This is reported to work on Windows but not Unix. It also
seems to be no longer maintained.
19) I have a problem because this and that is not working.
Make sure you use the latest "officially released" version.
You will be most cooperative if you try to fix it yourself first.
If you tried everything and you still cannot solve it then post
a help request to rec.games.computer.xpilot or email
xpilot-hacks@nslug.ns.ca.
There are some things that are generally helpful to mention, when relevant:
The XPilot version and where you obtained the distribution.
Your hardware.
Operating system.
Windowing system (X11, ...)
C Compiler used.
Changes you made to configuration files.
Any changes you have made to the source code or installation
procedures.
Any problems you had during installation.
20) What is the meta server? Where can I find other players?
The meta server is a server program that allows people to find other
XPilot servers running on the Internet. XPilot servers can report
their existence to the meta server on startup and every three minutes
of active play. Then other players can query the meta server and
find status information on XPilot games in progress.
The meta server also maintains a nickname database containing all the
nicknames in use by Internet XPiloteers. XPiloteers can add their
nickname interactively and protect it by a password.
The most obvious way to use the meta server is by pressing the
"Internet" button when you start the XPilot client. This will show you
a screenful of active servers which you can ping to measure latency.
This will help you select a reasonably unlagged server. Generally, 150ms
or less is considered playable. Click on the server name to join the game.
You can also access other features of the meta server by connecting with
telnet. Jarno reports, however, that this doesn't work with the default
Windows telnet client, nor with another one for Windows that he tried.
If you find a Windows telnet solution that works for you, please let us
know. To access meta via telnet, do the following:
telnet meta.xpilot.org 4400
Help is available online. Example session:
telnet meta.xpilot.org 4400
Trying...
Connected to meta.xpilot.org..
Escape character is '^]'.
Welcome to the XPilot Meta server
These are the available ports on the Meta server:
4400: This port. The interactive user port.
4401: The program port. It lists all info in one go and terminates.
4402: The FAQ port. It will give you the FAQ in one go and terminate.
4403: The nickname port. This will give you the current nick name list.
Type "help" to list possible commands.
E-mail problems to xpilot@xpilot.org.
>list
4.5.3 :xpilot.void.adminz.be :15345 :0 :2d 21.56 :Xpilot-Tournament Map (Blood's
4.5.3 :xp.abgenix.com :15345 :0 :1d 21.56 :West Coast Blood's Music
4.5.3 :host217-34-82-162.in-addr.btopenworld.com:15345 :1 :0.00 :The Globe
4.5.3 :whipit.devo.com :15345 :0 :8d 18.45 :Blood's Music II
4.5.1 :xpilot.terrabox.com :15345 :0 :1d 11.19 :tzx-rambunctious
4.5.3 :xpilot.games.zoreil.com :15345 :0 :9.15 :The Globe
4.5.3 :atfilm1.informatik.tu-muenchen.de:15345 :0 :7d 3.15 :Large Tournament
4.5.1 :stinkymonkey.cc.columbia.edu :15345 :5 :7d 14.48 :New Dark Hell
4.?.4 :angus.rap.ucar.edu :15345 :0 :17.59 :Ultra Doom
4.5.3 :fishy.fishy.fishy :15345 :0 :46d 13.27 :Xpilot-Tournament Map (Blood's
>server stinkymonkey.cc.columbia.edu
>status
SERVER VERSION...; 4.5.1
STATUS...........; ok
MAX SPEED........; 14 fps
WORLD (200x200)..; New Dark Hell
AUTHOR.....; PeaceMaker
PLAYERS (10/16)..;
NO; TM; NAME; LIFE; SC; PLAYER;
-------------------------------------------------
1... * Bosmans Jos 014 193 verhaege@bennevis.esat.kuleuven.ac.be
2... Thomas 079 147 thomas@gemini
3... Kazak 009 44 abc0@pc-boschi.cineca.it
4... R R2D2 004 36 robot@xpilot.org
5... Schnucki 007 25 bohnenka@alkhwarizmi.cs.utwente.nl
6... R Terminator 002 3 robot@xpilot.org
7... Mary jane 014 -3 DaxxHutchinson@dax
8... R Mickey 001 -6 robot@xpilot.org
9... R Capone (Kazak) 007 -20 robot@xpilot.org
10... R Neuro (Kazak) 005 -26 robot@xpilot.org
>quit
Connection closed by foreign host.
Try port 4401 instead of 4400 to get the server listing in a different format.
Port 4402 will get you the latest version of this FAQ.
Port 4403 will list the current nicknames database.
Due to some software problems the meta server may not be running
at all times, but it mostly will. In case it happens to be unreachable
there is an backup meta server at telnet meta2.xpilot.org 4400. The
graphical meta interface in the XPilot client will attempt to contact
both servers.
The meta server is developed and maintained by Ken Ronny Schouten
and Bert Gijsbers with email address meta@xpilot.org.
21) Why do I get "Could not establish connections with any metaserver"?
The XPilot client will display this message when all attempts to contact
the meta server fail. There may temporarily be a network split between
you and both the primary and backup meta servers, or (although this is
rather unlikely) both meta servers may be down. Try again later, or
specify the address of a known xpilot server directly on the command
line, bypassing the meta interface (see question 12). If meta or meta2
is simply slow and not completely down, you can try using the telnet
interface to obtain the name of the desired xpilot server (see the
previous question).
