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	<updated>2026-05-01T05:38:07Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Soldier_Names_(OpenXcom)&amp;diff=46601</id>
		<title>Soldier Names (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Soldier_Names_(OpenXcom)&amp;diff=46601"/>
		<updated>2013-07-02T00:53:43Z</updated>

		<summary type="html">&lt;p&gt;54x: /* Format */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;OpenXcom allows customization of the [[Soldier Name Stats|soldier names]] used when generating new soldiers. They are stored in the &#039;&#039;Data\SoldierName&#039;&#039; folder with a .nam extension.&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
Each file contains a set of soldier names stored in YAML format.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
lookweights:&lt;br /&gt;
  - 35&lt;br /&gt;
  - 35&lt;br /&gt;
  - 15&lt;br /&gt;
  - 15&lt;br /&gt;
maleFirst:&lt;br /&gt;
  - Austin&lt;br /&gt;
  - Calvin&lt;br /&gt;
  - Carl&lt;br /&gt;
  ...&lt;br /&gt;
femaleFirst:&lt;br /&gt;
  - Barbara&lt;br /&gt;
  - Catherine&lt;br /&gt;
  - Evelyn&lt;br /&gt;
  ...&lt;br /&gt;
maleLast:&lt;br /&gt;
  - Bradley&lt;br /&gt;
  - Bryant&lt;br /&gt;
  - Carr&lt;br /&gt;
  - ...&lt;br /&gt;
femaleLast:&lt;br /&gt;
  - ...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When generating a name for a new soldier, a random first and last name are picked from a random set. If &#039;&#039;femaleFirst&#039;&#039; or &#039;&#039;femaleLast&#039;&#039; are omitted, then respectively &#039;&#039;maleFirst&#039;&#039; or &#039;&#039;maleLast&#039;&#039; are used for both genders.&lt;br /&gt;
&lt;br /&gt;
Soldier names should only use [[Wikipedia:Romanisation|the basic Latin alphabet]], since they are shared among languages, to ensure everyone can read them.&lt;br /&gt;
&lt;br /&gt;
Each .nam file also contains lookweights that effect the chance that each of the four default looks will be chosen- these follow the number order of the looks in the data files, so the first weight corresponds with look 0 for either gender, then look 1, etc...&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* [http://openxcom.org/forum/index.php/topic,205.0.html Soldier Names thread]&lt;br /&gt;
* [https://github.com/SupSuper/OpenXcom/tree/master/bin/data/SoldierName Latest Soldier Names in Github]&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>54x</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=45302</id>
		<title>Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=45302"/>
		<updated>2013-03-23T08:14:19Z</updated>

		<summary type="html">&lt;p&gt;54x: /* Advanced Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OpenXcomOptions.png|right|thumb|OpenXcom Options screen]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom has a variety of game settings that can be customized through the Options screen in the Main Menu:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Display Resolution:&#039;&#039;&#039; Resolution the game is rendered at. Note that the game always renders at 320x200 (original DOS resolution) and resizes to whatever you specify, so for a better picture use a resolution with the same ratio. 640x400 or 640x480 (if you like non-square pixels) are recommended. Use the arrows to scroll through the resolutions supported by your monitor, or click on the numbers to type in your own resolution. If you screw it up, edit or delete your &#039;&#039;options.cfg&#039;&#039; (see below) to revert the resolution.&lt;br /&gt;
* &#039;&#039;&#039;Display Mode:&#039;&#039;&#039; Display the game in a window or covering the whole screen. Windowed mode is recommended as monitors usually don&#039;t properly support OpenXcom&#039;s lo-fi nature in fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;Music Volume:&#039;&#039;&#039; The volume of the background music (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;SFX Volume:&#039;&#039;&#039; The volume of the sound effects (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;Language:&#039;&#039;&#039; Change the language used to display all the game text.&lt;br /&gt;
&lt;br /&gt;
More options may be added as development continues.&lt;br /&gt;
&lt;br /&gt;
== User Folder ==&lt;br /&gt;
OpenXcom creates a User folder with all the screenshots, savegames and options in one of the following paths. &lt;br /&gt;
&lt;br /&gt;
You can also specify your own path by passing the command-line argument &amp;quot;-user &amp;lt;user path&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;working directory&amp;gt;\user\&lt;br /&gt;
* &amp;lt;binary directory&amp;gt;\user\&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
* C:\Documents and Settings\&amp;lt;user&amp;gt;\My Documents\OpenXcom&lt;br /&gt;
* C:\Users\&amp;lt;user&amp;gt;\Documents\OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
* ~/Library/Application Support/OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Unix-like ===&lt;br /&gt;
* $XDG_DATA_HOME/openxcom (usually ~/.local/share/openxcom/data/)&lt;br /&gt;
* $XDG_CONFIG_HOME/openxcom (usually /usr/share/openxcom/data/:/usr/local/share/openxcom/data/)&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom stores its options in a &#039;&#039;options.cfg&#039;&#039; YAML file stored in the User folder, which can be easily edited with any text editor. You can also pass them as command line arguments in the form &amp;quot;-&amp;lt;option name&amp;gt; &amp;lt;option value&amp;gt;&amp;quot;. These include the options shown in the Options screen as well as other advanced options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Invalid values can cause incorrect behaviour or game crashes. Options that accept true/false are marked by &amp;quot;When enabled&amp;quot;, options that accept a range of numbers have this listed in brackets after their description, and options that accept a numeric flag have sub-bullets to describe the functionality of each option.&lt;br /&gt;
&lt;br /&gt;
=== System ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;allowResize&#039;&#039;&#039;: When enabled and the game is in windowed mode, the game resolution can be dynamically resized by changing the window size.&lt;br /&gt;
*&#039;&#039;&#039;baseXResolution&#039;&#039;&#039;: The available display width in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;baseYResolution&#039;&#039;&#039;: The available display height in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;displayWidth&#039;&#039;&#039;: Display width in pixels. The game will scale the base width to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseXResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;displayHeight&#039;&#039;&#039;: Display height in pixels. The game will scale the base height to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseYResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;fullscreen&#039;&#039;&#039;: When enabled, the game will run in fullscreen mode as opposed to windowed mode.&lt;br /&gt;
*&#039;&#039;&#039;musicVolume&#039;&#039;&#039;: Background music volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;soundVolume&#039;&#039;&#039;: Sound FX volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;mute&#039;&#039;&#039;: When enabled, disables all audio output. Automatically enabled if no audio hardware is available.&lt;br /&gt;
*&#039;&#039;&#039;audioBitDepth&#039;&#039;&#039;: Bit depth of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;audioSampleRate&#039;&#039;&#039;: Sample rate (in Hz) of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;debug&#039;&#039;&#039;: When enabled, provides features to make it easier for developers/contributors to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;debugUi&#039;&#039;&#039;: When enabled, shows text borders in UI elements to make it easier for developers/translators to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;fpsCounter&#039;&#039;&#039;: When enabled, shows FPS Counter on the top-left of the screen.&lt;br /&gt;
*&#039;&#039;&#039;language&#039;&#039;&#039;: Filename of the language loaded at startup. &lt;br /&gt;
*&#039;&#039;&#039;keyboardMode&#039;&#039;&#039;: Keyboard input mode.&lt;br /&gt;
** 0 = Keyboard enabled.&lt;br /&gt;
** 1 = Keyboard disabled, type in text boxes with the arrow keys (arcade style).&lt;br /&gt;
*&#039;&#039;&#039;pauseMode&#039;&#039;&#039;: Controls how the game behaves on loss of focus.&lt;br /&gt;
** 0,1 = Continue running normally on loss of focus.&lt;br /&gt;
** 2 = Slow down the game on loss of focus.&lt;br /&gt;
** 3 = Pause completely on loss of focus.&lt;br /&gt;
*&#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;: When enabled, applies a rendering filter that smoothes out diagonal edges, making the game look less pixelated. This setting is only compatible with 320x200, 640x400 and 960x600 resolutions.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGL&#039;&#039;&#039;: When enabled, applies a rendering filter corresponding to the &#039;&#039;&#039;useopenGLShader&#039;&#039;&#039; option.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLShader&#039;&#039;&#039;: Selects which rendering filter to apply when the &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; option is enabled. This option takes a path relative to the OpenXcom DATA folder as an argument. Listed below are the available YAML filters that are packaged with recent nightly builds.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/CRT-interlaced.OpenGL.shader&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display. (default)&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Curvature.OpenGL.shader&#039;&#039;&#039;: Simulates a rounded display.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/dot_n_bloom.OpenGL.shader&#039;&#039;&#039; Applies both a dot grid effect and a bloom effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/heavybloom.OpenGL.shader&#039;&#039;&#039;: Applies a very heavy bloom effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/HQ2X.OpenGL.shader&#039;&#039;&#039;: A double-scale version of &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;, which smoothes pixel edges, but not quite to the extreme of useHQXFilter.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Phosphor-simple.OpenGL.shader&#039;&#039;&#039; Applies a dot grid effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Pixellate.OpenGL.shader&#039;&#039;&#039;: Default graphics behaviour, but using OpenGL.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/SABR.OpenGL.shader&#039;&#039;&#039;: Applies texel-based smoothing to the display.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Scale4xHQ.OpenGL.shader&#039;&#039;&#039;: A quadruple-scale version of &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;, which results in a more subtle smoothing of pixel edges.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/simplebloom.OpenGL.shader&#039;&#039;&#039;: Applies a bloom effect.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLSmoothing&#039;&#039;&#039;: When enabled, the game will use linear interpolation instead of whole-pixel scaling when no shader is enabled.&lt;br /&gt;
*&#039;&#039;&#039;useScaleFilter&#039;&#039;&#039;: When enabled, passes the game through a software Scale2x filter. This option achieves similar results to HQX but with less overhead and slightly less quality.&lt;br /&gt;
*&#039;&#039;&#039;vSyncForOpenGL&#039;&#039;&#039;: When enabled, puts OpenGL into vertical synchronisation mode, ensuring OpenGL does not exceed your monitor&#039;s refresh rate, possibly causing less smooth animation and tearing.&lt;br /&gt;
&lt;br /&gt;
=== Geoscape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;agressiveRetaliation&#039;&#039;&#039;: When enabled, aliens on any type of mission may detect your base if they are in very close range.&lt;br /&gt;
*&#039;&#039;&#039;alienContainmentHasUpperLimit&#039;&#039;&#039;: When enabled, restricts the amount of live aliens that can be held in each containment facility.&lt;br /&gt;
*&#039;&#039;&#039;allowAutoSellProduction&#039;&#039;&#039;: When enabled, players may choose to automatically sell manufactured items.&lt;br /&gt;
*&#039;&#039;&#039;canManufactureMoreItemsPerHour&#039;&#039;&#039;: When enabled, very large amounts of engineers can reduce manufacturing time below one hour, occasionally producing extra items per hour in proportion to the number of engineers assigned.&lt;br /&gt;
*&#039;&#039;&#039;canSellLiveAliens&#039;&#039;&#039;: When enabled, captured aliens can be sold for cash in the same fashion as alien corpses.&lt;br /&gt;
*&#039;&#039;&#039;changeValueByMouseWheel&#039;&#039;&#039;: When enabled, scrolling the mouse wheel over increase and decrease buttons will change the value.&lt;br /&gt;
*&#039;&#039;&#039;craftLaunchAlways&#039;&#039;&#039;: When enabled, allow crafts to take off without being READY.&lt;br /&gt;
*&#039;&#039;&#039;globeAllRadarsOnBaseBuild&#039;&#039;&#039;: When enabled, hovering over a valid base location will also display the range in which small radars, large radars, and hyperwave decoders will detect UFOs.&lt;br /&gt;
*&#039;&#039;&#039;globeSeasons&#039;&#039;&#039;: When enabled, the day/night cycle takes into account the time of year and tilts the edge between day and night appropriately.&lt;br /&gt;
*&#039;&#039;&#039;showFundsOnGeoscape&#039;&#039;&#039;: When enabled, shows your available funds above the time of day on the geoscape toolbar.&lt;br /&gt;
&lt;br /&gt;
=== Battlescape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;battleAlienSpeed&#039;&#039;&#039;: Alien unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleExplosionHeight&#039;&#039;&#039;: A coefficient that controls how much vertical power explosions have.&lt;br /&gt;
** 0 = Explosions are completely flat, as per the original game.&lt;br /&gt;
** 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile)&lt;br /&gt;
** 2 = -10 damage units per level&lt;br /&gt;
** 3 = -5 damage units per level (default)&lt;br /&gt;
*&#039;&#039;&#039;battleInstantGrenade&#039;&#039;&#039;: When enabled, grenades are &amp;quot;hot&amp;quot;. This means they do not need to be primed, and simply explode on impact. (previously battleAltGrenade)&lt;br /&gt;
*&#039;&#039;&#039;battlePreviewPath&#039;&#039;&#039;: When enabled, your first left-click displays the planned path, and your second confirms the move order.&lt;br /&gt;
*&#039;&#039;&#039;battleFireSpeed&#039;&#039;&#039;: Bullet movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleNotifyDeath&#039;&#039;&#039;: When enabled, displays a text notification of soldier deaths.&lt;br /&gt;
*&#039;&#039;&#039;battleRangeBasedAccuracy&#039;&#039;&#039;: When enabled, targets at long range are harder to hit with snap and auto shots.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollButton&#039;&#039;&#039;: Controls which mouse button triggers scrolling in scrolling type 0.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragButtion&#039;&#039;&#039;: Controls which mouse button triggers dragging behaviour in scrolling type 2.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragInvert&#039;&#039;&#039;: When enabled, drag scrolling moves the camera towards the direction your mouse is moving in, rather than away from it.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollSpeed&#039;&#039;&#039;: Map scrolling speed.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollType&#039;&#039;&#039;: Map scrolling mode.&lt;br /&gt;
** 0 = Trigger Scroll&lt;br /&gt;
** 1 = Auto Scroll&lt;br /&gt;
** 2 = Drag Scroll&lt;br /&gt;
*&#039;&#039;&#039;battleXcomSpeed&#039;&#039;&#039;: X-COM unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;NewBattle_&#039;&#039;&#039;: (...various options starting with this prefix) Stores your game settings from last time you started a random battle.&lt;br /&gt;
*&#039;&#039;&#039;showMoreStatsInInventoryView&#039;&#039;&#039;: When enabled, the inventory screen displays the weight of equipment the soldier is currently wearing/carrying, and their maximum weight before TU reduction sets in, in addition to displaying the Time Units remaining once you have begun the battle.&lt;br /&gt;
*&#039;&#039;&#039;strafe&#039;&#039;&#039;: When enabled, allows soldiers to move without changing their facing direction by holding control when issuing orders.&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the &#039;&#039;options.cfg&#039;&#039; file (see above), you can enable it by pressing D in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: All research is unlocked, allowing you to easily test all features in the Geoscape without needing to manually unlock them yourself. This doesn&#039;t affect your saved game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and opening the inventory screen resets TUs, allowing you to easily test out the map and any Battlescape features without being affected by game restrictions.&lt;br /&gt;
&lt;br /&gt;
== Keyboard Shortcuts ==&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; – Toggles a FPS counter in top-left corner.&lt;br /&gt;
*&#039;&#039;&#039;F12&#039;&#039;&#039; – Saves a PNG screenshot to the User folder.&lt;br /&gt;
*&#039;&#039;&#039;ALT-ENTER&#039;&#039;&#039; – Toggles fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(As of recent nightly builds, there are custom keyboard shortcuts available under a button in the options menu)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own (eg. the [http://www.xcomufo.com/x1music.html Playstation] or [http://lorcan.freelanzer.com/ Cydonia&#039;s Fall] soundtracks) by putting it in the SOUND subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GMDEFEND&#039;&#039;&#039; - Base Defense Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMENBASE&#039;&#039;&#039; - Mission Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO1&#039;&#039;&#039; - Geoscape 1.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO2&#039;&#039;&#039; - Geoscape 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTER&#039;&#039;&#039; - Interception / Dogfight.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO1&#039;&#039;&#039; - Intro 1.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO2&#039;&#039;&#039; - Intro 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO3&#039;&#039;&#039; - Intro 3.&lt;br /&gt;
*&#039;&#039;&#039;GMLOSE&#039;&#039;&#039; - Game Over.&lt;br /&gt;
*&#039;&#039;&#039;GMMARS&#039;&#039;&#039; - Debriefing.&lt;br /&gt;
*&#039;&#039;&#039;GMNEWMAR&#039;&#039;&#039; - Mars Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMSTORY&#039;&#039;&#039; - Title.&lt;br /&gt;
*&#039;&#039;&#039;GMTACTIC&#039;&#039;&#039; - Battlescape.&lt;br /&gt;
*&#039;&#039;&#039;GMWIN&#039;&#039;&#039; - Victory.&lt;br /&gt;
&lt;br /&gt;
The formats supported are MIDI, MP3, OGG and MOD. You might need to delete the original music (including GM.CAT) for it to work.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>54x</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=45133</id>
		<title>Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=45133"/>
		<updated>2013-03-13T06:28:08Z</updated>

		<summary type="html">&lt;p&gt;54x: /* Geoscape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OpenXcomOptions.png|right|thumb|OpenXcom Options screen]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom has a variety of game settings that can be customized through the Options screen in the Main Menu:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Display Resolution:&#039;&#039;&#039; Resolution the game is rendered at. Note that the game always renders at 320x200 (original DOS resolution) and resizes to whatever you specify, so for a better picture use a resolution with the same ratio. 640x400 or 640x480 (if you like non-square pixels) are recommended. Use the arrows to scroll through the resolutions supported by your monitor, or click on the numbers to type in your own resolution. If you screw it up, edit or delete your &#039;&#039;options.cfg&#039;&#039; (see below) to revert the resolution.&lt;br /&gt;
* &#039;&#039;&#039;Display Mode:&#039;&#039;&#039; Display the game in a window or covering the whole screen. Windowed mode is recommended as monitors usually don&#039;t properly support OpenXcom&#039;s lo-fi nature in fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;Music Volume:&#039;&#039;&#039; The volume of the background music (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;SFX Volume:&#039;&#039;&#039; The volume of the sound effects (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;Language:&#039;&#039;&#039; Change the language used to display all the game text.&lt;br /&gt;
&lt;br /&gt;
More options may be added as development continues.&lt;br /&gt;
&lt;br /&gt;
== User Folder ==&lt;br /&gt;
OpenXcom creates a User folder with all the screenshots, savegames and options in one of the following paths. &lt;br /&gt;
&lt;br /&gt;
You can also specify your own path by passing the command-line argument &amp;quot;-user &amp;lt;user path&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;working directory&amp;gt;\user\&lt;br /&gt;
* &amp;lt;binary directory&amp;gt;\user\&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
* C:\Documents and Settings\&amp;lt;user&amp;gt;\My Documents\OpenXcom&lt;br /&gt;
* C:\Users\&amp;lt;user&amp;gt;\Documents\OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
* ~/Library/Application Support/OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Unix-like ===&lt;br /&gt;
* $XDG_DATA_HOME/openxcom (usually ~/.local/share/openxcom/data/)&lt;br /&gt;
* $XDG_CONFIG_HOME/openxcom (usually /usr/share/openxcom/data/:/usr/local/share/openxcom/data/)&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom stores its options in a &#039;&#039;options.cfg&#039;&#039; YAML file stored in the User folder, which can be easily edited with any text editor. You can also pass them as command line arguments in the form &amp;quot;-&amp;lt;option name&amp;gt; &amp;lt;option value&amp;gt;&amp;quot;. These include the options shown in the Options screen as well as other advanced options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Invalid values can cause incorrect behaviour or game crashes. Options that accept true/false are marked by &amp;quot;When enabled&amp;quot;, options that accept a range of numbers have this listed in brackets after their description, and options that accept a numeric flag have sub-bullets to describe the functionality of each option.&lt;br /&gt;
&lt;br /&gt;
=== System ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;allowResize&#039;&#039;&#039;: When enabled and the game is in windowed mode, the game resolution can be dynamically resized by changing the window size.&lt;br /&gt;
*&#039;&#039;&#039;baseXResolution&#039;&#039;&#039;: The available display width in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;baseYResolution&#039;&#039;&#039;: The available display height in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;displayWidth&#039;&#039;&#039;: Display width in pixels. The game will scale the base width to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseXResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;displayHeight&#039;&#039;&#039;: Display height in pixels. The game will scale the base height to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseYResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;fullscreen&#039;&#039;&#039;: When enabled, the game will run in fullscreen mode as opposed to windowed mode.&lt;br /&gt;
*&#039;&#039;&#039;musicVolume&#039;&#039;&#039;: Background music volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;soundVolume&#039;&#039;&#039;: Sound FX volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;mute&#039;&#039;&#039;: When enabled, disables all audio output. Automatically enabled if no audio hardware is available.&lt;br /&gt;
*&#039;&#039;&#039;audioBitDepth&#039;&#039;&#039;: Bit depth of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;audioSampleRate&#039;&#039;&#039;: Sample rate (in Hz) of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;debug&#039;&#039;&#039;: When enabled, provides features to make it easier for developers/contributors to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;debugUi&#039;&#039;&#039;: When enabled, shows text borders in UI elements to make it easier for developers/translators to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;fpsCounter&#039;&#039;&#039;: When enabled, shows FPS Counter on the top-left of the screen.&lt;br /&gt;
*&#039;&#039;&#039;language&#039;&#039;&#039;: Filename of the language loaded at startup. &lt;br /&gt;
*&#039;&#039;&#039;keyboardMode&#039;&#039;&#039;: Keyboard input mode.&lt;br /&gt;
** 0 = Keyboard enabled.&lt;br /&gt;
** 1 = Keyboard disabled, type in text boxes with the arrow keys (arcade style).&lt;br /&gt;
*&#039;&#039;&#039;pauseMode&#039;&#039;&#039;: Controls how the game behaves on loss of focus.&lt;br /&gt;
