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This document describes things common for all the programs.
This file is based on the OpenXcom 1.0 README, except s/folder/directory/g like
a civilized person.
1. LBX files
=============
1oom requires a copy of the Master of Orion (v1.3) LBX files.
See doc/lbxmd5.txt for the expected MD5 sums.
The LBX file can be in a different directory as the executable.
You can also specify your own path by passing the command-line
argument "-data <path>" when running 1oom. The given path is saved
to the configuration file.
The LBX files are first looked for in the directory specified with
"-data <path>". If not found there, the following subsections apply.
1.1. Windows, MSDOS
--------------------
1oom will check the directory of the executable.
1.2 Unix (Linux)
-----------------
According to the XDG standard, 1oom will also check the
following directories:
- $XDG_DATA_HOME/1oom
- $XDG_DATA_DIRS/1oom
Or if those variables aren't available:
- ~/.local/share/1oom
- /usr/share/1oom
- .
Choose whichever you prefer.
2. Configuration
=================
1oom is configured via command-line arguments or editing the
configuration file. Each program has a separate configuration file (if any).
2.1. User Directory
--------------------
1oom creates a User directory with all the user savegames and
options in one of the following paths:
- <game directory> (win32, msdos)
- $XDG_CONFIG_HOME/1oom (Unix)
- ~/.config/1oom (Unix)
You can also specify your own path by passing the command-line
argument "-user <path>" when running 1oom. Note that unlike "-data"
the setting is not saved in the configuration file.
2.2. What is not saved
-----------------------
Most options set via command-line arguments are saved to the configuration
file (if any). The notable exceptions are:
-c Config filename in the config file? Too meta
-cro Can not write "do not write config" to config
-user Config file is in user directory
-(no)log Log is opened before reading config
-file
3. Command-line arguments
==========================
The following are for the game UIs and lbxview. See doc/usage_*.txt for
the other tools.
For all:
-? Show command line options
-c FILE.TXT Set config filename
-cro Do not write a config file
-user PATH Set user directory
-data PATH Set data directory
-log FILE.TXT Set log filename
-nolog Do not create a log file
-file FILE.PBX Add PBX file
For UIs with audio support:
-audio Enable audio
-noaudio Disable audio
-music Enable music
-nomusic Disable music
-sfx Enable SFX
-nosfx Disable SFX
-sfxinitpar Init SFX in parallel (if possible)
-nosfxinitpar Do not init SFX in parallel
-musicvol VOLUME Set music volume (0..128)
-sfxvol VOLUME Set SFX volume (0..128)
-audiohz HZ Set audio sample rate (Hz)
-audioms MS Set max audio slice size (ms)
For UIs with audio support if libsamplerate is available:
-libsr Use libsamplerate
-nolibsr Do not use libsamplerate
-libsrscale PERCENT libsamplerate scaling %
-libsrmode MODE libsamplerate mode (0 = best, 4 = worst)
For graphical UIs:
-fs Enable fullscreen
-window Use windowed mode
-winw WIDTH Set window width
-winh HEIGHT Set window height
if w & h are 0 then use game resolution
-fsw WIDTH Set fullscreen width
-fsh HEIGHT Set fullscreen height
if w & h are 0 then use desktop resolution
For some graphical UIs:
-aspect ASPECT Set aspect ratio (*1000000, 0 = off)
default = 833333, or (1000000 * 5)/6
For SDL HWs:
-forcesw Force software rendering
-noforcesw Do not force software rendering
-mousespd SPEED Set mouse speed (default = 100)
-sdlmixersf FILE.SF2 Set SDL_mixer soundfont
For SDL1 HW:
-bpp BPP Set bits/pixel (0 = autodetect)
-filt FILTER Set OpenGL filter (0 = nearest, 1 = linear)
For SDL2 HW:
-intscaling Force integer scaling
-nointscaling Do not force integer scaling
-relmouse Use relative mouse mode
-norelmouse Do not use relative mouse mode
For all game UIs:
-dumpstr Dump strings in PBXIN format
-dumpnum Dump numbers in PBXIN format
-new GAMESEED Start new game using given game seed
GAMESEED is OPT[:RACES[:BANNERS[:GSEED[:HUMANS]]]]
OPT is PLAYERS*100+GALAXYSIZE*10+DIFFICULTY
2..6, 0..3 = small..huge, 0..4 = simple..impossible
default same as last new game
RACES is PLAYERnRACE*(0x10^n), n=0..5
0 = random, 1..0xA = human..darlok
default 0 (all random)