There is one other possible cause for this error. In XPilot 4.5.2, the
IP number of meta.xpilot.org changed. The XPilot client has the IP#
embedded in it to make connection to meta quick and reliable even if
the DNS server for xpilot.org is temporarily unreachable. Thus, if you
are using an older client, the connection to meta.xpilot.org will fail,
and meta2.xpilot.org will be contacted. If meta2 is slow or
unreachable, the connection attempt will time out before you get a list
of servers. The solution here is to upgrade your client.
22) What information about XPilot is available online?
The XPilot home page can be found at:
Highly recommended is the unofficial XPilot Newbie Guide by
Jarno van der Kolk at:
All things XPilot-related may be discussed on the Usenet newsgroup
rec.games.computer.xpilot, for which this FAQ was originally written.
XPilot mailing lists of interest to users are xpilotgame-users and
xpilotgame-announce, which are hosted here:
The XPilot development home page can be found at:
The unofficial mailing list for XPilot development discussions between
the official developers and contributing developers from the XPilot
player community is at:
Other WWW pages related to XPilot come and go. There are too many to
list here. Your best bet finding recent pages is to simply try a search
with your favourite web search engine for the keyword "xpilot". Try:
23) What is the unofficial XPilot Newbie Guide?
The Newbie Guide is an interactive web site that incorporates much of the
knowledge and wisdom of experienced players into a single document. It
largely supercedes the expansive but now quite dated earlier work, the
Newbie Manual hosted at www.xpilot.org/NM. One of the very nice features
of this guide is the ability to add your own comments on any page. Using
this format, Jarno has succeeded in keeping the Newbie Guide up-to-date
with the latest releases, patches and pearls of wisdom. It is available
here:
Topics ranging from complete descriptions of all weapons to ship-making,
map-making, jargon and etiquette are all covered by this guide.
24) How can I contribute bugfixes and new features to the game?
Make your contributions as context diffs against the latest version and
mail them to xpilot-hacks@nslug.ns.ca which is an open forum where
patches and new ideas for the game are discussed. A subscription form
and the archives of the list are here:
You can make context diffs with the diff command. Use "diff -c oldfile
newfile" or "diff -cr olddir newdir". The authors very much appreciate
fixes and improvements. XPilot has a longstanding tradition of
incorporating code from hackers all over the world.
25) Why do I never get any items (triangles) to appear in my maps?
At startup the xpilot server looks for a configuration file to
retrieve default values for some of the options.
The default name for this file is LIBDIR/defaults, where LIBDIR
is defined during compilation in the Makefile or Imakefile.
If you forgot to change the value of LIBDIR before compilation
or if you have (re)moved the XPilot directories after installation
then the xpilot server cannot find this file anymore. In which
case some of the values will have no or a useless value.
This is the case if you do not get any items to appear in your maps.
An example defaults file with reasonable default values can be
found in the XPilot distribution as ./lib/defaults.
26) What are the Well Known Problems for the latest version?
None.
27) Why can't I shoot players flying at high speeds?
Uoti Urpala provides this explanation:
If you fly fast, the server doesn't check for all possible collisions.
The analytic collision checking itself would be accurate to half warp[1]
speed but the server only does the check for bullets that are within a
certain distance from the ship. So if you're shooting at someone trying
to reach warp speed, it is likely the hit won't be detected. I think
the distance on [chuck-yeager.e.kth.se] is 4 blocks around the ship. So
if the speed difference between ship and bullet is more than that per
frame hits can go undetected, depending on where the bullet appears at
the start of a frame.
[1] Editor's note: "warp" is achieved by flying in a straight path on a
world with edgeWrap = true until the ship appears to be stationary,
i.e. is flying so fast that each frame it moves the entire height
(or width) of the map.
28) Are there other implementations of XPilot?
Yes and no. Nothing has been released by either of these projects yet,
but they are being actively developed, and the very daring and
adventuresome may download and try out what they have produced so far.
a) XPilot++
XPilot++ is an ambitious project led by XPilot developer Dick Balaska
(Bucko) that is still in alpha development to port all of XPilot to C++.
This will enable support for many new features more easily and unify
Unix and Windows versions into a single codebase, doing away with the
need for platform-specific versions of XPilot utilities such as XPWho
and xp-mapedit. XPilot++ can be found here:
One new feature is more aggressive and smarter bots.
Jarrod Miller (Daedlaes) is working on a new integrated shipshape and
map editor as a part of this project. XpilotControl is actually much
more than that, as it will, when finished, also allow remote
administration of running XPilot++ servers and provides a single meta
interface for both Windows and Unix for listing and joining XPilot
servers.
b) xpilot.sf.net
As noted earlier, this is a distinct project from the official XPilot
project at xpilotgame.sf.net.
Uoti Urpala (U) leads this project. Its most distinctive feature is a
polygon map format which is more flexible and extensible than the
current cell-block-based map format. This as-yet-unamed version can be
found here:
Other enhancements include:
- Better collision detection between objects -- the server now notices a
bullet hitting a ship even if it hits a wall later in the same frame.
- The official version lacked ship-wall collision detection for wall edges
which did not touch any vertices of the ship. Now, a player will no
longer be able to get stuck on the corner of a wall due to this problem.
- Different textures and colors can be specified in the map format.
- The client can automatically download textures over HTTP.
- Server-side recording allows re-enactment of a whole game from the
vantage point of an onlooker who can "snoop" through the eyes of
any player instead of just the limited view of the player who
recorded the game, as with client-side recordings.
- Scaling of framerate allows smoother play at higher framerates (assuming
enough bandwidth is available) without distorting the speed of the game.
- When player passwords are enabled on a server, its users may register
nicknames. Once a password is set on a nickname, a player must
authenticate to use the nickname.