** 0,1 = Continue running normally on loss of focus.&lt;br /&gt;
** 2 = Slow down the game on loss of focus.&lt;br /&gt;
** 3 = Pause completely on loss of focus.&lt;br /&gt;
*&#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;: When enabled, applies a rendering filter that smoothes out diagonal edges, making the game look less pixelated.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGL&#039;&#039;&#039;: When enabled, applies a rendering filter corresponding to the &#039;&#039;&#039;useopenGLShader&#039;&#039;&#039; option.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLShader&#039;&#039;&#039;: Selects which rendering filter to apply when the &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; option is enabled. This option takes a path relative to the OpenXcom DATA folder as an argument. Listed below are the available YAML filters that are packaged with recent nightly builds.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/CRT-interlaced.OpenGL.shader&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display. (default)&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Curvature.OpenGL.shader&#039;&#039;&#039;: Simulates a rounded display.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/dot_n_bloom.OpenGL.shader&#039;&#039;&#039; Applies both a dot grid effect and a bloom effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/heavybloom.OpenGL.shader&#039;&#039;&#039;: Applies a very heavy bloom effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/HQ2X.OpenGL.shader&#039;&#039;&#039;: A double-scale version of &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;, which results in less extreme smoothing.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Phosphor-simple.OpenGL.shader&#039;&#039;&#039; Applies a dot grid effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Pixellate.OpenGL.shader&#039;&#039;&#039;: Default graphics behaviour, but using OpenGL.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/SABR.OpenGL.shader&#039;&#039;&#039;: Applies texel-based smoothing to the display.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Scale4xHQ.OpenGL.shader&#039;&#039;&#039;: A quadruple-scale version of &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;, which results in much less smoothing.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/simplebloom.OpenGL.shader&#039;&#039;&#039;: Applies a bloom effect.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLSmoothing&#039;&#039;&#039;: When enabled, the game will use linear interpolation instead of whole-pixel scaling when no shader is enabled.&lt;br /&gt;
*&#039;&#039;&#039;useScaleFilter&#039;&#039;&#039;: When enabled, passes the game through a software Scale2x filter. This option achieves similar results to HQX but with less overhead and slightly less quality.&lt;br /&gt;
*&#039;&#039;&#039;vSyncForOpenGL&#039;&#039;&#039;: When enabled, puts OpenGL into vertical synchronisation mode, ensuring OpenGL does not exceed your monitor&#039;s refresh rate, possibly causing less smooth animation and tearing.&lt;br /&gt;
&lt;br /&gt;
=== Geoscape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;agressiveRetaliation&#039;&#039;&#039;: When enabled, aliens on any type of mission may detect your base if they are in very close range.&lt;br /&gt;
*&#039;&#039;&#039;alienContainmentHasUpperLimit&#039;&#039;&#039;: When enabled, restricts the amount of live aliens that can be held in each containment facility.&lt;br /&gt;
*&#039;&#039;&#039;allowAutoSellProduction&#039;&#039;&#039;: When enabled, players may choose to automatically sell manufactured items.&lt;br /&gt;
*&#039;&#039;&#039;canManufactureMoreItemsPerHour&#039;&#039;&#039;: When enabled, very large amounts of engineers can reduce manufacturing time below one hour, occasionally producing extra items per hour in proportion to the number of engineers assigned.&lt;br /&gt;
*&#039;&#039;&#039;canSellLiveAliens&#039;&#039;&#039;: When enabled, captured aliens can be sold for cash in the same fashion as alien corpses.&lt;br /&gt;
*&#039;&#039;&#039;changeValueByMouseWheel&#039;&#039;&#039;: When enabled, scrolling the mouse wheel over increase and decrease buttons will change the value.&lt;br /&gt;
*&#039;&#039;&#039;craftLaunchAlways&#039;&#039;&#039;: When enabled, allow crafts to take off without being READY.&lt;br /&gt;
*&#039;&#039;&#039;globeAllRadarsOnBaseBuild&#039;&#039;&#039;: When enabled, hovering over a valid base location will also display the range in which small radars, large radars, and hyperwave decoders will detect UFOs.&lt;br /&gt;
*&#039;&#039;&#039;globeSeasons&#039;&#039;&#039;: When enabled, the day/night cycle takes into account the time of year and tilts the edge between day and night appropriately.&lt;br /&gt;
*&#039;&#039;&#039;showFundsOnGeoscape&#039;&#039;&#039;: When enabled, shows your available funds above the time of day on the geoscape toolbar.&lt;br /&gt;
&lt;br /&gt;
=== Battlescape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;battleAlienSpeed&#039;&#039;&#039;: Alien unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleExplosionHeight&#039;&#039;&#039;: A coefficient that controls how much vertical power explosions have.&lt;br /&gt;
** 0 = Explosions are completely flat, as per the original game.&lt;br /&gt;
** 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile)&lt;br /&gt;
** 2 = -10 damage units per level&lt;br /&gt;
** 3 = -5 damage units per level (default)&lt;br /&gt;
*&#039;&#039;&#039;battleInstantGrenade&#039;&#039;&#039;: When enabled, grenades are &amp;quot;hot&amp;quot;. This means they do not need to be primed, and simply explode on impact. (previously battleAltGrenade)&lt;br /&gt;
*&#039;&#039;&#039;battlePreviewPath&#039;&#039;&#039;: When enabled, your first left-click displays the planned path, and your second confirms the move order.&lt;br /&gt;
*&#039;&#039;&#039;battleFireSpeed&#039;&#039;&#039;: Bullet movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleNotifyDeath&#039;&#039;&#039;: When enabled, displays a text notification of soldier deaths.&lt;br /&gt;
*&#039;&#039;&#039;battleRangeBasedAccuracy&#039;&#039;&#039;: When enabled, targets at long range are harder to hit with snap and auto shots.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollButton&#039;&#039;&#039;: Controls which mouse button triggers scrolling in scrolling type 0.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragButtion&#039;&#039;&#039;: Controls which mouse button triggers dragging behaviour in scrolling type 2.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragInvert&#039;&#039;&#039;: When enabled, drag scrolling moves the camera towards the direction your mouse is moving in, rather than away from it.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollSpeed&#039;&#039;&#039;: Map scrolling speed.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollType&#039;&#039;&#039;: Map scrolling mode.&lt;br /&gt;
** 0 = Trigger Scroll&lt;br /&gt;
** 1 = Auto Scroll&lt;br /&gt;
** 2 = Drag Scroll&lt;br /&gt;
*&#039;&#039;&#039;battleXcomSpeed&#039;&#039;&#039;: X-COM unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;NewBattle_&#039;&#039;&#039;: (...various options starting with this prefix) Stores your game settings from last time you started a random battle.&lt;br /&gt;
*&#039;&#039;&#039;showMoreStatsInInventoryView&#039;&#039;&#039;: When enabled, the inventory screen displays the weight of equipment the soldier is currently wearing/carrying, and their maximum weight before TU reduction sets in, in addition to displaying the Time Units remaining once you have begun the battle.&lt;br /&gt;
*&#039;&#039;&#039;strafe&#039;&#039;&#039;: When enabled, allows soldiers to move without changing their facing direction by holding control when issuing orders.&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the &#039;&#039;options.cfg&#039;&#039; file (see above), you can enable it by pressing D in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: All research is unlocked, allowing you to easily test all features in the Geoscape without needing to manually unlock them yourself. This doesn&#039;t affect your saved game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and opening the inventory screen resets TUs, allowing you to easily test out the map and any Battlescape features without being affected by game restrictions.&lt;br /&gt;
&lt;br /&gt;
== Keyboard Shortcuts ==&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; – Toggles a FPS counter in top-left corner.&lt;br /&gt;
*&#039;&#039;&#039;F12&#039;&#039;&#039; – Saves a PNG screenshot to the User folder.&lt;br /&gt;
*&#039;&#039;&#039;ALT-ENTER&#039;&#039;&#039; – Toggles fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(As of recent nightly builds, there are custom keyboard shortcuts available under a button in the options menu)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own (eg. the [http://www.xcomufo.com/x1music.html Playstation] or [http://lorcan.freelanzer.com/ Cydonia&#039;s Fall] soundtracks) by putting it in the SOUND subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GMDEFEND&#039;&#039;&#039; - Base Defense Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMENBASE&#039;&#039;&#039; - Mission Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO1&#039;&#039;&#039; - Geoscape 1.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO2&#039;&#039;&#039; - Geoscape 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTER&#039;&#039;&#039; - Interception / Dogfight.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO1&#039;&#039;&#039; - Intro 1.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO2&#039;&#039;&#039; - Intro 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO3&#039;&#039;&#039; - Intro 3.&lt;br /&gt;
*&#039;&#039;&#039;GMLOSE&#039;&#039;&#039; - Game Over.&lt;br /&gt;
*&#039;&#039;&#039;GMMARS&#039;&#039;&#039; - Debriefing.&lt;br /&gt;
*&#039;&#039;&#039;GMNEWMAR&#039;&#039;&#039; - Mars Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMSTORY&#039;&#039;&#039; - Title.&lt;br /&gt;
*&#039;&#039;&#039;GMTACTIC&#039;&#039;&#039; - Battlescape.&lt;br /&gt;
*&#039;&#039;&#039;GMWIN&#039;&#039;&#039; - Victory.&lt;br /&gt;
&lt;br /&gt;
The formats supported are MIDI, MP3, OGG and MOD. You might need to delete the original music (including GM.CAT) for it to work.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>54x</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=45105</id>
		<title>Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=45105"/>
		<updated>2013-03-05T09:48:15Z</updated>

		<summary type="html">&lt;p&gt;54x: /* Debug mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OpenXcomOptions.png|right|thumb|OpenXcom Options screen]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom has a variety of game settings that can be customized through the Options screen in the Main Menu:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Display Resolution:&#039;&#039;&#039; Resolution the game is rendered at. Note that the game always renders at 320x200 (original DOS resolution) and resizes to whatever you specify, so for a better picture use a resolution with the same ratio. 640x400 or 640x480 (if you like non-square pixels) are recommended. Use the arrows to scroll through the resolutions supported by your monitor, or click on the numbers to type in your own resolution. If you screw it up, edit or delete your &#039;&#039;options.cfg&#039;&#039; (see below) to revert the resolution.&lt;br /&gt;
* &#039;&#039;&#039;Display Mode:&#039;&#039;&#039; Display the game in a window or covering the whole screen. Windowed mode is recommended as monitors usually don&#039;t properly support OpenXcom&#039;s lo-fi nature in fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;Music Volume:&#039;&#039;&#039; The volume of the background music (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;SFX Volume:&#039;&#039;&#039; The volume of the sound effects (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;Language:&#039;&#039;&#039; Change the language used to display all the game text.&lt;br /&gt;
&lt;br /&gt;
More options may be added as development continues.&lt;br /&gt;
&lt;br /&gt;
== User Folder ==&lt;br /&gt;
OpenXcom creates a User folder with all the screenshots, savegames and options in one of the following paths. &lt;br /&gt;
&lt;br /&gt;
You can also specify your own path by passing the command-line argument &amp;quot;-user &amp;lt;user path&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;working directory&amp;gt;\user\&lt;br /&gt;
* &amp;lt;binary directory&amp;gt;\user\&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
* C:\Documents and Settings\&amp;lt;user&amp;gt;\My Documents\OpenXcom&lt;br /&gt;
* C:\Users\&amp;lt;user&amp;gt;\Documents\OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
* ~/Library/Application Support/OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Unix-like ===&lt;br /&gt;
* $XDG_DATA_HOME/openxcom (usually ~/.local/share/openxcom/data/)&lt;br /&gt;
* $XDG_CONFIG_HOME/openxcom (usually /usr/share/openxcom/data/:/usr/local/share/openxcom/data/)&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom stores its options in a &#039;&#039;options.cfg&#039;&#039; YAML file stored in the User folder, which can be easily edited with any text editor. You can also pass them as command line arguments in the form &amp;quot;-&amp;lt;option name&amp;gt; &amp;lt;option value&amp;gt;&amp;quot;. These include the options shown in the Options screen as well as other advanced options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Invalid values can cause incorrect behaviour or game crashes. Options that accept true/false are marked by &amp;quot;When enabled&amp;quot;, options that accept a range of numbers have this listed in brackets after their description, and options that accept a numeric flag have sub-bullets to describe the functionality of each option.&lt;br /&gt;
&lt;br /&gt;
=== System ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;allowResize&#039;&#039;&#039;: When enabled and the game is in windowed mode, the game resolution can be dynamically resized by changing the window size.&lt;br /&gt;
*&#039;&#039;&#039;baseXResolution&#039;&#039;&#039;: The available display width in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;baseYResolution&#039;&#039;&#039;: The available display height in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;displayWidth&#039;&#039;&#039;: Display width in pixels. The game will scale the base width to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseXResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;displayHeight&#039;&#039;&#039;: Display height in pixels. The game will scale the base height to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseYResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;fullscreen&#039;&#039;&#039;: When enabled, the game will run in fullscreen mode as opposed to windowed mode.&lt;br /&gt;
*&#039;&#039;&#039;musicVolume&#039;&#039;&#039;: Background music volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;soundVolume&#039;&#039;&#039;: Sound FX volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;mute&#039;&#039;&#039;: When enabled, disables all audio output. Automatically enabled if no audio hardware is available.&lt;br /&gt;
*&#039;&#039;&#039;audioBitDepth&#039;&#039;&#039;: Bit depth of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;audioSampleRate&#039;&#039;&#039;: Sample rate (in Hz) of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;debug&#039;&#039;&#039;: When enabled, provides features to make it easier for developers/contributors to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;debugUi&#039;&#039;&#039;: When enabled, shows text borders in UI elements to make it easier for developers/translators to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;fpsCounter&#039;&#039;&#039;: When enabled, shows FPS Counter on the top-left of the screen.&lt;br /&gt;
*&#039;&#039;&#039;language&#039;&#039;&#039;: Filename of the language loaded at startup. &lt;br /&gt;
*&#039;&#039;&#039;keyboardMode&#039;&#039;&#039;: Keyboard input mode.&lt;br /&gt;
** 0 = Keyboard enabled.&lt;br /&gt;
** 1 = Keyboard disabled, type in text boxes with the arrow keys (arcade style).&lt;br /&gt;
*&#039;&#039;&#039;pauseMode&#039;&#039;&#039;: Controls how the game behaves on loss of focus.&lt;br /&gt;
** 0,1 = Continue running normally on loss of focus.&lt;br /&gt;
** 2 = Slow down the game on loss of focus.&lt;br /&gt;
** 3 = Pause completely on loss of focus.&lt;br /&gt;
*&#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;: When enabled, applies a rendering filter that smoothes out diagonal edges, making the game look less pixelated.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGL&#039;&#039;&#039;: When enabled, applies a rendering filter corresponding to the &#039;&#039;&#039;useopenGLShader&#039;&#039;&#039; option.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLShader&#039;&#039;&#039;: Selects which rendering filter to apply when the &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; option is enabled. This option takes a path relative to the OpenXcom DATA folder as an argument. Listed below are the available YAML filters that are packaged with recent nightly builds.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/CRT-interlaced.OpenGL.shader&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display. (default)&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Curvature.OpenGL.shader&#039;&#039;&#039;: Simulates a rounded display.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/dot_n_bloom.OpenGL.shader&#039;&#039;&#039; Applies both a dot grid effect and a bloom effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/heavybloom.OpenGL.shader&#039;&#039;&#039;: Applies a very heavy bloom effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/HQ2X.OpenGL.shader&#039;&#039;&#039;: A double-scale version of &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;, which results in less extreme smoothing.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Phosphor-simple.OpenGL.shader&#039;&#039;&#039; Applies a dot grid effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Pixellate.OpenGL.shader&#039;&#039;&#039;: Default graphics behaviour, but using OpenGL.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/SABR.OpenGL.shader&#039;&#039;&#039;: Applies texel-based smoothing to the display.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Scale4xHQ.OpenGL.shader&#039;&#039;&#039;: A quadruple-scale version of &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;, which results in much less smoothing.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/simplebloom.OpenGL.shader&#039;&#039;&#039;: Applies a bloom effect.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLSmoothing&#039;&#039;&#039;: When enabled, the game will use linear interpolation instead of whole-pixel scaling when no shader is enabled.&lt;br /&gt;
*&#039;&#039;&#039;useScaleFilter&#039;&#039;&#039;: When enabled, passes the game through a software Scale2x filter. This option achieves similar results to HQX but with less overhead and slightly less quality.&lt;br /&gt;
*&#039;&#039;&#039;vSyncForOpenGL&#039;&#039;&#039;: When enabled, puts OpenGL into vertical synchronisation mode, ensuring OpenGL does not exceed your monitor&#039;s refresh rate, possibly causing less smooth animation and tearing.&lt;br /&gt;
&lt;br /&gt;
=== Geoscape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;agressiveRetaliation&#039;&#039;&#039;: When enabled, ?&lt;br /&gt;
*&#039;&#039;&#039;alienContainmentHasUpperLimit&#039;&#039;&#039;: When enabled, restricts the amount of live aliens that can be held in each containment facility.&lt;br /&gt;
*&#039;&#039;&#039;allowAutoSellProduction&#039;&#039;&#039;: When enabled, players may choose to automatically sell manufactured items.&lt;br /&gt;
*&#039;&#039;&#039;canManufactureMoreItemsPerHour&#039;&#039;&#039;: When enabled, very large amounts of engineers can reduce manufacturing time below one hour, occasionally producing extra items per hour in proportion to the number of engineers assigned.&lt;br /&gt;
*&#039;&#039;&#039;canSellLiveAliens&#039;&#039;&#039;: When enabled, captured aliens can be sold for cash in the same fashion as alien corpses.&lt;br /&gt;
*&#039;&#039;&#039;changeValueByMouseWheel&#039;&#039;&#039;: When enabled, scrolling the mouse wheel over increase and decrease buttons will change the value.&lt;br /&gt;
*&#039;&#039;&#039;craftLaunchAlways&#039;&#039;&#039;: When enabled, allow crafts to take off without being READY.&lt;br /&gt;
*&#039;&#039;&#039;globeAllRadarsOnBaseBuild&#039;&#039;&#039;: When enabled, hovering over a valid base location will also display the range in which small radars, large radars, and hyperwave decoders will detect UFOs.&lt;br /&gt;
*&#039;&#039;&#039;globeSeasons&#039;&#039;&#039;: When enabled, the day/night cycle takes into account the time of year and tilts the edge between day and night appropriately.&lt;br /&gt;
*&#039;&#039;&#039;showFundsOnGeoscape&#039;&#039;&#039;: When enabled, shows your available funds above the time of day on the geoscape toolbar.&lt;br /&gt;
&lt;br /&gt;
=== Battlescape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;battleAlienSpeed&#039;&#039;&#039;: Alien unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleExplosionHeight&#039;&#039;&#039;: A coefficient that controls how much vertical power explosions have.&lt;br /&gt;
** 0 = Explosions are completely flat, as per the original game.&lt;br /&gt;
** 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile)&lt;br /&gt;
** 2 = -10 damage units per level&lt;br /&gt;
** 3 = -5 damage units per level (default)&lt;br /&gt;
*&#039;&#039;&#039;battleInstantGrenade&#039;&#039;&#039;: When enabled, grenades are &amp;quot;hot&amp;quot;. This means they do not need to be primed, and simply explode on impact. (previously battleAltGrenade)&lt;br /&gt;
*&#039;&#039;&#039;battlePreviewPath&#039;&#039;&#039;: When enabled, your first left-click displays the planned path, and your second confirms the move order.&lt;br /&gt;
*&#039;&#039;&#039;battleFireSpeed&#039;&#039;&#039;: Bullet movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleNotifyDeath&#039;&#039;&#039;: When enabled, displays a text notification of soldier deaths.&lt;br /&gt;
*&#039;&#039;&#039;battleRangeBasedAccuracy&#039;&#039;&#039;: When enabled, targets at long range are harder to hit with snap and auto shots.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollButton&#039;&#039;&#039;: Controls which mouse button triggers scrolling in scrolling type 0.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragButtion&#039;&#039;&#039;: Controls which mouse button triggers dragging behaviour in scrolling type 2.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragInvert&#039;&#039;&#039;: When enabled, drag scrolling moves the camera towards the direction your mouse is moving in, rather than away from it.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollSpeed&#039;&#039;&#039;: Map scrolling speed.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollType&#039;&#039;&#039;: Map scrolling mode.&lt;br /&gt;
** 0 = Trigger Scroll&lt;br /&gt;
** 1 = Auto Scroll&lt;br /&gt;
** 2 = Drag Scroll&lt;br /&gt;
*&#039;&#039;&#039;battleXcomSpeed&#039;&#039;&#039;: X-COM unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;NewBattle_&#039;&#039;&#039;: (...various options starting with this prefix) Stores your game settings from last time you started a random battle.&lt;br /&gt;
*&#039;&#039;&#039;showMoreStatsInInventoryView&#039;&#039;&#039;: When enabled, the inventory screen displays the weight of equipment the soldier is currently wearing/carrying, and their maximum weight before TU reduction sets in, in addition to displaying the Time Units remaining once you have begun the battle.&lt;br /&gt;
*&#039;&#039;&#039;strafe&#039;&#039;&#039;: When enabled, allows soldiers to move without changing their facing direction by holding control when issuing orders.&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the &#039;&#039;options.cfg&#039;&#039; file (see above), you can enable it by pressing D in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: All research is unlocked, allowing you to easily test all features in the Geoscape without needing to manually unlock them yourself. This doesn&#039;t affect your saved game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and opening the inventory screen resets TUs, allowing you to easily test out the map and any Battlescape features without being affected by game restrictions.&lt;br /&gt;
&lt;br /&gt;
== Keyboard Shortcuts ==&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; – Toggles a FPS counter in top-left corner.&lt;br /&gt;
*&#039;&#039;&#039;F12&#039;&#039;&#039; – Saves a PNG screenshot to the User folder.&lt;br /&gt;
*&#039;&#039;&#039;ALT-ENTER&#039;&#039;&#039; – Toggles fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(As of recent nightly builds, there are custom keyboard shortcuts available under a button in the options menu)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own (eg. the [http://www.xcomufo.com/x1music.html Playstation] or [http://lorcan.freelanzer.com/ Cydonia&#039;s Fall] soundtracks) by putting it in the SOUND subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GMDEFEND&#039;&#039;&#039; - Base Defense Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMENBASE&#039;&#039;&#039; - Mission Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO1&#039;&#039;&#039; - Geoscape 1.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO2&#039;&#039;&#039; - Geoscape 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTER&#039;&#039;&#039; - Interception / Dogfight.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO1&#039;&#039;&#039; - Intro 1.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO2&#039;&#039;&#039; - Intro 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO3&#039;&#039;&#039; - Intro 3.&lt;br /&gt;
