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0ad/binaries/system/readme.txt

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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-seed=SEED sets randomization seed value (default 0, use -1 for 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).
-autostart-nonvisual disable any graphics and sounds
-autostart-victory=SCRIPTNAME sets the victory conditions with SCRIPTNAME located in simulation/data/settings/victory_conditions/
-autostart-victoryduration=NUM sets the victory duration NUM for specific victory conditions
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-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" -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)