Compatibility:
- The server doesn't work with original XPilot clients which only
understand the cell-based map format.
- The server doesn't read original cell-based maps, but there is a
utility provided to convert them to polygon format.
- Robots are not implemented.
EOFAQ
xpilot-ng-4.7.3/doc/man/ 0000775 0001750 0001750 00000000000 11344326746 012250 5 ustar k k xpilot-ng-4.7.3/doc/man/xpilot-ng-xp-mapedit.man 0000664 0001750 0001750 00000001212 11344054165 016721 0 ustar k k .\" DO NOT MODIFY THIS FILE! It was generated by help2man 1.36.
.TH XPILOT-NG-XP-MAPEDIT "6" "August 2006" "xpilot.sourceforge.net" "Games"
.SH NAME
xpilot-ng-xp-mapedit \- Edit block based XPilot maps.
.SH DESCRIPTION
Usage :
.IP
xpilot\-ng\-xp\-mapedit [options] [mapfile]
.PP
[mapfile] is the map you wish to edit. Leaving it blank will start a new map
[options] can be
.HP
\fB\-font\fR
.IP
Use this font instead of the default
.HP
\fB\-display\fR
.IP
Display mapeditor on this display instead of the current
.HP
\fB\-help\fR
.IP
Output this help
.HP
\fB\-\-help\fR
.IP
Output this help
.HP
\fB\-\-version\fR
.IP
Output version
xpilot-ng-4.7.3/doc/man/xpilot-ng-replay.man.old 0000664 0001750 0001750 00000016273 11344054165 016737 0 ustar k k .\" -*-Text-*-
.\"
.\" Copyright © 1991-2004 by Bjørn Stabell, Ken Ronny Schouten, Bert Gijsbers, Dick Balaska, Uoti Urpala, Juha Lindström, Kristian Söderblom and Erik Andersson & Steven Singer.
.\"
.TH XPILOT-NG-REPLAY 6 "Requires X11"
.ds )H GNU General Public License 2.0 applies
.ds ]W XPilotNG 4.6.0: Mar 18, 2004
.if n .ad l \" If nroff formatter, adjust left margin only
.if t .ad b \" If troff formatter, adjust both margins
.SH NAME
xpilot-ng-replay \- Playback an XPilot session.
.SH SYNOPSIS
.B xpilot-ng-replay
.B [-help]
.B [-scale \fIfactor\fC]
.B [-gamma \fIfactor\fC]
.B [-compress]
.B [-fps \fIvalue\fC]
.B [-FPS \fIvalue\fC]
.B [-loop]
.B [-play]
.B [-verbose]
.B inputfile
.SH OVERVIEW
xpilot-ng-replay is a program to view an XPilot recording. It takes record files
produced by \fIxpilot-ng-x11(6)\fP and allows the user to replay them and make
snapshots of frames.
.SS Options
.TP 15
.B -help
Prints some help, including commandline options.
.TP 15
.B -verbose
Prints some information about the record file.
.TP 15
.B -compress
Save frames in compress format using the \fBcompress\fP program.
.TP 15
.B -scale \fIfactor\fP
Sets the scale reduction factor for saving operations.
Valid scale factors are in the range [0.01 - 1.0].
.TP 15
.B -gamma \fIfactor\fP
Sets the gamma correction factor when saving scaled frames.
Valid gamma correction factors are in the range [0.1 - 10].
.TP 15
.B -fps \fIvalue\fP
Set the number of frames per second used for replay and recording.
.TP 15
.B -FPS \fIvalue\fP
Same as -fps \fIvalue\fP.
.TP 15
.B -play
Start playing immediately.
.TP 15
.B -loop
Loop after playing.
.PP
If the filename given is `\-' then the standard input is read. Frames read
from the standard input are stored in memory to allow the user to jump
backward and forward through them, however, with large record files earlier
frames may be discarded to make way for later frames. This will mean that
it may not be possible to jump back to the start of a large recording. This
restriction only affects files read from pipes.
.SH THE GRAPHICAL USER INTERFACE
When you start the program you will be presented two windows.
The first and largest window is the recording view window
where you will see the recorded game.
The second window is the control window which contains a row
of pushbuttons and which shows some information about
the recorded game. A third window may be popped up giving access to the
controls to save frames.
The buttons in the control window allow you to move through the recording.
They are, from left to right: record, rewind, reverse play, play,
fast-forward, pause, stop and eject. The symbols on them match the standard
symbols seen on tape and CD players.
Just below the buttons is information about the recording. The position of
the current frame within the recording, the server the game was played on,
the player's nickname and username, the client that the player connected
from and the number of frames per second the server was running at.
Playback can be in either of two modes \- normal or paused. In normal mode
the recording will play back in real time as close to the original frame rate
as possible. In paused mode, you can single step through frames.
In addition to the buttons certain keys perform shortcuts.
.SS Buttons
.TP 15
.B Record
This button pops up a window allowing you to mark frames for recording, and to
save the marked frames in either a standard graphics format (\fIppm\fP)
or in the XPilot Record format.
.TP 15
.B Rewind
In normal mode this plays the recording backwards at 10 times normal
speed. In paused mode this button steps backward 10 frames.
.TP 15
.B Reverse play
In normal mode this plays the recording backwards. In paused mode it
single steps backward one frame.
.TP 15
.B Play
In normal mode this plays the recording forward at normal speed. In paused
mode it single steps forward 1 frame.
.TP 15
.B Fast-forward
In normal mode this plays the recording forward at 10 times normal speed. In
paused mode it steps forward 10 frames.
