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To use a switch, add it after the command that launches JK.exe. Any and all switches can be used, and the order isn't important. The character used to start a switch can be either a dash or a forward slash. (The only exception is devmode, which doesn't use the forward slash.)
| Switch | Example | Description |
|---|---|---|
| ? | -? | Although this is listed as a command in the exe, it's either not supposed to do anything or it doesn't work. |
| debug con | -debug con | Opens a console window (titled Debug) that shows debugging text. Closing the console closes JK, and vice versa.
Example of text shown in Debug window: Premature 'END' found after only 787 lines in 'ui\jkstrings.uni'. Check number in 'MSG xxx' header. Premature 'END' found after only 25 lines in 'misc\sithStrings.uni'. Check number in 'MSG xxx' header. Premature 'END' found after only 187 lines in 'ui\cutStrings.uni'. Check number in 'MSG xxx' header. Premature 'END' found after only 451 lines in 'ui\credits.uni'. Check number in 'MSG xxx' header. |
| debug log | -debug log | Creates a debug.log file (in same folder as jk.exe) in which debugging text is written. The text is same as that shown with debug con switch. |
| debug none | -debug none | Does not output any debug text. This is the same as not using the debug switch. |
| devmode | -devmode | Shows a [Debug] button on the Single Player screen allowing the option to play MP levels in SP mode. This switch also shows the Advanced Display Settings screen as described by the displayconfig switch. When used with windowgui switch, a Jedi Console window is shown. The Jedi Console lists JK and level startup messages, in-game chat messages, and when cogs use 0x1 cogscript flag cog message debug text; and it allows entry of console commands.
Example text listed in Jedi Console: 0.000000 seconds to parse section copyright. 0.000000 seconds to parse section header. 0.000000 seconds to parse section sounds. 0.000000 seconds to parse section materials. 0.078000 seconds to parse section soundclass. 0.953000 seconds to parse section models. 0.016000 seconds to parse section sprites. 0.000000 seconds to parse section keyframes. 0.187000 seconds to parse section animclass. 0.000000 seconds to parse section cogscripts. 0.000000 seconds to parse section cogs. |
| displayconfig | -displayconfig | Enables the Advanced button on the Setup>Display screen that will show the Advanced Display Settings screen. |
| dispstats | -dispstats | Shows in-game information about the level and the player at the top of the screen. (Possibly short for 'Display Status'). This may be 'shut off' in-game by pressing 'T', pressing 'TAB', typing 'dispstats 0', pressing 'ENTER', then pressing 'ESC' twice (entering and exiting the main menu to clear leftover text).
When using either the command line switch or the console command, dispstats will display two lines of text at the top of the screen in-game: XX.XXX [XXX%]f Xs Xa Xz Xp X curSector X fo force: XXX, item: none, force: none, XX.XXX [XXX%]f: (framerate) The number outside brackets is the floating point number for framerate or frames per second. The number inside brackets is the percentage that the current framerate is of the maximum framerate. Xs: (sectors) The count of sectors that JK is rendering. Xa: (architecture) The count of architecture things that JK is rendering (0x8 TF). Xz: The count of thing models that JK is rendering. Xp: (polygons) The count of surfaces that JK is rendering. X curSector: The current sector that the player is in. X fo: (freed objects) The count of unused thing "slots" in the level's thing array. E.g., if the level has a thing limit of 200, and the level has only a player and a stormtrooper in it, then this number will be 198. force: XXX: The mana (amount of force power) that the player has. item: none: The item that the player has selected. force: none: The force power that the player has selected. |
| framerate | -framerate | Shows the game's framerate at the top of the screen. This may be 'shut off' in-game by pressing 'T', pressing 'TAB', typing 'framerate 0', pressing 'ENTER', then pressing 'ESC' twice (entering and exiting the main menu to clear leftover text). |
| nohud | -nohud | This crashes JK when JK first tries to render a frame in-game. |
| path | -path folder | Jedi Knight searches for resources in the given folder (which is in the same folder as jk.exe) before looking at the Resource and Episode folders. |
| verbose | -verbose 0 -verbose 1 -verbose 2 | Unknown exactly what each number represents, but using 2 shows extra messages about bitmaps. |
| windowgui | -windowgui | Shows menu screens and cutscenes inside a window instead of being fullscreen. In-game windowing isn't changed. |