402 lines
16 KiB
Groff
402 lines
16 KiB
Groff
.\" This program is free software; you can redistribute it and/or modify
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.\" it under the terms of the GNU General Public License as published by
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.\" the Free Software Foundation; either version 2 of the License, or
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.\" (at your option) any later version.
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.\"
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.\" This program is distributed in the hope that it will be useful,
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.\" but WITHOUT ANY WARRANTY; without even the implied warranty of
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.\" MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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.\" GNU General Public License for more details.
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.\"
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.\" You should have received a copy of the GNU General Public License
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.\" along with this program; if not, write to the Free Software
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.\" Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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.\"
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.
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.\"*******************************************************************
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.\"
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.\" This file was generated with po4a. Translate the source file.
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.\"
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.\"*******************************************************************
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.TH WESNOTH 6 2021 wesnoth "Battle for Wesnoth"
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.
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.SH NAME
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wesnoth \- Battle for Wesnoth, a turn\-based fantasy strategy game
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.
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.SH SYNOPSIS
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.
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\fBwesnoth\fP [\fIOPTIONS\fP] [\fIPATH_TO_DATA\fP]
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.
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.SH DESCRIPTION
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.
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Battle for \fBWesnoth\fP is a turn\-based fantasy strategy game.
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Defeat all enemy leaders using a well\-chosen cadre of troops, taking care to
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manage your resources of gold and villages. All units have their own
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strengths and weaknesses; to win, deploy your forces to their best advantage
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while denying your foes the chance to do the same. As units gain experience,
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they acquire new abilities and become more powerful. Play in your own
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language and test your skill against a smart computer opponent, or join
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Wesnoth's large community of online players. Create your own custom units,
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scenarios or campaigns, and share them with others.
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.
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.SH OPTIONS
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.
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.TP
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\fB\-\-all\-translations\fP
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Show all translations in the in\-game language selection list, even if they
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are deemed insufficiently complete.
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.TP
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\fB\-\-bunzip2\fP\fI\ infile.bz2\fP
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decompresses a file which should be in bzip2 format and stores it without
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the .bz2 suffix. The \fIinfile.bz2\fP will be removed.
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.TP
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\fB\-\-bzip2\fP\fI\ infile\fP
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compresses a file in bzip2 format, stores it as \fIinfile\fP.bz2 and removes
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\fIinfile\fP.
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.TP
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\fB\-c[\fP\fIid_campaign\fP\fB],\ \-\-campaign[\fP\fI=id_campaign\fP\fB]\fP
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goes directly to the campaign with id \fIid_campaign\fP. A selection menu will
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appear if no id was specified.
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.TP
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\fB\-\-campaign\-difficulty[\fP\fI=difficulty\fP\fB]\fP
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The difficulty of the specified campaign (1 to max). If none specified, the
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campaign difficulty selection widget will appear.
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.TP
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\fB\-\-campaign\-scenario\fP\fI\ id_scenario\fP
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The id of the scenario from the specified campaign. The default is the first
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scenario.
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.TP
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\fB\-\-campaign\-skip\-story\fP
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Skip [story] screens and dialogue through the end of the \fBstart\fP event.
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.TP
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\fB\-\-clock\fP
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Adds the option to show a clock for testing the drawing timer.
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.TP
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\fB\-\-config\-dir\fP\fI\ name\fP
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Deprecated, use \fB\-\-userdata\-dir\fP.
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.TP
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\fB\-\-config\-path\fP
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Deprecated, use \fB\-\-userdata\-path\fP.
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.TP
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\fB\-\-core\fP\fI\ id_core\fP
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overrides the loaded core with the one whose id is specified.
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.TP
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\fB\-\-data\-dir\fP\fI\ directory\fP
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overrides the data directory with the one specified
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.TP
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\fB\-\-data\-path\fP
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prints the path of the data directory and exits.
