

How do I report a bug about SupCom?In GPGNet, go to Help -> REPORT A BUG. As part of your bug, please include an attachment that is a zip/rar of an output from DXDiag (if it’s a technical bug). If a gameplay bug, also include the game’s Replay file found in the username folder in:
Windows XP: Documents and Settings\< user >\Local Settings\Application Data\GasPoweredGames\SupremeCommander\replays
Windows Vista: Users\< user >\AppData\Local\Gas Powered Games\SupremeCommander\replays
What ports should be open to play a Supreme Commander beta game?Open port 6112 set for UDP traffic (this is the most common port used by online multiplayer games). A good tester for the 6112 port is at
forums.relicnews.com/showthread.php
A more general-purpose one, called Shields Up!, can be found at www.grc.com/intro.htm
Port 9103 must also be open for UDP, for the multiplayer matchmaking to work.
Also make sure that Supreme Commander and GPGNet – Supreme Commander appears on your Windows Firewall exception list (Control Panel -> Windows Firewall -> Exceptions Tab), as well also showing up as exceptions in any third-party firewalls (including those in anti-virus and anti-spam software). This list is EXE-centric and since SupCom and GPGNet have different EXEs, you need both entries.
Where can I get a list of basic key commands ?See the end of this document.
How do I join a game ?From GPGNet, click on either Game on the top menu and then Host Custom Game, or click on the Host Game (person on a hand) button at the bottom. This will take you to the multiplayer lobby, where you pick your color and faction. When you are ready, click the Ready button and wait for the host to launch the game.
How do I host a game ?From GPGNet, click on either Game (on the top menu) and then Host Custom Game, or click on the Host Game
button at the bottom. This will take you to the multiplayer lobby, where you can configure the settings, wait for your party (if any) and then launch the game.
Isn’t there any way to just play around, without being attacked?The Sandbox area is a place where you, or you and companions, can experiment with SupCom to learn how it works.
To get to the Sandbox, you have to host a game. You do so by clicking on the Game menu item at the top of the GPGNet screen and clicking
on HOST CUSTOM GAME (or on the Host Game
button at the bottom of the screen. This takes you to the multiplayer lobby. Peoplecoming to the sandbox with you can now JOIN (also from the Game menu) you here. This is also where you choose your map.
In the lower right side, the host then changes the Victory Condition to SANDBOX. Once everyone has clicked the READY column, the host
clicks LAUNCH and the game begins.
How do I run the game in a window ?To run the game in windowed mode, start up GPGNet, Go to Tools -> Options -> Supreme Commander then click on the empty text box to the right of CommandLineArgs. Now enter this:
/windowed x y
where x and y are the window resolutions to use.
You won’t be able to re-size the window, by stretching it.
How do I set up dual screen mode ?In the beta, the simplest way to do this is via GPGNet. Click on the Tools button at the top, then click on Options.
Now click on Supreme Commander and on the right side you'll see a list of entries - one of them is CommandLineArgs. Click on the empty bleu text box to the right of it. Here you can enter any command-line argument.
The one for dual screen in Supreme Commander is:
/dualhead x y a b
where you replace x y with the resolution for the primary screen, and replace a b with the resolution for the secondary screen.
For example, if you want your PC set up as:
-primary screen to run at 1600x1200
-second monitor to run at 1280x1024
type:
/dualhead 1600 1200 1280 1024
Bear in mind that dual screen mode has increased system requirements, and you’ll likely experience a hit on the game's frame rate. Starting with betas after v38, the game’s control focus will be on whichever monitor the cursor is over (instead of manually switching).
How do I take screenshots ?While in a game (i.e. not in GPGNet), press Ctrl-F and a .BMP screenshot is generated – the filename is based on date and time.
Starting in versions after v38, the screenshots will be dumped into:
Windows XP: Documents and Settings\< user >\Local Settings\Application Data\GasPoweredGames\SupremeCommander\screenshots
Windows Vista: Users\< user >\AppData\Local\Gas Powered Games\SupremeCommander\screenshots
How do I make a recording of my game?This is actually done automatically while you play, and saved with the extension .LastGame.SupremeCommanderReplay. Every time you
play a ga,e, the old recording is deleted and a new version of the file is made. The file is located in
Windows XP: Documents and Settings\< user >\Local Settings\Application Data\GasPoweredGames\SupremeCommander\replays
Windows Vista: Users\< user >\AppData\Local\Gas Powered Games\SupremeCommander\replays
Once the beta is installed, that replay extension is recognized as being a SupCom replay file. You can change the file prefix, but don’t change the extension.
Double-click on the replay file itself to automatically launch SupCom and play the replay. If you want to play the replay from the SupCom Main Menu, then it must have the original LastGame.SupremeCommanderReplay name and
be in the folder mentioned above.
Starting with betas after v38, each user account on the machine has a separate folder with replay file on it.
Is there a traditional mini-map available in the beta?Click on the Strategic View icon
in the lower left corner.
Can I tell engineers to automatically reclaim?Kind of. Set them on patrol. Select the engineer, click on the Patrol icon
, hold down the Shift key and left-click in route you want theEngineer to travel. It will patrol and auto-reclaim if your economy’s storage is below 90% full of Energy or Mass.
You can also tell them to Attack Move (Alt Right-click) and they’ll reclaim as they travel, if the storage is low.
What do the colored ping numbers mean, in multiplayer?When you’re in the multiplayer lobby, you’ll see a ping column (you can also see player ping by pressing F11 when in-game).
The number is the round-trip time - in milliseconds – of signals from one computer to another. This incudes the reply delay that the system itself introduce.
"xx" means no reliable ping value for them yet.
This happens when the host tells us they have joined but we haven't established communications with them yet.
The colors display who's actually connected / communicating to whom.
Red means that we have not succeeded in "establishing" a connection to them.If a packet or two makes it though, a ping time is reported, but for the connection to be established we have to have successfully exchanged a couple of handshake messages.
Yellow means that your machine has an established connection to them, but they do not have an established connection to someoneelse in the game.
Green means that you an established connection to them and they have established connections to everyone else in the game.
Here's an example, using host 'A' and 3 other joining players B, C and D:
Player A hosts a game.
- You see no ping time displayed for yourself, because you don't ping yourself.
Player B (first joiner) joins the game
- Their ping time starts out green already, because their number isn't displayed until after the A <--> B connection is established.
Now player C joins the game, connecting to host A
- Computers B and C have not established connections to each other, so A draws both their pings in yellow. (so B goes from green to yellow)
B and C display each other in red (no connection yet).
Computers B and C then establish their connections to each other and report this to computer A.
- Everyone (A, B and C) show green pings, since everyone has established connections to everyone else now.
Finally, player D joins the game, connecting to host A
- Computer A (host) displays everyone yellow (A has connections to everyone, but they don’t all connect to each other).
- Computers B and C display D in red, but they display A in green (A has connections to everyone), and everyone else in yellow.
- Computer D displays A in green and displays B and C in red (no connections established yet).
Computers B and D ( B <- -> D) now establish their connection.
- Computer A displays B in green. ( as B now has a connection established to everyone)
- Computer B now displays D and C in yellow.
- Computer D now display displays B in green.
- Computer C still displays D in red. (no connection established C <- -> D yet)
Computers C and D (C D) now establish their connection.
- everyone has now established connection with everyone else, everyone now display pings in green.
Bear in mind, although this is broken out in steps, these steps hypothetically could take a split second.

