source: ps/trunk/binaries/system/readme.txt@ 27637

Last change on this file since 27637 was 27637, checked in by Stan, 14 months ago

Allow starting by command with sandbox AI.

takes 0 as false; ?? doesn't.

Patch by: @Freagarach
Accepted by: @sera, @Langbart

Fixes: #6771

Differential Revision: https://code.wildfiregames.com/D4975

  • Property svn:eol-style set to native
File size: 6.1 KB
Line 
1COMMAND LINE OPTIONS
2
3Basic gameplay:
4-autostart=... load a map instead of showing main menu (see below)
5-editor launch the Atlas scenario editor
6-mod=NAME start the game using NAME mod
7-quickstart load faster (disables audio and some system info logging)
8
9Autostart:
10-autostart="TYPEDIR/MAPNAME" enables autostart and sets MAPNAME; TYPEDIR is skirmishes, scenarios, or random
11-autostart-seed=SEED sets randomization seed value (default 0, use -1 for random)
12-autostart-ai=PLAYER:AI sets the AI for PLAYER (e.g. 2:petra)
13-autostart-aidiff=PLAYER:DIFF sets the DIFFiculty of PLAYER's AI (default 3, 0: sandbox, 5: very hard)
14-autostart-aiseed=AISEED sets the seed used for the AI random generator (default 0, use -1 for random)
15-autostart-player=NUMBER sets the playerID in non-networked games (default 1, use -1 for observer)
16-autostart-civ=PLAYER:CIV sets PLAYER's civilisation to CIV (skirmish and random maps only). Use random for a random civ.
17-autostart-team=PLAYER:TEAM sets the team for PLAYER (e.g. 2:2).
18-autostart-ceasefire=NUM sets a ceasefire duration NUM (default 0 minutes)
19-autostart-nonvisual disable any graphics and sounds
20-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.
21-autostart-wonderduration=NUM sets the victory duration NUM for wonder victory condition (default 10 minutes)
22-autostart-relicduration=NUM sets the victory duration NUM for relic victory condition (default 10 minutes)
23-autostart-reliccount=NUM sets the number of relics for relic victory condition (default 2 relics)
24-autostart-disable-replay disable saving of replays
25Multiplayer:
26-autostart-playername=NAME sets local player NAME (default 'anonymous')
27-autostart-host sets multiplayer host mode
28-autostart-host-players=NUMBER sets NUMBER of human players for multiplayer game (default 2)
29-autostart-client=IP sets multiplayer client to join host at given IP address
30 Random maps only:
31-autostart-size=TILES sets random map size in TILES (default 192)
32-autostart-players=NUMBER sets NUMBER of players on random map (default 2)
33
34Examples:
351) "Bob" will host a 2 player game on the Arcadia map:
36 -autostart="scenarios/arcadia" -autostart-host -autostart-host-players=2 -autostart-playername="Bob"
37 "Alice" joins the match as player 2:
38 -autostart-client=127.0.0.1 -autostart-playername="Alice"
39 The players use the developer overlay to control players.
402) Load Alpine Lakes random map with random seed, 2 players (Athens and Britons), and player 2 is PetraBot:
41 -autostart="random/alpine_lakes" -autostart-seed=-1 -autostart-players=2 -autostart-civ=1:athen -autostart-civ=2:brit -autostart-ai=2:petra
423) Observe the PetraBot on a triggerscript map:
43 -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
44
45RL client:
46-rl-interface Run the RL interface (see source/tools/rlclient)
47
48Configuration:
49-conf=KEY:VALUE set a config value
50-nosound disable audio
51-shadows enable shadows
52-vsync enable VSync, i.e. lock FPS to monitor refresh rate
53-xres=N set screen X resolution to 'N'
54-yres=N set screen Y resolution to 'N'
55
56Installing mods:
57PATHS install mods located at PATHS. For instance: "./pyrogenesis mod1.pyromod mod2.zip"
58
59Advanced / diagnostic:
60-version print the version of the engine and exit
61-dumpSchema creates a file entity.rng in the working directory, containing
62 complete entity XML schema, used by various analysis tools
63-entgraph (disabled)
64-listfiles (disabled)
65-profile=NAME (disabled)
66-replay=PATH non-visual replay of a previous game, used for analysis purposes
67 PATH is system path to commands.txt containing simulation log
68-replay-visual=PATH visual replay of a previous game, used for analysis purposes
69 PATH is system path to commands.txt containing simulation log
70-writableRoot store runtime game data in root data directory
71 (only use if you have write permissions on that directory)
72-ooslog dumps simulation state in binary and ASCII representations each turn,
73 files created in sim_log within the game's log folder. NOTE: game will
74 run much slower with this option!
75-serializationtest checks simulation state each turn for serialization errors; on test
76 failure, error is displayed and logs created in oos_log within the
77 game's log folder. NOTE: game will run much slower with this option!
78-rejointest=N simulates a rejoin and checks simulation state each turn for serialization
79 errors; this is similar to a serialization test but much faster and
80 less complete. It should be enough for debugging most rejoin OOSes.
81-unique-logs adds unix timestamp and process id to the filename of mainlog.html, interestinglog.html
82 and oos_dump.txt to prevent these files from becoming overwritten by another pyrogenesis process.
83-hashtest-full=X whether to enable computation of full hashes in replaymode (default true). Can be disabled to improve performance.
84-hashtest-quick=X whether to enable computation of quick hashes in replaymode (default false). Can be enabled for debugging purposes.
85
86Archive builder:
87-archivebuild=PATH system PATH of the base directory containing mod data to be archived/precached
88 specify all mods it depends on with -mod=NAME
89-archivebuild-output=PATH system PATH to output of the resulting .zip archive (use with archivebuild)
90-archivebuild-compress enable deflate compression in the .zip
91 (no zip compression by default since it hurts compression of release packages)
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