Debug Tools
connecting Live guide for editorsDemo 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.
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
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.
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.
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.
Lights
The images that give light. They show with effects and lights on.