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80 lines
5.4 KiB
HTML
Executable file
80 lines
5.4 KiB
HTML
Executable file
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.1//EN" "http://www.w3.org/TR/xhtml11/DTD/xhtml11.dtd">
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<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
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<head>
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<title>About Compiler Configurations</title>
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<meta http-equiv="content-type" content="text/html; charset=iso-8859-1" />
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<link rel="stylesheet" type="text/css" href="default.css" media="screen" title="Default" />
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</head>
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<body>
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<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
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<param name="keyword" value="command line">
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<param name="keyword" value="arguments">
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</object>
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<div id="gz_title">
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<h1>Command Line Parameters</h1>
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</div>
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<div id="contents">
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<h2>Usage:</h2>
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All command line parameters are case-insensitive.<br />
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<br />
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<b class="fat">GZBuilder.exe [wadfile] [-map mapname] [-cfg configname] [-delaywindow] [-nosettings]
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[-strictpatches] [-portable] [-resource wad|dir|pk3 [roottextures] [rootflats]
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[strictpatches] [notest] resourcename]</b>
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<h2>Parameters:</h2>
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<br />
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<b class="fat">wadfile</b><br />
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This is a .WAD file to load immediately after GZDoom Builder has started up. Unless <strong>-map</strong> and <strong>-cfg</strong> are used, this will show the map-options dialog.<br />
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<p><b class="fat">-map "mapname"</b><br />
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Where "mapname" is the name of the map (map header lump name) such as <strong>MAP01</strong> or <strong>E1M1</strong>.<br />
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When specified, this will indicate the map to load from the specified wad file.<br />
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Use in combination with <strong>-cfg</strong> to provide the required information to skip the map-options dialog.
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<p><b class="fat">-delaywindow</b><br />
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This delays showing the main interface window until the automatic map loading from command line parameters is completed, and the program is not terminating yet.<br />This is usefull for plugins that can be used to perform batch processes where the showing of the main interface window is not desired.<br />If a plugin completes it's actions on map load and terminates the application immediately, the main window will not be shown at all.
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<p>
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<b class="fat">-nosettings</b><br />
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When this parameter is specified, GZDoom Builder will not load your preferences or game configuration settings and will use the default settings instead.<br />You will not lose your original settings, but when this parameter is specified your settings will not be saved.<br />
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<br />
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<b class="fat">-portable</b> - <span class="red">GZDB only.</span><br />
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The editor will be launched in portable mode. It will use the "UDBuilder.cfg" located in the program directory instead of the one located in the "%LocalAppData%\Doom Builder\UDBuilder.cfg" to load and save program settings. Log and crash report files will be also created in the program directory.<br />
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<h2>The following parameters are used only when both "wadfile" and "-map" parameters are present</h2>
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They replicate the settings, which can be set in the <a href="w_openmapoptions.html">Open Map Window</a>.<br />
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<br />
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<b class="fat">-strictpatches</b><br />
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Specify this parameter to enforce strictly loading texture patches from between P_START
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and P_END marker lumps only. This can solve lump name conflicts, but old WAD files do not
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always adhere to this rule.<br />
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<br />
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<b class="fat">-cfg "game_configuration.cfg"</b><br />
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<b class="fat">-config "game_configuration.cfg"</b><br />
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The editor will use the specified game configuration file when loading the map.<br />
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Do not include the path, all game configurations must be in the "Configurations" subfolder.<br />
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<br />
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<b class="fat">-resource <resource type> [flags] "path\to\resource"</b><br />
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Adds a map resource. Note that these are added to the resources, which are automatically loaded according to selected game configuration.<br />
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<strong>Resource type</strong> (required): "wad", "dir" or "pk3".<br />
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<strong>Flags</strong> (optional):
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<ul>
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<li><strong>ROOTTEXTURES</strong> - load images in the root directory of the resource as textures (directory/pk3 resources only).</li>
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<li><strong>ROOTFLATS</strong> - load images in the root directory of the resource as flats (directory/pk3 resources only).</li>
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<li><strong>STRICTPATCHES</strong> - use strict rules for patches (wad resources only).</li>
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<li><strong>NOTEST</strong> - exclude this resource from testing parameters.</li>
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</ul>
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<h2>Examples:</h2>
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This loads the file "Ubermegawad.wad" after GZDoom Builder is initialized and shows the
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map-options dialog:
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<pre>
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GZBuilder.exe "C:\Games\Doom\My Maps\Ubermegawad.wad"
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</pre>
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Same as the example above, but now without showing the map-options dialog and instead immediately loading map MAP23 with the Doom 2 game configuration:
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<pre>
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GZBuilder.exe "C:\Games\Doom\My Maps\Ubermegawad.wad" -map MAP23 -cfg "Doom_Doom2Doom.cfg"
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</pre>
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Same as the example above, but using one of GZDoom game configurations with added wad file resource and PK3 file resources:
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<pre>
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GZBuilder.exe "C:\Games\Doom\My Maps\Ubermegawad.wad" -map MAP23 -cfg "GZDoom_DoomUDMF.cfg"
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-resource pk3 notest "C:\GZDoom\gzdoom.pk3"
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-resource wad strictpatches "C:\Games\Doom\gothtextures.wad"
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-resource pk3 "C:\Games\Doom\hardmonsters.pk3"
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</pre>
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</div>
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</body>
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