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.TP
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\fB\-d, \-\-debug\fP
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enables additional command mode options in\-game (see the wiki page at
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https://www.wesnoth.org/wiki/CommandMode for more information about command
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mode).
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.TP
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\fB\-\-debug\-lua\fP
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enables some Lua debugging mechanisms
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.TP
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\fB\-e[\fP\fIfile\fP\fB],\ \-\-editor[\fP\fI=file\fP\fB]\fP
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start the in\-game map editor directly. If \fIfile\fP is specified, equivalent
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to \fB\-l\fP \fB\-\-load\fP.
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.TP
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\fB\-\-fps\fP
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displays the number of frames per second the game is currently running at,
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in a corner of the screen.
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.TP
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\fB\-f, \-\-fullscreen\fP
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runs the game in full screen mode.
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.TP
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\fB\-\-gunzip\fP\fI\ infile.gz\fP
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decompresses a file which should be in gzip format and stores it without the
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\&.gz suffix. The \fIinfile.gz\fP will be removed.
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.TP
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\fB\-\-gzip\fP\fI\ infile\fP
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compresses a file in gzip format, stores it as \fIinfile\fP.gz and removes
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\fIinfile\fP.
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.TP
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\fB\-h, \-\-help\fP
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displays a summary of command line options to standard output, and exits.
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.TP
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\fB\-l,\ \-\-load\fP\fI\ file\fP
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loads the savegame \fIfile\fP from the standard save game directory. If the
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\fB\-e\fP or \fB\-\-editor\fP option is used as well, starts the editor with the map
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from \fIfile\fP open. If it is a directory, the editor will start with a load
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map dialog opened there.
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.TP
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\fB\-L,\ \-\-language\fP\fI\ lang\fP
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uses language \fIlang\fP (symbol) this session. Example: \fB\-\-language
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ang_GB@latin\fP
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.TP
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\fB\-\-log\-\fP\fIlevel\fP\fB=\fP\fIdomain1\fP\fB,\fP\fIdomain2\fP\fB,\fP\fI...\fP
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sets the severity level of the log domains. \fBall\fP can be used to match any
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log domain. Available levels: \fBerror\fP,\ \fBwarning\fP,\ \fBinfo\fP,\ \fBdebug\fP,\ \fBnone\fP. By default the \fBwarning\fP level is used for most domains, but
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\fBdeprecation\fP is set to \fBnone\fP by default unless combined with the \fB\-d\fP
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option.
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.TP
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\fB\-\-log\-precise\fP
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shows the time\-stamps in log output with more precision.
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.TP
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\fB\-\-log\-strict\fP
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sets the strict level of the logger. Any messages sent to log domains of
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this level or more severe will cause the unit test to fail regardless of the
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victory result. Only relevant when used with \fB\-u\fP.
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.TP
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\fB\-\-logdomains[\fP\fI=filter\fP\fB]\fP
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lists defined log domains (only the ones containing \fIfilter\fP if used) and
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exits
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.TP
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\fB\-\-max\-fps\fP\fI\ fps\fP
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the number of frames per second the game can show, the value should be
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between \fB1\fP and \fB1000\fP, the default is the monitor's refresh rate.
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.TP
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\fB\-m, \-\-multiplayer\fP
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runs a multiplayer game. There are additional options that can be used
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together with \fB\-\-multiplayer\fP as explained below.
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.TP
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\fB\-\-mp\-test\fP
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load the test mp scenarios.
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.TP
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\fB\-\-new\-widgets\fP
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there is a new WIP widget tool\-kit, this option enables it. This is very
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experimental, don't fill bug reports since most are known. Parts of the
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library are deemed stable and will work without this switch.
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.TP
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\fB\-\-nodelay\fP
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runs the game without any delays for graphic benchmarking. This is
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automatically enabled by \fB\-\-nogui\fP.
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.TP
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\fB\-\-noaddons\fP
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disables loading of user add\-ons.
