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<a name="Walktest-Command-Line-Options"></a>
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<h3 class="subsection"> 3.1.3 Command Line options </h3>

<p>Walktest takes the name of a map to load as a command line parameter.  If this
is given as a full <small>VFS</small> path, the map file called <tt>&lsquo;world&rsquo;</tt> in that
directory is loaded.
</p>
<p>If there is no initial <tt>&lsquo;/&rsquo;</tt> character, <tt>&lsquo;/lev/&rsquo;</tt> is stuck on the front.
If there is no map specified at all, <tt>&lsquo;/lev/castle&rsquo;</tt> is assumed, so the
default map is <tt>&lsquo;/lev/castle/world&rsquo;</tt>.  (This is almost true <small class="dots">...</small> the
default path is specified in <tt>&lsquo;/data/config/walktest.cfg&rsquo;</tt>).
</p>
<p>Many of these command line options are of specialised or limited use.
</p>

<p>Win32-specific options:
</p>
<dl compact="compact">
<dt> <code>-[no]console</code></dt>
<dd><p>Create a debug console (default = yes) (@@@ Note to Frank, depends on
release/debug mingw/msvc?)
</p></dd>
</dl>


<p>Options for WalkTest:
</p>
<dl compact="compact">
<dt> <code>-exec=&lt;script&gt;</code></dt>
<dd><p>Execute given script at startup.  In this case, the entire script is run.  If
you run a script from within Walktest once it is running, the script is run one
line per frame.
</p>
<p>By default, <tt>&lsquo;/data/config/autoexec.cfg&rsquo;</tt> is executed.  This defines key
bindings which take effect when <em>not</em> in console mode.
</p></dd>
</dl>

<dl compact="compact">
<dt> <code>-[no]colldet</code></dt>
<dd><p>Collision detection system (default 'colldet').
</p></dd>
<dt> <code>-[no]logo</code></dt>
<dd><p>Draw logo (default 'logo').  This controls display of the Crystal Space logo in
the top right of the display.
</p></dd>
<dt> <code>-regions</code></dt>
<dd><p>Load every map in a separate region (default off).
</p></dd>
<dt> <code>-dupes</code></dt>
<dd><p>Check for duplicate objects in multiple maps (default off).
</p></dd>
<dt> <code>-infinite</code></dt>
<dd><p>Special infinite level generation (ignores map file!).
</p></dd>
<dt> <code>-bots</code></dt>
<dd><p>Allow random generation of bots.
</p></dd>
</dl>


<p>Options for Crystal Space 3D Engine:
</p>
<dl compact="compact">
<dt> <code>-fullbright</code></dt>
<dd><p>Disable all lightmaps and lighting so that everything is fullbright
(default off).
</p></dd>
<dt> <code>-fov=&lt;val&gt;</code></dt>
<dd><p>Field of Vision (0).
</p></dd>
<dt> <code>-[no]relight</code></dt>
<dd><p>Force/inhibit recalculation of lightmaps (no) This must be used the first time
a map is run, and if there have been enough changes to the geometry to require
all the lightmaps to be recalculated.  For a large map, this can take a long
time.  The generated lightmaps are cached in the directory containing the
<tt>&lsquo;world&rsquo;</tt> map, but the engine nolonger automatically regenerates them if
they are missing.
</p></dd>
<dt> <code>-lightqual=&lt;val&gt;</code></dt>
<dd><p>Lighting quality (3).
</p></dd>
</dl>


<p>Options for the canvas drivers:
</p>
<dl compact="compact">
<dt> <code>-depth=&lt;val&gt;</code></dt>
<dd><p>Display depth (16).
</p></dd>
<dt> <code>-[no]fs</code></dt>
<dd><p>Fullscreen if available (no).
</p></dd>
<dt> <code>-mode=&lt;val&gt;</code></dt>
<dd><p>Window size or resolution (640x480).
</p></dd>
</dl>


<p>General options:
</p>
<dl compact="compact">
<dt> <code>-help</code></dt>
<dd><p>Display a help message.
</p></dd>
<dt> <code>-video=&lt;s&gt;</code></dt>
<dd><p>The 3D rendering driver (opengl, software, <small class="dots">...</small>).
</p></dd>
<dt> <code>-canvas=&lt;s&gt;</code></dt>
<dd><p>The 2D canvas driver (asciiart, x2d, <small class="dots">...</small>)
</p></dd>
<dt> <code>-plugin=&lt;s&gt;</code></dt>
<dd><p>Load this plugin after all others.
</p></dd>
<dt> <code>-verbose</code></dt>
<dd><p>Be more verbose; print better diagnostic messages.
</p></dd>
</dl>

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