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WESNOTH(6)		      Battle for Wesnoth		    WESNOTH(6)

NAME
       wesnoth - Battle	for Wesnoth, a turn-based fantasy strategy game

SYNOPSIS
       wesnoth [OPTIONS] [PATH_TO_DATA]

DESCRIPTION
       Battle for Wesnoth is a turn-based fantasy strategy game.

       Defeat  all  enemy  leaders using a well-chosen cadre of	troops,	taking
       care to manage your resources of	gold  and  villages.  All  units  have
       their own strengths and weaknesses; to win, deploy your forces to their
       best  advantage	while  denying your foes the chance to do the same. As
       units gain experience, they acquire new abilities and become more  pow-
       erful.  Play  in	 your own language and test your skill against a smart
       computer	opponent, or join Wesnoth's large community of online players.
       Create your own custom units, scenarios or campaigns,  and  share  them
       with others.

OPTIONS
       --all-translations
	      Show  all	 translations  in the in-game language selection list,
	      even if they are deemed insufficiently complete.

       --bunzip2 infile.bz2
	      decompresses a file which	should be in bzip2 format  and	stores
	      it without the .bz2 suffix. The infile.bz2 will be removed.

       --bzip2 infile
	      compresses  a  file in bzip2 format, stores it as	infile.bz2 and
	      removes infile.

       -c[id_campaign],	--campaign[=id_campaign]
	      goes directly to the campaign with id id_campaign.  A  selection
	      menu will	appear if no id	was specified.

       --campaign-difficulty[=difficulty]
	      The  difficulty  of  the	specified campaign (1 to max). If none
	      specified, the campaign difficulty selection widget will appear.

       --campaign-scenario id_scenario
	      The id of	the scenario from the specified	campaign. The  default
	      is the first scenario.

       --campaign-skip-story
	      Skip  [story]  screens  and  dialog through the end of the start
	      event.

       --clock
	      Adds the option to show a	clock for testing the drawing timer.

       --config-dir name
	      Deprecated, use --userdata-dir.

       --config-path
	      Deprecated, use --userdata-path.

       --core id_core
	      overrides	the loaded core	with the one whose id is specified.

       --data-dir directory
	      overrides	the data directory with	the one	specified

       --data-path
	      prints the path of the data directory and	exits.

       -d, --debug
	      enables additional command mode options in-game  (see  the  wiki
	      page at https://www.wesnoth.org/wiki/CommandMode for more	infor-
	      mation about command mode).

       --debug-lua
	      enables some Lua debugging mechanisms

       --strict-lua
	      disallow deprecated Lua API calls

       -D,--diff left-file right-file
	      diffs  the  two WML files; does not preprocess them first	(to do
	      that, run	them through -p	first).	Outputs	the diff as DiffWML on
	      standard output or to the	file indicated by --output.

       -e[file], --editor[=file]
	      start the	in-game	map editor directly.  If  file	is  specified,
	      equivalent to -l --load.

       --fps  displays	the  number of frames per second the game is currently
	      running at in a corner of	the screen as  well  as	 writes	 these
	      values to	a file in the userdata directory.

       -f, --fullscreen
	      runs the game in full screen mode.

       --gunzip	infile.gz
	      decompresses a file which	should be in gzip format and stores it
	      without the .gz suffix. The infile.gz will be removed.

       --gzip infile
	      compresses a file	in gzip	format,	stores it as infile.gz and re-
	      moves infile.

       -h, --help
	      displays	a  summary of command line options to standard output,
	      and exits.

       -l, --load file
	      loads the	savegame file from the standard	save  game  directory.
	      If  the -e or --editor option is used as well, starts the	editor
	      with the map from	file open. If it is a  directory,  the	editor
	      will start with a	load map dialog	opened there.

       -L, --language lang
	      uses  language  lang (symbol) this session.  Example: --language
	      ang_GB@latin

       --log-level=domain1,domain2,...
	      sets the severity	level of the log domains.  all can be used  to
	      match   any   log	  domain.   Available	levels:	  error, warn-
	      ing, info, debug,	none.  By default the warning  level  is  used
	      for  most	 domains, but deprecation defaults to none unless com-
	      bined with the -d	option.

       --log-precise
	      shows the	timestamps in log output with more precision.

       --log-strict
	      sets the strict level of the logger. Any messages	 sent  to  log
	      domains of this level or more severe will	cause the unit test to
	      fail  regardless	of the victory result. Only relevant when used
	      with -u.

       --logdomains[=filter]
	      lists defined log	domains	(only the ones	containing  filter  if
	      used) and	exits

       --no-log-to-file
	      prevents redirecting logged output to a file. Log	files are cre-
	      ated in the logs directory under the userdata folder.

       --log-to-file
	      log output is written to a file. Cancels the effect of --no-log-
	      to-file whether implicit or explicit.

       --wnoconsole
	      For  Windows, when used with --no-log-to-file, results in	output
	      being written to cerr/cout instead of  CONOUT.  Otherwise,  does
	      nothing.

       --max-fps fps
	      the  number  of  frames  per second the game can show, the value
	      should be	between	1 and 1000, the	default	is the	monitor's  re-
	      fresh rate.