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.TP
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\fB\-\-nocache\fP
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disables caching of game data.
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.TP
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\fB\-\-nogui\fP
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runs the game without the GUI. Only available in combination with
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\fB\-\-multiplayer\fP or \fB\-\-screenshot\fP or \fB\-\-plugin\fP.
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.TP
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\fB\-\-nomusic\fP
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runs the game without music.
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.TP
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\fB\-\-noreplaycheck\fP
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don't try to validate replay of unit test. Only relevant when used with
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\fB\-u\fP.
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.TP
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\fB\-\-nosound\fP
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runs the game without sounds and music.
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.TP
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\fB\-\-password\fP\fI\ password\fP
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uses \fIpassword\fP when connecting to a server, ignoring other
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preferences. Unsafe.
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.TP
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\fB\-\-plugin\fP\fI\ script\fP
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(experimental) load a \fIscript\fP which defines a Wesnoth plugin. Similar to
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\fB\-\-script\fP, but Lua file should return a function which will be run as a
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co\-routine and periodically woken up with updates.
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.TP
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\fB\-p,\ \-\-preprocess\fP\fI\ source\-file/folder\fP\fB\ \fP\fItarget\-directory\fP
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preprocesses a specified file/folder. For each file(s) a plain .cfg file and
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a processed .cfg file will be written in specified target directory. If a
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folder is specified, it will be preprocessed recursively based on the known
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preprocessor rules. The common macros from the "data/core/macros" directory
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will be preprocessed before the specified resources. Example: \fB\-p
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~/wesnoth/data/campaigns/tutorial ~/result.\fP For details regarding the
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preprocessor visit:
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https://wiki.wesnoth.org/PreprocessorRef#Command\-line_preprocessor.
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.TP
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\fB\-\-preprocess\-defines=\fP\fIDEFINE1\fP\fB,\fP\fIDEFINE2\fP\fB,\fP\fI...\fP
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comma separated list of defines to be used by the \fB\-\-preprocess\fP
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command. If \fBSKIP_CORE\fP is in the define list the "data/core" directory
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won't be preprocessed.
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.TP
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\fB\-\-preprocess\-input\-macros\fP\fI\ source\-file\fP
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used only by the \fB\-\-preprocess\fP command. Specifies a file that contains
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\fB[preproc_define]\fPs to be included before preprocessing.
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.TP
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\fB\-\-preprocess\-output\-macros[\fP\fI=target\-file\fP\fB]\fP
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used only by the \fB\-\-preprocess\fP command. Will output all preprocessed
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macros in the target file. If the file is not specified the output will be
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file '_MACROS_.cfg' in the target directory of preprocess's command. The
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output file can be passed to \fB\-\-preprocess\-input\-macros\fP. This switch
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should be typed before the \fB\-\-preprocess\fP command.
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.TP
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\fB\-r\ \fP\fIX\fP\fBx\fP\fIY\fP\fB,\ \-\-resolution\ \fP\fIX\fP\fBx\fP\fIY\fP
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sets the screen resolution. Example: \fB\-r\fP \fB800x600\fP.
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.TP
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\fB\-\-render\-image\fP\fI\ image\fP\fB\ \fP\fIoutput\fP
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takes a valid wesnoth 'image path string' with image path functions, and
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outputs to a .png file. Image path functions are documented at
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https://wiki.wesnoth.org/ImagePathFunctionWML.
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.TP
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\fB\-R,\ \-\-report\fP
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initializes game directories, prints build information suitable for use in
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bug reports, and exits.
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.TP
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\fB\-\-rng\-seed\fP\fI\ number\fP
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seeds the random number generator with \fInumber\fP. Example: \fB\-\-rng\-seed\fP
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\fB0\fP.
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.TP
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\fB\-\-screenshot\fP\fI\ map\fP\fB\ \fP\fIoutput\fP
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saves a screenshot of \fImap\fP to \fIoutput\fP without initializing a screen.
