1
0
forked from 0ad/0ad
0ad/binaries/system
elexis 2bf1dbfd13 An awesome Rejoin-test tool by wraitii and Itms, fixes #4242, refs #3460.
Contrary to the serializationtest, initializes the secondary simstate
only once
before progressively applying updates.
Thus reproducing actual multiplayer rejoining, enabling developers to
analyze OOS reports solely from the replay file of the rejoined and a
non-rejoined client.

This was SVN commit r18940.
2016-11-15 13:26:58 +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
Quickstart.bat Added quickstart script. 2008-08-08 05:13:59 +00:00
readme.txt An awesome Rejoin-test tool by wraitii and Itms, fixes #4242, refs #3460. 2016-11-15 13:26:58 +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, 5: very hard)
-autostart-aiseed=AISEED        sets the seed used for the AI random generator (default 0, use -1 for random)
-autostart-civ=PLAYER:CIV       sets PLAYER's civilisation to CIV (skirmish and random maps only)
-autostart-team=PLAYER:TEAM     sets the team for PLAYER (e.g. 2:2).
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:
-version            print the version of the engine and exit
-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
-replay-visual=PATH 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!
-rejointest=N       simulates a rejoin and checks simulation state each turn for serialization
                    errors; this is similar to a serialization test but much faster and
                    less complete. It should be enough for debugging most rejoin OOSes.

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)