RC2 build, verified to launch on the Windows box and copied back into the deployment at MW4/. Supersedes RC1 (a0331e78), which predates everything in sections 12-17 of the test checklist. Binaries and content -------------------- * MW4.exe / MW4pro.exe rebuilt from CoreTech GameOS + MW4Application. Carries the display work that landed after the RC1 build: -tident, the full gos-displays.txt start-up trace with the CLASH and CTCL-type reports, the HSH_EnterFullScreen2 panel re-entry fix, the -tmr cameraship ladder, and the updated -help text. * Launcher / autoconfig / mw4print / ctcls / MissionLang / ScriptStrings relinked in the same pass. * props.mw4 + props.dep fully repacked (deleted first, not incremental), so the 23-entry time list, the restored 7-minute default and the V5.1.0b2 console title are actually in the package rather than only in the source tree. * mw4-help.txt regenerated from the new exe; the diff is the proof the built binary carries the documentation changes. Documentation, renamed to RC2 ----------------------------- * RELEASE-NOTES-5.1.0b_RC1.{md,html} -> ..._RC2.{md,html}, both hand-maintained in step, ASCII + CRLF so they open correctly in Notepad on a pod. - New "Already testing RC1?" block at the top. RC1's notes already described -tident and the CLASH report, but the RC1 BINARY does not contain them, so anyone comparing the two needed that stated explicitly. - Time limits corrected to 23 entries (1-15, 20, 25, 30, 45, 60, 120, 180, 240) with the 7-minute default restoration called out. - New section on the cameraship Map/Armor screen: background but no overlays is -ctcltype 2 on a cameraship, not a video card. Includes the "CTCL type =" log line and -tmr 3 as the follow-up check. - -fps description corrected: the per-second column is a 5% low and the 1% / 0.1% lows are in the session summary. The old text described behaviour that had already been changed. - Switch table gained -tmr; known issues gained stereo-only audio and the single-monitor -tident caveat; upgrade checklist now names V5.1.0b2. * testing-checklist-5.1.0b1.txt -> testing-checklist-5.1.0b_RC2.txt, with a build-requirements header and new sections 12-17 covering -tident, the display trace (including a deliberate -tmon clash to exercise the CLASH report), the panel re-entry fix, cameraship/-tmr, 240-minute missions and a -help verification pass. * OPTIONS-INI.md: TimeList_Index is documented as no longer driving the console lobby default (the script uses a literal since the list was expanded) while TimeList_Value remains live; added a table of the files the game writes next to MW4.exe. Also repaired the CP949/CP1252 damage in that file - it carried literal 0xA1 0xE6 arrows, 0x97 em dashes and ~20 '?' characters where dashes had been lost. Now pure ASCII. * README.md points at the RC2 notes. Source ------ MW4Application.cpp help text: -fps now matches what gos-fps.txt actually prints, and -ctcltype states that a cameraship must use 3 and what goes wrong when it does not. Audited all 80 switches parsed in the file against the help array - none missing, and no game-facing switch is parsed anywhere else. Deployment housekeeping ----------------------- * dgVoodoo.conf: ScalingMode = stretched_ar, which is the setting the release notes require and which fails SILENTLY when wrong. FPSLimit was left at 20 from bench testing and would have shipped a 20 fps cap to every Win10/11 pod - raised to 60. * banner.txt reset from a test string to the shipped placeholder. * Removed two stray screen000*.bmp captures and the duplicate dbstruct.txt (db_schema.sql is the current name, perb4089291). * .gitignore: gos-displays.txt and gos-fps.txt are truncated on every launch and are per-machine, so they are no longer mirrored. Not yet done: multi-monitor pod testing of this binary. -tident, the re-entry fix and -tmr have not been exercised on real MFD hardware - that is what the new checklist sections are for. Co-authored-by: Claude Opus 5 (Anthropic) <noreply@anthropic.com> Co-authored-by: GitHub Copilot <copilot@github.com>
213 lines
12 KiB
Plaintext
Executable File
213 lines
12 KiB
Plaintext
Executable File
BattleTech: FireStorm - MW4.exe command line reference
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======================================================
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Usage: MW4.exe [options]
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Options may appear in any order and are case-insensitive. An option that takes
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a value must be followed by a single space and then the value, for example:
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MW4.exe -tmfds 4 -tmon 1,2,3,4 -tbaud 115200
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Values outside the documented range are ignored and the default is kept.