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.TP
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\fB\-\-script\fP\fI\ file\fP
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(experimental) \fIfile\fP containing a Lua script to control the client.
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.TP
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\fB\-s[\fP\fIhost\fP\fB],\ \-\-server[\fP\fI=host\fP\fB]\fP
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connects to the specified host if any, otherwise connect to the first server
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in preferences. Example: \fB\-\-server\fP \fBserver.wesnoth.org\fP.
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.TP
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\fB\-\-showgui\fP
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runs the game with the GUI, overriding any implicit \fB\-\-nogui\fP.
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.TP
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\fB\-\-strict\-validation\fP
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validation errors are treated as fatal errors.
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.TP
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\fB\-t[\fP\fIscenario_id\fP\fB],\ \-\-test[\fP\fI=scenario_id\fP\fB]\fP
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runs the game in a small test scenario. The scenario should be one defined
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with a \fB[test]\fP WML tag. The default is \fBtest\fP. A demonstration of the
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\fB[micro_ai]\fP feature can be started with \fBmicro_ai_test\fP. Implies
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\fB\-\-nogui\fP.
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.TP
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\fB\-\-translations\-over\fP\fI\ percent\fP
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Set the standard for deeming a translation is complete enough to show in the
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in\-game language list to \fIpercent\fP. Valid values are 0 to 100.
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.TP
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\fB\-u,\ \-\-unit\fP\fI\ scenario\-id\fP
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runs the specified test scenario as a unit test. Implies \fB\-\-nogui\fP.
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.TP
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\fB\-\-unsafe\-scripts\fP
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makes the \fBpackage\fP package available to lua scripts, so that they can load
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arbitrary packages. Do not do this with untrusted scripts! This action gives
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lua the same permissions as the wesnoth executable.
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.TP
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\fB\-\-userconfig\-dir\fP\fI\ name\fP
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sets the user configuration directory to \fIname\fP under $HOME or "My
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Documents\eMy Games" for windows. You can also specify an absolute path for
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the configuration directory outside the $HOME or "My Documents\eMy
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Games". On Windows it is also possible to specify a directory relative to
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the process working directory by using path starting with ".\e" or "..\e".
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Under X11 this is set to $XDG_CONFIG_HOME or $HOME/.config/wesnoth by
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default, on other systems to the user data path.
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.TP
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\fB\-\-userconfig\-path\fP
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prints the path of the user configuration directory and exits.
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.TP
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\fB\-\-userdata\-dir\fP\fI\ name\fP
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sets the user data directory to \fIname\fP under $HOME or "My Documents\eMy
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Games" for windows. You can also specify an absolute path for the user data
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directory outside the $HOME or "My Documents\eMy Games". On Windows it is
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also possible to specify a directory relative to the process working
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directory by using path starting with ".\e" or "..\e".
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.TP
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\fB\-\-userdata\-path\fP
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prints the path of the user data directory and exits.
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.TP
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\fB\-\-username\fP\fI\ username\fP
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uses \fIusername\fP when connecting to a server, ignoring other preferences.
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.TP
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\fB\-\-validcache\fP
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assumes that the cache is valid. (dangerous)
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.TP
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\fB\-v, \-\-version\fP
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shows the version number and exits.
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.TP
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\fB\-w, \-\-windowed\fP
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runs the game in windowed mode.
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.TP
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\fB\-\-with\-replay\fP
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replays the game loaded with the \fB\-\-load\fP option.
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.
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.SH "Options for \-\-multiplayer"
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.
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The side\-specific multiplayer options are marked with \fInumber\fP. \fInumber\fP
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has to be replaced by a side number. It usually is 1 or 2 but depends on the
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number of players possible in the chosen scenario.
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.TP
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\fB\-\-ai\-config\fP\fI\ number\fP\fB:\fP\fIvalue\fP
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selects a configuration file to load for the AI controller for this side.