.TP 15
.B Pause
This suspends playback and switches to paused mode.
.TP 15
.B Stop
This suspends playback and switches to normal mode.
.TP 15
.B Eject
This quits the program.
.SS Keys
.TP 15
.B f, space
Step forward 1 frame.
.TP 15
.B b, delete, backspace
Step backward one frame.
.TP 15
.B z
Go to frame zero.
.TP 15
.B [
Mark this as the first frame to be saved.
.TP 15
.B ]
Mark this as the last frame to be saved.
.TP 15
.B *
Save marked frames in PPM format.
.TP 15
.B &
Save marked frames in XPilot Recording format.
.TP 15
.B q
Quit the program.
.SS Recording
Either by using the keys, or the popup record window, you can mark a
section of the playback for recording. To do that, you move to the first
frame you wish to save and mark it as the first frame. Then move to the
last frame and mark that. Then save the marked frames. When saving in
PPM format the frames will be saved in files called
.B xpNNNNN.ppm.
Each frame wil be placed in a separate file, and the
.B NNNNN
will be replaced by the frame number within the original recording.
When saving in XPilot Recording format the frames will be saved in
one new file called
.B xpN-M.xpr,
where N is the frame number of the first frame
and M is the frame number of the last frame to be saved.
Since having a large number of PPM files can be quite costly in diskspace,
an option exists to automatically shrink them whilst saving. Use the
.B -scale
option to specify a scaling factor, for example, a scale factor of 0.25
on a 768x768 recording would result in the saved frames being 192x192.
When a frame is shrunk like that, the thin lines draw by
.B xpilot
can appear dimmed. To overcome this, use the
.B -gamma
option with a gamma value greater than 1. That should brighten up the
saved frames.
In addition a
.B -compress
option is available to save files in compressed format.
.SH EXAMPLES
The simplest invocation is
.IP
.B xpilot-ng-replay test-recording.xpr
.PP
which will play back a recording, and save frames at the original size.
You may want to compress the recording files to save disk space. You can
then play them back directly without uncompressing them first using
.IP
.B gzip -cd test-recording.xpr.gz | xpilot-ng-replay -
.PP
however, this may limit your ability to rewind through the recording.
.B xpilot-ng-replay
automatically recognizes if a file is in gzip, bzip2 or compress format.
If this is the case then it automatically starts
.B gzip -d
or
.B bzip2 -d
or
.B compress -d
to uncompress the file before playback.
To save frames smaller that the original size use something like
.IP
.B xpilot-ng-replay -scale 0.5 -gamma 2 test-recording.xpr
.PP
which will save frames at half size.
.SH AUTHORS
\fBxp-replay\fP was originally designed and developed by
Steven Singer (S.Singer@ph.surrey.ac.uk). Additional development was
performed by Bert Gijsbers (bert@xpilot.org). \fBxpilot-ng-replay\fP
is a slightly improved version.
The scaling and gamma correction code was taken from the \fBpbmplus\fP
package, which is Copyright (C) 1989, 1991 by Jef Poskanzer.
.SH BUG REPORTS
Bugs can be mailed to \fBkps@users.sourceforge.net\fP.
.SH SEE ALSO
xpilot-ng-x11(6), xpilot-ng-server(6), ppm(5), gzip(1)
.\"
.\" index \fIxpilot-ng-x11\fP \- multiplayer war game
.\" index \fIxpilot-ng-server\fP \- XPilotNG server
xpilot-ng-4.7.3/doc/man/xpilot-ng-x11.man.in 0000664 0001750 0001750 00000152752 11344054165 015707 0 ustar k k .\" -*-Text-*-
.\"
.\" @XP_COPYRIGHT@.
.\"
.TH XPILOT 6 "Requires UDP and X11"
.ds )H GNU General Public License 2.0 applies
.ds ]W @PACKAGE_STRING@: @XP_RELEASEDATE@
.if n .ad l \" If nroff formatter, adjust left margin only
.if t .ad b \" If troff formatter, adjust both margins
.SH NAME
xpilot \- XPilot multiplayer gravity war game client
.SH SYNOPSIS
.B xpilot
.B [-help]
.B [-version]
.B [-name \fInickname\fC]
.B [-team \fIteam-number\fC]
.B [-join]
.B [-list]
.B [-shutdown [\fImessage\fC]]
.B [-display \fIstring\fC]
.B [-port \fIport-number\fC]
.B [-text]
.B [\fIconfiguration-options]\fC
.B [\fIserver-host ...\fC]
.SH OVERVIEW
XPilot is a multiplayer game which looks a bit like Thrust for
the Commodore 64. Thrust has some similarities with Atari's
coin-up games Gravitar and Asteriods (not a misspelling) - they
were the originals. Several clones have appeared for various
computers, among others Gravity Force for the Commodore Amiga.
The main objective of the game varies as you can choose different
game modes, although the only modes supported as of today are
\fBcombat\fP (optionally with teams and/or limited lives) and
\fBrace\fP. The former mode focuses more strongly on shooting
each other down, while the latter is more a piloting test than
anything else.
To start playing, you need to connect to a \fBserver\fP by
using a \fBclient\fP program called \fIxpilot\fP. If there are
no servers running, you will have to start one of your own (see
man-page \fIxpilots(6)\fP).
.SS Options
.TP 15
.B -help
Prints some help, including commandline options.
.TP 15
.B -version
Prints the current version.
