List of Switches

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dr.hal
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List of Switches

Post by dr.hal »

Hi folks. I KNOW I've seen a list of what switches do what, but I can't seem to find it. Did searches and looked at threads but no list. I have bleed through problems and I was interested in exploring possible fixes including running the game in windows mode (right now I've got full screen, but occasionally the screen jumps to desktop, or SOME of the screen does). Can someone point my to the list so I can try some "fixes"? I would appreciate it.
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Nomad
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RE: List of Switches

Post by Nomad »

Here is a quick list taken from the readme.doc

-SingleCpuStart : Starts the game in single CPU mode. Switches to multi CPU mode if available later. We’ve found this to be useful on some multi-core systems, especially AMD processors.

-SingleCpuOrders : Starts the game in single CPU mode and stays in single CPU for the orders phase, switches to multi CPU mode for running the turn, then switches back to single mode for the next orders phase. We’ve found this to be useful on some multi-core systems, especially AMD processors. Use this or -SingleCpuStart, not both.

If either of the above are used with one of the -cpu# switches noted below, it will use the specified CPU, otherwise both of these switches default to the first CPU. If a -cpu# switch and one of these -Single switches are used, the turns will always be processed in multi-processor mode.

-cpu# : (cpu1, cpu2, cpu3, cpu4) Switches set the cpu affinity for multi cpu systems. It will do nothing for single cores and will default to using all cores if a core is designated which is not there (for example using -cpu3 on a dual core system). We’ve found this to be very useful on some multi-core systems, especially Intel processors.

If used alone, the -cpu# switches will keep the game running on the CPU specified all the time. If used with the -SingleCpuStart switch, it will only use that core when starting the game. If used with the -SingleCpuOrders switch, it will stay in single CPU mode for starting and the orders phase, but will run in multicore. If one of the SingleCpu switches is used without a -cpu# switch, it will default to cpu 1 when it is in single core.

-----------------------------------------------------------
-multiaudio : Invokes a fix that changes audio timing for multicore machines.

-dd_sw : Handles DirectDraw via Software. We’ve found this can make a huge difference on many systems as far as reducing interface lag and making button clicking in-game more responsive. On a few newer systems this can cause some visual glitches and slow combat animations though, so give it a try and remove it if it’s not ideal on your system.

-----------------------------------------------
-px -py

To have any effect x must be greater than 1024 and y must be greater than 768. If values less than or equal to px=1024 and py=768 are used the original values of 1024 and 768 will be substituted.

Spanning mode is not supported and user should ensure that both the video adapter and monitor support the px and py values.

We were unable to test on all possible monitor combinations, if you experience issues you should immediately remove the -px -py from your command line switches to revert to standard display behavior.

something added later and not documented is the -pxf and -pyf switches
The f appears to force that resolution, works great for windowed mode.

------------------------------------------
-colorBlind : Support for color blindness
-deepColor : Enables 32 bit color, intended for Full Screen mode
-altFont : Enables alternate in-game font (Lucida Sans Unicode)
-w : Windowed mode
-wd : Windowed mode, daily autosaves
-ww : Windowed mode, weekly autosaves
-fd : Full screen, daily autosaves
-fw : Full screen, weekly autosaves
-r : Show Roads
-autosave : Daily autosave
-archive : Put data reports in archive directory
-skipVideo : Skip the intro video when starting the game
-fixedArt : Will not use rotating images
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dr.hal
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RE: List of Switches

Post by dr.hal »

Thank you sir!
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RangerJoe
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RE: List of Switches

Post by RangerJoe »

There should be a word type document:

readme.doc

"War in the Pacific: Admiral’s Edition
Read me File – 10 July 2016
Version 1.01.26"

This should have all of the switches as well as updates and bug kills listed . . .
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
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tolsdorff
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RE: List of Switches

Post by tolsdorff »

ORIGINAL: dr.hal

Hi folks. I KNOW I've seen a list of what switches do what, but I can't seem to find it. Did searches and looked at threads but no list. I have bleed through problems and I was interested in exploring possible fixes including running the game in windows mode (right now I've got full screen, but occasionally the screen jumps to desktop, or SOME of the screen does). Can someone point my to the list so I can try some "fixes"? I would appreciate it.

Looking in the game-code itself, I encountered some more switches. Not sure what they all do. I believe, the -cd switch enables you to change the length of turns during a pbem game.

here is in the list found in the game-code.
already mentioned :
-skipVideo
-SingleCpuOrders
-SingleCpuStart
-multiaudio
-cpu4
-cpu3
-cpu2
-cpu1
-dd_sw
-archive
-autosave
-r
-fixedArt
-fw
-fd
-ww
-wd
-py
-px
-w
-altFont
-deepColor
-colorBlind

not mentioned yet :
-AI#
-AIplayerOverride
-dd_def
-tm$$%02d
-v $
-Rl
-Rs
-Rt
-1024
-nd
-cd
-d
-noFire
-mew
-a$$um3
Nou nou, gaat het wel helemaal lekker met je -- Kenny Sulletje
The broken record - Chris
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BBfanboy
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RE: List of Switches

Post by BBfanboy »

The -d is for daily autosaves (usually combined with windowed mode as -wd)
-noFire eliminates the fire effects during animations

I wonder about the -v $ ; will give vasectomies for a price?
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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dr.hal
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RE: List of Switches

Post by dr.hal »

Wow tolsdorff, that's pretty extensive. Thanks. Does anyone want to put definitions and/or impact of these switches as they relate to the game??? I don't want to just throw them into my game as it's ongoing and I don't want to hurt anything. For example, DeepColor obviously has something to do with the display but not sure what it does. That goes for most of the things listed. I know that most folks have very different systems with basic things differing such as RAM, CPU speed, etc., but any broadly defined information would be helpful. Thanks.
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Kull
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RE: List of Switches

Post by Kull »

The "War in the Pacific Admiral's Edition" root directory has a file named "WhatsNew.pdf", and that's where many of the switches are defined. There were some switches left over from WitP (prior to AE) and that's probably the group tolsdorff discovered (plus probably a few that have a debug function of some sort).
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dr.hal
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RE: List of Switches

Post by dr.hal »

Kull, I found the PDF you indicated. That explanation helped, thanks. It was also of interest to review all the changes each upgrade made.
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BBfanboy
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RE: List of Switches

Post by BBfanboy »

ORIGINAL: dr.hal

Wow tolsdorff, that's pretty extensive. Thanks. Does anyone want to put definitions and/or impact of these switches as they relate to the game??? I don't want to just throw them into my game as it's ongoing and I don't want to hurt anything. For example, DeepColor obviously has something to do with the display but not sure what it does. That goes for most of the things listed. I know that most folks have very different systems with basic things differing such as RAM, CPU speed, etc., but any broadly defined information would be helpful. Thanks.
-deepColor enables a higher level of graphics processing which improves map scrolling speed a lot!
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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