--capture=<value>LW6_CAPTUREcaptureType: boolean
Default value: false
Enables capture mode, in which a BMP file is dumped on the disk (in your user directory, search for a 'capture' sub-directory).
--fullscreen=<value>LW6_FULLSCREENfullscreenType: boolean
Default value: false
Force the game to fun fullscreen. Note that the graphics backend might ignore this hint.
--gfx-backend=<value>LW6_GFX_BACKENDgfx-backendType: string
Default value: gl
Sets the graphics backend AKA 'gfx' to use. For now the only choice is 'gl' and will use an OpenGL/SDL 3D-accelerated driver.
--gfx-quality=<value>LW6_GFX_QUALITYgfx-qualityType: integer
Default value: 1 Min value: 0 Max value: 2
Sets the overall quality of the graphics backend. Depending on the backend, this can mean different things. For instance for the 'gl' backend, this can change texture filtering (nearest, linear, bilinear...). This is not the same as 'pixelize' which is a per-map option and emulates an old school appearance.
--height=<value>LW6_HEIGHTheightType: integer
Default value: -1
Run the game with the given screen height.Note that the graphics backend might ignore this hint. Use with its companion option 'width'. A negative value will force the use of a default value.
--width=<value>LW6_WIDTHwidthType: integer
Default value: -1
Run the game with the given screen width. Note that the graphics backend might ignore this hint. Use with its companion option 'height'.A negative value will force the use of a default value.
--windowed-mode-limit=<value>LW6_WINDOWED_MODE_LIMITwindowed-mode-limitType: float
Default value: 0.95
When switching back from fullscreen mode to windowed mode, if we're in maximum resolution, then this coefficient will be applied before resizing the window. The idea is that (obviously) a windowed mode is prefered when a little smaller that totally fullscreen. So set this to a value just below 1.0.