*&#039;&#039;&#039;GMLOSE&#039;&#039;&#039; - Game Over.&lt;br /&gt;
*&#039;&#039;&#039;GMMARS&#039;&#039;&#039; - Debriefing.&lt;br /&gt;
*&#039;&#039;&#039;GMNEWMAR&#039;&#039;&#039; - Mars Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMSTORY&#039;&#039;&#039; - Title.&lt;br /&gt;
*&#039;&#039;&#039;GMTACTIC&#039;&#039;&#039; - Battlescape.&lt;br /&gt;
*&#039;&#039;&#039;GMWIN&#039;&#039;&#039; - Victory.&lt;br /&gt;
&lt;br /&gt;
The formats supported are MIDI, MP3, OGG and MOD. You might need to delete the original music (including GM.CAT) for it to work.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>54x</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=45104</id>
		<title>Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=45104"/>
		<updated>2013-03-05T09:45:44Z</updated>

		<summary type="html">&lt;p&gt;54x: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OpenXcomOptions.png|right|thumb|OpenXcom Options screen]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom has a variety of game settings that can be customized through the Options screen in the Main Menu:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Display Resolution:&#039;&#039;&#039; Resolution the game is rendered at. Note that the game always renders at 320x200 (original DOS resolution) and resizes to whatever you specify, so for a better picture use a resolution with the same ratio. 640x400 or 640x480 (if you like non-square pixels) are recommended. Use the arrows to scroll through the resolutions supported by your monitor, or click on the numbers to type in your own resolution. If you screw it up, edit or delete your &#039;&#039;options.cfg&#039;&#039; (see below) to revert the resolution.&lt;br /&gt;
* &#039;&#039;&#039;Display Mode:&#039;&#039;&#039; Display the game in a window or covering the whole screen. Windowed mode is recommended as monitors usually don&#039;t properly support OpenXcom&#039;s lo-fi nature in fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;Music Volume:&#039;&#039;&#039; The volume of the background music (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;SFX Volume:&#039;&#039;&#039; The volume of the sound effects (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;Language:&#039;&#039;&#039; Change the language used to display all the game text.&lt;br /&gt;
&lt;br /&gt;
More options may be added as development continues.&lt;br /&gt;
&lt;br /&gt;
== User Folder ==&lt;br /&gt;
OpenXcom creates a User folder with all the screenshots, savegames and options in one of the following paths. &lt;br /&gt;
&lt;br /&gt;
You can also specify your own path by passing the command-line argument &amp;quot;-user &amp;lt;user path&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;working directory&amp;gt;\user\&lt;br /&gt;
* &amp;lt;binary directory&amp;gt;\user\&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
* C:\Documents and Settings\&amp;lt;user&amp;gt;\My Documents\OpenXcom&lt;br /&gt;
* C:\Users\&amp;lt;user&amp;gt;\Documents\OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
* ~/Library/Application Support/OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Unix-like ===&lt;br /&gt;
* $XDG_DATA_HOME/openxcom (usually ~/.local/share/openxcom/data/)&lt;br /&gt;
* $XDG_CONFIG_HOME/openxcom (usually /usr/share/openxcom/data/:/usr/local/share/openxcom/data/)&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom stores its options in a &#039;&#039;options.cfg&#039;&#039; YAML file stored in the User folder, which can be easily edited with any text editor. You can also pass them as command line arguments in the form &amp;quot;-&amp;lt;option name&amp;gt; &amp;lt;option value&amp;gt;&amp;quot;. These include the options shown in the Options screen as well as other advanced options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Invalid values can cause incorrect behaviour or game crashes. Options that accept true/false are marked by &amp;quot;When enabled&amp;quot;, options that accept a range of numbers have this listed in brackets after their description, and options that accept a numeric flag have sub-bullets to describe the functionality of each option.&lt;br /&gt;
&lt;br /&gt;
=== System ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;allowResize&#039;&#039;&#039;: When enabled and the game is in windowed mode, the game resolution can be dynamically resized by changing the window size.&lt;br /&gt;
*&#039;&#039;&#039;baseXResolution&#039;&#039;&#039;: The available display width in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;baseYResolution&#039;&#039;&#039;: The available display height in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;displayWidth&#039;&#039;&#039;: Display width in pixels. The game will scale the base width to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseXResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;displayHeight&#039;&#039;&#039;: Display height in pixels. The game will scale the base height to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseYResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;fullscreen&#039;&#039;&#039;: When enabled, the game will run in fullscreen mode as opposed to windowed mode.&lt;br /&gt;
*&#039;&#039;&#039;musicVolume&#039;&#039;&#039;: Background music volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;soundVolume&#039;&#039;&#039;: Sound FX volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;mute&#039;&#039;&#039;: When enabled, disables all audio output. Automatically enabled if no audio hardware is available.&lt;br /&gt;
*&#039;&#039;&#039;audioBitDepth&#039;&#039;&#039;: Bit depth of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;audioSampleRate&#039;&#039;&#039;: Sample rate (in Hz) of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;debug&#039;&#039;&#039;: When enabled, provides features to make it easier for developers/contributors to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;debugUi&#039;&#039;&#039;: When enabled, shows text borders in UI elements to make it easier for developers/translators to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;fpsCounter&#039;&#039;&#039;: When enabled, shows FPS Counter on the top-left of the screen.&lt;br /&gt;
*&#039;&#039;&#039;language&#039;&#039;&#039;: Filename of the language loaded at startup. &lt;br /&gt;
*&#039;&#039;&#039;keyboardMode&#039;&#039;&#039;: Keyboard input mode.&lt;br /&gt;
** 0 = Keyboard enabled.&lt;br /&gt;
** 1 = Keyboard disabled, type in text boxes with the arrow keys (arcade style).&lt;br /&gt;
*&#039;&#039;&#039;pauseMode&#039;&#039;&#039;: Controls how the game behaves on loss of focus.&lt;br /&gt;
** 0,1 = Continue running normally on loss of focus.&lt;br /&gt;
** 2 = Slow down the game on loss of focus.&lt;br /&gt;
** 3 = Pause completely on loss of focus.&lt;br /&gt;
*&#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;: When enabled, applies a rendering filter that smoothes out diagonal edges, making the game look less pixelated.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGL&#039;&#039;&#039;: When enabled, applies a rendering filter corresponding to the &#039;&#039;&#039;useopenGLShader&#039;&#039;&#039; option.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLShader&#039;&#039;&#039;: Selects which rendering filter to apply when the &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; option is enabled. This option takes a path relative to the OpenXcom DATA folder as an argument. Listed below are the available YAML filters that are packaged with recent nightly builds.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/CRT-interlaced.OpenGL.shader&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display. (default)&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Curvature.OpenGL.shader&#039;&#039;&#039;: Simulates a rounded display.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/dot_n_bloom.OpenGL.shader&#039;&#039;&#039; Applies both a dot grid effect and a bloom effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/heavybloom.OpenGL.shader&#039;&#039;&#039;: Applies a very heavy bloom effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/HQ2X.OpenGL.shader&#039;&#039;&#039;: A double-scale version of &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;, which results in less extreme smoothing.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Phosphor-simple.OpenGL.shader&#039;&#039;&#039; Applies a dot grid effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Pixellate.OpenGL.shader&#039;&#039;&#039;: Default graphics behaviour, but using OpenGL.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/SABR.OpenGL.shader&#039;&#039;&#039;: Applies texel-based smoothing to the display.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Scale4xHQ.OpenGL.shader&#039;&#039;&#039;: A quadruple-scale version of &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;, which results in much less smoothing.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/simplebloom.OpenGL.shader&#039;&#039;&#039;: Applies a bloom effect.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLSmoothing&#039;&#039;&#039;: When enabled, the game will use linear interpolation instead of whole-pixel scaling when no shader is enabled.&lt;br /&gt;
*&#039;&#039;&#039;useScaleFilter&#039;&#039;&#039;: When enabled, passes the game through a software Scale2x filter. This option achieves similar results to HQX but with less overhead and slightly less quality.&lt;br /&gt;
*&#039;&#039;&#039;vSyncForOpenGL&#039;&#039;&#039;: When enabled, puts OpenGL into vertical synchronisation mode, ensuring OpenGL does not exceed your monitor&#039;s refresh rate, possibly causing less smooth animation and tearing.&lt;br /&gt;
&lt;br /&gt;
=== Geoscape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;agressiveRetaliation&#039;&#039;&#039;: When enabled, ?&lt;br /&gt;
*&#039;&#039;&#039;alienContainmentHasUpperLimit&#039;&#039;&#039;: When enabled, restricts the amount of live aliens that can be held in each containment facility.&lt;br /&gt;
*&#039;&#039;&#039;allowAutoSellProduction&#039;&#039;&#039;: When enabled, players may choose to automatically sell manufactured items.&lt;br /&gt;
*&#039;&#039;&#039;canManufactureMoreItemsPerHour&#039;&#039;&#039;: When enabled, very large amounts of engineers can reduce manufacturing time below one hour, occasionally producing extra items per hour in proportion to the number of engineers assigned.&lt;br /&gt;
*&#039;&#039;&#039;canSellLiveAliens&#039;&#039;&#039;: When enabled, captured aliens can be sold for cash in the same fashion as alien corpses.&lt;br /&gt;
*&#039;&#039;&#039;changeValueByMouseWheel&#039;&#039;&#039;: When enabled, scrolling the mouse wheel over increase and decrease buttons will change the value.&lt;br /&gt;
*&#039;&#039;&#039;craftLaunchAlways&#039;&#039;&#039;: When enabled, allow crafts to take off without being READY.&lt;br /&gt;
*&#039;&#039;&#039;globeAllRadarsOnBaseBuild&#039;&#039;&#039;: When enabled, hovering over a valid base location will also display the range in which small radars, large radars, and hyperwave decoders will detect UFOs.&lt;br /&gt;
*&#039;&#039;&#039;globeSeasons&#039;&#039;&#039;: When enabled, the day/night cycle takes into account the time of year and tilts the edge between day and night appropriately.&lt;br /&gt;
*&#039;&#039;&#039;showFundsOnGeoscape&#039;&#039;&#039;: When enabled, shows your available funds above the time of day on the geoscape toolbar.&lt;br /&gt;
&lt;br /&gt;
=== Battlescape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;battleAlienSpeed&#039;&#039;&#039;: Alien unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleExplosionHeight&#039;&#039;&#039;: A coefficient that controls how much vertical power explosions have.&lt;br /&gt;
** 0 = Explosions are completely flat, as per the original game.&lt;br /&gt;
** 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile)&lt;br /&gt;
** 2 = -10 damage units per level&lt;br /&gt;
** 3 = -5 damage units per level (default)&lt;br /&gt;
*&#039;&#039;&#039;battleInstantGrenade&#039;&#039;&#039;: When enabled, grenades are &amp;quot;hot&amp;quot;. This means they do not need to be primed, and simply explode on impact. (previously battleAltGrenade)&lt;br /&gt;
*&#039;&#039;&#039;battlePreviewPath&#039;&#039;&#039;: When enabled, your first left-click displays the planned path, and your second confirms the move order.&lt;br /&gt;
*&#039;&#039;&#039;battleFireSpeed&#039;&#039;&#039;: Bullet movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleNotifyDeath&#039;&#039;&#039;: When enabled, displays a text notification of soldier deaths.&lt;br /&gt;
*&#039;&#039;&#039;battleRangeBasedAccuracy&#039;&#039;&#039;: When enabled, targets at long range are harder to hit with snap and auto shots.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollButton&#039;&#039;&#039;: Controls which mouse button triggers scrolling in scrolling type 0.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragButtion&#039;&#039;&#039;: Controls which mouse button triggers dragging behaviour in scrolling type 2.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragInvert&#039;&#039;&#039;: When enabled, drag scrolling moves the camera towards the direction your mouse is moving in, rather than away from it.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollSpeed&#039;&#039;&#039;: Map scrolling speed.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollType&#039;&#039;&#039;: Map scrolling mode.&lt;br /&gt;
** 0 = Trigger Scroll&lt;br /&gt;
** 1 = Auto Scroll&lt;br /&gt;
** 2 = Drag Scroll&lt;br /&gt;
*&#039;&#039;&#039;battleXcomSpeed&#039;&#039;&#039;: X-COM unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;NewBattle_&#039;&#039;&#039;: (...various options starting with this prefix) Stores your game settings from last time you started a random battle.&lt;br /&gt;
*&#039;&#039;&#039;showMoreStatsInInventoryView&#039;&#039;&#039;: When enabled, the inventory screen displays the weight of equipment the soldier is currently wearing/carrying, and their maximum weight before TU reduction sets in, in addition to displaying the Time Units remaining once you have begun the battle.&lt;br /&gt;
*&#039;&#039;&#039;strafe&#039;&#039;&#039;: When enabled, allows soldiers to move without changing their facing direction by holding control when issuing orders.&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the &#039;&#039;options.cfg&#039;&#039; file (see above), you can enable it by pressing D in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: All research is unlocked, allowing you to easily test all features in the Geoscape without needing to manually unlock them yourself. This doesn&#039;t affect your saved game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and actions cost no TUs, allowing you to easily test out the map and any Battlescape features without being affected by game restrictions.&lt;br /&gt;
&lt;br /&gt;
== Keyboard Shortcuts ==&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; – Toggles a FPS counter in top-left corner.&lt;br /&gt;
*&#039;&#039;&#039;F12&#039;&#039;&#039; – Saves a PNG screenshot to the User folder.&lt;br /&gt;
*&#039;&#039;&#039;ALT-ENTER&#039;&#039;&#039; – Toggles fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(As of recent nightly builds, there are custom keyboard shortcuts available under a button in the options menu)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own (eg. the [http://www.xcomufo.com/x1music.html Playstation] or [http://lorcan.freelanzer.com/ Cydonia&#039;s Fall] soundtracks) by putting it in the SOUND subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GMDEFEND&#039;&#039;&#039; - Base Defense Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMENBASE&#039;&#039;&#039; - Mission Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO1&#039;&#039;&#039; - Geoscape 1.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO2&#039;&#039;&#039; - Geoscape 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTER&#039;&#039;&#039; - Interception / Dogfight.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO1&#039;&#039;&#039; - Intro 1.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO2&#039;&#039;&#039; - Intro 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO3&#039;&#039;&#039; - Intro 3.&lt;br /&gt;
*&#039;&#039;&#039;GMLOSE&#039;&#039;&#039; - Game Over.&lt;br /&gt;
*&#039;&#039;&#039;GMMARS&#039;&#039;&#039; - Debriefing.&lt;br /&gt;
*&#039;&#039;&#039;GMNEWMAR&#039;&#039;&#039; - Mars Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMSTORY&#039;&#039;&#039; - Title.&lt;br /&gt;
*&#039;&#039;&#039;GMTACTIC&#039;&#039;&#039; - Battlescape.&lt;br /&gt;
*&#039;&#039;&#039;GMWIN&#039;&#039;&#039; - Victory.&lt;br /&gt;
&lt;br /&gt;
The formats supported are MIDI, MP3, OGG and MOD. You might need to delete the original music (including GM.CAT) for it to work.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>54x</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=44850</id>
		<title>Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=44850"/>
		<updated>2013-02-27T00:39:11Z</updated>

		<summary type="html">&lt;p&gt;54x: /* System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OpenXcomOptions.png|right|thumb|OpenXcom Options screen]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom has a variety of game settings that can be customized through the Options screen in the Main Menu:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Display Resolution:&#039;&#039;&#039; Resolution the game is rendered at. Note that the game always renders at 320x200 (original DOS resolution) and resizes to whatever you specify, so for a better picture use a resolution with the same ratio. 640x400 or 640x480 (if you like non-square pixels) are recommended. Use the arrows to scroll through the resolutions supported by your monitor, or click on the numbers to type in your own resolution. If you screw it up, edit or delete your &#039;&#039;options.cfg&#039;&#039; (see below) to revert the resolution.&lt;br /&gt;
* &#039;&#039;&#039;Display Mode:&#039;&#039;&#039; Display the game in a window or covering the whole screen. Windowed mode is recommended as monitors usually don&#039;t properly support OpenXcom&#039;s lo-fi nature in fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;Music Volume:&#039;&#039;&#039; The volume of the background music (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;SFX Volume:&#039;&#039;&#039; The volume of the sound effects (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;Language:&#039;&#039;&#039; Change the language used to display all the game text.&lt;br /&gt;
&lt;br /&gt;
More options may be added as development continues.&lt;br /&gt;
&lt;br /&gt;
== User Folder ==&lt;br /&gt;
OpenXcom creates a User folder with all the screenshots, savegames and options in one of the following paths. &lt;br /&gt;
&lt;br /&gt;
You can also specify your own path by passing the command-line argument &amp;quot;-user &amp;lt;user path&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;working directory&amp;gt;\user\&lt;br /&gt;
* &amp;lt;binary directory&amp;gt;\user\&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
* C:\Documents and Settings\&amp;lt;user&amp;gt;\My Documents\OpenXcom&lt;br /&gt;
* C:\Users\&amp;lt;user&amp;gt;\Documents\OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
* ~/Library/Application Support/OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Unix-like ===&lt;br /&gt;
* $XDG_DATA_HOME/openxcom (usually ~/.local/share/openxcom/data/)&lt;br /&gt;
* $XDG_CONFIG_HOME/openxcom (usually /usr/share/openxcom/data/:/usr/local/share/openxcom/data/)&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom stores its options in a &#039;&#039;options.cfg&#039;&#039; YAML file stored in the User folder, which can be easily edited with any text editor. You can also pass them as command line arguments in the form &amp;quot;-&amp;lt;option name&amp;gt; &amp;lt;option value&amp;gt;&amp;quot;. These include the options shown in the Options screen as well as other advanced options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Invalid values can cause incorrect behaviour or game crashes. Options that accept true/false are marked by &amp;quot;When enabled&amp;quot;, options that accept a range of numbers have this listed in brackets after their description, and options that accept a numeric flag have sub-bullets to describe the functionality of each option.&lt;br /&gt;
&lt;br /&gt;
=== System ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;allowResize&#039;&#039;&#039;: When enabled and the game is in windowed mode, the game resolution can be dynamically resized by changing the window size.&lt;br /&gt;
*&#039;&#039;&#039;baseXResolution&#039;&#039;&#039;: The available display width in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;baseYResolution&#039;&#039;&#039;: The available display height in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;displayWidth&#039;&#039;&#039;: Display width in pixels. The game will scale the base width to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseXResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;displayHeight&#039;&#039;&#039;: Display height in pixels. The game will scale the base height to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseYResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;fullscreen&#039;&#039;&#039;: When enabled, the game will run in fullscreen mode as opposed to windowed mode.&lt;br /&gt;
*&#039;&#039;&#039;musicVolume&#039;&#039;&#039;: Background music volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;soundVolume&#039;&#039;&#039;: Sound FX volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;mute&#039;&#039;&#039;: When enabled, disables all audio output. Automatically enabled if no audio hardware is available.&lt;br /&gt;
*&#039;&#039;&#039;audioBitDepth&#039;&#039;&#039;: Bit depth of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;audioSampleRate&#039;&#039;&#039;: Sample rate (in Hz) of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;debug&#039;&#039;&#039;: When enabled, provides features to make it easier for developers/contributors to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;debugUi&#039;&#039;&#039;: When enabled, shows text borders in UI elements to make it easier for developers/translators to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;fpsCounter&#039;&#039;&#039;: When enabled, shows FPS Counter on the top-left of the screen.&lt;br /&gt;
*&#039;&#039;&#039;language&#039;&#039;&#039;: Filename of the language loaded at startup. &lt;br /&gt;
*&#039;&#039;&#039;keyboardMode&#039;&#039;&#039;: Keyboard input mode.&lt;br /&gt;
** 0 = Keyboard enabled.&lt;br /&gt;
** 1 = Keyboard disabled, type in text boxes with the arrow keys (arcade style).&lt;br /&gt;
*&#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;: When enabled, applies a rendering filter that smoothes out diagonal edges, making the game look less pixelated.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGL&#039;&#039;&#039;: When enabled, applies a rendering filter corresponding to the &#039;&#039;&#039;useopenGLShader&#039;&#039;&#039; option.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLShader&#039;&#039;&#039;: Selects which rendering filter to apply when the &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; option is enabled. This option takes a path relative to the OpenXcom DATA folder as an argument. Listed below are the available YAML filters that are packaged with recent nightly builds.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/CRT-interlaced.OpenGL.shader&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display. (default)&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Curvature.OpenGL.shader&#039;&#039;&#039;: Simulates a rounded display.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/dot_n_bloom.OpenGL.shader&#039;&#039;&#039; Applies both a dot grid effect and a bloom effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/heavybloom.OpenGL.shader&#039;&#039;&#039;: Applies a very heavy bloom effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/HQ2X.OpenGL.shader&#039;&#039;&#039;: A double-scale version of &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;, which results in less extreme smoothing.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Phosphor-simple.OpenGL.shader&#039;&#039;&#039; Applies a dot grid effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Pixellate.OpenGL.shader&#039;&#039;&#039;: Default graphics behaviour, but using OpenGL.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/SABR.OpenGL.shader&#039;&#039;&#039;: Applies texel-based smoothing to the display.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Scale4xHQ.OpenGL.shader&#039;&#039;&#039;: A quadruple-scale version of &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;, which results in much less smoothing.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/simplebloom.OpenGL.shader&#039;&#039;&#039;: Applies a bloom effect.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLSmoothing&#039;&#039;&#039;: When enabled, the game will use linear interpolation instead of whole-pixel scaling when no shader is enabled.&lt;br /&gt;
