

                      Risen3D Command Line Options v220-33
                      ------------------------------------

Caution: These command line switches should only be used as a reference
         unless you are confident in what you are doing. The incorrect 
         mixing of switches may result in unpredictable behaviour.

         It is better to use the Risen3D Launcher.

         If you must use a batch file then the Launcher can be used
         to create one which is easier than creating one manually. 

CONTENTS:

   1. General options
   2. Model and Effect options
   3. Graphics options
   4  Texture options
   5. Sound options
   6. Compatibility options
   7. Miscellaneous options
   8. Development options

=========================================================================
1. GENERAL OPTIONS

 Option           Abbr.  Description
 ------------------------------------------------------------------------

 -iwad N                 Specifies the iwad file to use (e.g. Doom2)

 -file F          -f     Any PWAD file(s) to load.

 -udir N                This works with games placed in their own 
                        directories created in the directory R3DGames 
                        in the Risen3D main folder.  It provides a 
                        short form method of launching pwads or a 
                        complete game (pwads and deh files) as any
                        in the udir will be loaded automatically
                        (if in a child directory named pwads).

 -defs N          -d    Specifies the Risen3D Engine Definition
                        files to read. You can give more than one
                        DED file as the parameter.  Only the first
                        occurrence of the -defs switch is read.

 -fast                  Use nightmare mode fast monster movement with
                        other skill levels.

 -nomouse               Don't initialise mouse.

 -nojoy                 Don't initialise joystick.

 -skill N        -sk N  Startgame at designated skill level (1-5).

 -waterdynamics  -wd    Toggle water dynamics on/off (swimmable water).

                        v220-3 on; if ON then suit air supply comes
                        into play and the player can drown when
                        this is exhausted.  The suit air supply is
                        replenished when the player is not below a
                        faked water sector.

 -ct x                  v220-6 on; corpsetime to fade where x is the
                        number of seconds before fade begins in the
                        range 1 to 9. -ct 0 means no fade which is
                        the same as not using -ct. I.e. no fade is
                        the engine default.

 -xstat                 v220-8 on; the amount of stats info printed
                        to the console and Risen3D.out has been
                        reduced. To see all the original info use
                        this switch.

 -noif1                 Prevent enemies of same type from infighting
                        with the exception of lost souls.
                        Can be used together with -noif2.

 -noif2                 Prevent lost souls from infighting.
                        Can be used together with -noif1.

 -ro                    Allow archviles to resurrect enemies even
                        after enemies have faded out. Note that fading
                        out has two purposes; one to declutter the
                        current scene and, two, to reduce stress on
                        the engine when running the game especially
                        where using models. See -ct above. Note that
                        Doom does not allow the Cyborg, SpiderMaster
                        or Keen to be resurrected by the Archvile.
                        Note that it is not needed if -respawn is
                        present or if using nightmare skill.

 -user_ds max_width max_height

            New switch added for users with laptops that have a display
            that is smaller than the maximum reported by the inbuilt
            inf file. This happens where the manufacturer is trying to
            allow the display of 1920 x 1080 when the display's max
            true resolution is less than this. An example has been
            reported on a system where the max res was 1680 x 1050.
            This throws the internal Risen3D code which sets up the
            screen parameters. Where this is the case then using the
            switch on the Launcher's Command Line will fix the
            problem. E.g. with the case given;
            -user_ds 1680 1050

// removed

 -fallingdamage  -fdm    Toggle falling damage on/off.
  This was removed a while ago but not noted. At the time it was
  changed so that it could be set "in game".
  Use  ESC then OPTIONS then GAMEPLAY
  Note that it cannot be changed with a scripted map.


========================================================================
2. Models and Effects

 Option    Description
 -----------------------------------------------------------------------

 -xa       Don't use models (retains the Risen3D core effects).
 -xm       Don't use monster models.
 -xp       Don't use player models.
 -xh       Don't use HudWeapon models.
 -xi       Don't use Item models.
 -xd       Don't use Decoration models
 -xw       Don't use weapon pickup models
 -xs       Don't use liquid splashes models
 -nc       Don't use Risen3D core effects (this disables all models).

