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102 lines
3.3 KiB
Markdown
102 lines
3.3 KiB
Markdown
Extensions
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==========
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FRT provides a few non-intrusive extensions compared to the official
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godot platforms. Note that some of them might be removed in the future
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if the official godot starts to provide other means to address the same
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issues.
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## Command Line
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When you invoke godot, arguments starting from the option `--frt` are
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intercepted by FRT. For example:
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godot.frt.opt.pi1 myscene.tscn --frt -h
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will not start godot. Instead, a message like the following is printed
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to stdout:
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usage: godot.frt.opt.pi1 [godot args] [--frt [options] [param=value...]]
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options:
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-v show version and exit
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-h show this page and exit
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-p perfmon.csv save performance monitor data
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-e resource extract resource
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params:
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color_size
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alpha_size
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depth_size
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multisample
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disable_meta_keys
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blacklist_video_bcm
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exit_on_shiftenter
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The performance monitor data has been added because I have found that a
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non-optimized build of godot/frt is much slower than an optimized build,
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so letting the optimized build dump data to be analyzed later is a
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better alternative than to try to connect to an editor from a
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non-optimized build.
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Resource extraction makes it easy to embed small files in single-file
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games. For example, if you export a standard 2.1.3 project as an EXE
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using the Linux template, but giving the editor `godot.frt.opt.pi1` as a
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custom binary, you end up with a single file, say `mygame` that you can
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gzip and distribute.
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Users should be able to just run the game, but they could also type:
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mygame --frt -e README.md
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to extract a README file.
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Only resources in the res://frt/ folder can be extracted this way, and
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there are strict limits on the characters that you can use for the name
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of the resource (the first character must be alphanumeric - the
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following ones can also be '.', '-' and '\_').
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## Parameters
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You can add some options in the custom section "frt" of the project
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settings. The section is not required and is in any case ignored by the
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standard godot platforms.
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For example, adding this:
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[frt]
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depth_size = 24
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multisample = true
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to `engine.cfg` will allow you to tune the engine.
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You can also override or set the values from the command line. For
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example, if you have a third-party game that shows some artifacts that
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you suspect might be due to godot/frt using a 16-bit depth buffer by
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default, you can try running it like this:
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godot.frt.opt.pi1 --frt depth_size=24
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### Disabling the meta keys
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If you already provide a way to close the game (for example, using an
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in-game menu), you might prefer to disable the handling of meta keys
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by FRT.
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Be careful that, since FRT grabs the keyboard when running without X11,
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the user might not be able to quit the game in any other way.
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### Blacklisting the bcm driver
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The Godot 3.x rendering engine might have problems with some 3D games running
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with the bcm video driver. In some cases, the Linux kernel could crash.
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Unless you can test extensively, it is probably safer to blacklist the bcm
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driver when releasing 3D games using Godot 3.x.
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The game will run normally when running with other drivers, but will exit
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suggesting to switch to the vc4 driver when running with the bcm driver.
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### Exit the game when pressing Shift+Enter
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Provides a universal way to terminate the process that matches the default
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key configuration in RetroPie.
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