forked from 0ad/0ad
Freagarach
5893c4bc85
Basically a patch by: @wraitii Differential revision: https://code.wildfiregames.com/D4976 Comments by: @bb, @sera Accepted by: @Langbart Fixes #6521 This was SVN commit r27692.
93 lines
6.2 KiB
Plaintext
93 lines
6.2 KiB
Plaintext
COMMAND LINE OPTIONS
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Basic gameplay:
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-autostart=... load a map instead of showing main menu (see below)
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-editor launch the Atlas scenario editor
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-mod=NAME start the game using NAME mod
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-quickstart load faster (disables audio and some system info logging)
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Autostart:
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-autostart="TYPEDIR/MAPNAME" enables autostart and sets MAPNAME; TYPEDIR is skirmishes, scenarios, or random
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-autostart-biome=BIOME sets BIOME for a random map
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-autostart-seed=SEED sets randomization seed value (default 0, use -1 for random)
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-autostart-ai=PLAYER:AI sets the AI for PLAYER (e.g. 2:petra)
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-autostart-aidiff=PLAYER:DIFF sets the DIFFiculty of PLAYER's AI (default 3, 0: sandbox, 5: very hard)
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-autostart-aiseed=AISEED sets the seed used for the AI random generator (default 0, use -1 for random)
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-autostart-player=NUMBER sets the playerID in non-networked games (default 1, use -1 for observer)
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-autostart-civ=PLAYER:CIV sets PLAYER's civilisation to CIV (skirmish and random maps only). Use random for a random civ.
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-autostart-team=PLAYER:TEAM sets the team for PLAYER (e.g. 2:2).
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-autostart-ceasefire=NUM sets a ceasefire duration NUM (default 0 minutes)
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-autostart-nonvisual disable any graphics and sounds
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-autostart-victory=SCRIPTNAME sets the victory conditions with SCRIPTNAME located in simulation/data/settings/victory_conditions/ (default conquest). When the first given SCRIPTNAME is "endless", no victory conditions will apply.
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-autostart-wonderduration=NUM sets the victory duration NUM for wonder victory condition (default 10 minutes)
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-autostart-relicduration=NUM sets the victory duration NUM for relic victory condition (default 10 minutes)
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-autostart-reliccount=NUM sets the number of relics for relic victory condition (default 2 relics)
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-autostart-disable-replay disable saving of replays
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Multiplayer:
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-autostart-playername=NAME sets local player NAME (default 'anonymous')
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-autostart-host sets multiplayer host mode
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-autostart-host-players=NUMBER sets NUMBER of human players for multiplayer game (default 2)
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-autostart-client=IP sets multiplayer client to join host at given IP address
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Random maps only:
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-autostart-size=TILES sets random map size in TILES (default 192)
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-autostart-players=NUMBER sets NUMBER of players on random map (default 2)
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Examples:
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1) "Bob" will host a 2 player game on the Arcadia map:
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-autostart="scenarios/arcadia" -autostart-host -autostart-host-players=2 -autostart-playername="Bob"
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"Alice" joins the match as player 2:
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-autostart-client=127.0.0.1 -autostart-playername="Alice"
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The players use the developer overlay to control players.
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2) Load Alpine Lakes random map with random seed, 2 players (Athens and Britons), and player 2 is PetraBot:
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-autostart="random/alpine_lakes" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=2:petra
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3) Observe the PetraBot on a triggerscript map:
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-autostart="random/jebel_barkal" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=1:petra -autostart-ai=2:petra -autostart-player=-1
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RL client:
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-rl-interface Run the RL interface (see source/tools/rlclient)
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Configuration:
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-conf=KEY:VALUE set a config value
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-nosound disable audio
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-shadows enable shadows
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-vsync enable VSync, i.e. lock FPS to monitor refresh rate
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-xres=N set screen X resolution to 'N'
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-yres=N set screen Y resolution to 'N'
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Installing mods:
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PATHS install mods located at PATHS. For instance: "./pyrogenesis mod1.pyromod mod2.zip"
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Advanced / diagnostic:
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-version print the version of the engine and exit
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-dumpSchema creates a file entity.rng in the working directory, containing
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complete entity XML schema, used by various analysis tools
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-entgraph (disabled)
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-listfiles (disabled)
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-profile=NAME (disabled)
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-replay=PATH non-visual replay of a previous game, used for analysis purposes
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PATH is system path to commands.txt containing simulation log
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-replay-visual=PATH visual replay of a previous game, used for analysis purposes
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PATH is system path to commands.txt containing simulation log
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-writableRoot store runtime game data in root data directory
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(only use if you have write permissions on that directory)
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-ooslog dumps simulation state in binary and ASCII representations each turn,
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files created in sim_log within the game's log folder. NOTE: game will
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run much slower with this option!
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-serializationtest checks simulation state each turn for serialization errors; on test
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failure, error is displayed and logs created in oos_log within the
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game's log folder. NOTE: game will run much slower with this option!
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-rejointest=N simulates a rejoin and checks simulation state each turn for serialization
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errors; this is similar to a serialization test but much faster and
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less complete. It should be enough for debugging most rejoin OOSes.
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-unique-logs adds unix timestamp and process id to the filename of mainlog.html, interestinglog.html
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and oos_dump.txt to prevent these files from becoming overwritten by another pyrogenesis process.
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-hashtest-full=X whether to enable computation of full hashes in replaymode (default true). Can be disabled to improve performance.
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-hashtest-quick=X whether to enable computation of quick hashes in replaymode (default false). Can be enabled for debugging purposes.
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Archive builder:
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-archivebuild=PATH system PATH of the base directory containing mod data to be archived/precached
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specify all mods it depends on with -mod=NAME
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-archivebuild-output=PATH system PATH to output of the resulting .zip archive (use with archivebuild)
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-archivebuild-compress enable deflate compression in the .zip
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(no zip compression by default since it hurts compression of release packages)
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