.TP 15
.B -name \fIplayer-name\fP
Lets you use an alternative name during the play (may be handy :). If this
option isn't specified, and you haven't set the X resource \fPname\fP, you
will be known by your \fIlogin name\fR.
.TP 15
.B -team \fIteam-number\fP
Joins team number \fBteam-number\fR. See below for notes about
team play. When the server is not configured for team mode, this
option has no effect.
.TP 15
.B -help
Prints a small usage message.
.TP 15
.B -version
Prints version information.
.TP 15
.B -join
Automatically joins the first server you get response from.
If no \fIserver-host\fP is specified, a \fIbroadcast query\fP is
performed to locate a server on the local network.
.TP 15
.B -list
A \fIbroadcast query\fP is performed on the local network and status
information is displayed from all servers found.
.TP 15
.B -shutdown [\fImessage\fP]
Sends a shutdown to the server, the message part is optional.
.TP 15
.B -name \fInick\fP
Specifies your nick name.
.TP 15
.B -team \fInumber\fP
Specifies your wanted team number.
.TP 15
.B -display \fIdisplay-string\fP
Specifies which X server to contact.
.TP 15
.B -port \fInumber\fP
Specifies the port number to use when contacting a server.
.TP 15
.B -text
Invokes the old text-based \fBcommand prompt\fP interface instead
of the new \fBWelcome Window\fP. If no \fIserver-host\fP is specified,
a \fIbroadcast query\fP is performed to locate a server on the local
network. If a \fIserver-host\fP is specified, \fB-text\fP is implied.
.TP 15
.B \fIconfiguration-options\fP
All the X resource values can be configured separately from the command
line. For example to change the ecm key to just `z' use;
.B -keyEcm z
.TP 15
.B \fIserver-host\fP
Tries to connect to server at host \fIserver-host\fP. If successful
and \fB-join\fP is not specified, you are presented with the
\fBcommand prompt\fP.
If neither \fIserver-host\fP nor \fB-join\fP are specified, the
\fBWelcome Window\fP is displayed and a server may be selected from
there.
.SH PROMPT COMMANDS
When you startup \fBxpilot\fP specifying a server name but no \fB-join\fP
option, or \fB-text\fP is specified, you will get a prompt asking you
for directions. You may type
.B h
or
.B ?
to list the available commands. These are quite obvious and
deal with communication to the current server only. You may
enter the game by pressing CR (Return/Enter).
If you are the owner of the server you will have a few extra
options. See \fIxpilots(6)\fP.
.SH THE WELCOME WINDOW
When you startup \fBxpilot\fP without specifying a server name you will
be presented with a Welcome window with three buttons in the upper left
corner. These buttons are:
.RS 5
.TP 12
.B Local
Search for \fBxpilot\fP servers on the local network and display a list
of matches. Press the \fBJoin game\fP button beside the desired server name
to start playing. If no servers are listed, you will need to start one.
See \fIxpilots(6)\fP.
.TP 12
.B Internet
Search the xpilot meta servers (see \fBnotes\fP section) for currently
running xpilot servers on the Internet.
If the meta servers could be contacted, a list of servers will be
displayed.
.TP 12
.B Quit
Press this button to exit the program.
.RS -5
When the \fBInternet\fP button is pressed and successfully retrieves the
list of xpilot servers from the meta servers, additional buttons appear
at the bottom and one under the \fBserver\fP column for each server
listed:
.RS 5
.TP 12
.B Next Page
If there is more than a screenful of servers, this will allow you to see
the rest of them. A \fBFirst Page\fP button will appear to return to the
top of the list when you are not on the first page. The page is initially
sorted by the \fBpl\fP column in descending order.
.TP 12
.B Measure Lag
This will fill the \fBping\fP column with the round-trip time for a packet
to reach each server (in milliseconds). If the server is not reachable,
\fBnone\fP will appear in this column. The results will be sorted by
\fBPl\fP in descending order and subsorted in ascending order by \fBPing\fP
time.
.TP 12
.B Server
The hostname of the server is displayed as a red button to join that server.
The button is highlighted when the program is attempting to establish a
connection to the server. If the server cannot be contacted after two
retries, the button will revert to its unhighlighted state. If the
button stays highlighted and you do not enter the game immediately,
this means you have been \fIqueued\fP to enter the game as soon as a
base is available.
The xpilot client does not handle the connection attempt in its
own thread and therefore blocks the current execution thread and will
not update the display or respond to button presses until a connection
is established or it gives up. Thus, the only way to exit the queued
state is to close the xpilot client, either by using the window manager
to close the window, or forcibly with \fBkill(1)\fP or ^C.
Incorrectly configured server hosts may report a false hostname.
However, behind the scenes, the meta server sends us the IP number. A
connection will be established to that IP number when the server button
is pressed so long as there isn't a network problem (such as a firewall
at either the client or server end not configured to permit access) that
prevents contact.
.RS -5
The columns of the Internet server table, from left to right are as
follows:
.RS 5
.TP 12
.B Pl
The number of human players on the server.
.TP 12
.B Q
The number of players currently queued to join the server.
.TP 12
.B Ba
The number of bases on this map.
.TP 12
.B Tm
The number of teams, if the map is a teamplay map.
.TP 12
.B FPS
The framerate of the server in frames-per-second.
.TP 12
.B Stat
The status of the game, e.g. \fBlock\fP if the game is locked.
.TP 12
.B Version
The version number of the server.
.TP 12
.B Map
The name of the map.
.TP 12
.B Server
The hostname of the server.
.RS -5
.SH THE GRAPHICAL USER INTERFACE
When you enter a game you will hopefully be presented a window.