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DISPLAY AND VIDEO
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-----------------
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-window Run in a window instead of fullscreen.
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-fullscreen Force fullscreen. Overrides -window.
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-tmfds <0-4> MFD output mode:
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0 = no MFDs
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1 = original 1280x480 span (5 channels + radar)
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2 = black and white (3 channels + 1 dual)
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3 = colour (3 channels + 2 dual)
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4 = split dual 640x480 - drives two independent
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MFD monitors, so no span hardware is needed
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-tmon <m>,<r>,<f1>,<f2> Hard-assign display devices in the order
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main, radar, MFD1, MFD2. Values are 1-based; a
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value of 0 leaves that slot auto-detected.
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Separators may be ',' '/' or ':'.
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MFD1 and MFD2 only apply with -tmfds 4.
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These are DirectDraw device numbers. They are NOT
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the numbers shown in Windows Display Settings, and
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on many machines the two do not match. Do not read
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them off the Settings screen.
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To find the right values: launch the game once,
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then open gos-displays.txt next to MW4.exe and read
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the 'Desktop arrangement, left to right' list. It
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gives each monitor's position, size and device
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number. Add 1 to the device number for -tmon.
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Example: -tmon 1,2,4,3 swaps the two MFD panels.
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-tident [seconds] Identify the displays, then exit. Each monitor is
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filled with a colour and the number to use for it
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in -tmon. Write the numbers down, then set -tmon in
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the order main,radar,MFD1,MFD2.
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This is the reliable way to map the monitors: the
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numbers Windows Display Settings shows cannot be
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read by any program, so they cannot be trusted to
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match. Default 20 seconds; accepts 3 to 120.
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No display mode is changed and the game does not
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start - it exits when the time is up.
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-tcoop <0-5> How the radar/MFD panels claim their displays.
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0 = legacy single call (as shipped; works on XP
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and under dgVoodoo2, fails on Windows 10).
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1 = drop SETFOCUSWINDOW, let DirectDraw create
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the device window.
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2 = SETFOCUSWINDOW first, then CREATEDEVICEWINDOW.
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3 = SETFOCUSWINDOW first, then EXCLUSIVE only,
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matching what the main display already does.
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4 = EXCLUSIVE|FULLSCREEN only. The main display
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has already set the focus window, so the
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panels never contend for it.
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5 = as 4, plus ALLOWREBOOT.
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Results are reported in gos-displays.txt.
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-tmr <0-3> Cameraship Map/Armor screen diagnostics.
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0 = normal.
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1 = wait for the background blit to finish before
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drawing the overlays.
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2 = skip the background image entirely.
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3 = as 2, plus a solid magenta test rectangle.
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Use when that screen shows its background but no
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overlay graphics or text.
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-mechview <1|2> Show the rotating mech view. 1 = on the radar
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-mv <1|2> screen, 2 = on the main screen. Default: off.
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-3dt Draw the MFD target as a live 3D model instead of
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the pre-rendered 2D bitmaps.
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-capdev <0-7> Select which device screen captures come from:
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0 main, 1 radar, 2 mission review, 3 hudchat,
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4 nav, 5 weapon, 6 target, 7 armor
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AUDIO AND PLASMA DISPLAY
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------------------------
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-nosound Disable all sound output.
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-noplasma Disable the COM2 plasma score display.
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-pctime <seconds> Plasma display clear time. Minimum 3.
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POD HARDWARE AND ARCADE (CTCL)
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------------------------------
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-ctcltype <1-3> CTCL role for this machine:
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-ctcl <1-3> 1 = console, 2 = game pod, 3 = cameraship.
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Default when absent: console.
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A cameraship MUST use 3. With 2 its Map/Armor
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screen still opens and paints its background, but
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draws no overlays at all, which looks like a video
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card fault. The role in use is reported in
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gos-displays.txt as 'CTCL type ='.
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-dragon Disable CTCL entirely and run standalone.
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-coop Co-operative arcade mode. Implies 1 coin per game
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and the game-pod role.
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-#coop <coins> Co-op with an explicit coin count. A negative
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value selects the cameraship role instead.
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-trio <0|1> RIO cockpit board protocol. 0 = original board,
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1 = newer protocol (different framing and acks).