*&#039;&#039;&#039;useScaleFilter&#039;&#039;&#039;: When enabled, passes the game through a software Scale2x filter. This option achieves similar results to HQX but with less overhead and slightly less quality.&lt;br /&gt;
*&#039;&#039;&#039;vSyncForOpenGL&#039;&#039;&#039;: When enabled, puts OpenGL into vertical synchronisation mode, ensuring OpenGL does not exceed your monitor&#039;s refresh rate, possibly causing less smooth animation and tearing.&lt;br /&gt;
&lt;br /&gt;
=== Geoscape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;agressiveRetaliation&#039;&#039;&#039;: When enabled, ?&lt;br /&gt;
*&#039;&#039;&#039;alienContainmentHasUpperLimit&#039;&#039;&#039;: When enabled, restricts the amount of live aliens that can be held in each containment facility.&lt;br /&gt;
*&#039;&#039;&#039;allowAutoSellProduction&#039;&#039;&#039;: When enabled, players may choose to automatically sell manufactured items.&lt;br /&gt;
*&#039;&#039;&#039;canManufactureMoreItemsPerHour&#039;&#039;&#039;: When enabled, very large amounts of engineers can reduce manufacturing time below one hour, occasionally producing extra items per hour in proportion to the number of engineers assigned.&lt;br /&gt;
*&#039;&#039;&#039;canSellLiveAliens&#039;&#039;&#039;: When enabled, captured aliens can be sold for cash in the same fashion as alien corpses.&lt;br /&gt;
*&#039;&#039;&#039;changeValueByMouseWheel&#039;&#039;&#039;: When enabled, scrolling the mouse wheel over increase and decrease buttons will change the value.&lt;br /&gt;
*&#039;&#039;&#039;craftLaunchAlways&#039;&#039;&#039;: When enabled, allow crafts to take off without being READY.&lt;br /&gt;
*&#039;&#039;&#039;globeAllRadarsOnBaseBuild&#039;&#039;&#039;: When enabled, hovering over a valid base location will also display the range in which small radars, large radars, and hyperwave decoders will detect UFOs.&lt;br /&gt;
*&#039;&#039;&#039;globeSeasons&#039;&#039;&#039;: When enabled, the day/night cycle takes into account the time of year and tilts the edge between day and night appropriately.&lt;br /&gt;
*&#039;&#039;&#039;showFundsOnGeoscape&#039;&#039;&#039;: When enabled, shows your available funds above the time of day on the geoscape toolbar.&lt;br /&gt;
&lt;br /&gt;
=== Battlescape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;battleAlienSpeed&#039;&#039;&#039;: Alien unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleExplosionHeight&#039;&#039;&#039;: A coefficient that controls how much vertical power explosions have.&lt;br /&gt;
** 0 = Explosions are completely flat, as per the original game.&lt;br /&gt;
** 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile)&lt;br /&gt;
** 2 = -10 damage units per level&lt;br /&gt;
** 3 = -5 damage units per level (default)&lt;br /&gt;
*&#039;&#039;&#039;battleInstantGrenade&#039;&#039;&#039;: When enabled, grenades are &amp;quot;hot&amp;quot;. This means they do not need to be primed, and simply explode on impact. (previously battleAltGrenade)&lt;br /&gt;
*&#039;&#039;&#039;battlePreviewPath&#039;&#039;&#039;: When enabled, your first left-click displays the planned path, and your second confirms the move order.&lt;br /&gt;
*&#039;&#039;&#039;battleFireSpeed&#039;&#039;&#039;: Bullet movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleNotifyDeath&#039;&#039;&#039;: When enabled, displays a text notification of soldier deaths.&lt;br /&gt;
*&#039;&#039;&#039;battleRangeBasedAccuracy&#039;&#039;&#039;: When enabled, targets at long range are harder to hit with snap and auto shots.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollButton&#039;&#039;&#039;: Controls which mouse button triggers scrolling in scrolling type 0.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragButtion&#039;&#039;&#039;: Controls which mouse button triggers dragging behaviour in scrolling type 2.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragInvert&#039;&#039;&#039;: When enabled, drag scrolling moves the camera towards the direction your mouse is moving in, rather than away from it.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollSpeed&#039;&#039;&#039;: Map scrolling speed.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollType&#039;&#039;&#039;: Map scrolling mode.&lt;br /&gt;
** 0 = Trigger Scroll&lt;br /&gt;
** 1 = Auto Scroll&lt;br /&gt;
** 2 = Drag Scroll&lt;br /&gt;
*&#039;&#039;&#039;battleXcomSpeed&#039;&#039;&#039;: X-COM unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;showMoreStatsInInventoryView&#039;&#039;&#039;: When enabled, the inventory screen displays the weight of equipment the soldier is currently wearing/carrying, and their maximum weight before TU reduction sets in, in addition to displaying the Time Units remaining once you have begun the battle.&lt;br /&gt;
*&#039;&#039;&#039;strafe&#039;&#039;&#039;: When enabled, allows soldiers to move without changing their facing direction by holding control when issuing orders.&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the &#039;&#039;options.cfg&#039;&#039; file (see above), you can enable it by pressing D in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: All research is unlocked, allowing you to easily test all features in the Geoscape without needing to manually unlock them yourself. This doesn&#039;t affect your saved game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and actions cost no TUs, allowing you to easily test out the map and any Battlescape features without being affected by game restrictions.&lt;br /&gt;
&lt;br /&gt;
== Keyboard Shortcuts ==&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; – Toggles a FPS counter in top-left corner.&lt;br /&gt;
*&#039;&#039;&#039;F12&#039;&#039;&#039; – Saves a PNG screenshot to the User folder.&lt;br /&gt;
*&#039;&#039;&#039;ALT-ENTER&#039;&#039;&#039; – Toggles fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(As of recent nightly builds, there are custom keyboard shortcuts available under a button in the options menu)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own (eg. the [http://www.xcomufo.com/x1music.html Playstation] or [http://lorcan.freelanzer.com/ Cydonia&#039;s Fall] soundtracks) by putting it in the SOUND subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GMDEFEND&#039;&#039;&#039; - Base Defense Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMENBASE&#039;&#039;&#039; - Mission Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO1&#039;&#039;&#039; - Geoscape 1.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO2&#039;&#039;&#039; - Geoscape 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTER&#039;&#039;&#039; - Interception / Dogfight.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO1&#039;&#039;&#039; - Intro 1.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO2&#039;&#039;&#039; - Intro 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO3&#039;&#039;&#039; - Intro 3.&lt;br /&gt;
*&#039;&#039;&#039;GMLOSE&#039;&#039;&#039; - Game Over.&lt;br /&gt;
*&#039;&#039;&#039;GMMARS&#039;&#039;&#039; - Debriefing.&lt;br /&gt;
*&#039;&#039;&#039;GMNEWMAR&#039;&#039;&#039; - Mars Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMSTORY&#039;&#039;&#039; - Title.&lt;br /&gt;
*&#039;&#039;&#039;GMTACTIC&#039;&#039;&#039; - Battlescape.&lt;br /&gt;
*&#039;&#039;&#039;GMWIN&#039;&#039;&#039; - Victory.&lt;br /&gt;
&lt;br /&gt;
The formats supported are MIDI, MP3, OGG and MOD. You might need to delete the original music (including GM.CAT) for it to work.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>54x</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=44849</id>
		<title>Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=44849"/>
		<updated>2013-02-27T00:35:28Z</updated>

		<summary type="html">&lt;p&gt;54x: /* System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OpenXcomOptions.png|right|thumb|OpenXcom Options screen]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom has a variety of game settings that can be customized through the Options screen in the Main Menu:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Display Resolution:&#039;&#039;&#039; Resolution the game is rendered at. Note that the game always renders at 320x200 (original DOS resolution) and resizes to whatever you specify, so for a better picture use a resolution with the same ratio. 640x400 or 640x480 (if you like non-square pixels) are recommended. Use the arrows to scroll through the resolutions supported by your monitor, or click on the numbers to type in your own resolution. If you screw it up, edit or delete your &#039;&#039;options.cfg&#039;&#039; (see below) to revert the resolution.&lt;br /&gt;
* &#039;&#039;&#039;Display Mode:&#039;&#039;&#039; Display the game in a window or covering the whole screen. Windowed mode is recommended as monitors usually don&#039;t properly support OpenXcom&#039;s lo-fi nature in fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;Music Volume:&#039;&#039;&#039; The volume of the background music (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;SFX Volume:&#039;&#039;&#039; The volume of the sound effects (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;Language:&#039;&#039;&#039; Change the language used to display all the game text.&lt;br /&gt;
&lt;br /&gt;
More options may be added as development continues.&lt;br /&gt;
&lt;br /&gt;
== User Folder ==&lt;br /&gt;
OpenXcom creates a User folder with all the screenshots, savegames and options in one of the following paths. &lt;br /&gt;
&lt;br /&gt;
You can also specify your own path by passing the command-line argument &amp;quot;-user &amp;lt;user path&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;working directory&amp;gt;\user\&lt;br /&gt;
* &amp;lt;binary directory&amp;gt;\user\&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
* C:\Documents and Settings\&amp;lt;user&amp;gt;\My Documents\OpenXcom&lt;br /&gt;
* C:\Users\&amp;lt;user&amp;gt;\Documents\OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
* ~/Library/Application Support/OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Unix-like ===&lt;br /&gt;
* $XDG_DATA_HOME/openxcom (usually ~/.local/share/openxcom/data/)&lt;br /&gt;
* $XDG_CONFIG_HOME/openxcom (usually /usr/share/openxcom/data/:/usr/local/share/openxcom/data/)&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom stores its options in a &#039;&#039;options.cfg&#039;&#039; YAML file stored in the User folder, which can be easily edited with any text editor. You can also pass them as command line arguments in the form &amp;quot;-&amp;lt;option name&amp;gt; &amp;lt;option value&amp;gt;&amp;quot;. These include the options shown in the Options screen as well as other advanced options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Invalid values can cause incorrect behaviour or game crashes. Options that accept true/false are marked by &amp;quot;When enabled&amp;quot;, options that accept a range of numbers have this listed in brackets after their description, and options that accept a numeric flag have sub-bullets to describe the functionality of each option.&lt;br /&gt;
&lt;br /&gt;
=== System ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;allowResize&#039;&#039;&#039;: When enabled and the game is in windowed mode, the game resolution can be dynamically resized by changing the window size.&lt;br /&gt;
*&#039;&#039;&#039;baseXResolution&#039;&#039;&#039;: The available display width in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;baseYResolution&#039;&#039;&#039;: The available display height in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;displayWidth&#039;&#039;&#039;: Display width in pixels. The game will scale the base width to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseXResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;displayHeight&#039;&#039;&#039;: Display height in pixels. The game will scale the base height to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseYResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;fullscreen&#039;&#039;&#039;: When enabled, the game will run in fullscreen mode as opposed to windowed mode.&lt;br /&gt;
*&#039;&#039;&#039;musicVolume&#039;&#039;&#039;: Background music volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;soundVolume&#039;&#039;&#039;: Sound FX volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;mute&#039;&#039;&#039;: When enabled, disables all audio output. Automatically enabled if no audio hardware is available.&lt;br /&gt;
*&#039;&#039;&#039;audioBitDepth&#039;&#039;&#039;: Bit depth of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;audioSampleRate&#039;&#039;&#039;: Sample rate (in Hz) of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;debug&#039;&#039;&#039;: When enabled, provides features to make it easier for developers/contributors to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;debugUi&#039;&#039;&#039;: When enabled, shows text borders in UI elements to make it easier for developers/translators to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;fpsCounter&#039;&#039;&#039;: When enabled, shows FPS Counter on the top-left of the screen.&lt;br /&gt;
*&#039;&#039;&#039;language&#039;&#039;&#039;: Filename of the language loaded at startup. &lt;br /&gt;
*&#039;&#039;&#039;keyboardMode&#039;&#039;&#039;: Keyboard input mode.&lt;br /&gt;
** 0 = Keyboard enabled.&lt;br /&gt;
** 1 = Keyboard disabled, type in text boxes with the arrow keys (arcade style).&lt;br /&gt;
*&#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;: When enabled, applies a rendering filter that smoothes out diagonal edges, making the game look less pixelated.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGL&#039;&#039;&#039;: When enabled, applies a rendering filter corresponding to the &#039;&#039;&#039;useopenGLShader&#039;&#039;&#039; option.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLShader&#039;&#039;&#039;: Selects which rendering filter to apply when the &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; option is enabled. This option takes a path relative to the OpenXcom DATA folder as an argument. Listed below are the available YAML filters that are packaged with recent nightly builds.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/CRT-interlaced.OpenGL.shader&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display. (default)&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Curvature.OpenGL.shader&#039;&#039;&#039;: Simulates a rounded display.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/dot_n_bloom.OpenGL.shader&#039;&#039;&#039; Applies both a dot grid effect and a bloom effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/heavybloom.OpenGL.shader&#039;&#039;&#039;: Applies a very heavy bloom effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/HQ2X.OpenGL.shader&#039;&#039;&#039;: A double-scale version of &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;, which results in less curvature.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Phosphor-simple.OpenGL.shader&#039;&#039;&#039; Applies a dot grid effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Pixellate.OpenGL.shader&#039;&#039;&#039;: Default graphics behaviour, but using OpenGL.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/SABR.OpenGL.shader&#039;&#039;&#039;: Applies texel-based smoothing to the display.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Scale4xHQ.OpenGL.shader&#039;&#039;&#039;: A quadruple-scale version of &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;, which results in dramatically less curvature.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/simplebloom.OpenGL.shader&#039;&#039;&#039;: Applies a bloom effect.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLSmoothing&#039;&#039;&#039;: When enabled, the game will use linear interpolation instead of whole-pixel scaling when no shader is enabled.&lt;br /&gt;
*&#039;&#039;&#039;useScaleFilter&#039;&#039;&#039;: When enabled, passes the game through a software Scale2x filter. This option achieves similar results to HQX but with less overhead and slightly less quality.&lt;br /&gt;
*&#039;&#039;&#039;vSyncForOpenGL&#039;&#039;&#039;: When enabled, puts OpenGL into vertical synchronisation mode, ensuring OpenGL does not exceed your monitor&#039;s refresh rate, possibly causing less smooth animation and tearing.&lt;br /&gt;
&lt;br /&gt;
=== Geoscape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;agressiveRetaliation&#039;&#039;&#039;: When enabled, ?&lt;br /&gt;
*&#039;&#039;&#039;alienContainmentHasUpperLimit&#039;&#039;&#039;: When enabled, restricts the amount of live aliens that can be held in each containment facility.&lt;br /&gt;
*&#039;&#039;&#039;allowAutoSellProduction&#039;&#039;&#039;: When enabled, players may choose to automatically sell manufactured items.&lt;br /&gt;
*&#039;&#039;&#039;canManufactureMoreItemsPerHour&#039;&#039;&#039;: When enabled, very large amounts of engineers can reduce manufacturing time below one hour, occasionally producing extra items per hour in proportion to the number of engineers assigned.&lt;br /&gt;
*&#039;&#039;&#039;canSellLiveAliens&#039;&#039;&#039;: When enabled, captured aliens can be sold for cash in the same fashion as alien corpses.&lt;br /&gt;
*&#039;&#039;&#039;changeValueByMouseWheel&#039;&#039;&#039;: When enabled, scrolling the mouse wheel over increase and decrease buttons will change the value.&lt;br /&gt;
*&#039;&#039;&#039;craftLaunchAlways&#039;&#039;&#039;: When enabled, allow crafts to take off without being READY.&lt;br /&gt;
*&#039;&#039;&#039;globeAllRadarsOnBaseBuild&#039;&#039;&#039;: When enabled, hovering over a valid base location will also display the range in which small radars, large radars, and hyperwave decoders will detect UFOs.&lt;br /&gt;
*&#039;&#039;&#039;globeSeasons&#039;&#039;&#039;: When enabled, the day/night cycle takes into account the time of year and tilts the edge between day and night appropriately.&lt;br /&gt;
*&#039;&#039;&#039;showFundsOnGeoscape&#039;&#039;&#039;: When enabled, shows your available funds above the time of day on the geoscape toolbar.&lt;br /&gt;
&lt;br /&gt;
=== Battlescape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;battleAlienSpeed&#039;&#039;&#039;: Alien unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleExplosionHeight&#039;&#039;&#039;: A coefficient that controls how much vertical power explosions have.&lt;br /&gt;
** 0 = Explosions are completely flat, as per the original game.&lt;br /&gt;
** 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile)&lt;br /&gt;
** 2 = -10 damage units per level&lt;br /&gt;
** 3 = -5 damage units per level (default)&lt;br /&gt;
*&#039;&#039;&#039;battleInstantGrenade&#039;&#039;&#039;: When enabled, grenades are &amp;quot;hot&amp;quot;. This means they do not need to be primed, and simply explode on impact. (previously battleAltGrenade)&lt;br /&gt;
*&#039;&#039;&#039;battlePreviewPath&#039;&#039;&#039;: When enabled, your first left-click displays the planned path, and your second confirms the move order.&lt;br /&gt;
*&#039;&#039;&#039;battleFireSpeed&#039;&#039;&#039;: Bullet movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleNotifyDeath&#039;&#039;&#039;: When enabled, displays a text notification of soldier deaths.&lt;br /&gt;
*&#039;&#039;&#039;battleRangeBasedAccuracy&#039;&#039;&#039;: When enabled, targets at long range are harder to hit with snap and auto shots.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollButton&#039;&#039;&#039;: Controls which mouse button triggers scrolling in scrolling type 0.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragButtion&#039;&#039;&#039;: Controls which mouse button triggers dragging behaviour in scrolling type 2.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragInvert&#039;&#039;&#039;: When enabled, drag scrolling moves the camera towards the direction your mouse is moving in, rather than away from it.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollSpeed&#039;&#039;&#039;: Map scrolling speed.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollType&#039;&#039;&#039;: Map scrolling mode.&lt;br /&gt;
** 0 = Trigger Scroll&lt;br /&gt;
** 1 = Auto Scroll&lt;br /&gt;
** 2 = Drag Scroll&lt;br /&gt;
*&#039;&#039;&#039;battleXcomSpeed&#039;&#039;&#039;: X-COM unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;showMoreStatsInInventoryView&#039;&#039;&#039;: When enabled, the inventory screen displays the weight of equipment the soldier is currently wearing/carrying, and their maximum weight before TU reduction sets in, in addition to displaying the Time Units remaining once you have begun the battle.&lt;br /&gt;
*&#039;&#039;&#039;strafe&#039;&#039;&#039;: When enabled, allows soldiers to move without changing their facing direction by holding control when issuing orders.&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the &#039;&#039;options.cfg&#039;&#039; file (see above), you can enable it by pressing D in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: All research is unlocked, allowing you to easily test all features in the Geoscape without needing to manually unlock them yourself. This doesn&#039;t affect your saved game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and actions cost no TUs, allowing you to easily test out the map and any Battlescape features without being affected by game restrictions.&lt;br /&gt;
&lt;br /&gt;
== Keyboard Shortcuts ==&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; – Toggles a FPS counter in top-left corner.&lt;br /&gt;
*&#039;&#039;&#039;F12&#039;&#039;&#039; – Saves a PNG screenshot to the User folder.&lt;br /&gt;
*&#039;&#039;&#039;ALT-ENTER&#039;&#039;&#039; – Toggles fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(As of recent nightly builds, there are custom keyboard shortcuts available under a button in the options menu)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own (eg. the [http://www.xcomufo.com/x1music.html Playstation] or [http://lorcan.freelanzer.com/ Cydonia&#039;s Fall] soundtracks) by putting it in the SOUND subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GMDEFEND&#039;&#039;&#039; - Base Defense Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMENBASE&#039;&#039;&#039; - Mission Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO1&#039;&#039;&#039; - Geoscape 1.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO2&#039;&#039;&#039; - Geoscape 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTER&#039;&#039;&#039; - Interception / Dogfight.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO1&#039;&#039;&#039; - Intro 1.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO2&#039;&#039;&#039; - Intro 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO3&#039;&#039;&#039; - Intro 3.&lt;br /&gt;
*&#039;&#039;&#039;GMLOSE&#039;&#039;&#039; - Game Over.&lt;br /&gt;
*&#039;&#039;&#039;GMMARS&#039;&#039;&#039; - Debriefing.&lt;br /&gt;
*&#039;&#039;&#039;GMNEWMAR&#039;&#039;&#039; - Mars Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMSTORY&#039;&#039;&#039; - Title.&lt;br /&gt;
*&#039;&#039;&#039;GMTACTIC&#039;&#039;&#039; - Battlescape.&lt;br /&gt;
*&#039;&#039;&#039;GMWIN&#039;&#039;&#039; - Victory.&lt;br /&gt;
&lt;br /&gt;
The formats supported are MIDI, MP3, OGG and MOD. You might need to delete the original music (including GM.CAT) for it to work.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>54x</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=44848</id>
		<title>Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=44848"/>
		<updated>2013-02-27T00:30:19Z</updated>

		<summary type="html">&lt;p&gt;54x: /* Geoscape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OpenXcomOptions.png|right|thumb|OpenXcom Options screen]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom has a variety of game settings that can be customized through the Options screen in the Main Menu:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Display Resolution:&#039;&#039;&#039; Resolution the game is rendered at. Note that the game always renders at 320x200 (original DOS resolution) and resizes to whatever you specify, so for a better picture use a resolution with the same ratio. 640x400 or 640x480 (if you like non-square pixels) are recommended. Use the arrows to scroll through the resolutions supported by your monitor, or click on the numbers to type in your own resolution. If you screw it up, edit or delete your &#039;&#039;options.cfg&#039;&#039; (see below) to revert the resolution.&lt;br /&gt;
* &#039;&#039;&#039;Display Mode:&#039;&#039;&#039; Display the game in a window or covering the whole screen. Windowed mode is recommended as monitors usually don&#039;t properly support OpenXcom&#039;s lo-fi nature in fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;Music Volume:&#039;&#039;&#039; The volume of the background music (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;SFX Volume:&#039;&#039;&#039; The volume of the sound effects (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;Language:&#039;&#039;&#039; Change the language used to display all the game text.&lt;br /&gt;