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.TP
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\fB\-\-algorithm\fP\fI\ number\fP\fB:\fP\fIvalue\fP
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selects a non\-standard algorithm to be used by the AI controller for this
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side. The algorithm is defined by an \fB[ai]\fP tag, which can be a core one
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either in "data/ai/ais" or "data/ai/dev" or an algorithm defined by an
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add\-on. Available values include: \fBidle_ai\fP and \fBexperimental_ai\fP.
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.TP
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\fB\-\-controller\fP\fI\ number\fP\fB:\fP\fIvalue\fP
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selects the controller for this side. Available values: \fBhuman\fP, \fBai\fP, and
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\fBnull\fP.
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.TP
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\fB\-\-era\fP\fI\ value\fP
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use this option to play in the selected era instead of the \fBDefault\fP
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era. The era is chosen by an id. Eras are described in the
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\fBdata/multiplayer/eras.cfg\fP file.
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.TP
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\fB\-\-exit\-at\-end\fP
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exits once the scenario is over, without displaying the victory/defeat
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dialogue which normally requires the user to click End Scenario. This is
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also used for scripted benchmarking.
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.TP
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\fB\-\-ignore\-map\-settings\fP
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do not use map settings, use default values instead.
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.TP
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\fB\-\-label\fP\fI\ label\fP
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sets the \fIlabel\fP for AIs.
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.TP
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\fB\-\-multiplayer\-repeat\fP\fI\ value\fP
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repeats a multiplayer game \fIvalue\fP times. Best to use with \fB\-\-nogui\fP for
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script\-based benchmarking.
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.TP
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\fB\-\-parm\fP\fI\ number\fP\fB:\fP\fIname\fP\fB:\fP\fIvalue\fP
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sets additional parameters for this side. This parameter depends on the
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options used with \fB\-\-controller\fP and \fB\-\-algorithm\fP. It should only be
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useful for people designing their own AI. (not yet documented completely)
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.TP
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\fB\-\-scenario\fP\fI\ value\fP
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selects a multiplayer scenario by id. The default scenario id is
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\fBmultiplayer_The_Freelands\fP.
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.TP
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\fB\-\-side\fP\fI\ number\fP\fB:\fP\fIvalue\fP
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selects a faction of the current era for this side. The faction is chosen by
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an id. Factions are described in the data/multiplayer.cfg file.
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.TP
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\fB\-\-turns\fP\fI\ value\fP
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sets the number of turns for the chosen scenario. By default no turn limit
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is set.
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.
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.SH "EXIT STATUS"
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.
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Normal exit status is 0. An exit status of 1 indicates an (SDL, video,
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fonts, etc) initialization error. An exit status of 2 indicates an error
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with the command line options.
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.br
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When running unit tests (with\fB\ \-u\fP), the exit status is different. An exit
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status of 0 indicates that the test passed, and 1 indicates that the test
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failed. An exit status of 3 indicates that the test passed, but produced an
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invalid replay file. An exit status of 4 indicates that the test passed, but
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the replay produced errors. These latter two are only returned if
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\fB\-\-noreplaycheck\fP is not passed.
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.
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.SH AUTHOR
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.
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Written by David White <davidnwhite@verizon.net>.
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.br
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Edited by Nils Kneuper <crazy\-ivanovic@gmx.net>, ott
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<ott@gaon.net> and Soliton <soliton.de@gmail.com>.
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.br
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This manual page was originally written by Cyril Bouthors
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<cyril@bouthors.org>.
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.br
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Visit the official homepage: https://www.wesnoth.org/
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.
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.SH COPYRIGHT
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.
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Copyright \(co 2003\-2021 David White <davidnwhite@verizon.net>
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.br
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This is Free Software; this software is licensed under the GPL version 2, as
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published by the Free Software Foundation. There is NO warranty; not even
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for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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.
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.SH "SEE ALSO"
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.
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\fBwesnothd\fP(6)
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