0ad/binaries/system
2014-11-16 19:53:29 +00:00
..
aken64.sys updated version of Aken that includes support for MSR and static validation (-> .c instead of .cpp) 2011-04-01 15:06:52 +00:00
aken64d.sys updated version of Aken that includes support for MSR and static validation (-> .c instead of .cpp) 2011-04-01 15:06:52 +00:00
aken.sys updated version of Aken that includes support for MSR and static validation (-> .c instead of .cpp) 2011-04-01 15:06:52 +00:00
akend.sys updated version of Aken that includes support for MSR and static validation (-> .c instead of .cpp) 2011-04-01 15:06:52 +00:00
Atlas.bat Hide console window when launching atlas and actor viewer. 2008-07-13 04:57:16 +00:00
AtlasUI_dbg.dll.2.config add .config version redirects for AtlasUI_dbg and test_dbg.exe for VC2008 2010-08-06 13:01:38 +00:00
AtlasUI.dll.2.config update msvcr8 manifest version to match patched vc8 compiler (same problem that necessitated pyrogenesis_dbg.exe.config) 2010-07-13 19:44:01 +00:00
Microsoft.VC80.CRT.manifest update VC2005 CRT 2010-06-27 19:47:26 +00:00
Microsoft.VC80.DebugCRT.manifest update VC2005 CRT 2010-06-27 19:47:26 +00:00
Microsoft.VC90.CRT.manifest add vc90* libs in case anyone wants to use vs2008 2008-07-12 14:28:36 +00:00
Microsoft.VC90.DebugCRT.manifest add vc90* libs in case anyone wants to use vs2008 2008-07-12 14:28:36 +00:00
Microsoft.VC90.DebugOpenMP.manifest add vc90* libs in case anyone wants to use vs2008 2008-07-12 14:28:36 +00:00
Microsoft.VC90.OpenMP.manifest add vc90* libs in case anyone wants to use vs2008 2008-07-12 14:28:36 +00:00
pyrogenesis_dbg.exe.config fix SxS failure when vc2008 is installed but not patched vc2005 (similar to #510) 2010-07-08 10:14:05 +00:00
Quickstart.bat Added quickstart script. 2008-08-08 05:13:59 +00:00
readme.txt use by default a random seed for the AI to make it less repetitive 2014-11-16 19:53:29 +00:00
test_dbg.exe.config add .config version redirects for AtlasUI_dbg and test_dbg.exe for VC2008 2010-08-06 13:01:38 +00:00

COMMAND LINE OPTIONS

Basic gameplay:
-autostart=...		load a map instead of showing main menu (see below)
-editor				launch the Atlas scenario editor
-mod=NAME			start the game using NAME mod
-quickstart			load faster (disables audio and some system info logging)

Autostart:
-autostart="TYPEDIR/MAPNAME"    enables autostart and sets MAPNAME; TYPEDIR is skirmishes, scenarios, or random
-autostart-ai=PLAYER:AI	        sets the AI for PLAYER (e.g. 2:petra)
-autostart-aidiff=PLAYER:DIFF   sets the DIFFiculty of PLAYER's AI (0: sandbox, 4: very hard)
-autostart-civ=PLAYER:CIV       sets PLAYER's civilisation to CIV (skirmish and random maps only)
-autostart-aiseed=AISEED        sets the seed used for the AI random generator (default 0, use -1 for random)
Multiplayer:
-autostart-playername=NAME      sets local player NAME (default 'anonymous')
-autostart-host	                sets multiplayer host mode
-autostart-host-players=NUMBER  sets NUMBER of human players for multiplayer game (default 2)
-autostart-client=IP            sets multiplayer client to join host at given IP address
 Random maps only:
-autostart-seed=SEED            sets random map SEED value (default 0, use -1 for random)
-autostart-size=TILES           sets random map size in TILES (default 192)
-autostart-players=NUMBER       sets NUMBER of players on random map (default 2)

Examples:
1) "Bob" will host a 2 player game on the Arcadia map:
 -autostart="scenarios/Arcadia 02" -autostart-host -autostart-host-players=2 -autostart-playername="Bob"
2) Load Alpine Lakes random map with random seed, 2 players (Athens and Britons), and player 2 is PetraBot:
 -autostart="random/alpine_lakes" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=2:petra

Configuration:
-conf=KEY:VALUE		set a config value
-g=F				set the gamma correction to 'F' (default 1.0)
-nosound			disable audio
-noUserMod			disable loading of the user mod
-shadows			enable shadows
-vsync				enable VSync, i.e. lock FPS to monitor refresh rate
-xres=N				set screen X resolution to 'N'
-yres=N				set screen Y resolution to 'N'

Advanced / diagnostic:
-dumpSchema			creates a file entity.rng in the working directory, containing
					  complete entity XML schema, used by various analysis tools
-entgraph			(disabled)
-listfiles			(disabled)
-profile=NAME		(disabled)
-replay=PATH		non-visual replay of a previous game, used for analysis purposes
					  PATH is system path to commands.txt containing simulation log
-writableRoot		store runtime game data in root data directory
					  (only use if you have write permissions on that directory)
-ooslog				dumps simulation state in binary and ASCII representations each turn,
					  files created in sim_log within the game's log folder. NOTE: game will
					  run much slower with this option!
-serializationtest  checks simulation state each turn for serialization errors; on test
					  failure, error is displayed and logs created in oos_log within the
					  game's log folder. NOTE: game will run much slower with this option!

Windows-specific:
-wQpcTscSafe		allow timing via QueryPerformanceCounter despite the fact
					that it's using TSC and it may be unsafe. has no effect if
					a better timer (i.e. the HPET) is available.
					should only be specified if:
					- you are sure your system does not engage in
					  thermal throttling (including STPCLK) OR
					- an "RDTSC patch" is installed
					this flag is also useful if all other alternatives are worse
					than a potentially risky or slightly broken TSC-based QPC.

-wNoMahaf			prevent any physical memory mapping or direct port I/O.
					this disables all ACPI-related code and thus some of the
					timer backends. specify this if problems are observed with
					one of the abovementioned subsystems.

Archive builder:
-archivebuild=PATH				system PATH of the base directory containing mod data to be archived/precached
								specify all mods it depends on with -mod=NAME
-archivebuild-output=PATH		system PATH to output of the resulting .zip archive (use with archivebuild)
-archivebuild-compress			enable deflate compression in the .zip
								(no zip compression by default since it hurts compression of release packages)