1
0
forked from 0ad/0ad
0ad/binaries/system/readme.txt

75 lines
3.5 KiB
Plaintext

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)
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)
-buildarchive (disabled)