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--auditLW6_AUDITDisplay all path values, defaults and current settings. This output is very usefull to track down problems such as missing directories, broken installations. If you get an error message that suggests some file is missing, then give this option a try.
--benchLW6_BENCHRuns a benchmarking test which will report an approximative performance estimation of the game on your computer.
--bot-iq=<value>LW6_BOT_IQbot-iqType: integer.
The IQ (intelligence quotient) of bots. Typically, a value of 100 will make the bot behave normally, performing at its best. A value of 0 will just make it act the worst way it can. Values over 100 probably won't change anything compared to 100, but this truely depends on which bot backend you're running.
--bot-speed=<value>LW6_BOT_SPEEDbot-speedType: float.
The speed of bots, 1 means normal speed, higher value will speed it up, lower will slow it down. Note that this only has an impact on bot engines, not on the game speed itself.
--checkpoint-period=<value>LW6_CHECKPOINT_PERIODcheckpoint-periodType: integer.
Defines with what period (in msec) system values such as frames per sec, network traffic, and others, will be updated. Default value should fit in most cases.
--commands-per-sec=<value>LW6_COMMANDS_PER_SECcommands-per-secType: integer.
Defines the number of commands per second. When a command is generated, orders are actually sent to the game engine, for instance, 'this cursor moved there'. So this option will affect game responsiveness, setting this to a high value will make the game more responsive but consume bandwidth on network games.
--demoLW6_DEMOStart the game in demo mode. 2 bots play against each other forever.
--display-console=<value>LW6_DISPLAY_CONSOLEdisplay-consoleType: boolean.
Defines wether the interactive system console must be displayed. Note that console support must have been enabled at compilation time. It might not be available on your computer, for instance if you are running a system such as Microsoft Windows.
--display-fps=<value>LW6_DISPLAY_FPSdisplay-fpsType: boolean.
Set this to 'true' to display the number of frames per second. When this gets too low... play a smaller map, buy a new computer or contribute and hack Liquid War 6 so that it runs faster!
--frames-per-sec=<value>LW6_FRAMES_PER_SECframes-per-secType: integer.
Defines how many frames will be displayed per second. Of course this is a maximum value, if your hardware can't keep up with this value, display will just be slow, no matter what value you define here. Note that you might really wish to have something rather low here, to keep network and 'logic' function responsiveness. Passed 60 frames per second, speed is really only for visual comfort, as Liquid War 6 is now so fast-paced that it requires 200 frames/sec to outperform opponents.
--io-per-sec=<value>LW6_IO_PER_SECio-per-secType: integer.
Defines the number of calls to input/output functions per second. This can affect speed of menus but also cursors, but won't change the speed of the game itself. It's a cosmectic, comfort option.
--loader-sleep=<value>LW6_LOADER_SLEEPloader-sleepType: float.
Defines how long the loader thread should wait between two polls. Default value should fit in most cases.
--log-level=<value>LW6_LOG_LEVELlog-levelType: integer.
Defines the log level, that is, how verbose the program will be regarding logs and console output. 0 (ERROR) is the minimum, only errors are reported. 1 (WARNING) means errors + warnings. 2 (NOTICE) displays most important messages. 3 (INFO) is the default, the log file will contain all messages but debug stuff. 4 (DEBUG) logs everything, including debug informations.
--memory-bazooka-eraser=<value>LW6_MEMORY_BAZOOKA_ERASERmemory-bazooka-eraserType: boolean.
The memory eraser is a tool which will systematically fill allocated memory with 'M', and overwrite all allocated bytes with 'F' before freeing memory. It will even handle realloc calls. This is usefull to track bugs. Indeed, with this option enabled, freshly allocated memory will never contain zeroes unless one calls calloc, and if you ever free some memory zone before being done with it, it will be filled with junk and therefore not be usable. The memory bazooka must be big enough if you want this feature to actually work.
--memory-bazooka-size=<value>LW6_MEMORY_BAZOOKA_SIZEmemory-bazooka-sizeType: integer.
The memory bazooka is a brute-force tool, conceived after a full night spent tracking some memory leak. The idea is to keep a track of all allocated pointers, when the data was allocated (timestamp), where in the code (file, line), and even point out what data there is in that place. A memory bazooka report at the end of the game will just show what's left. There should be nothing. This parameter is here to avoid wasting CPU cycles on a feature which is very debug-oriented and does not really make sense for the casual user. Set it to 0 for best performance, something like 100 might just be helpfull, but 1000000 is the right way to seriously debug code.
--modulesLW6_MODULESTells which modules have been enabled when the game was compiled. It's still possible to add or remove modules afterwards, but this option allows you to know how things were at first.
--pilot-lag=<value>LW6_PILOT_LAGpilot-lagType: integer.
Maximum lag, in rounds, until the game engine is slowed down. This will typically be usefull if your computer is too slow for the map resolution and the game speed you set up.
--pilot-sleep=<value>LW6_PILOT_SLEEPpilot-sleepType: float.
Defines how long the pilot thread should wait between two polls. Default value should fit in most cases.
--quick-startLW6_QUICK_STARTStart the game just like if the player had requested a quick start, without showing any menu.
--serverLW6_SERVERStart the game in server mode, without requiring any graphics backend.