 -amwds    Allow models with duplicate sprites
 -ro       Archvile resurrects models with fade (after vanishing corpse).
 -fx       Enable extra particle effects (smoke with flames).

 -fp       Abbs replacement weapons pack
 -ap       Abbs alternative weapons pack
 -cs       Chiv's alternative soldiers pack
 -am       Enhanced model replacement packs

 -gnd      Replace Rocket launcher with Grenade launcher
 -pbm      Replace Rocket launcher with Pipebomb launcher

// removed

 -ams      (Was) substitute Risen3D flame models for existing.
           Since R3D flame models are always used, and have been for
           years, this switch has long been redundant (although it
           must be present if loading torch models with versions prior
           to v220-31 else the flames will go missing).

      
========================================================================
3. Textures

 Option           Abbr.   Description
 -----------------------------------------------------------------------

 -anifilter       -ani    Use anisotropic texture filtering.

 -detail          -dt     Use detail textures if installed.

 -dtex name               If a folder Data\Dtex\name\ exists and has
                          the files detail.wad and detail.ded then
                          these will be loaded in place of those in
                          the Data\Dtex folder. This will also
                          mean that they will be applied to all
                          textures specified, not just the iwad
                          textures.

 -nohighpat       -np     Disable high-resolution (external) patches
                          and sprites.

 -nohightex       -nht    Disable high-resolution (external) textures
                          and flats.

 -no_outlines     -ol     Inhibits filling of sprite outlines. Filling
                          gets rid of black outlines and is set on by
                          default.

 -texdir P        -td     Loads all high-resolution (PNG, TGA, PCX)
                          textures from the given directory 'P'.
                          The default is \Risen3D\Data\Textures. This
                          is only of use when developing maps when not
                          wanting to alter R3D's default textures.


========================================================================
4. SOUND OPTIONS

 Option           Abbr.   Description
 -----------------------------------------------------------------------

 -nosfx                  Don't initialise sound.

 -nomusic                Don't initialise music.

 -nosound                Don't initialise sound or music.

 -nws                    Disable Hud weapon switching sounds

 -sfx_3d          -3d    Enable 3d sound (if possible - see EAX SOUND
                         in the R3D_Sound.txt file).

 -sfxchan N       -ch N  Set the number of sound channels. 16 is the
                         default.  Values from 16 to 48 are supported.

 -useFMODs               If music is not playing on your system then
                         try using this to force software mode.


 NOTE: the -cd switch has been removed. Risen3D no longer plays
       CDROMs because there is no mmio facility to change the volume
       and Vista does not support the mixer.

 NOTE: the -ogp switch has been removed.
                          All external music is now defined using
                          play lists selectable in the Launcher.
                     

========================================================================
5. COMPATIBILITY OPTIONS

 Option           Abbr.   Description
 -----------------------------------------------------------------------

 -c_camera_off            Edit mode only. Turns camera stats off.
                          This can also be toggled in the console
                          using the command edcam.

 -c_carryfix_off          Reinstate MBF scroll carry bug

 -c_dehkey_off            Turn off dehacked keys

 -c_DEHamb_off            Turn off dehacked ambient sounds

 -c_torches_off           Prevents test to turn off torches light
                          which is automatically applied when their
                          number in a map is excessive.

 -c_noR3Dstats            Prevents R3D stats screen from being used
                          when the last map in a pwad has been
                          completed.


 -c_stairs_off   -stx     Reinstates doom stair building bug. Only
                          used if old (very old) map has a stair
                          building problem which requires the
                          original buggy Doom code. (Rare).*

 -c_model_on     -mfo     Model linedefs Doom.exe tag 667 function
                          This reinstaes an original doom engine bug.
                          (Rare and only needed with old "vanilla"
                          pwads and Iwads).*

 * Most maps of note needing these have this applied automatically by
   the R3D_modify script.