BANNERS is PLAYERnBANNER*(10^n), n=0..5
0 = random, 1..6 = blue..yellow
default 0 (all random)
GSEED is a 32 bit galaxy seed or 0 for random
default 0
HUMANS is PLAYERnISHUMAN*(10^n), n=0..5
default 1 (player 1 is human, others AI)
-ngn PLAYER NAME Set new game emperor name for player 1..6
-ngh PLAYER NAME Set new game home world name for player 1..6
-nga AITYPE Set new game AI type (0..1)
-load SAVE Load game (1..8 or filename)
1..6 are regular save slots
7 is continue game
8 is undo
2300 and over are yearly saves
-continue Continue game
-undo Enable undo saves
-noundo Disable undo saves
-yearsave Enable yearly saves
-noyearsave Disable yearly saves
-skipintro Skip intro
-noskipintro Do not skip intro
-nextturn Go directly to next turn (for reproducing bugs)
-savequit Save and quit (for debugging)
YOMAMA Skip intro this time
s Continue game
For classic game UI:
-uiscale SCALE UI scaling factor
-uiextra Enable UI extras
-nouiextra Disable UI extras
-mwislider Invert mouse wheel for sliders
-nomwislider Do not invert mouse wheel for sliders
-mwicounter Invert mouse wheel for counters
-nomwicounter Do not invert mouse wheel for counters
-uismscroll SPEED Starmap scroll speed (1..10, 0 = instant)
3.1. -new
----------
Whenever a new game is started, the log displays a line such as:
Game: new game -new 621:0x5:4:0x3f5e5b32:1 -nga 0
The alphanumeric jumble is a game seed. It can be given to -new to start
a new game with the same galaxy and opponents.
The game seed format is OPT:RACES:BANNERS:GSEED:HUMANS where
OPT is PLAYERS*100+GALAXYSIZE*10+DIFFICULTY
PLAYERS is 2..6
GALAXYSIZE is 0..3 = small..huge
DIFFICULTY is 0..4 = simple..impossible
default same as last new game
RACES is PLAYERnRACE*(0x10^n), n=0..5
0 = random
1 = human
2 = mrrshan
3 = silicoid
4 = sakkra
5 = psilon
6 = alkari
7 = klackon
8 = bulrathi
9 = meklar
a = darlok
default 0 (all random)
BANNERS is PLAYERnBANNER*(10^n), n=0..5
0 = random
1 = blue
2 = green
3 = purple
4 = red
5 = white
6 = yellow
default 0 (all random)
GSEED is a 32 bit galaxy seed or 0 for random
default 0
HUMANS is PLAYERnISHUMAN*(10^n), n=0..5
default 1 (player 1 is human, others AI)
Omitting a value sets it to the default one.
Some examples:
-new 634
* 6 player / huge / impossible game as a random race
-new :0x7
* player / size / difficulty same as last new game
* as klackon
-new :
* player / size / difficulty same as last new game
* as random race
-new 634:0x162
* 6 player / huge / impossible game as a random race
* (2) as mrrshan, against (6) alkari and (1) human, others random
-new 621:0x5:4:0x3f5e5b32:1
* 6 player game in (2) large galaxy with (1) easy difficulty
* player 1 race is (5) psilon, others random
* player 1 banner is (4) red, others random
* galaxy and random races/banners based on seed 0x3f5e5b32
* player 1 is human, others AI
-new 634:0x15533a
* 6 player / huge / impossible game
* as (a) darlok, against (1) human, (5) psilon, psilon,
(3) silicoid and silicoid
-new 304:0x48:25::11
* 3 player / small / impossible game
* player 1 is (5) white (8) bulrathi,
player 2 is (2) green (8) sakkra,
player 3 is random
* players 1 and 2 are human
3.2. -nga
----------
The -nga command line parameters selects the AI type to use when starting
a new game via -new. The values 0 and 1 correspond to Classic and Classic+,
respectively.
3.3. -file
-----------
Unlike Doom, the "-file" part needs to added for each PBX file.
Like Doom, the given PBX filenames are not stored anywhere and must be given
with -file whenever the PBX files are to be used.
4. New features
================
4.1. Space combat autoresolve
------------------------------
The space combat autoresolve is provided as an option for skipping battles.
Pressing the Auto button results in the battle beings fought as if the player(s)
pressed Auto right after starting combat.
The Retreat button works as if the (human) player(s) pressed Retreat at the
earliest and every opportunity.
4.2. Improved galaxy generator
-------------------------------
The improved galaxy generator allows you to fine-tune your opponents' positions.
num_dist_checks sets the number of players that will be kept away from others.
num_ok_planet_checks sets how many players will have an acceptable second planet.
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