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Please take note! For mod developers working with Unreal Tournament 2003, this documentation is meant to be a starting point for your own explorations into UT2003, not a definitive guide. There will be differences between the documentation here and the product in your hands, and you may have to figure out quite a bit for yourself. Check out the Unreal Tournament 2003 page in the Unreal Powered area for links to community sites if you're having problems. UDN is a licensee support site, and cannot provide technical support or game-specific assistance to end users.
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CommandLineOptions |
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Interested in the Unreal engine? Check out the licensing page.
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Last updated by Chris Linder (DemiurgeStudios). Original author was Martin Actor (UdnStaff).
The command line can have 3 parts after the executable. The first is a map name or server ip. The second part, which can only be used after the first part, is a string of "?" separated URLs. The last part is a list of engine switches which can always be applied to the end of the command. These switches must each start with a "-" and are space separated.
Example:
uw.exe mymap?game=Engine.Gameinfo?class=Engine.Pawn -nosound -INI=other.ini
Map names can be any map in the Maps directory. Including the .unr is optional. You can also specify absolute paths to maps or relative paths from the Maps directory such as:
uw c:\MyGame\MyOtherMaps\FunMap.unr
uw ..\MyOtherMaps\FunMap.unr
but in this case you must include the .unr.
The server ip address is a standard 4 part ip address such as:
uw 192.168.1.108
uw 127.0.0.1
URLs
URLs are how the engine tells itself to load a level or particular settings across levels. Each URL part is separated by a '?', and a URL can be supplied on the commandline to run the engine with a specific level, gametype, player class, etc. Note that a URL parameter must start with the name of the map (leaving off map extension). The following are valid URL parts
- GAME= - tells the engine what gameinfo class to use (overriding default)
- CLASS= - tells the engine what player class to use (overriding default)
They can be used as follows:
uw.exe mymap?game=Engine.Gameinfo?class=Engine.Pawn
These are normal user usable flags that tell the engine to load or behave differently
- SERVER - Runs a dedicated server
- NOSOUND - tells the engine to not use any sound
These are developer related / automatically used flags that tell the engine to load or behave differently
- LAZY - Lazy load on the server.
- LOG - tells the engine to show a log window instead of the normal splash screen on startup
- SILENT - tells the engine to not ask the user any questions and assume a yes answer to any (only used in FFeedbackContextAnsi.h)
- NORUNAWAY - tells the engine not to care about runaway (infinite) loops or recursions in script
- STRICT - tells the engine to treat all UnrealScript execution warnings to be fatal errors
- CONFLICTS - tells the engine to perform a Name conflict check on objects (to avoid different Objects having the same 'unique' name)
- NOGC - tells the engine not to garbage collect anything
- PROFILE - tells the engine to dump to the log file function profile code (time spent per tick, cycles per call, calls per tick) This only works when DO_GUARD_SLOW, which effects performance, is true.
- NOBIND - lets you ignore some DLL linking errors.
- WARNRESOLVE - (2107 ONLY) tells the engine to log if an object package file can't be found (used exclusively with UCC)
- NOMMX - tells the engine not to use MMX
- NOSSE - tells the engine not to use SSE
- MEMSTAT - tells the engine to dump to log memory usage (allocation/deallocation) stats
- NODEVICEID - tells the engine to skip identifying D3D device
- BENCHMARK - tells the engine to do benchmark stuff - seems to crash the engine in 2110.
- DEBUG - tells the engine to send debug info to the debugger
- DEBUGGING - tells the engine to delete "running.ini" if it exists.
- SILENTBUILD - tells the engine to not output to log UnrealScript compilation info
- LINEINFO - tells the engine to insert line numbers into the bytecode stream when compiling
- SHOWDEP - tells the engine to show dependencies when recompiling UnrealScript files
- LANPLAY - tells the engine to not cap client bandwidth when connecting to servers
- PROFILESTATS - is not used for anything
- NODETECT - (2107 ONLY) tells the engine not to detect available renderers
- FIRSTRUN - tells the engine to ignore the FirstRun value in the game ini (sets it to 0)
- SAFE - tells the engine to run in safe mode
- RECORDMOVIE - tells the engine to record a demo - writes out numbered images in the system dir.
- PRIMARYNET - affects how the engine handles network binding
- DEFAULTRES - tells the engine to use a default resolution (640x480)
- NOCONFORM - tells the engine not to conform packages as they are compiled
- MAKENAMES - (2107 ONLY) the engine no longer creates unique object names for each object in-game, this tells the engine to do so (to aide debugging)
These are parameters the engine can take in order to affect certain things
- EXEC= - tells the engine to execute an exec file
- INI= - tells the engine to load it's game ini file from the string which immediately follows (example uw "ini=MyINI.ini")
- USERINI= - tells the engine to load it's user ini file from the string which immediately follows
- CPUSPEED= - tells the engine to work off a specific CPU speed. If you set this lower than your CPU speed this will cause the game to run fast because it things the instructions are executing more slowly than they really are. If you set it higher, the game will run more slowly.
- LOG= - tells the engine to use the log filename of the string which immediately follows
- ABSLOG= - same as LOG= but without a filename length check
- PKTLOSS= - tells the engine to simulate packet loss in netplay for testing (value is a percentage, up to 100)
- PKTORDER= - tells the engine to simulate packets out of order (value treated as a bool, 1 or 0)
- PKTDUP= - tells the engine to simulate duplicate packets (value is a percentage, up to 100)
- PKTLAG= - tells the engine to simulate lag in netplay (value is in milliseconds)
- CONSOLECOMMAND= - tells the engine to execute the command (for MPlayer/Heat) - seems to be defunct.
- PORT= - tells the engine to use a specific port number
- MULTIHOME= - tells the engine to use a multihome address for networking
- PATH= - tells the engine's setup where to install/uninstall
- HWND= - tells the engine to use an internal window handle of the launcher if no parent window is provided
These tell the engine to use a specific window/screen resolution. often this doesn't do much because it is overridden by the game's ini file.
- 320x240
- 640x480
- 800x600
- 1024x768
- 1280x1024
- 1600x1200
These are internally used to open up the engine in different states
- NewWindow - opens up the engine in a new window
- changevideo - flags the engine to open with the change video device dialogue box
- TestRenDev - haven't a clue, but don't manually use this anyways
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