&lt;br /&gt;
More options may be added as development continues.&lt;br /&gt;
&lt;br /&gt;
== User Folder ==&lt;br /&gt;
OpenXcom creates a User folder with all the screenshots, savegames and options in one of the following paths. &lt;br /&gt;
&lt;br /&gt;
You can also specify your own path by passing the command-line argument &amp;quot;-user &amp;lt;user path&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;working directory&amp;gt;\user\&lt;br /&gt;
* &amp;lt;binary directory&amp;gt;\user\&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
* C:\Documents and Settings\&amp;lt;user&amp;gt;\My Documents\OpenXcom&lt;br /&gt;
* C:\Users\&amp;lt;user&amp;gt;\Documents\OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
* ~/Library/Application Support/OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Unix-like ===&lt;br /&gt;
* $XDG_DATA_HOME/openxcom (usually ~/.local/share/openxcom/data/)&lt;br /&gt;
* $XDG_CONFIG_HOME/openxcom (usually /usr/share/openxcom/data/:/usr/local/share/openxcom/data/)&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom stores its options in a &#039;&#039;options.cfg&#039;&#039; YAML file stored in the User folder, which can be easily edited with any text editor. You can also pass them as command line arguments in the form &amp;quot;-&amp;lt;option name&amp;gt; &amp;lt;option value&amp;gt;&amp;quot;. These include the options shown in the Options screen as well as other advanced options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Invalid values can cause incorrect behaviour or game crashes. Options that accept true/false are marked by &amp;quot;When enabled&amp;quot;, options that accept a range of numbers have this listed in brackets after their description, and options that accept a numeric flag have sub-bullets to describe the functionality of each option.&lt;br /&gt;
&lt;br /&gt;
=== System ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;allowResize&#039;&#039;&#039;: When enabled and the game is in windowed mode, the game resolution can be dynamically resized by changing the window size.&lt;br /&gt;
*&#039;&#039;&#039;baseXResolution&#039;&#039;&#039;: The available display width in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;baseYResolution&#039;&#039;&#039;: The available display height in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;displayWidth&#039;&#039;&#039;: Display width in pixels. The game will scale the base width to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseXResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;displayHeight&#039;&#039;&#039;: Display height in pixels. The game will scale the base height to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseYResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;fullscreen&#039;&#039;&#039;: When enabled, the game will run in fullscreen mode as opposed to windowed mode.&lt;br /&gt;
*&#039;&#039;&#039;musicVolume&#039;&#039;&#039;: Background music volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;soundVolume&#039;&#039;&#039;: Sound FX volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;mute&#039;&#039;&#039;: When enabled, disables all audio output. Automatically enabled if no audio hardware is available.&lt;br /&gt;
*&#039;&#039;&#039;audioBitDepth&#039;&#039;&#039;: Bit depth of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;audioSampleRate&#039;&#039;&#039;: Sample rate (in Hz) of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;debug&#039;&#039;&#039;: When enabled, provides features to make it easier for developers/contributors to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;debugUi&#039;&#039;&#039;: When enabled, shows text borders in UI elements to make it easier for developers/translators to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;fpsCounter&#039;&#039;&#039;: When enabled, shows FPS Counter on the top-left of the screen.&lt;br /&gt;
*&#039;&#039;&#039;language&#039;&#039;&#039;: Filename of the language loaded at startup. &lt;br /&gt;
*&#039;&#039;&#039;keyboardMode&#039;&#039;&#039;: Keyboard input mode.&lt;br /&gt;
** 0 = Keyboard enabled.&lt;br /&gt;
** 1 = Keyboard disabled, type in text boxes with the arrow keys (arcade style).&lt;br /&gt;
*&#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;: When enabled, applies a rendering filter that smoothes out diagonal edges, making the game look less pixelated.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGL&#039;&#039;&#039;: When enabled, applies a rendering filter corresponding to the &#039;&#039;&#039;useopenGLShader&#039;&#039;&#039; option.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLShader&#039;&#039;&#039;: Selects which rendering filter to apply when the &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; option is enabled. This option takes a path relative to the OpenXcom DATA folder as an argument. Listed below are the available YAML filters that are packaged with recent nightly builds.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/CRT-interlaced.OpenGL.shader&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display. (default)&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Curvature.OpenGL.shader&#039;&#039;&#039;: Simulates a rounded display.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/dot_n_bloom.OpenGL.shader&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Shaders/heavybloom.OpenGL.shader&#039;&#039;&#039;: Applies a very heavy bloom effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/HQ2X.OpenGL.shader&#039;&#039;&#039;: A double-scale version of &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;, which results in less curvature.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Phosphor-simple.OpenGL.shader&#039;&#039;&#039; Mimics a phosphor-based display by applying a dot grid effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Pixellate.OpenGL.shader&#039;&#039;&#039;: Default graphics behaviour, but using OpenGL.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/SABR.OpenGL.shader&#039;&#039;&#039;: Applies texel-based smoothing to the display.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Scale4xHQ.OpenGL.shader&#039;&#039;&#039;: A quadruple-scale version of &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;, which results in dramatically less curvature.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/simplebloom.OpenGL.shader&#039;&#039;&#039;: Applies a bloom effect.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLSmoothing&#039;&#039;&#039;: When enabled, the game will use linear interpolation instead of whole-pixel scaling when no shader is enabled.&lt;br /&gt;
*&#039;&#039;&#039;useScaleFilter&#039;&#039;&#039;: When enabled, passes the game through a software Scale2x filter. This option achieves similar results to HQX but with less overhead and slightly less quality.&lt;br /&gt;
*&#039;&#039;&#039;vSyncForOpenGL&#039;&#039;&#039;: When enabled, puts OpenGL into vertical synchronisation mode, ensuring OpenGL does not exceed your monitor&#039;s refresh rate, possibly causing less smooth animation and tearing.&lt;br /&gt;
&lt;br /&gt;
=== Geoscape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;agressiveRetaliation&#039;&#039;&#039;: When enabled, ?&lt;br /&gt;
*&#039;&#039;&#039;alienContainmentHasUpperLimit&#039;&#039;&#039;: When enabled, restricts the amount of live aliens that can be held in each containment facility.&lt;br /&gt;
*&#039;&#039;&#039;allowAutoSellProduction&#039;&#039;&#039;: When enabled, players may choose to automatically sell manufactured items.&lt;br /&gt;
*&#039;&#039;&#039;canManufactureMoreItemsPerHour&#039;&#039;&#039;: When enabled, very large amounts of engineers can reduce manufacturing time below one hour, occasionally producing extra items per hour in proportion to the number of engineers assigned.&lt;br /&gt;
*&#039;&#039;&#039;canSellLiveAliens&#039;&#039;&#039;: When enabled, captured aliens can be sold for cash in the same fashion as alien corpses.&lt;br /&gt;
*&#039;&#039;&#039;changeValueByMouseWheel&#039;&#039;&#039;: When enabled, scrolling the mouse wheel over increase and decrease buttons will change the value.&lt;br /&gt;
*&#039;&#039;&#039;craftLaunchAlways&#039;&#039;&#039;: When enabled, allow crafts to take off without being READY.&lt;br /&gt;
*&#039;&#039;&#039;globeAllRadarsOnBaseBuild&#039;&#039;&#039;: When enabled, hovering over a valid base location will also display the range in which small radars, large radars, and hyperwave decoders will detect UFOs.&lt;br /&gt;
*&#039;&#039;&#039;globeSeasons&#039;&#039;&#039;: When enabled, the day/night cycle takes into account the time of year and tilts the edge between day and night appropriately.&lt;br /&gt;
*&#039;&#039;&#039;showFundsOnGeoscape&#039;&#039;&#039;: When enabled, shows your available funds above the time of day on the geoscape toolbar.&lt;br /&gt;
&lt;br /&gt;
=== Battlescape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;battleAlienSpeed&#039;&#039;&#039;: Alien unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleExplosionHeight&#039;&#039;&#039;: A coefficient that controls how much vertical power explosions have.&lt;br /&gt;
** 0 = Explosions are completely flat, as per the original game.&lt;br /&gt;
** 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile)&lt;br /&gt;
** 2 = -10 damage units per level&lt;br /&gt;
** 3 = -5 damage units per level (default)&lt;br /&gt;
*&#039;&#039;&#039;battleInstantGrenade&#039;&#039;&#039;: When enabled, grenades are &amp;quot;hot&amp;quot;. This means they do not need to be primed, and simply explode on impact. (previously battleAltGrenade)&lt;br /&gt;
*&#039;&#039;&#039;battlePreviewPath&#039;&#039;&#039;: When enabled, your first left-click displays the planned path, and your second confirms the move order.&lt;br /&gt;
*&#039;&#039;&#039;battleFireSpeed&#039;&#039;&#039;: Bullet movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleNotifyDeath&#039;&#039;&#039;: When enabled, displays a text notification of soldier deaths.&lt;br /&gt;
*&#039;&#039;&#039;battleRangeBasedAccuracy&#039;&#039;&#039;: When enabled, targets at long range are harder to hit with snap and auto shots.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollButton&#039;&#039;&#039;: Controls which mouse button triggers scrolling in scrolling type 0.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragButtion&#039;&#039;&#039;: Controls which mouse button triggers dragging behaviour in scrolling type 2.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragInvert&#039;&#039;&#039;: When enabled, drag scrolling moves the camera towards the direction your mouse is moving in, rather than away from it.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollSpeed&#039;&#039;&#039;: Map scrolling speed.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollType&#039;&#039;&#039;: Map scrolling mode.&lt;br /&gt;
** 0 = Trigger Scroll&lt;br /&gt;
** 1 = Auto Scroll&lt;br /&gt;
** 2 = Drag Scroll&lt;br /&gt;
*&#039;&#039;&#039;battleXcomSpeed&#039;&#039;&#039;: X-COM unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;showMoreStatsInInventoryView&#039;&#039;&#039;: When enabled, the inventory screen displays the weight of equipment the soldier is currently wearing/carrying, and their maximum weight before TU reduction sets in, in addition to displaying the Time Units remaining once you have begun the battle.&lt;br /&gt;
*&#039;&#039;&#039;strafe&#039;&#039;&#039;: When enabled, allows soldiers to move without changing their facing direction by holding control when issuing orders.&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the &#039;&#039;options.cfg&#039;&#039; file (see above), you can enable it by pressing D in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: All research is unlocked, allowing you to easily test all features in the Geoscape without needing to manually unlock them yourself. This doesn&#039;t affect your saved game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and actions cost no TUs, allowing you to easily test out the map and any Battlescape features without being affected by game restrictions.&lt;br /&gt;
&lt;br /&gt;
== Keyboard Shortcuts ==&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; – Toggles a FPS counter in top-left corner.&lt;br /&gt;
*&#039;&#039;&#039;F12&#039;&#039;&#039; – Saves a PNG screenshot to the User folder.&lt;br /&gt;
*&#039;&#039;&#039;ALT-ENTER&#039;&#039;&#039; – Toggles fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(As of recent nightly builds, there are custom keyboard shortcuts available under a button in the options menu)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own (eg. the [http://www.xcomufo.com/x1music.html Playstation] or [http://lorcan.freelanzer.com/ Cydonia&#039;s Fall] soundtracks) by putting it in the SOUND subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GMDEFEND&#039;&#039;&#039; - Base Defense Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMENBASE&#039;&#039;&#039; - Mission Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO1&#039;&#039;&#039; - Geoscape 1.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO2&#039;&#039;&#039; - Geoscape 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTER&#039;&#039;&#039; - Interception / Dogfight.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO1&#039;&#039;&#039; - Intro 1.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO2&#039;&#039;&#039; - Intro 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO3&#039;&#039;&#039; - Intro 3.&lt;br /&gt;
*&#039;&#039;&#039;GMLOSE&#039;&#039;&#039; - Game Over.&lt;br /&gt;
*&#039;&#039;&#039;GMMARS&#039;&#039;&#039; - Debriefing.&lt;br /&gt;
*&#039;&#039;&#039;GMNEWMAR&#039;&#039;&#039; - Mars Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMSTORY&#039;&#039;&#039; - Title.&lt;br /&gt;
*&#039;&#039;&#039;GMTACTIC&#039;&#039;&#039; - Battlescape.&lt;br /&gt;
*&#039;&#039;&#039;GMWIN&#039;&#039;&#039; - Victory.&lt;br /&gt;
&lt;br /&gt;
The formats supported are MIDI, MP3, OGG and MOD. You might need to delete the original music (including GM.CAT) for it to work.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>54x</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=44847</id>
		<title>Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=44847"/>
		<updated>2013-02-27T00:27:59Z</updated>

		<summary type="html">&lt;p&gt;54x: /* Battlescape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OpenXcomOptions.png|right|thumb|OpenXcom Options screen]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom has a variety of game settings that can be customized through the Options screen in the Main Menu:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Display Resolution:&#039;&#039;&#039; Resolution the game is rendered at. Note that the game always renders at 320x200 (original DOS resolution) and resizes to whatever you specify, so for a better picture use a resolution with the same ratio. 640x400 or 640x480 (if you like non-square pixels) are recommended. Use the arrows to scroll through the resolutions supported by your monitor, or click on the numbers to type in your own resolution. If you screw it up, edit or delete your &#039;&#039;options.cfg&#039;&#039; (see below) to revert the resolution.&lt;br /&gt;
* &#039;&#039;&#039;Display Mode:&#039;&#039;&#039; Display the game in a window or covering the whole screen. Windowed mode is recommended as monitors usually don&#039;t properly support OpenXcom&#039;s lo-fi nature in fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;Music Volume:&#039;&#039;&#039; The volume of the background music (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;SFX Volume:&#039;&#039;&#039; The volume of the sound effects (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;Language:&#039;&#039;&#039; Change the language used to display all the game text.&lt;br /&gt;
&lt;br /&gt;
More options may be added as development continues.&lt;br /&gt;
&lt;br /&gt;
== User Folder ==&lt;br /&gt;
OpenXcom creates a User folder with all the screenshots, savegames and options in one of the following paths. &lt;br /&gt;
&lt;br /&gt;
You can also specify your own path by passing the command-line argument &amp;quot;-user &amp;lt;user path&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;working directory&amp;gt;\user\&lt;br /&gt;
* &amp;lt;binary directory&amp;gt;\user\&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
* C:\Documents and Settings\&amp;lt;user&amp;gt;\My Documents\OpenXcom&lt;br /&gt;
* C:\Users\&amp;lt;user&amp;gt;\Documents\OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
* ~/Library/Application Support/OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Unix-like ===&lt;br /&gt;
* $XDG_DATA_HOME/openxcom (usually ~/.local/share/openxcom/data/)&lt;br /&gt;
* $XDG_CONFIG_HOME/openxcom (usually /usr/share/openxcom/data/:/usr/local/share/openxcom/data/)&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom stores its options in a &#039;&#039;options.cfg&#039;&#039; YAML file stored in the User folder, which can be easily edited with any text editor. You can also pass them as command line arguments in the form &amp;quot;-&amp;lt;option name&amp;gt; &amp;lt;option value&amp;gt;&amp;quot;. These include the options shown in the Options screen as well as other advanced options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Invalid values can cause incorrect behaviour or game crashes. Options that accept true/false are marked by &amp;quot;When enabled&amp;quot;, options that accept a range of numbers have this listed in brackets after their description, and options that accept a numeric flag have sub-bullets to describe the functionality of each option.&lt;br /&gt;
&lt;br /&gt;
=== System ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;allowResize&#039;&#039;&#039;: When enabled and the game is in windowed mode, the game resolution can be dynamically resized by changing the window size.&lt;br /&gt;
*&#039;&#039;&#039;baseXResolution&#039;&#039;&#039;: The available display width in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;baseYResolution&#039;&#039;&#039;: The available display height in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;displayWidth&#039;&#039;&#039;: Display width in pixels. The game will scale the base width to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseXResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;displayHeight&#039;&#039;&#039;: Display height in pixels. The game will scale the base height to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseYResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;fullscreen&#039;&#039;&#039;: When enabled, the game will run in fullscreen mode as opposed to windowed mode.&lt;br /&gt;
*&#039;&#039;&#039;musicVolume&#039;&#039;&#039;: Background music volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;soundVolume&#039;&#039;&#039;: Sound FX volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;mute&#039;&#039;&#039;: When enabled, disables all audio output. Automatically enabled if no audio hardware is available.&lt;br /&gt;
*&#039;&#039;&#039;audioBitDepth&#039;&#039;&#039;: Bit depth of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;audioSampleRate&#039;&#039;&#039;: Sample rate (in Hz) of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;debug&#039;&#039;&#039;: When enabled, provides features to make it easier for developers/contributors to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;debugUi&#039;&#039;&#039;: When enabled, shows text borders in UI elements to make it easier for developers/translators to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;fpsCounter&#039;&#039;&#039;: When enabled, shows FPS Counter on the top-left of the screen.&lt;br /&gt;
*&#039;&#039;&#039;language&#039;&#039;&#039;: Filename of the language loaded at startup. &lt;br /&gt;
*&#039;&#039;&#039;keyboardMode&#039;&#039;&#039;: Keyboard input mode.&lt;br /&gt;
** 0 = Keyboard enabled.&lt;br /&gt;
** 1 = Keyboard disabled, type in text boxes with the arrow keys (arcade style).&lt;br /&gt;
*&#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;: When enabled, applies a rendering filter that smoothes out diagonal edges, making the game look less pixelated.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGL&#039;&#039;&#039;: When enabled, applies a rendering filter corresponding to the &#039;&#039;&#039;useopenGLShader&#039;&#039;&#039; option.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLShader&#039;&#039;&#039;: Selects which rendering filter to apply when the &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; option is enabled. This option takes a path relative to the OpenXcom DATA folder as an argument. Listed below are the available YAML filters that are packaged with recent nightly builds.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/CRT-interlaced.OpenGL.shader&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display. (default)&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Curvature.OpenGL.shader&#039;&#039;&#039;: Simulates a rounded display.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/dot_n_bloom.OpenGL.shader&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Shaders/heavybloom.OpenGL.shader&#039;&#039;&#039;: Applies a very heavy bloom effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/HQ2X.OpenGL.shader&#039;&#039;&#039;: A double-scale version of &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;, which results in less curvature.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Phosphor-simple.OpenGL.shader&#039;&#039;&#039; Mimics a phosphor-based display by applying a dot grid effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Pixellate.OpenGL.shader&#039;&#039;&#039;: Default graphics behaviour, but using OpenGL.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/SABR.OpenGL.shader&#039;&#039;&#039;: Applies texel-based smoothing to the display.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Scale4xHQ.OpenGL.shader&#039;&#039;&#039;: A quadruple-scale version of &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;, which results in dramatically less curvature.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/simplebloom.OpenGL.shader&#039;&#039;&#039;: Applies a bloom effect.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLSmoothing&#039;&#039;&#039;: When enabled, the game will use linear interpolation instead of whole-pixel scaling when no shader is enabled.&lt;br /&gt;
*&#039;&#039;&#039;useScaleFilter&#039;&#039;&#039;: When enabled, passes the game through a software Scale2x filter. This option achieves similar results to HQX but with less overhead and slightly less quality.&lt;br /&gt;
*&#039;&#039;&#039;vSyncForOpenGL&#039;&#039;&#039;: When enabled, puts OpenGL into vertical synchronisation mode, ensuring OpenGL does not exceed your monitor&#039;s refresh rate, possibly causing less smooth animation and tearing.&lt;br /&gt;
&lt;br /&gt;
=== Geoscape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;agressiveRetaliation&#039;&#039;&#039;: When enabled, ?&lt;br /&gt;
*&#039;&#039;&#039;alienContainmentHasUpperLimit&#039;&#039;&#039;: When enabled, restricts the amount of live aliens that can be held in each containment facility.&lt;br /&gt;
*&#039;&#039;&#039;allowAutoSellProduction&#039;&#039;&#039;: When enabled, players may choose to automatically sell manufactured items.&lt;br /&gt;
*&#039;&#039;&#039;canSellLiveAliens&#039;&#039;&#039;: When enabled, captured aliens can be sold for cash in the same fashion as alien corpses.&lt;br /&gt;
*&#039;&#039;&#039;changeValueByMouseWheel&#039;&#039;&#039;: When enabled, scrolling the mouse wheel over increase and decrease buttons will change the value.&lt;br /&gt;
*&#039;&#039;&#039;craftLaunchAlways&#039;&#039;&#039;: When enabled, allow crafts to take off without being READY.&lt;br /&gt;
*&#039;&#039;&#039;globeAllRadarsOnBaseBuild&#039;&#039;&#039;: When enabled, hovering over a valid base location will also display the range in which small radars, large radars, and hyperwave decoders will detect UFOs.&lt;br /&gt;
*&#039;&#039;&#039;globeSeasons&#039;&#039;&#039;: When enabled, the day/night cycle takes into account the time of year and tilts the edge between day and night appropriately.&lt;br /&gt;
*&#039;&#039;&#039;showFundsOnGeoscape&#039;&#039;&#039;: When enabled, shows your available funds above the time of day on the geoscape toolbar.&lt;br /&gt;
&lt;br /&gt;
=== Battlescape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;battleAlienSpeed&#039;&#039;&#039;: Alien unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleExplosionHeight&#039;&#039;&#039;: A coefficient that controls how much vertical power explosions have.&lt;br /&gt;
** 0 = Explosions are completely flat, as per the original game.&lt;br /&gt;
** 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile)&lt;br /&gt;
** 2 = -10 damage units per level&lt;br /&gt;
** 3 = -5 damage units per level (default)&lt;br /&gt;
*&#039;&#039;&#039;battleInstantGrenade&#039;&#039;&#039;: When enabled, grenades are &amp;quot;hot&amp;quot;. This means they do not need to be primed, and simply explode on impact. (previously battleAltGrenade)&lt;br /&gt;
*&#039;&#039;&#039;battlePreviewPath&#039;&#039;&#039;: When enabled, your first left-click displays the planned path, and your second confirms the move order.&lt;br /&gt;
