forked from 0ad/0ad
72 lines
3.3 KiB
Plaintext
72 lines
3.3 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=NAME map NAME for scenario, or rms name for random map
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-autostart-ai=PLAYER:AI adds named AI to the given PLAYER (e.g. 2:testbot)
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Multiplayer:
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-autostart-playername=NAME multiplayer local player NAME (default 'anonymous')
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-autostart-host multiplayer host mode
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-autostart-players=NUMBER multiplayer host: NUMBER of client players (default 2)
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-autostart-client multiplayer client mode
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-autostart-ip=IP multiplayer client: connect to this host IP
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Random maps only:
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-autostart-random random map
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-autostart-random=SEED random map with SEED value (default 0, use -1 for random)
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-autostart-size=TILES random map SIZE in tiles (default 192)
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-autostart-players=NUMBER NUMBER of players on random map
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Configuration:
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-conf:KEY=VALUE set a config value (overrides the contents of system.cfg)
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-g=F set the gamma correction to 'F' (default 1.0)
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-nosound disable audio
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-onlyPublicFiles force game to use only the public (default) mod
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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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Advanced / diagnostic:
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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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-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 representation each turn.
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NOTE: game will run much slower with this option!
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-serializationtest checks simulation state each turn for serialization errors.
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NOTE: game will run much slower with this option!
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Windows-specific:
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-wQpcTscSafe allow timing via QueryPerformanceCounter despite the fact
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that it's using TSC and it may be unsafe. has no effect if
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a better timer (i.e. the HPET) is available.
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should only be specified if:
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- you are sure your system does not engage in
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thermal throttling (including STPCLK) OR
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- an "RDTSC patch" is installed
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this flag is also useful if all other alternatives are worse
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than a potentially risky or slightly broken TSC-based QPC.
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-wNoMahaf prevent any physical memory mapping or direct port I/O.
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this disables all ACPI-related code and thus some of the
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timer backends. specify this if problems are observed with
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one of the abovementioned subsystems.
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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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-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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-buildarchive (disabled)
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