames shown and game frames a second, units, and what a game frame's parts cost. The same numbers a benchmark run logs.

    Frames a second-
    Game frames a second-
    Expected at this speed-
    Units-
    Present ms-
    frames shown a second game frames a second

    Game clock

    When each game frame came against when it was due, the game's pace against wall time, and how many frames were shown in each game frame. A pause or a hold is left out.

    Game frames a second-
    Due a second-
    Drift ms-
    Between frames ms-
    Within 2 ms of due-
    Shown a game frame-
    time between game frames, ms due

    Lights

    The images that give light. They show with effects and lights on.

    Answers