*&#039;&#039;&#039;battleFireSpeed&#039;&#039;&#039;: Bullet movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleNotifyDeath&#039;&#039;&#039;: When enabled, displays a text notification of soldier deaths.&lt;br /&gt;
*&#039;&#039;&#039;battleRangeBasedAccuracy&#039;&#039;&#039;: When enabled, targets at long range are harder to hit with snap and auto shots.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollButton&#039;&#039;&#039;: Controls which mouse button triggers scrolling in scrolling type 0.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragButtion&#039;&#039;&#039;: Controls which mouse button triggers dragging behaviour in scrolling type 2.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragInvert&#039;&#039;&#039;: When enabled, drag scrolling moves the camera towards the direction your mouse is moving in, rather than away from it.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollSpeed&#039;&#039;&#039;: Map scrolling speed.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollType&#039;&#039;&#039;: Map scrolling mode.&lt;br /&gt;
** 0 = Trigger Scroll&lt;br /&gt;
** 1 = Auto Scroll&lt;br /&gt;
** 2 = Drag Scroll&lt;br /&gt;
*&#039;&#039;&#039;battleXcomSpeed&#039;&#039;&#039;: X-COM unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;showMoreStatsInInventoryView&#039;&#039;&#039;: When enabled, the inventory screen displays the weight of equipment the soldier is currently wearing/carrying, and their maximum weight before TU reduction sets in, in addition to displaying the Time Units remaining once you have begun the battle.&lt;br /&gt;
*&#039;&#039;&#039;strafe&#039;&#039;&#039;: When enabled, allows soldiers to move without changing their facing direction by holding control when issuing orders.&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the &#039;&#039;options.cfg&#039;&#039; file (see above), you can enable it by pressing D in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: All research is unlocked, allowing you to easily test all features in the Geoscape without needing to manually unlock them yourself. This doesn&#039;t affect your saved game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and actions cost no TUs, allowing you to easily test out the map and any Battlescape features without being affected by game restrictions.&lt;br /&gt;
&lt;br /&gt;
== Keyboard Shortcuts ==&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; – Toggles a FPS counter in top-left corner.&lt;br /&gt;
*&#039;&#039;&#039;F12&#039;&#039;&#039; – Saves a PNG screenshot to the User folder.&lt;br /&gt;
*&#039;&#039;&#039;ALT-ENTER&#039;&#039;&#039; – Toggles fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(As of recent nightly builds, there are custom keyboard shortcuts available under a button in the options menu)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own (eg. the [http://www.xcomufo.com/x1music.html Playstation] or [http://lorcan.freelanzer.com/ Cydonia&#039;s Fall] soundtracks) by putting it in the SOUND subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GMDEFEND&#039;&#039;&#039; - Base Defense Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMENBASE&#039;&#039;&#039; - Mission Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO1&#039;&#039;&#039; - Geoscape 1.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO2&#039;&#039;&#039; - Geoscape 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTER&#039;&#039;&#039; - Interception / Dogfight.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO1&#039;&#039;&#039; - Intro 1.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO2&#039;&#039;&#039; - Intro 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO3&#039;&#039;&#039; - Intro 3.&lt;br /&gt;
*&#039;&#039;&#039;GMLOSE&#039;&#039;&#039; - Game Over.&lt;br /&gt;
*&#039;&#039;&#039;GMMARS&#039;&#039;&#039; - Debriefing.&lt;br /&gt;
*&#039;&#039;&#039;GMNEWMAR&#039;&#039;&#039; - Mars Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMSTORY&#039;&#039;&#039; - Title.&lt;br /&gt;
*&#039;&#039;&#039;GMTACTIC&#039;&#039;&#039; - Battlescape.&lt;br /&gt;
*&#039;&#039;&#039;GMWIN&#039;&#039;&#039; - Victory.&lt;br /&gt;
&lt;br /&gt;
The formats supported are MIDI, MP3, OGG and MOD. You might need to delete the original music (including GM.CAT) for it to work.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>54x</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=44844</id>
		<title>Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=44844"/>
		<updated>2013-02-27T00:26:33Z</updated>

		<summary type="html">&lt;p&gt;54x: /* System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OpenXcomOptions.png|right|thumb|OpenXcom Options screen]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom has a variety of game settings that can be customized through the Options screen in the Main Menu:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Display Resolution:&#039;&#039;&#039; Resolution the game is rendered at. Note that the game always renders at 320x200 (original DOS resolution) and resizes to whatever you specify, so for a better picture use a resolution with the same ratio. 640x400 or 640x480 (if you like non-square pixels) are recommended. Use the arrows to scroll through the resolutions supported by your monitor, or click on the numbers to type in your own resolution. If you screw it up, edit or delete your &#039;&#039;options.cfg&#039;&#039; (see below) to revert the resolution.&lt;br /&gt;
* &#039;&#039;&#039;Display Mode:&#039;&#039;&#039; Display the game in a window or covering the whole screen. Windowed mode is recommended as monitors usually don&#039;t properly support OpenXcom&#039;s lo-fi nature in fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;Music Volume:&#039;&#039;&#039; The volume of the background music (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;SFX Volume:&#039;&#039;&#039; The volume of the sound effects (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;Language:&#039;&#039;&#039; Change the language used to display all the game text.&lt;br /&gt;
&lt;br /&gt;
More options may be added as development continues.&lt;br /&gt;
&lt;br /&gt;
== User Folder ==&lt;br /&gt;
OpenXcom creates a User folder with all the screenshots, savegames and options in one of the following paths. &lt;br /&gt;
&lt;br /&gt;
You can also specify your own path by passing the command-line argument &amp;quot;-user &amp;lt;user path&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;working directory&amp;gt;\user\&lt;br /&gt;
* &amp;lt;binary directory&amp;gt;\user\&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
* C:\Documents and Settings\&amp;lt;user&amp;gt;\My Documents\OpenXcom&lt;br /&gt;
* C:\Users\&amp;lt;user&amp;gt;\Documents\OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
* ~/Library/Application Support/OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Unix-like ===&lt;br /&gt;
* $XDG_DATA_HOME/openxcom (usually ~/.local/share/openxcom/data/)&lt;br /&gt;
* $XDG_CONFIG_HOME/openxcom (usually /usr/share/openxcom/data/:/usr/local/share/openxcom/data/)&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom stores its options in a &#039;&#039;options.cfg&#039;&#039; YAML file stored in the User folder, which can be easily edited with any text editor. You can also pass them as command line arguments in the form &amp;quot;-&amp;lt;option name&amp;gt; &amp;lt;option value&amp;gt;&amp;quot;. These include the options shown in the Options screen as well as other advanced options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Invalid values can cause incorrect behaviour or game crashes. Options that accept true/false are marked by &amp;quot;When enabled&amp;quot;, options that accept a range of numbers have this listed in brackets after their description, and options that accept a numeric flag have sub-bullets to describe the functionality of each option.&lt;br /&gt;
&lt;br /&gt;
=== System ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;allowResize&#039;&#039;&#039;: When enabled and the game is in windowed mode, the game resolution can be dynamically resized by changing the window size.&lt;br /&gt;
*&#039;&#039;&#039;baseXResolution&#039;&#039;&#039;: The available display width in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;baseYResolution&#039;&#039;&#039;: The available display height in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;displayWidth&#039;&#039;&#039;: Display width in pixels. The game will scale the base width to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseXResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;displayHeight&#039;&#039;&#039;: Display height in pixels. The game will scale the base height to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseYResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;fullscreen&#039;&#039;&#039;: When enabled, the game will run in fullscreen mode as opposed to windowed mode.&lt;br /&gt;
*&#039;&#039;&#039;musicVolume&#039;&#039;&#039;: Background music volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;soundVolume&#039;&#039;&#039;: Sound FX volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;mute&#039;&#039;&#039;: When enabled, disables all audio output. Automatically enabled if no audio hardware is available.&lt;br /&gt;
*&#039;&#039;&#039;audioBitDepth&#039;&#039;&#039;: Bit depth of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;audioSampleRate&#039;&#039;&#039;: Sample rate (in Hz) of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;debug&#039;&#039;&#039;: When enabled, provides features to make it easier for developers/contributors to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;debugUi&#039;&#039;&#039;: When enabled, shows text borders in UI elements to make it easier for developers/translators to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;fpsCounter&#039;&#039;&#039;: When enabled, shows FPS Counter on the top-left of the screen.&lt;br /&gt;
*&#039;&#039;&#039;language&#039;&#039;&#039;: Filename of the language loaded at startup. &lt;br /&gt;
*&#039;&#039;&#039;keyboardMode&#039;&#039;&#039;: Keyboard input mode.&lt;br /&gt;
** 0 = Keyboard enabled.&lt;br /&gt;
** 1 = Keyboard disabled, type in text boxes with the arrow keys (arcade style).&lt;br /&gt;
*&#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;: When enabled, applies a rendering filter that smoothes out diagonal edges, making the game look less pixelated.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGL&#039;&#039;&#039;: When enabled, applies a rendering filter corresponding to the &#039;&#039;&#039;useopenGLShader&#039;&#039;&#039; option.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLShader&#039;&#039;&#039;: Selects which rendering filter to apply when the &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; option is enabled. This option takes a path relative to the OpenXcom DATA folder as an argument. Listed below are the available YAML filters that are packaged with recent nightly builds.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/CRT-interlaced.OpenGL.shader&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display. (default)&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Curvature.OpenGL.shader&#039;&#039;&#039;: Simulates a rounded display.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/dot_n_bloom.OpenGL.shader&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Shaders/heavybloom.OpenGL.shader&#039;&#039;&#039;: Applies a very heavy bloom effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/HQ2X.OpenGL.shader&#039;&#039;&#039;: A double-scale version of &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;, which results in less curvature.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Phosphor-simple.OpenGL.shader&#039;&#039;&#039; Mimics a phosphor-based display by applying a dot grid effect.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Pixellate.OpenGL.shader&#039;&#039;&#039;: Default graphics behaviour, but using OpenGL.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/SABR.OpenGL.shader&#039;&#039;&#039;: Applies texel-based smoothing to the display.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/Scale4xHQ.OpenGL.shader&#039;&#039;&#039;: A quadruple-scale version of &#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;, which results in dramatically less curvature.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/simplebloom.OpenGL.shader&#039;&#039;&#039;: Applies a bloom effect.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLSmoothing&#039;&#039;&#039;: When enabled, the game will use linear interpolation instead of whole-pixel scaling when no shader is enabled.&lt;br /&gt;
*&#039;&#039;&#039;useScaleFilter&#039;&#039;&#039;: When enabled, passes the game through a software Scale2x filter. This option achieves similar results to HQX but with less overhead and slightly less quality.&lt;br /&gt;
*&#039;&#039;&#039;vSyncForOpenGL&#039;&#039;&#039;: When enabled, puts OpenGL into vertical synchronisation mode, ensuring OpenGL does not exceed your monitor&#039;s refresh rate, possibly causing less smooth animation and tearing.&lt;br /&gt;
&lt;br /&gt;
=== Geoscape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;agressiveRetaliation&#039;&#039;&#039;: When enabled, ?&lt;br /&gt;
*&#039;&#039;&#039;alienContainmentHasUpperLimit&#039;&#039;&#039;: When enabled, restricts the amount of live aliens that can be held in each containment facility.&lt;br /&gt;
*&#039;&#039;&#039;allowAutoSellProduction&#039;&#039;&#039;: When enabled, players may choose to automatically sell manufactured items.&lt;br /&gt;
*&#039;&#039;&#039;canSellLiveAliens&#039;&#039;&#039;: When enabled, captured aliens can be sold for cash in the same fashion as alien corpses.&lt;br /&gt;
*&#039;&#039;&#039;changeValueByMouseWheel&#039;&#039;&#039;: When enabled, scrolling the mouse wheel over increase and decrease buttons will change the value.&lt;br /&gt;
*&#039;&#039;&#039;craftLaunchAlways&#039;&#039;&#039;: When enabled, allow crafts to take off without being READY.&lt;br /&gt;
*&#039;&#039;&#039;globeAllRadarsOnBaseBuild&#039;&#039;&#039;: When enabled, hovering over a valid base location will also display the range in which small radars, large radars, and hyperwave decoders will detect UFOs.&lt;br /&gt;
*&#039;&#039;&#039;globeSeasons&#039;&#039;&#039;: When enabled, the day/night cycle takes into account the time of year and tilts the edge between day and night appropriately.&lt;br /&gt;
*&#039;&#039;&#039;showFundsOnGeoscape&#039;&#039;&#039;: When enabled, shows your available funds above the time of day on the geoscape toolbar.&lt;br /&gt;
&lt;br /&gt;
=== Battlescape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;battleAlienSpeed&#039;&#039;&#039;: Alien unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleAltGrenade&#039;&#039;&#039;: When enabled, activates hot grenade behaviour.&lt;br /&gt;
*&#039;&#039;&#039;battleExplosionHeight&#039;&#039;&#039;: A coefficient that controls how much vertical power explosions have.&lt;br /&gt;
** 0 = Explosions are completely flat, as per the original game.&lt;br /&gt;
** 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile)&lt;br /&gt;
** 2 = -10 damage units per level&lt;br /&gt;
** 3 = -5 damage units per level (default)&lt;br /&gt;
*&#039;&#039;&#039;battleInstantGrenade&#039;&#039;&#039;: When enabled, ?&lt;br /&gt;
*&#039;&#039;&#039;battlePreviewPath&#039;&#039;&#039;: When enabled, your first left-click displays the planned path, and your second confirms the move order.&lt;br /&gt;
*&#039;&#039;&#039;battleFireSpeed&#039;&#039;&#039;: Bullet movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleNotifyDeath&#039;&#039;&#039;: When enabled, displays a text notification of soldier deaths.&lt;br /&gt;
*&#039;&#039;&#039;battleRangeBasedAccuracy&#039;&#039;&#039;: When enabled, targets at long range are harder to hit with snap and auto shots.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollButton&#039;&#039;&#039;: Controls which mouse button triggers scrolling in scrolling type 0.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragButtion&#039;&#039;&#039;: Controls which mouse button triggers dragging behaviour in scrolling type 2.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragInvert&#039;&#039;&#039;: When enabled, drag scrolling moves the camera towards the direction your mouse is moving in, rather than away from it.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollSpeed&#039;&#039;&#039;: Map scrolling speed.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollType&#039;&#039;&#039;: Map scrolling mode.&lt;br /&gt;
** 0 = Trigger Scroll&lt;br /&gt;
** 1 = Auto Scroll&lt;br /&gt;
** 2 = Drag Scroll&lt;br /&gt;
*&#039;&#039;&#039;battleXcomSpeed&#039;&#039;&#039;: X-COM unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;showMoreStatsInInventoryView&#039;&#039;&#039;: When enabled, the inventory screen displays the weight of equipment the soldier is currently wearing/carrying, and their maximum weight before TU reduction sets in, in addition to displaying the Time Units remaining once you have begun the battle.&lt;br /&gt;
*&#039;&#039;&#039;strafe&#039;&#039;&#039;: When enabled, allows soldiers to move without changing their facing direction by holding control when issuing orders.&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the &#039;&#039;options.cfg&#039;&#039; file (see above), you can enable it by pressing D in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: All research is unlocked, allowing you to easily test all features in the Geoscape without needing to manually unlock them yourself. This doesn&#039;t affect your saved game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and actions cost no TUs, allowing you to easily test out the map and any Battlescape features without being affected by game restrictions.&lt;br /&gt;
&lt;br /&gt;
== Keyboard Shortcuts ==&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; – Toggles a FPS counter in top-left corner.&lt;br /&gt;
*&#039;&#039;&#039;F12&#039;&#039;&#039; – Saves a PNG screenshot to the User folder.&lt;br /&gt;
*&#039;&#039;&#039;ALT-ENTER&#039;&#039;&#039; – Toggles fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(As of recent nightly builds, there are custom keyboard shortcuts available under a button in the options menu)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own (eg. the [http://www.xcomufo.com/x1music.html Playstation] or [http://lorcan.freelanzer.com/ Cydonia&#039;s Fall] soundtracks) by putting it in the SOUND subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GMDEFEND&#039;&#039;&#039; - Base Defense Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMENBASE&#039;&#039;&#039; - Mission Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO1&#039;&#039;&#039; - Geoscape 1.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO2&#039;&#039;&#039; - Geoscape 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTER&#039;&#039;&#039; - Interception / Dogfight.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO1&#039;&#039;&#039; - Intro 1.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO2&#039;&#039;&#039; - Intro 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO3&#039;&#039;&#039; - Intro 3.&lt;br /&gt;
*&#039;&#039;&#039;GMLOSE&#039;&#039;&#039; - Game Over.&lt;br /&gt;
*&#039;&#039;&#039;GMMARS&#039;&#039;&#039; - Debriefing.&lt;br /&gt;
*&#039;&#039;&#039;GMNEWMAR&#039;&#039;&#039; - Mars Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMSTORY&#039;&#039;&#039; - Title.&lt;br /&gt;
*&#039;&#039;&#039;GMTACTIC&#039;&#039;&#039; - Battlescape.&lt;br /&gt;
*&#039;&#039;&#039;GMWIN&#039;&#039;&#039; - Victory.&lt;br /&gt;
&lt;br /&gt;
The formats supported are MIDI, MP3, OGG and MOD. You might need to delete the original music (including GM.CAT) for it to work.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>54x</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=44840</id>
		<title>Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=44840"/>
		<updated>2013-02-26T22:30:55Z</updated>

		<summary type="html">&lt;p&gt;54x: /* System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OpenXcomOptions.png|right|thumb|OpenXcom Options screen]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom has a variety of game settings that can be customized through the Options screen in the Main Menu:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Display Resolution:&#039;&#039;&#039; Resolution the game is rendered at. Note that the game always renders at 320x200 (original DOS resolution) and resizes to whatever you specify, so for a better picture use a resolution with the same ratio. 640x400 or 640x480 (if you like non-square pixels) are recommended. Use the arrows to scroll through the resolutions supported by your monitor, or click on the numbers to type in your own resolution. If you screw it up, edit or delete your &#039;&#039;options.cfg&#039;&#039; (see below) to revert the resolution.&lt;br /&gt;
* &#039;&#039;&#039;Display Mode:&#039;&#039;&#039; Display the game in a window or covering the whole screen. Windowed mode is recommended as monitors usually don&#039;t properly support OpenXcom&#039;s lo-fi nature in fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;Music Volume:&#039;&#039;&#039; The volume of the background music (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;SFX Volume:&#039;&#039;&#039; The volume of the sound effects (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;Language:&#039;&#039;&#039; Change the language used to display all the game text.&lt;br /&gt;
&lt;br /&gt;
More options may be added as development continues.&lt;br /&gt;
&lt;br /&gt;
== User Folder ==&lt;br /&gt;
OpenXcom creates a User folder with all the screenshots, savegames and options in one of the following paths. &lt;br /&gt;
&lt;br /&gt;
You can also specify your own path by passing the command-line argument &amp;quot;-user &amp;lt;user path&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;working directory&amp;gt;\user\&lt;br /&gt;
* &amp;lt;binary directory&amp;gt;\user\&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
* C:\Documents and Settings\&amp;lt;user&amp;gt;\My Documents\OpenXcom&lt;br /&gt;
* C:\Users\&amp;lt;user&amp;gt;\Documents\OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
* ~/Library/Application Support/OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Unix-like ===&lt;br /&gt;
* $XDG_DATA_HOME/openxcom (usually ~/.local/share/openxcom/data/)&lt;br /&gt;
* $XDG_CONFIG_HOME/openxcom (usually /usr/share/openxcom/data/:/usr/local/share/openxcom/data/)&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom stores its options in a &#039;&#039;options.cfg&#039;&#039; YAML file stored in the User folder, which can be easily edited with any text editor. You can also pass them as command line arguments in the form &amp;quot;-&amp;lt;option name&amp;gt; &amp;lt;option value&amp;gt;&amp;quot;. These include the options shown in the Options screen as well as other advanced options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Invalid values can cause incorrect behaviour or game crashes. Options that accept true/false are marked by &amp;quot;When enabled&amp;quot;, options that accept a range of numbers have this listed in brackets after their description, and options that accept a numeric flag have sub-bullets to describe the functionality of each option.&lt;br /&gt;
&lt;br /&gt;
=== System ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;allowResize&#039;&#039;&#039;: When enabled and the game is in windowed mode, the game resolution can be dynamically resized by changing the window size.&lt;br /&gt;
*&#039;&#039;&#039;baseXResolution&#039;&#039;&#039;: The available display width in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;baseYResolution&#039;&#039;&#039;: The available display height in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;displayWidth&#039;&#039;&#039;: Display width in pixels. The game will scale the base width to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseXResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;displayHeight&#039;&#039;&#039;: Display height in pixels. The game will scale the base height to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseYResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;fullscreen&#039;&#039;&#039;: When enabled, the game will run in fullscreen mode as opposed to windowed mode.&lt;br /&gt;
*&#039;&#039;&#039;musicVolume&#039;&#039;&#039;: Background music volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;soundVolume&#039;&#039;&#039;: Sound FX volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;mute&#039;&#039;&#039;: When enabled, disables all audio output. Automatically enabled if no audio hardware is available.&lt;br /&gt;
*&#039;&#039;&#039;audioBitDepth&#039;&#039;&#039;: Bit depth of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;audioSampleRate&#039;&#039;&#039;: Sample rate (in Hz) of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;debug&#039;&#039;&#039;: When enabled, provides features to make it easier for developers/contributors to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;debugUi&#039;&#039;&#039;: When enabled, shows text borders in UI elements to make it easier for developers/translators to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;fpsCounter&#039;&#039;&#039;: When enabled, shows FPS Counter on the top-left of the screen.&lt;br /&gt;