       -m, --multiplayer
	      runs  a  multiplayer game. There are additional options that can
	      be used together with --multiplayer as explained below.

       --mp-test
	      load the test mp scenarios.

       --new-widgets
	      there is a new WIP widget	toolkit, this option enables it.  This
	      is  very	experimental,  don't  fill  bug	reports	since most are
	      known. Parts of the library are  deemed  stable  and  will  work
	      without this switch.

       --nodelay
	      runs  the	game without any delays	for graphic benchmarking. This
	      is automatically enabled by --nogui.

       --noaddons
	      disables loading of user addons.

       --nocache
	      disables caching of game data.

       --nogui
	      runs the game without the	GUI.  Only  available  in  combination
	      with --multiplayer or --screenshot or --plugin.

       --nobanner
	      suppress the startup banner.

       --nomusic
	      runs the game without music.

       --noreplaycheck
	      don't  try  to  validate replay of unit test. Only relevant when
	      used with	-u.

       --nosound
	      runs the game without sounds and music.

       --output	file
	      output to	the specified file. Applicable to diffing operations.

       --password password
	      uses password when connecting to a server, ignoring other	 pref-
	      erences. Unsafe.

       --plugin	script
	      (experimental)  load  a  script  which defines a Wesnoth plugin.
	      Similar to --script, but Lua file	should return a	function which
	      will be run as a coroutine and periodically woken	 up  with  up-
	      dates.

       -P,--patch base-file patch-file
	      applies  a  DiffWML patch	to a WML file; does not	preprocess ei-
	      ther of the files.  Outputs the patched WML to  standard	output
	      or to the	file indicated by --output.

       -p, --preprocess	source-file/folder target-directory
	      preprocesses  a  specified file/folder. For each file(s) a plain
	      .cfg file	and a processed	.cfg file will be written in specified
	      target directory.	If a folder is	specified,  it	will  be  pre-
	      processed	recursively based on the known preprocessor rules. The
	      common macros from the "data/core/macros"	directory will be pre-
	      processed	 before	 the  specified	resources.  Example: -p	~/wes-
	      noth/data/campaigns/tutorial ~/result.   For  details  regarding
	      the  preprocessor	 visit:	https://wiki.wesnoth.org/Preprocessor-
	      Ref#Command-line_preprocessor.

       --preprocess-defines=DEFINE1,DEFINE2,...
	      comma separated list of defines to be used by  the  --preprocess
	      command.	If SKIP_CORE is	in the define list the "data/core" di-
	      rectory won't be preprocessed.

       --preprocess-input-macros source-file
	      used only	by the --preprocess command.  Specifies	 a  file  that
	      contains [preproc_define]s to be included	before preprocessing.

       --preprocess-output-macros[=target-file]
	      used  only  by  the  --preprocess	 command. Will output all pre-
	      processed	macros in the target file. If the file is  not	speci-
	      fied the output will be file '_MACROS_.cfg' in the target	direc-
	      tory  of	preprocess's command. The output file can be passed to
	      --preprocess-input-macros.  This switch should be	 typed	before
	      the --preprocess command.

       -r XxY, --resolution XxY
	      sets the screen resolution. Example: -r 800x600.

       --render-image image output
	      takes  a valid wesnoth 'image path string' with image path func-
	      tions, and outputs to a .png file. Image path functions are doc-
	      umented at https://wiki.wesnoth.org/ImagePathFunctionWML.

       -R, --report
	      initializes game directories, prints build information  suitable
	      for use in bug reports, and exits.

       --rng-seed number
	      seeds  the random	number generator with number.  Example:	--rng-
	      seed 0.

       --screenshot map	output
	      saves a screenshot of  map  to  output  without  initializing  a
	      screen.

       --script	file
	      (experimental)  file  containing	a  Lua	script	to control the
	      client.

       -s[host], --server[=host]
	      connects to the specified	host if	any, otherwise connect to  the
	      first  server  in	 preferences.  Example:	 --server  server.wes-
	      noth.org.

       --showgui
	      runs the game with the GUI, overriding any implicit --nogui.

       --strict-validation
	      validation errors	are treated as fatal errors.

       -t[scenario_id],	--test[=scenario_id]
	      runs the game in a small test scenario. The scenario  should  be
	      one  defined  with  a  [test]  WML  tag. The default is test.  A
	      demonstration of the [micro_ai] feature can be started with  mi-
	      cro_ai_test.

       --translations-over percent
	      Set the standard for deeming a translation is complete enough to
	      show  in the in-game language list to percent.  Valid values are
	      0	to 100.

       -u, --unit scenario-id
	      runs the	specified  test	 scenario  as  a  unit	test.  Implies
	      --nogui.

       --unsafe-scripts
	      makes the	package	package	available to lua scripts, so that they
	      can  load	 arbitrary  packages.  Do  not	do this	with untrusted
	      scripts! This action gives lua the same permissions as the  wes-
	      noth executable.

       -S,--use-schema path
	      sets the WML schema for use with -V,--validate.

