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forked from 0ad/0ad
0ad/binaries/system
Yves 93cffe9deb Remove the old and no longer used archive builder that rebuilt the archive while the game is running.
This approach isn't used anymore. Now we start the archive building with
parameters to pyrogeneis.

Refs #2241 (the code used g_ScriptingHost which is going to be removed)

This was SVN commit r14102.
2013-11-07 21:06:18 +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 Remove the old and no longer used archive builder that rebuilt the archive while the game is running. 2013-11-07 21:06:18 +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=NAME					map NAME for scenario, or rms name for random map
-autostart-ai=PLAYER:AI			adds named AI to the given PLAYER (e.g. 2:testbot)
-autostart-aidiff=PLAYER:level	changes the difficulty setting for AI PLAYER (0: easy, 3: very hard)
Multiplayer:
-autostart-playername=NAME		multiplayer local player NAME (default 'anonymous')
-autostart-host					multiplayer host mode
-autostart-players=NUMBER		multiplayer host: NUMBER of client players (default 2)
-autostart-client				multiplayer client mode
-autostart-ip=IP				multiplayer client: connect to this host IP
Random maps only:
-autostart-random				random map
-autostart-random=SEED			random map with SEED value (default 0, use -1 for random)
-autostart-size=TILES			random map SIZE in tiles (default 192)
-autostart-players=NUMBER		NUMBER of players on random map
-autostart-civ=PLAYER:CIV		changes the civilisation of player PLAYER to CIV (default athen)

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
-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)