Next: Advanced settings, Previous: Map options.xml, Up: Reference
--background-color-alternate-bg=<value>LW6_BACKGROUND_COLOR_ALTERNATE_BGbackground-color-alternate-bgDefines a color which will be used together with background-color-alternate-fg to draw things (animations, sprites, text, whatever) in the background. It should be different enough from background-color-alternate-fg so that one can really distinguish these colors. Will be automatically guessed from the map texture if background-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--background-color-alternate-fg=<value>LW6_BACKGROUND_COLOR_ALTERNATE_FGbackground-color-alternate-fgDefines a color which will be used to draw things (animations, sprites, text, whatever) in the background. It should be different enough from background-color-alternate-bg so that one can really distinguish these colors. Think of this as the sprite, the text, the whatever-needs-to-be-seen-uses-this color. Will be automatically guessed from the map texture if background-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--background-color-auto=<value>LW6_BACKGROUND_COLOR_AUTObackground-color-autoDefines wether background colors should be set automatically from texture colors. If set to true, then the program will try to pick up colors automatically from the texture, and will override the values of the background-color-base-bg, background-color-base-fg, background-color-alternate-bg and background-color-alternate-fg parameters. How these colors are picked up can't be garanteed, so if the map does not have strong contrast or if there can be any form of ambiguity, it's safe to set this to false and define one's own colors.
--background-color-base-bg=<value>LW6_BACKGROUND_COLOR_BASE_BGbackground-color-base-bgDefines the main background color. This is, for instance, the color which will be used to clear the screen before drawing thing. Will be automatically guessed from the map texture if background-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--background-color-base-fg=<value>LW6_BACKGROUND_COLOR_BASE_FGbackground-color-base-fgDefines a color which will be used together with background-color-base-bg to compose the background. It can be wise to have a minimum contrast between this color and background-color-base-bg, but it is not mandatory, especially if other colors are manually redefined. Will be automatically guessed from the map texture if background-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--background-density=<value>LW6_BACKGROUND_DENSITYbackground-densityDensity of the background animation, that is, for instance, if the background animation is about displaying bubbles, using a high value will display many bubbles. A value of 1.0 corresponds to the default setting.
--background-speed=<value>LW6_BACKGROUND_SPEEDbackground-speedSpeed of the background animation, that is, for instance, if the background animation is about displaying bubbles, using a high value will cause bubbles to move very fast. A value of 1.0 corresponds to the default setting.
--background-style=<value>LW6_BACKGROUND_STYLEbackground-styleThe background defines, of course, what is displayed at the background, but it also conditions the colors used for other items, such as the menus for instance. Possible values include 'bubbles', 'air', 'fire', 'earth' and 'void'.
--colorize-background=<value>LW6_COLORIZE_BACKGROUNDcolorize-backgroundIf set, then all background drawings including textures will use the bakground colors. This means, for instance, that if background colors are set automatically by background-color-auto from the map texture, then the background will adopt the same range of colors than the map itself. In short, the background will mimic the map.
--fighter-scale=<value>LW6_FIGHTER_SCALEfighter-scaleDefines how wide (in pixels) fighters must be. This parameter is very important and will largely condition the number of fighters on the map. It is used when loading the map. If it is, for instance, set to 1, there will be exactly a fighter per pixel on the screen. That is, if you play 640x480 on an empty map, the maximum fighters you could have is about 300000. The idea is that by changing the resolution, you also define the density of the map. In pratice, this is done in the hope that someone with a slow computer will pick up a low resolution and therefore play small levels. Conversely, someone with a brand new computer with powerfull CPU & GPU will use great resolutions and be happy with many fighters on the map. Still, changing the resolution after loading the map will not affet the number of fighters. Same for network games, the first player, who loads the map, defines its properties according to its own settings.
--hud-color-auto=<value>LW6_HUD_COLOR_AUTOhud-color-autoDefines wether hud colors will be set automatically from background colors. This is a time saver to keep map designers from requiring to redefined every single color in the game. You only need to set background-color-base-bg, background-color-base-fg, background-color-alternate-bg and background-color-alternate-fg. Then hud_color_frame_bg, hud_color_frame_fg, hud_color_text_bg and hud_color_text_fg will be automatically set.
--hud-color-frame-bg=<value>LW6_HUD_COLOR_FRAME_BGhud-color-frame-bgDefines the background color for the hud frame. Ignored if hud-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--hud-color-frame-fg=<value>LW6_HUD_COLOR_FRAME_FGhud-color-frame-fgDefines the foreground color for the hud frame. Ignored if hud-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--hud-color-text-bg=<value>LW6_HUD_COLOR_TEXT_BGhud-color-text-bgDefines the background color for hud text. Ignored if hud-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--hud-color-text-fg=<value>LW6_HUD_COLOR_TEXT_FGhud-color-text-fgDefines the foreground color for hud text. Ignored if hud-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--hud-style=<value>LW6_HUD_STYLEhud-styleThe hud is where informations about the game are displayed. This means, who is winning, are other status-like informations. Possible values include 'floating' and 'tactical'.
--keep-ratio=<value>LW6_KEEP_RATIOkeep-ratioDefines wether the map should keep its ratio, or if it should be stretched to fill the shape of your screen.
--menu-color-auto=<value>LW6_MENU_COLOR_AUTOmenu-color-autoDefines wether menu colors will be set automatically from background colors. This is a time saver to keep map designers from requiring to redefined every single color in the game. You only need to set background-color-base-bg, background-color-base-fg, background-color-alternate-bg and background-color-alternate-fg. Then menu_color_default_bg, menu_color_default_fg, menu_color_selected_bg, menu_color_selected_fg, menu_color_disabled_bg and menu_color_disabled_fg will be automatically set.