This window is divided into three major areas:
.RS 5
.TP 12
.B Radar
(Top left) This area shows the map the server you are playing on
is using as well as the position of your fellow players (if they
aren't cloaked). In race mode the radar also outputs the
position of the control posts. Players are shown as small rectangles
The player you are currently locked onto is shown as a flashing
rectangle.
The server can optionally display missiles, mines and/or bombs (moving
mines) on this radar, and will display them using different symbols;
missiles are quick flashing small dots, mines and bombs slow flashing small
dots. If nuclear mines or missiles are launched the radar can detect the
high energy radation emiited and will show these types of weapons on the
radar as alternating small and large rectangles. The radar always has a
limited range for these objects, due to their small size. The maximum
range depends on how much fuel you are carrying.
On teamplay maps, your fellow team members will appear as green dots on
the radar, whereas the enemy will appear as white dots.
.TP 12
.B Rating list
(Bottom left) This area shows the list of players (sorted with
respect to their \fBrating\fP, or `score') currently logged on
the server. The player with the highest / ratio - that is, the most `deadly' player - is underlined
with a dashed line.
First on each line, you might find a letter which gives you some
information about the status of the player:
.B R
means the player is a robot,
.B T
means the player is not a player but a detached tank,
.B D
means player is dead (only possible in limited lives mode),
.B P
means the player is paused and
.B W
means the player is waiting to join the game after login
(in limited lives mode).
Depending on the current game mode, you will also find
information about which teams each player belong to and how many
lives each player has left.
.TP 12
.B Game area
(Right) This is where the action is. Most notably you will see
your fighter in the middle of the screen, hopefully you won't see
any shots or explosions yet!
You may also see some strange blue drawings surrounding your fighter - this
is the \fBHUD\fP (Head Up Display) which greatly simplifies and compresses
the information you need to know. Currently, the HUD displays the
following information:
.RS 5
.TP 12
.B Bonus items
You may notice some symbols and numbers on the left side of the HUD,
these indicate which, and what quantity, of extra equipment you have.
This list can be turned off using the `o' key, then only items which
you gain or loose will be briefly shown on the HUD. Pressing `o'
again will constantly show owned items.
.TP 12
.B Fuel
A fuel meter will appear on the right side of the HUD when you
are getting low on fuel, it will start flashing when your fuel
level gets dangerously low. The fuel is numerically displayed on
the bottom right corner of the HUD.
.TP 12
.B Lock
The name of the player you have currently locked on is shown on
the top of the HUD. The distance and bearing to that same player
is visualized by a dot where placement of the dot gives the
direction, and the size of the dot gives the distance. The dot
will be filled if the player is not on the same team as you. The
distance to the player also numerically displayed on the top
right corner of the HUD, it is measured in `blocks'.
.TP 12
.B Velocity
(Optional) The position of the HUD changes with the current
velocity. The distance from the center of your screen is
proportional to your velocity. Moving to the top moves the HUD
to the bottom.
In addition to the moving HUD, you can display a line from the
center of the HUD to the center of your ship.
Both indicators can be combined or used exclusivly (see
discussion about \fBXresources\fP below).
.TP 12
.B Score messages
Relevant score information is shown below the HUD, as well as on
the game field.
.TP 12
.B Time left
The amount of time the game will last if the the server was started
with a time limit. This is displayed in the upper left corner of
your HUD.
.RS -5
.RS -5
Between the \fBradar\fP and the \fBRating list\fP there are three
push buttons:
.RS 5
.TP 12
.B Quit
Exits the game and the program.
.TP 12
.B About
Pressing the \fBAbout\fP button will popup a three page help window.
It explains in short the functionality of all the items
you may encounter together with a graphical depiction of them.
.TP 12
.B Menu
The \fBMenu\fP button pops up a pull down menu with the following
buttons:
.RS 5
.TP 12
.B Keys
Will popup the \fBKeys\fP window, which contains a list of
all the \fBX keysyms\fP that have one or more xpilot actions
bound to them.
.TP 12
.B Config
Changes the \fBRating list\fP into a window with a list
of most of the options. The options can be changed interactively.
Pushing the \fBSave configuration\fP button will save the options
and the key bindings to the .xpilotrc file in your home directory.
.TP 12
.B Score
Displays the players and their scores in the \fBRating list\fP window.
.TP 12
.B Player
Lists the players with their login name and their host address
in the \fBRating list\fP window.
.TP 12
.B MOTD
Displays the Message Of The Day if the server has one available.
.RS -5
.RS -5
.SH GAME CONCEPTS
The game objective varies as the server (\fIxpilots(6)\fP) is
very configurable. However, below you will find short
descriptions of some of the main concepts of the game.
.SS Gravity
All objects in the game are affected by gravity - that is, they
will accelerate in the direction the gravity is strongest. The
strength and direction of the gravity is user configurable (see
\fIxpilots(6)\fP), and can even be set to 0.
Some objects affect the gravity in a limited area, these are
called \fBgravs\fP and they exist in miscellaneous types
(attractive, repulsive, clockwise, anti-clockwise). Gravs are
shown as red circles with some symbol inside which is different
for each type of grav. (For more information on how the affect
the gravity, see \fIxpilots(6)\fP.)
.SS Wormholes
Wormholes are shown as red rotating circles. They will
`teleport' you to another place in the world. Generally, when
you go through a wormhole, you'll come out at the nearest
wormhole in the direction you were travelling. Some wormholes
are enter-only and some are exit-only. The exit-only ones are
invisible. Passing through a wormhole will make you visible for
a while if you were cloaked.
