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### 4.10 Map hints.xml

#### 4.10.1 background-color-auto

— Command-line option: `--background-color-auto=<value>`
— Environment variable: `LW6_BACKGROUND_COLOR_AUTO`
— XML key: `background-color-auto`

> Type: boolean.

> Defines wether hud colors will be set automatically from base and alternate colors. This is a time saver to keep map designers from requiring to redefined every single color in the game. You only need to set color-base-bg, color-base-fg, color-alternate-bg and color-alternate-fg. Then hud_color_frame_bg, hud_color_frame_fg, hud_color_text_bg and hud_color_text_fg will be automatically set.

#### 4.10.2 fighter-scale

— Command-line option: `--fighter-scale=<value>`
— Environment variable: `LW6_FIGHTER_SCALE`
— XML key: `fighter-scale`

> Type: float.

> Defines how wide (in pixels) fighters must be. This parameter is very important and will largely condition the number of fighters on the map. It is used when loading the map. If it is, for instance, set to 1, there will be exactly a fighter per pixel on the screen. That is, if you play 640x480 on an empty map, the maximum fighters you could have is about 300000. The idea is that by changing the resolution, you also define the density of the map. In pratice, this is done in the hope that someone with a slow computer will pick up a low resolution and therefore play small levels. Conversely, someone with a brand new computer with powerfull CPU & GPU will use great resolutions and be happy with many fighters on the map. Still, changing the resolution after loading the map will not affet the number of fighters. Same for network games, the first player, who loads the map, defines its properties according to its own settings.

#### 4.10.3 guess-colors

— Command-line option: `--guess-colors=<value>`
— Environment variable: `LW6_GUESS_COLORS`
— XML key: `guess-colors`

> Type: boolean.

> Defines wether colors should be set automatically from texture colors. If set to true, then the program will try to pick up colors automatically from the texture, and will override the values of the color-base-bg, color-base-fg, color-alternate-bg and color-alternate-fg parameters. How these colors are picked up can't be garanteed, so if the map does not have strong contrast or if there can be any form of ambiguity, it's safe to set this to false and define one's own colors.

#### 4.10.4 hud-color-auto

— Command-line option: `--hud-color-auto=<value>`
— Environment variable: `LW6_HUD_COLOR_AUTO`
— XML key: `hud-color-auto`

> Type: boolean.

> Defines wether hud colors will be set automatically from base and alternate colors. This is a time saver to keep map designers from requiring to redefined every single color in the game. You only need to set color-base-bg, color-base-fg, color-alternate-bg and color-alternate-fg. Then hud_color_frame_bg, hud_color_frame_fg, hud_color_text_bg and hud_color_text_fg will be automatically set.

#### 4.10.5 max-map-height

— Command-line option: `--max-map-height=<value>`
— Environment variable: `LW6_MAX_MAP_HEIGHT`
— XML key: `max-map-height`

> Type: integer.

> Allows you to give a maximum map height. When designing a map you might wonder: this is dumb I'm conceiving this map I know its height, why should I limit it? Now think of the play who plays on a old slowish computer with a tiny screen. He might redefine this himself, and does not necessarly wishes to fire Gimp to rescale the map.

#### 4.10.6 max-map-surface

— Command-line option: `--max-map-surface=<value>`
— Environment variable: `LW6_MAX_MAP_SURFACE`
— XML key: `max-map-surface`

> Type: integer.

> Allows you to give a maximum map surface. Map surface is simply (width * height). This parameter is just here to save you the hassle of defining both 'max-map-width' and 'max-map-height' in a consistent manner.

#### 4.10.7 max-map-width

— Command-line option: `--max-map-width=<value>`
— Environment variable: `LW6_MAX_MAP_WIDTH`
— XML key: `max-map-width`

> Type: integer.

> Allows you to give a maximum map width. When designing a map you might wonder: this is dumb I'm conceiving this map I know its width, why should I limit it? Now think of the play who plays on a old slowish computer with a tiny screen. He might redefine this himself, and does not necessarly wishes to fire Gimp to rescale the map.

#### 4.10.8 menu-color-auto

— Command-line option: `--menu-color-auto=<value>`
— Environment variable: `LW6_MENU_COLOR_AUTO`
— XML key: `menu-color-auto`

> Type: boolean.

> Defines wether menu colors will be set automatically from base and alternate colors. This is a time saver to keep map designers from requiring to redefined every single color in the game. You only need to set color-base-bg, color-base-fg, color-alternate-bg and color-alternate-fg. Then menu_color_default_bg, menu_color_default_fg, menu_color_selected_bg, menu_color_selected_fg, menu_color_disabled_bg and menu_color_disabled_fg will be automatically set.

#### 4.10.9 min-map-height

— Command-line option: `--min-map-height=<value>`
— Environment variable: `LW6_MIN_MAP_HEIGHT`
— XML key: `min-map-height`

> Type: integer.

> Allows you to give a minimum map height. When designing a map you might wonder: this is dumb I'm conceiving this map I know its height, why should I limit it? Now think of the player who decided to play with highly-defined maps because he has a super calculator and a hudge screen. He might redefine this himself, and does not necessarly wishes to fire Gimp to rescale the map.

#### 4.10.10 min-map-surface

— Command-line option: `--min-map-surface=<value>`
— Environment variable: `LW6_MIN_MAP_SURFACE`
— XML key: `min-map-surface`

> Type: integer.

> Allows you to give a minimum map surface. Map surface is simply (width * height). This parameter is just here to save you the hassle of defining both 'min-map-width' and 'min-map-height' in a consistent manner.

#### 4.10.11 min-map-width

— Command-line option: `--min-map-width=<value>`
— Environment variable: `LW6_MIN_MAP_WIDTH`
— XML key: `min-map-width`

> Type: integer.

> Allows you to give a minimum map width. When designing a map you might wonder: this is dumb I'm conceiving this map I know its width, why should I limit it? Now think of the player who decided to play with highly-defined maps because he has a super calculator and a hudge screen. He might redefine this himself, and does not necessarly wishes to fire Gimp to rescale the map.

#### 4.10.12 resample

— Command-line option: `--resample=<value>`
— Environment variable: `LW6_RESAMPLE`
— XML key: `resample`

> Type: boolean.

> If set to true, maps will always be resampled to a size which depends on your screen resolution, zoom factor, and the rest. If false, maps will be set at the exact resolution of map.png.

#### 4.10.13 system-color-auto

— Command-line option: `--system-color-auto=<value>`
— Environment variable: `LW6_SYSTEM_COLOR_AUTO`
— XML key: `system-color-auto`

> Type: boolean.

> Defines wether system colors will be set automatically from base and alternate colors. This is a time saver to keep map designers from requiring to redefined every single color in the game. You only need to set color-base-bg, color-base-fg, color-alternate-bg and color-alternate-fg. Then system_color_bg and system_color_fg will be automatically set.

#### 4.10.14 view-color-auto

— Command-line option: `--view-color-auto=<value>`
— Environment variable: `LW6_VIEW_COLOR_AUTO`
— XML key: `view-color-auto`

> Type: boolean.

> Defines wether view colors will be set automatically from base and alternate colors. This is a time saver to keep map designers from requiring to redefined every single color in the game. You only need to set color-base-bg, color-base-fg, color-alternate-bg and color-alternate-fg. Then view_color_cursor_bg, view_color_cursor_fg, view_color_map_bg and view_color_map_fg will be automatically set.