--menu-color-default-bg=<value>LW6_MENU_COLOR_DEFAULT_BGmenu-color-default-bgDefines the default background color for menus. Ignored if menu-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--menu-color-default-fg=<value>LW6_MENU_COLOR_DEFAULT_FGmenu-color-default-fgDefines the default foreground color for menus. In fact, this is the main color for menu text, the color used to draw letters in menus. Ignored if menu-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--menu-color-disabled-bg=<value>LW6_MENU_COLOR_DISABLED_BGmenu-color-disabled-bgDefines the background color for a disabled menu item. Ignored if menu-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--menu-color-disabled-fg=<value>LW6_MENU_COLOR_DISABLED_FGmenu-color-disabled-fgDefines the foreground color for a disabled menu item. Ignored if menu-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--menu-color-selected-bg=<value>LW6_MENU_COLOR_SELECTED_BGmenu-color-selected-bgDefines the background color for a selected menu item. Ignored if menu-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--menu-color-selected-fg=<value>LW6_MENU_COLOR_SELECTED_FGmenu-color-selected-fgDefines the foreground color for a selected menu item. Ignored if menu-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--menu-style=<value>LW6_MENU_STYLEmenu-styleThe menu style is simply the name of the engine used to power the menu system. The only possible value, for now, is 'cylinder'.
--system-color-auto=<value>LW6_SYSTEM_COLOR_AUTOsystem-color-autoDefines wether system colors will be set automatically from background colors. This is a time saver to keep map designers from requiring to redefined every single color in the game. You only need to set background-color-base-bg, background-color-base-fg, background-color-alternate-bg and background-color-alternate-fg. Then system_color_bg and system_color_fg will be automatically set.
--system-color-bg=<value>LW6_SYSTEM_COLOR_BGsystem-color-bgDefines the system background color, used when displaying system info, such as the number of frames per second. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--system-color-fg=<value>LW6_SYSTEM_COLOR_FGsystem-color-fgDefines the system foreground color, used when displaying system info, such as the number of frames per second. This will typically be text color. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--team-color-blue=<value>LW6_TEAM_COLOR_BLUEteam-color-blueDefines the color for the blue team. Syntax is HTML-like, #RGB or #RRGGBB.
--team-color-cyan=<value>LW6_TEAM_COLOR_CYANteam-color-cyanDefines the color for the cyan team. Syntax is HTML-like, #RGB or #RRGGBB.
--team-color-green=<value>LW6_TEAM_COLOR_GREENteam-color-greenDefines the color for the green team. Syntax is HTML-like, #RGB or #RRGGBB.
--team-color-lightblue=<value>LW6_TEAM_COLOR_LIGHTBLUEteam-color-lightblueDefines the color for the light blue team. Syntax is HTML-like, #RGB or #RRGGBB.
--team-color-magenta=<value>LW6_TEAM_COLOR_MAGENTAteam-color-magentaDefines the color for the magenta team. Syntax is HTML-like, #RGB or #RRGGBB.
--team-color-orange=<value>LW6_TEAM_COLOR_ORANGEteam-color-orangeDefines the color for the orange team. Syntax is HTML-like, #RGB or #RRGGBB.
--team-color-pink=<value>LW6_TEAM_COLOR_PINKteam-color-pinkDefines the color for the pink team. Syntax is HTML-like, #RGB or #RRGGBB.
--team-color-purple=<value>LW6_TEAM_COLOR_PURPLEteam-color-purpleDefines the color for the purple team. Syntax is HTML-like, #RGB or #RRGGBB.
--team-color-red=<value>LW6_TEAM_COLOR_REDteam-color-redDefines the color for the red team. Syntax is HTML-like, #RGB or #RRGGBB.
--team-color-yellow=<value>LW6_TEAM_COLOR_YELLOWteam-color-yellowDefines the color for the yellow team. Syntax is HTML-like, #RGB or #RRGGBB.
--use-texture=<value>LW6_USE_TEXTUREuse-textureDefines wether the map texture should be used. Of course if there's no map texture, the texture... won't be used. But if there is one, this parameter will force the game to ignore it and play with solid colors. This probably won't look as nice as the textured map in most cases, but some players might find it more readable and confortable to play when throwing eye candy away.
--view-color-auto=<value>LW6_VIEW_COLOR_AUTOview-color-autoDefines wether view colors will be set automatically from background colors. This is a time saver to keep map designers from requiring to redefined every single color in the game. You only need to set background-color-base-bg, background-color-base-fg, background-color-alternate-bg and background-color-alternate-fg. Then view_color_cursor_bg, view_color_cursor_fg, view_color_map_bg and view_color_map_fg will be automatically set.
--view-color-cursor-bg=<value>LW6_VIEW_COLOR_CURSOR_BGview-color-cursor-bgDefines the background cursor color. Will typically be used to draw the shape of the cursor. Ignored if view-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--view-color-cursor-fg=<value>LW6_VIEW_COLOR_CURSOR_FGview-color-cursor-fgDefines the foreground cursor color. Will typically be used to draw text in the cursor. Ignored if view-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--view-color-map-bg=<value>LW6_VIEW_COLOR_MAP_BGview-color-map-bgDefines the background map color. If there's no map texture defined or if use-texture is false, this is the color of the places where armies will go. Ignored if view-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--view-color-map-fg=<value>LW6_VIEW_COLOR_MAP_FGview-color-map-fgDefines the foreground map color. If there's no map texture defined or if use-texture is false, this is the color of walls, what armies can't go through. Ignored if view-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
--view-style=<value>LW6_VIEW_STYLEview-styleThe view style conditions which renderer is used for the map, the area where fighters are displayed. This is not the graphics backend. Indeed, the graphics backend defines which technical tool one uses (which library) one runs, wether this parameter says what kind of rendering one wants.