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World Foundry Run-Time Engine Command Line (game.exe)

KevinSeghetti -- this list is stale and needs to be updated

z-buffered (only applies to DirectX version)
z-sorted Run game in z-sort mode. Used to simulate PlayStation environment. (only applies to DirectX version)
Run game in a window Displays game in a 320x200 window on the top left corner of the screen.
Don't display company logos Skips all liscencing screens, company logos, title screens, main menu.
Show all objects as boxes No meshes are rendered. All objects are rendered as boxes the size of thier collision boxes. Usefull for checking obejct interaction, locations, etc.
Stream textures This feature is used when the textures have been grouped together into a roomtga files. The Textile tool creates these files.
enable polygon subdivision (PlayStation) Subdivide polygons as they approach the edge of the camera. Used to improve the look of texture maps on the PlayStation.
No Sound Turns off sound.
Show all objects without initial rotation from level Normally each object is rotated according to it's rotations in the .prj file. This sets all objects to 0 degrees.
Save every frame as frame#.tga in cwd writes out each frame of the rendered scene to a .tga file, incrementing the frame# for each frame. This runs very slowly.

Programming / Diagnostic Switches

Simulate a frame rate of N Hz Run the game at a simulated frame rate (frames/second) If value is set higher than the actual frame rate (example: maximum frame rate machine is capable of is 20 frames/second, but N = 40) the game will simulate the rate internally to the objects (objects will be run as if 40 frames equaled a second). It would not be displayed in real time (40 frames would take 2 seconds of real time to update).
Perform insanely slow error checks In the debug version of the game performs more error checking than normal. Note that this variable slows down the game.
Profile memory usage during load Used to output memory usage information during the loading of a level. Quits the game immediately after the level has loaded. This data file is used in conjunction with perl scripts for memory usage analysis.
Profile memory usage during load Used to analyze speed of game. Not normally used in design.
Use linear malloc() instead of C runtime malloc() Still under development. Do not use.
There are six categories of non-game specific diagnostic output generated by the World Foundry. can be any of:
      • w=warnings (defaults to standard err)
      • e=errors (defaults to standard err)
      • f=fatal (defaults to standard err)
      • s=statistics (defaults to null)
      • p=progress (defaults to null)
      • d=debugging (defaults to null) These categories can be sent to the following output devices. can be any of:
no output is produced
s=standard out
information is output to the screen
e=standard err
information is output to the screen
m#=monochrome dispay, # = which window
If the user has a second (monochrome) display this switch allows the messages to be output to that screen
f=output to filename
Data is output to a file.
There are six categories of game specific diagnostic output generated by the World Foundry. can be any of:
      • a=actor system
      • m=movement system
      • c=collision system
      • r=room system
      • f=game flowtp
      • i=AI system
      • l=Level system
      • o=opening logo code
      • t=tool set code
      • e=camera code
      • u=texture code
      • M=memory tracking
      • S=Scheme script debug output
      • A=Asset ID system output
      • s=streaming code
      • x=Mailbox (same as above)
Topic revision: r1 - 12 Apr 2002, KevinSeghetti;
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