diff --git a/binaries/system/readme.txt b/binaries/system/readme.txt index 59f7d75e42..2d32479ce0 100644 --- a/binaries/system/readme.txt +++ b/binaries/system/readme.txt @@ -1,21 +1,21 @@ 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=... 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-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 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: @@ -30,55 +30,54 @@ Examples: -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' +-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! +-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! + 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. +-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. +-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) - +-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)