.SS Fuel
You will also have to worry about your \fBfuel level\fP as most
equipment use fuel/energy and some even work better the more fuel
you have.
You may gain fuel by picking up special `fuel cans' (see
\fBbonus items\fP section) or refueling at a refuel station.
Refuel stations may be found in blocks in the world, they differ
from standard background blocks in that they have a red/black
\fBF\fP in them, and they are partly or completely filled with
red. The amount of red determines how much fuel the station has
at available for you. To refuel, you must hit the
\fIkeyRefuel\fP key (see \fBcontrols\fP section).
Fuel takes up mass and will also determine how big the explosion
will be when (sorry, `if' :) you meet your destiny.
.SS Combat
There are two different and mutually exclusive modes which have
greatly different objectives: \fBcombat mode\fP and \fBrace
mode\fP. The most extensive is the \fBcombat mode\fP, which also
happens to be the default.
Here your main objective is to get as high a rating as possible
by `blasting away' on enemy fighters (human or robot controlled)
and cannons. All will naturally fire back at you, so you will
also need some nifty piloting skills and/or some heavy equipment
to really enjoy living. Extra weapons are explained in the
\fBbonus items\fP section.
.SS Race
In \fBrace mode\fP, your objective is to fly as fast as you can
through a specified route. This is done by passing checkpoints
in a specified order. The finish is reached after three laps.
The next checkpoint is always visible on the radar.
.SS Team play
\fBTeam play\fP is useful in combination with \fBcombat mode\fP.
It is different from straight \fBcombat mode\fP in that players
on your own team are not considered enemies. There are some
additional objectives too.
You can gain points if the map you are using have \fBtargets\fP
or \fBtreasures\fP. The main difference is that you get points
by blowing up an enemy's target using shots or mines.
A shot will only damage a target and if the target is completely
damaged then the next shot will blow it up. A mine will immediately
destroy a target. Two missile hits will also destroy a target.
Enemy treasures have to be stolen from the enemies and dropped on
your own treasure. You pick up a treasure by using \fIkeyConnector\fP
when flying nearby the enemies treasure. This will attach
the treasure to your ship with a strong rubber band. Now you have to move
your ship away from the treasure while holding the \fIkeyConnector\fP
down. When you reach a certain distance the rubber band will be drawn in
a sollied line. This means that the treasure is attached to your ship.
It is possible (in emergency situations :) to detach the enemy treasure
by pressing \fIkeyDropBall\fP, but this will of course not gain you or
your team any points.
Certain maps may configure targets as passable by team members, in
which case they can act as wall shields for team bases.
Provided that \fBteamImmunity: yes\fP is set on the map, your teammates
will appear as blue ships, and so will their shots. With \fBteamImmunity\fP
you cannot be shot by members of your own team, nor do you bump into or
crash with them. The enemy, and the enemy's shots are always white.
.SS Shields
You may or may not have shields at your disposal, depending on
the server options specified. If you have, they are activacted
with the \fIkeyShield\fP key (see \fBcontrols\fP section).
Generally collisions with other objects (except for debris and
sparks) are lethal, but when you are hit by something with your
shields up then it will only cost you some fuel/energy.
If you didn't have enough fuel then the collision will be lethal
again. Having your shields up costs fuel.
.SS Bonus items
During the game you might encounter blue triangles with red
symbols on - these are special bonus items which will make your
life easier. As of today, these items include:
.RS 5
.TP 12
.B Fuel can
More fuel/energy.
.TP 12
.B Cloaking device
Makes you invisible for other players, both on radar and on the screen.
However, when you are hit by a shot or missile or bounce with another
player then you will be temporarily visible again.
.TP 12
.B Sensors
Enables you to see cloakers to a limited extent. Having more sensors
improves this.
.TP 12
.B Rear cannon
Extra rear cannon.
.TP 12
.B Front cannons
2 extra front cannons.
.TP 12
.B Afterburner
Your main engine becomes more powerful and uses your fuel more
efficiently.
.TP 12
.B Rockets
Pack of rockets. These may be used as smart missiles, heat
seeking missiles, or just plain dumb torpedos. Usually these
explode on impact with a small debris explosion. However, if
enabled, nuclear and/or cluster variants of each may be possible.
See the description of \fIkeyToggleNuclear\fP, \fIkeyToggleCluster\fP
and \fIkeyToggleModifier\fP.
.TP 12
.B Mine
Pack of mines. Can be dropped as either moving mine (bombing) or
stationary mine (mining). Usually these will explode when someone else
comes within a few blocks, causing a large debris explosion. However, if
enabled, nuclear and/or cluster variants of each may be possible.
Mines have a little intelligence and will not explode for
the player (or team members) who dropped them. However, the
targetting of mines can be effected by ECMs (unless the
server option \fIecmsReprogramMines\fP is false). If you
get close enough to a mine, you will be able to sense who
the mine is currently programmed by. Mines dropped by
different players have a different external appearance --
mines dropped by you or your team show up hollow.
Reprogramming does not change the appearance of a mine, so
be careful because a hollow mine may not be safe.
See the description of \fIkeyToggleNuclear\fP, \fIkeyToggleCluster\fP,
and \fIkeyToggleModifier\fP.
.TP 12
.B Tank
Additional fuel tank (perhaps with some spare fuel). As you pick
up more tanks, your weight increases and you'll have to
compensate by picking up afterburners. You can change which tank
is the `active tank', that is the one that fuel is drained from
(if this tank is empty, fuel is drained from all tanks).
Refueling is quicker with more tanks.