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-tbaud <9600-921600> Force the COM1 baud rate for the RIO board. Use
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for replica boards with a high-speed UART. The
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wire protocol is unchanged; only the rate differs.
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-useorgjoy Use the original joystick axis mapping.
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-ojoy Same as -useorgjoy.
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-usetockeys Enable TOC keys. They are disabled by default.
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-tocadt <seconds> TOC auto-detect timeout. Minimum 5.
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-auxadt <seconds> AUX auto-detect timeout. Minimum 3.
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-usecam Force camera mode. Implied by the cameraship role.
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-suicide Allow self-destruct at any time.
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-jpd Enable JPD input handling.
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ZOOM AND FIELD OF VIEW
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----------------------
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-zmfova <0.01-0.5> Zoom field-of-view, stage A.
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-zmfovb <0.01-0.5> Zoom field-of-view, stage B. A and B are swapped
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automatically so that A is the wider of the two.
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-zmmrgn <0.01-0.49> Zoom left/right margin, as a fraction of width.
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-zmtime <0, or 0.05-3.0> Zoom transition time in seconds. 0 = instant.
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MULTIPLAYER AND NETWORK
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-----------------------
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-serve Automatically host a server game on startup.
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-lobby Indicates the game was started from a lobby.
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-game <file> Load the named game/mission file.
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-gamename <name> Name advertised for the hosted game.
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-playername <name> Player name to use.
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-password <password> Password for the hosted or joined game.
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-advertiseport <port> Port used to advertise the server.
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-ipx Use IPX in the server browser.
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-nodplay Disable DirectPlay networking.
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-directplayprotocol Force use of the DirectPlay protocol.
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-secure Enable secure networking for the game session.
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-set_internet Configure network settings for internet play.
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-set_lan Configure network settings for LAN play.
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-win32dedicated Run as a Win32 dedicated server. Disables sound
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and rendering and uses the dedicated server UI.
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-allowmultiple Allow more than one instance of the game to run.
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-oldmpui Use the older multiplayer user interface.
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LOGGING AND DIAGNOSTICS
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-----------------------
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-zlogstyle <value> ZLog output style.
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-zlogflush <value> ZLog flush behaviour.
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-zlogbuffer <size> ZLog buffer size.
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-zlogname <filename> ZLog output file name.
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-olog Write the legacy .log match report instead of the
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newer .rpt format.
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-fps Write a per-second frame pacing report to
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gos-fps.txt next to the executable: average fps,
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5% low, worst frame in ms, and a count of frames
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taking over twice the average (hitches). A summary
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written at exit gives the whole-session 1% and
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0.1% lows. Useful for confirming smooth pacing on
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the MFD modes. Off unless this switch is given.
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-gamestats Save game statistics.
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-help Show this reference and exit without starting.
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DEVELOPMENT AND TEST BUILDS
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---------------------------
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The following are only active in LAB (Debug, Armor and Profile) builds. In a
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Release build they are accepted and ignored.
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-build Rebuild the resource packages at startup.
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-norun Do not run the game after building.
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-demo Demo mode.
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-rekey Re-key resources.
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-bloat Enable bloat diagnostics.
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-reportnotresourced Report assets that are not in a resource package.
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-armorlevel <0-4> Assertion/armor checking level.
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-leak <n> Memory trace level.
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-diskfirst Prefer loose files on disk over packaged data.
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-testclasses Run internal class self-tests.
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-aistats Enable AI statistics collection.
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-bspmap Save BSP map differences.
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-showscripterrors Display script errors as they occur.
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-mrtest Mission review test mode.
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-prtest Print report test mode.
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-nowrc Disable weapon range checking.
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-regs Debug builds only: enable script regions.
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-spew Debug builds only: enable script spews.
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OTHER
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-----
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-nocd Skip the CD check. (The CD check is already
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disabled unconditionally in this build.)
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-noeula Skip the end user licence agreement screen.
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-noautoconfig Skip automatic video and sound configuration.
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RECOGNISED BUT INACTIVE
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-----------------------
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-join Parsed for compatibility but has no effect; the
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code that consumed it is commented out.
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-noabzug Parsed only in a disabled code path.
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RELATED CONFIGURATION
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---------------------
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Most persistent settings live in options.ini next to MW4.exe rather than on the
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command line. See OPTIONS-INI.md in the source repository for a full reference.
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Arcade pod assignments live in c:\ctcl.ini.
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