========================================================================
6. DEHACKED OPTIONS

 Option           Description
 -----------------------------------------------------------------------

 -nodeh           Ignore reading dehacked files (for unsupported dehs).

 -allextdehs      Only for development. Different DEH files can be
                  used to test out stuff separately. When finalised
                  then the released DEH would be authored to contain
                  all the info in the separate development DEH's
                  which would then be put in the pwad.

                  As such this purely aids an author to split stuff
                  into different external DEH's and then use this
                  switch to load all of them. It should never be
                  needed by a user.

                  NOTE: this switch is ignored if a pwad contains a
                        DEHACKED lump.

 -gDEH fname.deh  Apply a deh globally. The file must be placed in the
                  Risen3D folder. It will NOT be applied if;

                  a) a deh/bex file already exists for the wad being
                     selected.
                  b) for scripted maps

                  NOTE: if wondering what this is needed for then
                        don't. It is best to remain ignorant in
                        this matter! It purely supports some cruddy
                        old DEH's produced in the dim and distant
                        past mainly for use with iwads. Risen3D
                        supports DEH because it has to - not because
                        it wants to. (Happy users are our aim!).

========================================================================
7. DEVELOPMENT OPTIONS

 Option           Abbr.   Description
 -----------------------------------------------------------------------

 -amaddinf	         With reveal 7 then info about the sector is
                         shown in the automap help list for the sector
                         the player or cursor is in (if follow mode
                         off is enabled).

 -listMapTex	         List textures used in a map to Risen3D.out

 -sfset		         List flats to Risen3D.out

 -listSecret	         Print out all sectors marked secret to
                         Risen3D.out

 -debug_scp              Reports allocated script THINGS to Risen3D.out

 -desktop                Only show desktop resolution and one window
                         resolution in control panel.

 -dumplump S             Dump contents of a script lump to a file
                         created and stored in R3Ddump.
                         Examples for S: SCP_DEFN, SCP_ZOFF, SNDINFO

 -l3drep                 Prints to Risen3D.out all sectors linked to
                         a 3D lift's controlling sector. Used for map
                         design debugging. In the case of

                         R3Ddemo184_06.wad

                         then the following is printed out;

                         LISTSEC for S40 : 36 37 39 52 55

                         This means that the controlling sector S40
                         outside of the map is linked to lift sectors
                         used in constructing the lift S36 37 etc.

                         Note that although when using an editor the
                         lift looks fairly straightforward it is, in
                         fact built using 373 lines. Originally each
                         sector's lines' vertexes were not merged
                         with other sector's lines' vertexes making
                         it possible to drag each sector away to see
                         how it was constructed. Unfortunately at
                         some point they got accidentally merged
                         whilst the map was being developed using
                         DeePSea and deconstruction would not be easy.

                         If considering building a 3D lift then don't
                         be put off by the demo06 lift (which nobody
                         seems to understand) but start with some-
                         thing less ambitious. A selection of basic
                         types are shown in 3D_Lifts_Check.wad.

 -txe                    Texture Edit mode. Note that on saving any
                         GL_ entries are removed.

 -lean                   Used with -txe. If set then on saving empties
                         all SEGS, SSECTORS, NODES, REJECT and BLOCKMAP
                         entries. The labels are kept to allow the wad
                         to be opened with an editor without a lot of
                         warnings being made. Since R3D always builds
                         the nodes (unless it has been listed under
                         [gwaOnly] in the R3D_modify file) then these
                         are not required and clearing them can reduce
                         the size of a wad considerably. Note that if
                         these labels are already missing then they
                         are not added back. You will need to rebuild
                         the nodes with an editor to add them back.

 -verbose         -v     Be more verbose with console messages.

 -c_dtex_on              Print name of a detail texture and the name
                         of the texture it is associated with

 -c_model_debug          ded debug aid: Print out results when
                                        loading models
    


           