*&#039;&#039;&#039;language&#039;&#039;&#039;: Filename of the language loaded at startup. &lt;br /&gt;
*&#039;&#039;&#039;keyboardMode&#039;&#039;&#039;: Keyboard input mode.&lt;br /&gt;
** 0 = Keyboard enabled.&lt;br /&gt;
** 1 = Keyboard disabled, type in text boxes with the arrow keys (arcade style).&lt;br /&gt;
*&#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;: When enabled, applies a rendering filter that smoothes out diagonal edges, making the game look less pixelated.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGL&#039;&#039;&#039;: When enabled, applies a rendering filter corresponding to the &#039;&#039;&#039;useopenGLShader&#039;&#039;&#039; option.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLShader&#039;&#039;&#039;: Selects which rendering filter to apply when the &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; option is enabled.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/CRT-interlaced.OpenGL.shader&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display. (default)&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLSmoothing&#039;&#039;&#039;: When enabled, ?&lt;br /&gt;
*&#039;&#039;&#039;useScaleFilter&#039;&#039;&#039;: When enabled, ?&lt;br /&gt;
*&#039;&#039;&#039;vSyncForOpenGL&#039;&#039;&#039;: When enabled, puts OpenGL into vertical synchronisation mode, ensuring OpenGL does not exceed your monitor&#039;s refresh rate, possibly causing less smooth animation and tearing.&lt;br /&gt;
&lt;br /&gt;
=== Geoscape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;agressiveRetaliation&#039;&#039;&#039;: When enabled, ?&lt;br /&gt;
*&#039;&#039;&#039;alienContainmentHasUpperLimit&#039;&#039;&#039;: When enabled, restricts the amount of live aliens that can be held in each containment facility.&lt;br /&gt;
*&#039;&#039;&#039;allowAutoSellProduction&#039;&#039;&#039;: When enabled, players may choose to automatically sell manufactured items.&lt;br /&gt;
*&#039;&#039;&#039;canSellLiveAliens&#039;&#039;&#039;: When enabled, captured aliens can be sold for cash in the same fashion as alien corpses.&lt;br /&gt;
*&#039;&#039;&#039;changeValueByMouseWheel&#039;&#039;&#039;: When enabled, scrolling the mouse wheel over increase and decrease buttons will change the value.&lt;br /&gt;
*&#039;&#039;&#039;craftLaunchAlways&#039;&#039;&#039;: When enabled, allow crafts to take off without being READY.&lt;br /&gt;
*&#039;&#039;&#039;globeAllRadarsOnBaseBuild&#039;&#039;&#039;: When enabled, hovering over a valid base location will also display the range in which small radars, large radars, and hyperwave decoders will detect UFOs.&lt;br /&gt;
*&#039;&#039;&#039;globeSeasons&#039;&#039;&#039;: When enabled, the day/night cycle takes into account the time of year and tilts the edge between day and night appropriately.&lt;br /&gt;
*&#039;&#039;&#039;showFundsOnGeoscape&#039;&#039;&#039;: When enabled, shows your available funds above the time of day on the geoscape toolbar.&lt;br /&gt;
&lt;br /&gt;
=== Battlescape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;battleAlienSpeed&#039;&#039;&#039;: Alien unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleAltGrenade&#039;&#039;&#039;: When enabled, activates hot grenade behaviour.&lt;br /&gt;
*&#039;&#039;&#039;battleExplosionHeight&#039;&#039;&#039;: A coefficient that controls how much vertical power explosions have.&lt;br /&gt;
** 0 = Explosions are completely flat, as per the original game.&lt;br /&gt;
** 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile)&lt;br /&gt;
** 2 = -10 damage units per level&lt;br /&gt;
** 3 = -5 damage units per level (default)&lt;br /&gt;
*&#039;&#039;&#039;battleInstantGrenade&#039;&#039;&#039;: When enabled, ?&lt;br /&gt;
*&#039;&#039;&#039;battlePreviewPath&#039;&#039;&#039;: When enabled, your first left-click displays the planned path, and your second confirms the move order.&lt;br /&gt;
*&#039;&#039;&#039;battleFireSpeed&#039;&#039;&#039;: Bullet movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleNotifyDeath&#039;&#039;&#039;: When enabled, displays a text notification of soldier deaths.&lt;br /&gt;
*&#039;&#039;&#039;battleRangeBasedAccuracy&#039;&#039;&#039;: When enabled, targets at long range are harder to hit with snap and auto shots.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollButton&#039;&#039;&#039;: Controls which mouse button triggers scrolling in scrolling type 0.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragButtion&#039;&#039;&#039;: Controls which mouse button triggers dragging behaviour in scrolling type 2.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragInvert&#039;&#039;&#039;: When enabled, drag scrolling moves the camera towards the direction your mouse is moving in, rather than away from it.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollSpeed&#039;&#039;&#039;: Map scrolling speed.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollType&#039;&#039;&#039;: Map scrolling mode.&lt;br /&gt;
** 0 = Trigger Scroll&lt;br /&gt;
** 1 = Auto Scroll&lt;br /&gt;
** 2 = Drag Scroll&lt;br /&gt;
*&#039;&#039;&#039;battleXcomSpeed&#039;&#039;&#039;: X-COM unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;showMoreStatsInInventoryView&#039;&#039;&#039;: When enabled, the inventory screen displays the weight of equipment the soldier is currently wearing/carrying, and their maximum weight before TU reduction sets in, in addition to displaying the Time Units remaining once you have begun the battle.&lt;br /&gt;
*&#039;&#039;&#039;strafe&#039;&#039;&#039;: When enabled, allows soldiers to move without changing their facing direction by holding control when issuing orders.&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the &#039;&#039;options.cfg&#039;&#039; file (see above), you can enable it by pressing D in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: All research is unlocked, allowing you to easily test all features in the Geoscape without needing to manually unlock them yourself. This doesn&#039;t affect your saved game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and actions cost no TUs, allowing you to easily test out the map and any Battlescape features without being affected by game restrictions.&lt;br /&gt;
&lt;br /&gt;
== Keyboard Shortcuts ==&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; – Toggles a FPS counter in top-left corner.&lt;br /&gt;
*&#039;&#039;&#039;F12&#039;&#039;&#039; – Saves a PNG screenshot to the User folder.&lt;br /&gt;
*&#039;&#039;&#039;ALT-ENTER&#039;&#039;&#039; – Toggles fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(As of recent nightly builds, there are custom keyboard shortcuts available under a button in the options menu)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own (eg. the [http://www.xcomufo.com/x1music.html Playstation] or [http://lorcan.freelanzer.com/ Cydonia&#039;s Fall] soundtracks) by putting it in the SOUND subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GMDEFEND&#039;&#039;&#039; - Base Defense Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMENBASE&#039;&#039;&#039; - Mission Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO1&#039;&#039;&#039; - Geoscape 1.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO2&#039;&#039;&#039; - Geoscape 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTER&#039;&#039;&#039; - Interception / Dogfight.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO1&#039;&#039;&#039; - Intro 1.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO2&#039;&#039;&#039; - Intro 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO3&#039;&#039;&#039; - Intro 3.&lt;br /&gt;
*&#039;&#039;&#039;GMLOSE&#039;&#039;&#039; - Game Over.&lt;br /&gt;
*&#039;&#039;&#039;GMMARS&#039;&#039;&#039; - Debriefing.&lt;br /&gt;
*&#039;&#039;&#039;GMNEWMAR&#039;&#039;&#039; - Mars Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMSTORY&#039;&#039;&#039; - Title.&lt;br /&gt;
*&#039;&#039;&#039;GMTACTIC&#039;&#039;&#039; - Battlescape.&lt;br /&gt;
*&#039;&#039;&#039;GMWIN&#039;&#039;&#039; - Victory.&lt;br /&gt;
&lt;br /&gt;
The formats supported are MIDI, MP3, OGG and MOD. You might need to delete the original music (including GM.CAT) for it to work.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>54x</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=44829</id>
		<title>Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=44829"/>
		<updated>2013-02-25T23:25:50Z</updated>

		<summary type="html">&lt;p&gt;54x: /* Battlescape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OpenXcomOptions.png|right|thumb|OpenXcom Options screen]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom has a variety of game settings that can be customized through the Options screen in the Main Menu:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Display Resolution:&#039;&#039;&#039; Resolution the game is rendered at. Note that the game always renders at 320x200 (original DOS resolution) and resizes to whatever you specify, so for a better picture use a resolution with the same ratio. 640x400 or 640x480 (if you like non-square pixels) are recommended. Use the arrows to scroll through the resolutions supported by your monitor, or click on the numbers to type in your own resolution. If you screw it up, edit or delete your &#039;&#039;options.cfg&#039;&#039; (see below) to revert the resolution.&lt;br /&gt;
* &#039;&#039;&#039;Display Mode:&#039;&#039;&#039; Display the game in a window or covering the whole screen. Windowed mode is recommended as monitors usually don&#039;t properly support OpenXcom&#039;s lo-fi nature in fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;Music Volume:&#039;&#039;&#039; The volume of the background music (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;SFX Volume:&#039;&#039;&#039; The volume of the sound effects (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;Language:&#039;&#039;&#039; Change the language used to display all the game text.&lt;br /&gt;
&lt;br /&gt;
More options may be added as development continues.&lt;br /&gt;
&lt;br /&gt;
== User Folder ==&lt;br /&gt;
OpenXcom creates a User folder with all the screenshots, savegames and options in one of the following paths. &lt;br /&gt;
&lt;br /&gt;
You can also specify your own path by passing the command-line argument &amp;quot;-user &amp;lt;user path&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;working directory&amp;gt;\user\&lt;br /&gt;
* &amp;lt;binary directory&amp;gt;\user\&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
* C:\Documents and Settings\&amp;lt;user&amp;gt;\My Documents\OpenXcom&lt;br /&gt;
* C:\Users\&amp;lt;user&amp;gt;\Documents\OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
* ~/Library/Application Support/OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Unix-like ===&lt;br /&gt;
* $XDG_DATA_HOME/openxcom (usually ~/.local/share/openxcom/data/)&lt;br /&gt;
* $XDG_CONFIG_HOME/openxcom (usually /usr/share/openxcom/data/:/usr/local/share/openxcom/data/)&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom stores its options in a &#039;&#039;options.cfg&#039;&#039; YAML file stored in the User folder, which can be easily edited with any text editor. You can also pass them as command line arguments in the form &amp;quot;-&amp;lt;option name&amp;gt; &amp;lt;option value&amp;gt;&amp;quot;. These include the options shown in the Options screen as well as other advanced options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Invalid values can cause incorrect behaviour or game crashes. Options that accept true/false are marked by &amp;quot;When enabled&amp;quot;, options that accept a range of numbers have this listed in brackets after their description, and options that accept a numeric flag have sub-bullets to describe the functionality of each option.&lt;br /&gt;
&lt;br /&gt;
=== System ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;allowResize&#039;&#039;&#039;: When enabled and the game is in windowed mode, the game resolution can be dynamically resized by changing the window size.&lt;br /&gt;
*&#039;&#039;&#039;baseXResolution&#039;&#039;&#039;: The available display width in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;baseYResolution&#039;&#039;&#039;: The available display height in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;displayWidth&#039;&#039;&#039;: Display width in pixels. The game will scale the base width to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseXResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;displayHeight&#039;&#039;&#039;: Display height in pixels. The game will scale the base height to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseYResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;fullscreen&#039;&#039;&#039;: When enabled, the game will run in fullscreen mode as opposed to windowed mode.&lt;br /&gt;
*&#039;&#039;&#039;musicVolume&#039;&#039;&#039;: Background music volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;soundVolume&#039;&#039;&#039;: Sound FX volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;mute&#039;&#039;&#039;: Disable all audio output (true/false). Automatically enabled if no audio hardware is available.&lt;br /&gt;
*&#039;&#039;&#039;audioBitDepth&#039;&#039;&#039;: Bit depth of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;audioSampleRate&#039;&#039;&#039;: Sample rate (in Hz) of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;debug&#039;&#039;&#039;: When enabled, provides features to make it easier for developers/contributors to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;debugUi&#039;&#039;&#039;: When enabled, shows text borders in UI elements to make it easier for developers/translators to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;fpsCounter&#039;&#039;&#039;: When enabled, shows FPS Counter on the top-left of the screen.&lt;br /&gt;
*&#039;&#039;&#039;language&#039;&#039;&#039;: Filename of the language loaded at startup. &lt;br /&gt;
*&#039;&#039;&#039;keyboardMode&#039;&#039;&#039;: Keyboard input mode.&lt;br /&gt;
** 0 = Keyboard enabled.&lt;br /&gt;
** 1 = Keyboard disabled, type in text boxes with the arrow keys (arcade style).&lt;br /&gt;
*&#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;: When enabled, applies a rendering filter that smoothes out diagonal edges, making the game look less pixelated.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGL&#039;&#039;&#039;: When enabled, applies a rendering filter corresponding to the &#039;&#039;&#039;useopenGLShader&#039;&#039;&#039; option.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLShader&#039;&#039;&#039;: Selects which rendering filter to apply when the &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; option is enabled.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/CRT-interlaced.OpenGL.shader&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display. (default)&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLSmoothing&#039;&#039;&#039;: When enabled, ?&lt;br /&gt;
*&#039;&#039;&#039;useScaleFilter&#039;&#039;&#039;: When enabled, ?&lt;br /&gt;
*&#039;&#039;&#039;vSyncForOpenGL&#039;&#039;&#039;: When enabled, puts OpenGL into vertical synchronisation mode, ensuring OpenGL does not exceed your monitor&#039;s refresh rate, possibly causing less smooth animation and tearing.&lt;br /&gt;
&lt;br /&gt;
=== Geoscape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;agressiveRetaliation&#039;&#039;&#039;: When enabled, ?&lt;br /&gt;
*&#039;&#039;&#039;alienContainmentHasUpperLimit&#039;&#039;&#039;: When enabled, restricts the amount of live aliens that can be held in each containment facility.&lt;br /&gt;
*&#039;&#039;&#039;allowAutoSellProduction&#039;&#039;&#039;: When enabled, players may choose to automatically sell manufactured items.&lt;br /&gt;
*&#039;&#039;&#039;canSellLiveAliens&#039;&#039;&#039;: When enabled, captured aliens can be sold for cash in the same fashion as alien corpses.&lt;br /&gt;
*&#039;&#039;&#039;changeValueByMouseWheel&#039;&#039;&#039;: When enabled, scrolling the mouse wheel over increase and decrease buttons will change the value.&lt;br /&gt;
*&#039;&#039;&#039;craftLaunchAlways&#039;&#039;&#039;: When enabled, allow crafts to take off without being READY.&lt;br /&gt;
*&#039;&#039;&#039;globeAllRadarsOnBaseBuild&#039;&#039;&#039;: When enabled, hovering over a valid base location will also display the range in which small radars, large radars, and hyperwave decoders will detect UFOs.&lt;br /&gt;
*&#039;&#039;&#039;globeSeasons&#039;&#039;&#039;: When enabled, the day/night cycle takes into account the time of year and tilts the edge between day and night appropriately.&lt;br /&gt;
*&#039;&#039;&#039;showFundsOnGeoscape&#039;&#039;&#039;: When enabled, shows your available funds above the time of day on the geoscape toolbar.&lt;br /&gt;
&lt;br /&gt;
=== Battlescape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;battleAlienSpeed&#039;&#039;&#039;: Alien unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleAltGrenade&#039;&#039;&#039;: When enabled, activates hot grenade behaviour.&lt;br /&gt;
*&#039;&#039;&#039;battleExplosionHeight&#039;&#039;&#039;: A coefficient that controls how much vertical power explosions have.&lt;br /&gt;
** 0 = Explosions are completely flat, as per the original game.&lt;br /&gt;
** 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile)&lt;br /&gt;
** 2 = -10 damage units per level&lt;br /&gt;
** 3 = -5 damage units per level (default)&lt;br /&gt;
*&#039;&#039;&#039;battleInstantGrenade&#039;&#039;&#039;: When enabled, ?&lt;br /&gt;
*&#039;&#039;&#039;battlePreviewPath&#039;&#039;&#039;: When enabled, your first left-click displays the planned path, and your second confirms the move order.&lt;br /&gt;
*&#039;&#039;&#039;battleFireSpeed&#039;&#039;&#039;: Bullet movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleNotifyDeath&#039;&#039;&#039;: When enabled, displays a text notification of soldier deaths.&lt;br /&gt;
*&#039;&#039;&#039;battleRangeBasedAccuracy&#039;&#039;&#039;: When enabled, targets at long range are harder to hit with snap and auto shots.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollButton&#039;&#039;&#039;: Controls which mouse button triggers scrolling in scrolling type 0.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragButtion&#039;&#039;&#039;: Controls which mouse button triggers dragging behaviour in scrolling type 2.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragInvert&#039;&#039;&#039;: When enabled, drag scrolling moves the camera towards the direction your mouse is moving in, rather than away from it.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollSpeed&#039;&#039;&#039;: Map scrolling speed.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollType&#039;&#039;&#039;: Map scrolling mode.&lt;br /&gt;
** 0 = Trigger Scroll&lt;br /&gt;
** 1 = Auto Scroll&lt;br /&gt;
** 2 = Drag Scroll&lt;br /&gt;
*&#039;&#039;&#039;battleXcomSpeed&#039;&#039;&#039;: X-COM unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;showMoreStatsInInventoryView&#039;&#039;&#039;: When enabled, the inventory screen displays the weight of equipment the soldier is currently wearing/carrying, and their maximum weight before TU reduction sets in, in addition to displaying the Time Units remaining once you have begun the battle.&lt;br /&gt;
*&#039;&#039;&#039;strafe&#039;&#039;&#039;: When enabled, allows soldiers to move without changing their facing direction by holding control when issuing orders.&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the &#039;&#039;options.cfg&#039;&#039; file (see above), you can enable it by pressing D in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: All research is unlocked, allowing you to easily test all features in the Geoscape without needing to manually unlock them yourself. This doesn&#039;t affect your saved game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and actions cost no TUs, allowing you to easily test out the map and any Battlescape features without being affected by game restrictions.&lt;br /&gt;
&lt;br /&gt;
== Keyboard Shortcuts ==&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; – Toggles a FPS counter in top-left corner.&lt;br /&gt;
*&#039;&#039;&#039;F12&#039;&#039;&#039; – Saves a PNG screenshot to the User folder.&lt;br /&gt;
*&#039;&#039;&#039;ALT-ENTER&#039;&#039;&#039; – Toggles fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(As of recent nightly builds, there are custom keyboard shortcuts available under a button in the options menu)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own (eg. the [http://www.xcomufo.com/x1music.html Playstation] or [http://lorcan.freelanzer.com/ Cydonia&#039;s Fall] soundtracks) by putting it in the SOUND subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GMDEFEND&#039;&#039;&#039; - Base Defense Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMENBASE&#039;&#039;&#039; - Mission Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO1&#039;&#039;&#039; - Geoscape 1.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO2&#039;&#039;&#039; - Geoscape 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTER&#039;&#039;&#039; - Interception / Dogfight.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO1&#039;&#039;&#039; - Intro 1.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO2&#039;&#039;&#039; - Intro 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO3&#039;&#039;&#039; - Intro 3.&lt;br /&gt;
*&#039;&#039;&#039;GMLOSE&#039;&#039;&#039; - Game Over.&lt;br /&gt;
*&#039;&#039;&#039;GMMARS&#039;&#039;&#039; - Debriefing.&lt;br /&gt;
*&#039;&#039;&#039;GMNEWMAR&#039;&#039;&#039; - Mars Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMSTORY&#039;&#039;&#039; - Title.&lt;br /&gt;
*&#039;&#039;&#039;GMTACTIC&#039;&#039;&#039; - Battlescape.&lt;br /&gt;
*&#039;&#039;&#039;GMWIN&#039;&#039;&#039; - Victory.&lt;br /&gt;
&lt;br /&gt;
The formats supported are MIDI, MP3, OGG and MOD. You might need to delete the original music (including GM.CAT) for it to work.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>54x</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=44828</id>
		<title>Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=44828"/>
		<updated>2013-02-25T23:14:21Z</updated>

		<summary type="html">&lt;p&gt;54x: /* System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OpenXcomOptions.png|right|thumb|OpenXcom Options screen]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom has a variety of game settings that can be customized through the Options screen in the Main Menu:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Display Resolution:&#039;&#039;&#039; Resolution the game is rendered at. Note that the game always renders at 320x200 (original DOS resolution) and resizes to whatever you specify, so for a better picture use a resolution with the same ratio. 640x400 or 640x480 (if you like non-square pixels) are recommended. Use the arrows to scroll through the resolutions supported by your monitor, or click on the numbers to type in your own resolution. If you screw it up, edit or delete your &#039;&#039;options.cfg&#039;&#039; (see below) to revert the resolution.&lt;br /&gt;
* &#039;&#039;&#039;Display Mode:&#039;&#039;&#039; Display the game in a window or covering the whole screen. Windowed mode is recommended as monitors usually don&#039;t properly support OpenXcom&#039;s lo-fi nature in fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;Music Volume:&#039;&#039;&#039; The volume of the background music (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;SFX Volume:&#039;&#039;&#039; The volume of the sound effects (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;Language:&#039;&#039;&#039; Change the language used to display all the game text.&lt;br /&gt;
&lt;br /&gt;
More options may be added as development continues.&lt;br /&gt;
&lt;br /&gt;
== User Folder ==&lt;br /&gt;
OpenXcom creates a User folder with all the screenshots, savegames and options in one of the following paths. &lt;br /&gt;
&lt;br /&gt;
You can also specify your own path by passing the command-line argument &amp;quot;-user &amp;lt;user path&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;working directory&amp;gt;\user\&lt;br /&gt;
* &amp;lt;binary directory&amp;gt;\user\&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
* C:\Documents and Settings\&amp;lt;user&amp;gt;\My Documents\OpenXcom&lt;br /&gt;
* C:\Users\&amp;lt;user&amp;gt;\Documents\OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
* ~/Library/Application Support/OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Unix-like ===&lt;br /&gt;
* $XDG_DATA_HOME/openxcom (usually ~/.local/share/openxcom/data/)&lt;br /&gt;
* $XDG_CONFIG_HOME/openxcom (usually /usr/share/openxcom/data/:/usr/local/share/openxcom/data/)&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom stores its options in a &#039;&#039;options.cfg&#039;&#039; YAML file stored in the User folder, which can be easily edited with any text editor. You can also pass them as command line arguments in the form &amp;quot;-&amp;lt;option name&amp;gt; &amp;lt;option value&amp;gt;&amp;quot;. These include the options shown in the Options screen as well as other advanced options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Invalid values can cause incorrect behaviour or game crashes. Options that accept true/false are marked by &amp;quot;When enabled&amp;quot;, options that accept a range of numbers have this listed in brackets after their description, and options that accept a numeric flag have sub-bullets to describe the functionality of each option.&lt;br /&gt;
