Fixes small bug introduced by aa68198747.

Clarifies new serialization test options in readme.txt.

This was SVN commit r12938.
This commit is contained in:
historic_bruno
2012-12-04 01:48:05 +00:00
parent aa68198747
commit 610623f010
2 changed files with 7 additions and 5 deletions
@@ -17,7 +17,7 @@ function displaySingle(entState, template)
var specificName = template.name.specific;
var genericName = template.name.generic != template.name.specific? template.name.generic : "";
// If packed, add that to the generic name (reduces template clutter)
if (genericName && template.pack.state == "packed")
if (genericName && template.pack && template.pack.state == "packed")
genericName += " -- Packed";
var playerState = g_Players[entState.player];
+6 -4
View File
@@ -41,10 +41,12 @@ Advanced / diagnostic:
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 representation each turn.
NOTE: game will run much slower with this option!
-serializationtest checks simulation state each turn for serialization errors.
NOTE: game will run much slower with this option!
-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