       --userconfig-dir	name
	      sets the user configuration directory to name under $HOME	or "My
	      Documents\My  Games"  for	 windows.  You can also	specify	an ab-
	      solute path for the configuration	directory outside the $HOME or
	      "My Documents\My Games". On Windows it is	also possible to spec-
	      ify a directory relative to the process working directory	by us-
	      ing path starting	with ".\" or "..\".  Under X11	this  defaults
	      to  $XDG_CONFIG_HOME  or $HOME/.config/wesnoth, on other systems
	      to the userdata path.

       --userconfig-path
	      prints the path of the user configuration	directory and exits.

       --userdata-dir name
	      sets the userdata	directory to name under	 $HOME	or  "My	 Docu-
	      ments\My	Games"	for windows.  You can also specify an absolute
	      path for the userdata directory outside the $HOME	or  "My	 Docu-
	      ments\My Games". On Windows it is	also possible to specify a di-
	      rectory  relative	to the process working directory by using path
	      starting with ".\" or "..\".

       --userdata-path
	      prints the path of the userdata directory	and exits.

       --username username
	      uses username when connecting to a server, ignoring other	 pref-
	      erences.

       --validate path
	      validates	a file against the WML schema.

       --validate-addon	addon_id
	      validates	the WML	of the given addon as you play.

       --validate-core
	      validates	the core WML as	you play.

       --validate-schema  path
	      validates	a file as a WML	schema.

       --validcache
	      assumes that the cache is	valid. (dangerous)

       -v, --version
	      shows the	version	number and exits.

       --simple-version
	      shows the	version	number and nothing else, then exits.

       -w, --windowed
	      runs the game in windowed	mode.

       --with-replay
	      replays the game loaded with the --load option.

Options	for --multiplayer
       The  side-specific  multiplayer options are marked with number.	number
       has to be replaced by a side number. It usually is 1 or 2  but  depends
       on the number of	players	possible in the	chosen scenario.

       --ai-config number:value
	      selects  a  configuration	file to	load for the AI	controller for
	      this side.

       --algorithm number:value
	      selects a	non-standard algorithm to be used by the AI controller
	      for this side. The algorithm is defined by an  [ai]  tag,	 which
	      can be a core one	either in "data/ai/ais"	or "data/ai/dev" or an
	      algorithm	defined	by an addon. Available values include: idle_ai
	      and experimental_ai.

       --controller number:value
	      selects  the  controller for this	side. Available	values:	human,
	      ai and null.

       --era value
	      use this option to play in the selected era instead of  the  De-
	      fault era. The era is chosen by an id. Eras are described	in the
	      data/multiplayer/eras.cfg	file.

       --exit-at-end
	      exits  once the scenario is over,	without	displaying victory/de-
	      feat dialog which	normally requires the user to click  End  Sce-
	      nario.  This is also used	for scriptable benchmarking.

       --ignore-map-settings
	      do not use map settings, use default values instead.

       --label label
	      sets the label for AIs.

       --multiplayer-repeat value
	      repeats a	multiplayer game value times. Best to use with --nogui
	      for scriptable benchmarking.

       --parm number:name:value
	      sets additional parameters for this side.	This parameter depends
	      on  the  options	used  with  --controller  and --algorithm.  It
	      should only be useful for	people designing their	own  AI.  (not
	      yet documented completely)

       --scenario value
	      selects a	multiplayer scenario by	id. The	default	scenario id is
	      multiplayer_The_Freelands.

       --side number:value
	      selects  a faction of the	current	era for	this side. The faction
	      is chosen	by an id. Factions are described  in  the  data/multi-
	      player.cfg file.

       --turns value
	      sets  the	number of turns	for the	chosen scenario. By default no
	      turn limit is set.

EXIT STATUS
       Normal exit status is 0.	 An exit status	of 1 indicates an (SDL,	video,
       fonts, etc) initialization error. An exit status	of 2 indicates an  er-
       ror with	the command line options.
       When  running  unit  tests  (with -u), the exit status is different. An
       exit status of 0	indicates that the test	passed,	and 1  indicates  that
       the  test  failed.  An exit status of 3 indicates that the test passed,
       but produced an invalid replay file. An exit status of 4	indicates that
       the test	passed,	but the	replay produced	errors.	These latter  two  are
       only returned if	--noreplaycheck	is not passed.

AUTHOR
       Written by David	White <davidnwhite@verizon.net>.
       Edited by Nils Kneuper <crazy-ivanovic@gmx.net>,	ott <ott@gaon.net> and
       Soliton <soliton.de@gmail.com>.
       This   manual   page   was   originally	 written   by  Cyril  Bouthors
       <cyril@bouthors.org>.
       Visit the official homepage: https://www.wesnoth.org/

COPYRIGHT
       Copyright (C) 2003-2024 David White <davidnwhite@verizon.net>
       This is Free Software; this software is licensed	under the GPL  version
       2, as published by the Free Software Foundation.	 There is NO warranty;
       not even	for MERCHANTABILITY or FITNESS FOR A PARTICULAR	PURPOSE.

SEE ALSO
       wesnothd(6)

wesnoth				     2022			    WESNOTH(6)

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