&lt;br /&gt;
=== System ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;allowResize&#039;&#039;&#039;: When enabled and the game is in windowed mode, the game resolution can be dynamically resized by changing the window size.&lt;br /&gt;
*&#039;&#039;&#039;baseXResolution&#039;&#039;&#039;: The available display width in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;baseYResolution&#039;&#039;&#039;: The available display height in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;displayWidth&#039;&#039;&#039;: Display width in pixels. The game will scale the base width to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseXResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;displayHeight&#039;&#039;&#039;: Display height in pixels. The game will scale the base height to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseYResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;fullscreen&#039;&#039;&#039;: When enabled, the game will run in fullscreen mode as opposed to windowed mode.&lt;br /&gt;
*&#039;&#039;&#039;musicVolume&#039;&#039;&#039;: Background music volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;soundVolume&#039;&#039;&#039;: Sound FX volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;mute&#039;&#039;&#039;: Disable all audio output (true/false). Automatically enabled if no audio hardware is available.&lt;br /&gt;
*&#039;&#039;&#039;audioBitDepth&#039;&#039;&#039;: Bit depth of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;audioSampleRate&#039;&#039;&#039;: Sample rate (in Hz) of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;debug&#039;&#039;&#039;: When enabled, provides features to make it easier for developers/contributors to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;debugUi&#039;&#039;&#039;: When enabled, shows text borders in UI elements to make it easier for developers/translators to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;fpsCounter&#039;&#039;&#039;: When enabled, shows FPS Counter on the top-left of the screen.&lt;br /&gt;
*&#039;&#039;&#039;language&#039;&#039;&#039;: Filename of the language loaded at startup. &lt;br /&gt;
*&#039;&#039;&#039;keyboardMode&#039;&#039;&#039;: Keyboard input mode.&lt;br /&gt;
** 0 = Keyboard enabled.&lt;br /&gt;
** 1 = Keyboard disabled, type in text boxes with the arrow keys (arcade style).&lt;br /&gt;
*&#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;: When enabled, applies a rendering filter that smoothes out diagonal edges, making the game look less pixelated.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGL&#039;&#039;&#039;: When enabled, applies a rendering filter corresponding to the &#039;&#039;&#039;useopenGLShader&#039;&#039;&#039; option.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLShader&#039;&#039;&#039;: Selects which rendering filter to apply when the &#039;&#039;&#039;useOpenGL&#039;&#039;&#039; option is enabled.&lt;br /&gt;
** &#039;&#039;&#039;Shaders/CRT-interlaced.OpenGL.shader&#039;&#039;&#039;: Mimics a CRT monitor by adding interlaced lines and simulating a rounded display. (default)&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLSmoothing&#039;&#039;&#039;: When enabled, ?&lt;br /&gt;
*&#039;&#039;&#039;useScaleFilter&#039;&#039;&#039;: When enabled, ?&lt;br /&gt;
*&#039;&#039;&#039;vSyncForOpenGL&#039;&#039;&#039;: When enabled, puts OpenGL into vertical synchronisation mode, ensuring OpenGL does not exceed your monitor&#039;s refresh rate, possibly causing less smooth animation and tearing.&lt;br /&gt;
&lt;br /&gt;
=== Geoscape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;agressiveRetaliation&#039;&#039;&#039;: When enabled, ?&lt;br /&gt;
*&#039;&#039;&#039;alienContainmentHasUpperLimit&#039;&#039;&#039;: When enabled, restricts the amount of live aliens that can be held in each containment facility.&lt;br /&gt;
*&#039;&#039;&#039;allowAutoSellProduction&#039;&#039;&#039;: When enabled, players may choose to automatically sell manufactured items.&lt;br /&gt;
*&#039;&#039;&#039;canSellLiveAliens&#039;&#039;&#039;: When enabled, captured aliens can be sold for cash in the same fashion as alien corpses.&lt;br /&gt;
*&#039;&#039;&#039;changeValueByMouseWheel&#039;&#039;&#039;: When enabled, scrolling the mouse wheel over increase and decrease buttons will change the value.&lt;br /&gt;
*&#039;&#039;&#039;craftLaunchAlways&#039;&#039;&#039;: When enabled, allow crafts to take off without being READY.&lt;br /&gt;
*&#039;&#039;&#039;globeAllRadarsOnBaseBuild&#039;&#039;&#039;: When enabled, hovering over a valid base location will also display the range in which small radars, large radars, and hyperwave decoders will detect UFOs.&lt;br /&gt;
*&#039;&#039;&#039;globeSeasons&#039;&#039;&#039;: When enabled, the day/night cycle takes into account the time of year and tilts the edge between day and night appropriately.&lt;br /&gt;
*&#039;&#039;&#039;showFundsOnGeoscape&#039;&#039;&#039;: When enabled, shows your available funds above the time of day on the geoscape toolbar.&lt;br /&gt;
&lt;br /&gt;
=== Battlescape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;battleAlienSpeed&#039;&#039;&#039;: Alien unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleAltGrenade&#039;&#039;&#039;: When enabled, activates hot grenade behaviour.&lt;br /&gt;
*&#039;&#039;&#039;battleExplosionHeight&#039;&#039;&#039;: A coefficient that controls how much vertical power explosions have.&lt;br /&gt;
** 0 = Explosions are completely flat, as per the original game.&lt;br /&gt;
** 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile)&lt;br /&gt;
** 2 = -10 damage units per level&lt;br /&gt;
** 3 = -5 damage units per level (default)&lt;br /&gt;
*&#039;&#039;&#039;battleInstantGrenade&#039;&#039;&#039;: When enabled, ?&lt;br /&gt;
*&#039;&#039;&#039;battlePreviewPath&#039;&#039;&#039;: When enabled, your first left-click displays the planned path, and your second confirms the move order.&lt;br /&gt;
*&#039;&#039;&#039;battleFireSpeed&#039;&#039;&#039;: Bullet movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleNotifyDeath&#039;&#039;&#039;: When enabled, displays a text notification of soldier deaths.&lt;br /&gt;
*&#039;&#039;&#039;battleRangeBasedAccuracy&#039;&#039;&#039;: When enabled, targets at long range are harder to hit with snap and auto shots.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollButton&#039;&#039;&#039;: Controls which mouse button triggers scrolling in scrolling type 0.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragButtion&#039;&#039;&#039;: Controls which mouse button triggers dragging behaviour in scrolling type 2.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragInvert&#039;&#039;&#039;: When enabled, drag scrolling moves the camera towards the direction your mouse is moving in, rather than away from it.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollSpeed&#039;&#039;&#039;: Map scrolling speed.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollType&#039;&#039;&#039;: Map scrolling mode.&lt;br /&gt;
** 0 = Trigger Scroll&lt;br /&gt;
** 1 = Auto Scroll&lt;br /&gt;
** 2 = Drag Scroll&lt;br /&gt;
*&#039;&#039;&#039;battleXcomSpeed&#039;&#039;&#039;: X-COM unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;showMoreStatsInInventoryView&#039;&#039;&#039;: When enabled, the inventory screen displays the weight of equipment the soldier is currently wearing/carrying, and their maximum weight before TU reduction sets in, in addition to displaying the Time Units remaining once you have begun the battle.&lt;br /&gt;
*&#039;&#039;&#039;strafe&#039;&#039;&#039;: When enabled, allows soldiers to move without changing their facing direction by holding control when issuing orders&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the &#039;&#039;options.cfg&#039;&#039; file (see above), you can enable it by pressing D in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: All research is unlocked, allowing you to easily test all features in the Geoscape without needing to manually unlock them yourself. This doesn&#039;t affect your saved game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and actions cost no TUs, allowing you to easily test out the map and any Battlescape features without being affected by game restrictions.&lt;br /&gt;
&lt;br /&gt;
== Keyboard Shortcuts ==&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; – Toggles a FPS counter in top-left corner.&lt;br /&gt;
*&#039;&#039;&#039;F12&#039;&#039;&#039; – Saves a PNG screenshot to the User folder.&lt;br /&gt;
*&#039;&#039;&#039;ALT-ENTER&#039;&#039;&#039; – Toggles fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(As of recent nightly builds, there are custom keyboard shortcuts available under a button in the options menu)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own (eg. the [http://www.xcomufo.com/x1music.html Playstation] or [http://lorcan.freelanzer.com/ Cydonia&#039;s Fall] soundtracks) by putting it in the SOUND subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GMDEFEND&#039;&#039;&#039; - Base Defense Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMENBASE&#039;&#039;&#039; - Mission Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO1&#039;&#039;&#039; - Geoscape 1.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO2&#039;&#039;&#039; - Geoscape 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTER&#039;&#039;&#039; - Interception / Dogfight.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO1&#039;&#039;&#039; - Intro 1.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO2&#039;&#039;&#039; - Intro 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO3&#039;&#039;&#039; - Intro 3.&lt;br /&gt;
*&#039;&#039;&#039;GMLOSE&#039;&#039;&#039; - Game Over.&lt;br /&gt;
*&#039;&#039;&#039;GMMARS&#039;&#039;&#039; - Debriefing.&lt;br /&gt;
*&#039;&#039;&#039;GMNEWMAR&#039;&#039;&#039; - Mars Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMSTORY&#039;&#039;&#039; - Title.&lt;br /&gt;
*&#039;&#039;&#039;GMTACTIC&#039;&#039;&#039; - Battlescape.&lt;br /&gt;
*&#039;&#039;&#039;GMWIN&#039;&#039;&#039; - Victory.&lt;br /&gt;
&lt;br /&gt;
The formats supported are MIDI, MP3, OGG and MOD. You might need to delete the original music (including GM.CAT) for it to work.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>54x</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=44827</id>
		<title>Options (OpenXcom)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Options_(OpenXcom)&amp;diff=44827"/>
		<updated>2013-02-25T23:09:21Z</updated>

		<summary type="html">&lt;p&gt;54x: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OpenXcomOptions.png|right|thumb|OpenXcom Options screen]]&lt;br /&gt;
&lt;br /&gt;
OpenXcom has a variety of game settings that can be customized through the Options screen in the Main Menu:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Display Resolution:&#039;&#039;&#039; Resolution the game is rendered at. Note that the game always renders at 320x200 (original DOS resolution) and resizes to whatever you specify, so for a better picture use a resolution with the same ratio. 640x400 or 640x480 (if you like non-square pixels) are recommended. Use the arrows to scroll through the resolutions supported by your monitor, or click on the numbers to type in your own resolution. If you screw it up, edit or delete your &#039;&#039;options.cfg&#039;&#039; (see below) to revert the resolution.&lt;br /&gt;
* &#039;&#039;&#039;Display Mode:&#039;&#039;&#039; Display the game in a window or covering the whole screen. Windowed mode is recommended as monitors usually don&#039;t properly support OpenXcom&#039;s lo-fi nature in fullscreen.&lt;br /&gt;
* &#039;&#039;&#039;Music Volume:&#039;&#039;&#039; The volume of the background music (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;SFX Volume:&#039;&#039;&#039; The volume of the sound effects (1 is lowest, 5 is highest).&lt;br /&gt;
* &#039;&#039;&#039;Language:&#039;&#039;&#039; Change the language used to display all the game text.&lt;br /&gt;
&lt;br /&gt;
More options may be added as development continues.&lt;br /&gt;
&lt;br /&gt;
== User Folder ==&lt;br /&gt;
OpenXcom creates a User folder with all the screenshots, savegames and options in one of the following paths. &lt;br /&gt;
&lt;br /&gt;
You can also specify your own path by passing the command-line argument &amp;quot;-user &amp;lt;user path&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;working directory&amp;gt;\user\&lt;br /&gt;
* &amp;lt;binary directory&amp;gt;\user\&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
* C:\Documents and Settings\&amp;lt;user&amp;gt;\My Documents\OpenXcom&lt;br /&gt;
* C:\Users\&amp;lt;user&amp;gt;\Documents\OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Mac OS X ===&lt;br /&gt;
* ~/Library/Application Support/OpenXcom&lt;br /&gt;
&lt;br /&gt;
=== Unix-like ===&lt;br /&gt;
* $XDG_DATA_HOME/openxcom (usually ~/.local/share/openxcom/data/)&lt;br /&gt;
* $XDG_CONFIG_HOME/openxcom (usually /usr/share/openxcom/data/:/usr/local/share/openxcom/data/)&lt;br /&gt;
&lt;br /&gt;
== Advanced Options ==&lt;br /&gt;
&lt;br /&gt;
OpenXcom stores its options in a &#039;&#039;options.cfg&#039;&#039; YAML file stored in the User folder, which can be easily edited with any text editor. You can also pass them as command line arguments in the form &amp;quot;-&amp;lt;option name&amp;gt; &amp;lt;option value&amp;gt;&amp;quot;. These include the options shown in the Options screen as well as other advanced options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING:&#039;&#039;&#039; Invalid values can cause incorrect behaviour or game crashes. Options that accept true/false are marked by &amp;quot;When enabled&amp;quot;, options that accept a range of numbers have this listed in brackets after their description, and options that accept a numeric flag have sub-bullets to describe the functionality of each option.&lt;br /&gt;
&lt;br /&gt;
=== System ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;allowResize&#039;&#039;&#039;: When enabled and the game is in windowed mode, the game resolution can be dynamically resized by changing the window size.&lt;br /&gt;
*&#039;&#039;&#039;baseXResolution&#039;&#039;&#039;: The available display width in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;baseYResolution&#039;&#039;&#039;: The available display height in pixels. Defaults to 320. Enabling this setting may cause issues with some graphical features that have not yet been coded to scale with this setting.&lt;br /&gt;
*&#039;&#039;&#039;displayWidth&#039;&#039;&#039;: Display width in pixels. The game will scale the base width to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseXResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;displayHeight&#039;&#039;&#039;: Display height in pixels. The game will scale the base height to fit this value, so it should be greater than or equal to &#039;&#039;&#039;baseYResolution&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;fullscreen&#039;&#039;&#039;: When enabled, the game will run in fullscreen mode as opposed to windowed mode.&lt;br /&gt;
*&#039;&#039;&#039;musicVolume&#039;&#039;&#039;: Background music volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;soundVolume&#039;&#039;&#039;: Sound FX volume (0-128).&lt;br /&gt;
*&#039;&#039;&#039;mute&#039;&#039;&#039;: Disable all audio output (true/false). Automatically enabled if no audio hardware is available.&lt;br /&gt;
*&#039;&#039;&#039;audioBitDepth&#039;&#039;&#039;: Bit depth of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;audioSampleRate&#039;&#039;&#039;: Sample rate (in Hz) of the output audio. &#039;&#039;Only change this if you know what you&#039;re doing!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;debug&#039;&#039;&#039;: When enabled, provides features to make it easier for developers/contributors to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;debugUi&#039;&#039;&#039;: When enabled, shows text borders in UI elements to make it easier for developers/translators to debug their work.&lt;br /&gt;
*&#039;&#039;&#039;fpsCounter&#039;&#039;&#039;: When enabled, shows FPS Counter on the top-left of the screen.&lt;br /&gt;
*&#039;&#039;&#039;language&#039;&#039;&#039;: Filename of the language loaded at startup. &lt;br /&gt;
*&#039;&#039;&#039;keyboardMode&#039;&#039;&#039;: Keyboard input mode.&lt;br /&gt;
** 0 = Keyboard enabled.&lt;br /&gt;
** 1 = Keyboard disabled, type in text boxes with the arrow keys (arcade style).&lt;br /&gt;
*&#039;&#039;&#039;useHQXFilter&#039;&#039;&#039;: When enabled, applies a rendering filter that smoothes out diagonal edges, making the game look less pixelated.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGL&#039;&#039;&#039;: When enabled, applies a rendering filter corresponding to the &#039;&#039;&#039;useopenGLShader&#039;&#039;&#039; option.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLShader&#039;&#039;&#039;: Selects which rendering filter to apply when OpenGL is enabled.&lt;br /&gt;
*&#039;&#039;&#039;useOpenGLSmoothing&#039;&#039;&#039;: When enabled, ?&lt;br /&gt;
*&#039;&#039;&#039;useScaleFilter&#039;&#039;&#039;: When enabled, ?&lt;br /&gt;
*&#039;&#039;&#039;vSyncForOpenGL&#039;&#039;&#039;: When enabled, puts OpenGL into vertical synchronisation mode, ensuring OpenGL does not exceed your monitor&#039;s refresh rate, possibly causing less smooth animation and tearing.&lt;br /&gt;
&lt;br /&gt;
=== Geoscape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;agressiveRetaliation&#039;&#039;&#039;: When enabled, ?&lt;br /&gt;
*&#039;&#039;&#039;alienContainmentHasUpperLimit&#039;&#039;&#039;: When enabled, restricts the amount of live aliens that can be held in each containment facility.&lt;br /&gt;
*&#039;&#039;&#039;allowAutoSellProduction&#039;&#039;&#039;: When enabled, players may choose to automatically sell manufactured items.&lt;br /&gt;
*&#039;&#039;&#039;canSellLiveAliens&#039;&#039;&#039;: When enabled, captured aliens can be sold for cash in the same fashion as alien corpses.&lt;br /&gt;
*&#039;&#039;&#039;changeValueByMouseWheel&#039;&#039;&#039;: When enabled, scrolling the mouse wheel over increase and decrease buttons will change the value.&lt;br /&gt;
*&#039;&#039;&#039;craftLaunchAlways&#039;&#039;&#039;: When enabled, allow crafts to take off without being READY.&lt;br /&gt;
*&#039;&#039;&#039;globeAllRadarsOnBaseBuild&#039;&#039;&#039;: When enabled, hovering over a valid base location will also display the range in which small radars, large radars, and hyperwave decoders will detect UFOs.&lt;br /&gt;
*&#039;&#039;&#039;globeSeasons&#039;&#039;&#039;: When enabled, the day/night cycle takes into account the time of year and tilts the edge between day and night appropriately.&lt;br /&gt;
*&#039;&#039;&#039;showFundsOnGeoscape&#039;&#039;&#039;: When enabled, shows your available funds above the time of day on the geoscape toolbar.&lt;br /&gt;
&lt;br /&gt;
=== Battlescape ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;battleAlienSpeed&#039;&#039;&#039;: Alien unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleAltGrenade&#039;&#039;&#039;: When enabled, activates hot grenade behaviour.&lt;br /&gt;
*&#039;&#039;&#039;battleExplosionHeight&#039;&#039;&#039;: A coefficient that controls how much vertical power explosions have.&lt;br /&gt;
** 0 = Explosions are completely flat, as per the original game.&lt;br /&gt;
** 1 = -30 damage units per level (this penalty is in addition to the horizontal penalty of -10 damage per tile)&lt;br /&gt;
** 2 = -10 damage units per level&lt;br /&gt;
** 3 = -5 damage units per level (default)&lt;br /&gt;
*&#039;&#039;&#039;battleInstantGrenade&#039;&#039;&#039;: When enabled, ?&lt;br /&gt;
*&#039;&#039;&#039;battlePreviewPath&#039;&#039;&#039;: When enabled, your first left-click displays the planned path, and your second confirms the move order.&lt;br /&gt;
*&#039;&#039;&#039;battleFireSpeed&#039;&#039;&#039;: Bullet movement speed.&lt;br /&gt;
*&#039;&#039;&#039;battleNotifyDeath&#039;&#039;&#039;: When enabled, displays a text notification of soldier deaths.&lt;br /&gt;
*&#039;&#039;&#039;battleRangeBasedAccuracy&#039;&#039;&#039;: When enabled, targets at long range are harder to hit with snap and auto shots.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollButton&#039;&#039;&#039;: Controls which mouse button triggers scrolling in scrolling type 0.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragButtion&#039;&#039;&#039;: Controls which mouse button triggers dragging behaviour in scrolling type 2.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollDragInvert&#039;&#039;&#039;: When enabled, drag scrolling moves the camera towards the direction your mouse is moving in, rather than away from it.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollSpeed&#039;&#039;&#039;: Map scrolling speed.&lt;br /&gt;
*&#039;&#039;&#039;battleScrollType&#039;&#039;&#039;: Map scrolling mode.&lt;br /&gt;
** 0 = Trigger Scroll&lt;br /&gt;
** 1 = Auto Scroll&lt;br /&gt;
** 2 = Drag Scroll&lt;br /&gt;
*&#039;&#039;&#039;battleXcomSpeed&#039;&#039;&#039;: X-COM unit movement speed.&lt;br /&gt;
*&#039;&#039;&#039;showMoreStatsInInventoryView&#039;&#039;&#039;: When enabled, the inventory screen displays the weight of equipment the soldier is currently wearing/carrying, and their maximum weight before TU reduction sets in, in addition to displaying the Time Units remaining once you have begun the battle.&lt;br /&gt;
*&#039;&#039;&#039;strafe&#039;&#039;&#039;: When enabled, allows soldiers to move without changing their facing direction by holding control when issuing orders&lt;br /&gt;
&lt;br /&gt;
== Debug mode ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Debug mode&#039;&#039; is a special feature that makes it easier for developers/contributors to test out game features without needing to play a new game from scratch. After setting &amp;quot;debug: true&amp;quot; in the &#039;&#039;options.cfg&#039;&#039; file (see above), you can enable it by pressing D in-game to access a variety of features:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geoscape&#039;&#039;&#039;: All research is unlocked, allowing you to easily test all features in the Geoscape without needing to manually unlock them yourself. This doesn&#039;t affect your saved game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlescape&#039;&#039;&#039;: Whole map is revealed and actions cost no TUs, allowing you to easily test out the map and any Battlescape features without being affected by game restrictions.&lt;br /&gt;
&lt;br /&gt;
== Keyboard Shortcuts ==&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039; – Toggles a FPS counter in top-left corner.&lt;br /&gt;
*&#039;&#039;&#039;F12&#039;&#039;&#039; – Saves a PNG screenshot to the User folder.&lt;br /&gt;
*&#039;&#039;&#039;ALT-ENTER&#039;&#039;&#039; – Toggles fullscreen mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(As of recent nightly builds, there are custom keyboard shortcuts available under a button in the options menu)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Custom Music ==&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t like or have trouble getting the original X-COM music to work, you can use your own (eg. the [http://www.xcomufo.com/x1music.html Playstation] or [http://lorcan.freelanzer.com/ Cydonia&#039;s Fall] soundtracks) by putting it in the SOUND subfolder of the [[Installing (OpenXcom)#Data Folder|Data folder]] with the same filenames as the original:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GMDEFEND&#039;&#039;&#039; - Base Defense Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMENBASE&#039;&#039;&#039; - Mission Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO1&#039;&#039;&#039; - Geoscape 1.&lt;br /&gt;
*&#039;&#039;&#039;GMGEO2&#039;&#039;&#039; - Geoscape 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTER&#039;&#039;&#039; - Interception / Dogfight.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO1&#039;&#039;&#039; - Intro 1.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO2&#039;&#039;&#039; - Intro 2.&lt;br /&gt;
*&#039;&#039;&#039;GMINTRO3&#039;&#039;&#039; - Intro 3.&lt;br /&gt;
*&#039;&#039;&#039;GMLOSE&#039;&#039;&#039; - Game Over.&lt;br /&gt;
*&#039;&#039;&#039;GMMARS&#039;&#039;&#039; - Debriefing.&lt;br /&gt;
*&#039;&#039;&#039;GMNEWMAR&#039;&#039;&#039; - Mars Briefing.&lt;br /&gt;
*&#039;&#039;&#039;GMSTORY&#039;&#039;&#039; - Title.&lt;br /&gt;
*&#039;&#039;&#039;GMTACTIC&#039;&#039;&#039; - Battlescape.&lt;br /&gt;
*&#039;&#039;&#039;GMWIN&#039;&#039;&#039; - Victory.&lt;br /&gt;
&lt;br /&gt;
The formats supported are MIDI, MP3, OGG and MOD. You might need to delete the original music (including GM.CAT) for it to work.&lt;br /&gt;
&lt;br /&gt;
[[Category:OpenXcom]]&lt;/div&gt;</summary>
		<author><name>54x</name></author>
	</entry>
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