To ease filling several tanks in parallel, all the tanks drain
into their left neighbours (0<-1<-\|.\|.\|.<-8); except your
active tank, which is watertight (it seems a bit complicated at
first, but trust me, you'll get it eventually :-). Tanks don't
drain if they reach a certain minimum level (unless of course,
you use it as the active tank).
When you detach a tank it is the active one that is detached,
unless the active tank happens to be your main tank, in which the
tank with the highest number is used. The detached tank will
have the shape of a ship and will carry your name, it will
immediately start thrusting (as long as fuel permits) and will
fool all heat-seekers to follow it.
.TP 12
.B ECM
Electronic Counter Measures. ECM allows you to confuse and
re-target smart missiles within a certain range of your ship.
When missiles are zapped by ECM, they will become confused for a
while and then have a high probability of going after the player
who you were locked onto when you used the ECM. The ECM will also
cause within a certain range to either explode or be more likely
be temporarily be blinded such that they do not explode if you go
near them. The closest mine within ECM range may be reprogrammed
to be safe for you and your team members. If another ship
is within range of the ECM, all it's sensors will freeze for a
while and if the ship was cloaked, it will become visible for a
while. The ECM is activated by pressing the \fIkeyECM\fP key.
.TP 12
.B Transporter
Enables you to steal equipment and energy/fuel from the closest
fighter, provided it is within the transporters range. You
activate the transporter by pressing the \fIkeyTransporter\fP key.
.TP 12
.B Laser
Gives you a laser weapon with limited range. Having more of these
increases the range and the repeat rate of the laser subsystem.
.TP 12
.B Emergency Thrust
Gives you a limited amount of super thrusters, equivalent to a full
complement of afterburners. With a light ship this is equivalent
to hitting hyperspace or warp factor 9.99. Useful for stopping quickly
or running away fast from a deadly encounter. The extra thrust
capability is toggled on and off by a seperate key and can thus be
saved, the amount of time remaining is shown by a status bar below the
HUD.
.TP 12
.B Autopilot
Gives you a hover capability. When engaged an `Autopilot' light will flash
above the HUD. When engaged the autopilot computer will bring the ship
to a hover by the quickest (perhaps not safest) method possible. It will
then leave you in a hover, unless in a strong gravity field where your
engines cannot cope. Useful for hovering next to a refuel depot.
.TP 12
.B Tractor Beam
Not to be confused with a transporter, this enables you to push or pull
the ship you are currently locked onto. The force is mutual, and thus
if your ship is lighter than your target you will move more towards him
than him towards you. Best used with heavy ships to pull then push
annoying players into walls.
.TP 12
.B Emergency Shield
Gives you a limited amount of extra shield power, which prevents any
fuel loss from shots, debris, player and wall collisions, missiles,
mines, etc. While in use, the ship can smash into walls at any speed
and angle without fear of being killed. The extra shield capability
is toggled on and off by a separate key and can thus be saved, with
the remaining amount of extra shield power being saved for later use.
Once toggled on, the extra shield power will take effect and be used
only while the normal shields are up. Best used when confronted with
cluster mines and missles or deadly cannons.
.RS -5
.SH CONTROLS
The game understands quite some keys, but not all of them are
equally important. The following keys are more or less sorted by
importance. The name of the keys are also the Xresources you use
to redefine them, and the words inside the curly braces {} are
their default bindings. See \fBXresources\fP section below.
.RS 2
.TP 4
\fIPrimary keys\fP
The primary keys are:
.RS 5
.TP 12
.B keyTurnLeft {a}
Turn left (anti-clockwise).
.TP 12
.B keyTurnRight {s}
Turn right (clockwise).
.TP 12
.B keyThrust {right Shift or left Shift}
Thrust me.
.TP 12
.B keyFireShot {return or linefeed}
Fire normal shot.
.TP 12
.B keyShield {space or Caps Lock}
Raise shield. Must be held down for continuous use.
.TP 12
.B keyRefuel {f or left Ctrl or right Ctrl}
Try to connect to nearest fuel station. Must be held down during refueling.
.TP 12
.B keyRepair {f}
Repair a target.
.RS -5
.TP 4
\fISecondary keys\fP
The following commands are not always available, some require bonus items
to have any functionality at all.
.RS 5
.TP 12
.B keySelfDestruct {q}
Self destruct. At last we managed to include a timer, got rid of all those
nasty I'd-rather-die-by-my-own-hands-than-let-you-kill-me-and-get-all-
the-points pilots.
.TP 12
.B keyIdMode {u}
Toggle the ID mode. Instead of the score list it will display the list
of players with their real names and computer addresses.
.TP 12
.B keyCloak {BackSpace or Delete}
Enable/disable cloaking device if available. You will be invisible on both
radar and on screen, but beware - the device is not foolproof, it is
not cheap on your fuel and the only thing becoming invisible is your ship,
i.e. the exhaust-flames will still be visible.
.TP 12
.B keySwapSettings {Escape}
Toggle between two different settings. You'll probably want more power
and a larger turn rate in combat than when you're doing some critical
maneuvering.
.TP 12
.B keyDropMine {Tab}
Drop a proximity mine. The mine will detonate after a certain amount of
time (quite large actually) or when a foe comes too near.
.TP 12
.B keyDetachMine {bracketright}
Drop a moving mine - that is, a bomb.
.TP 12
.B keyDetonateMines {equal}
Detonate the mine you have dropped or thrown, which is closest to you.
.TP 12
.B keyEcm {bracketleft}
Fire an ECM pulse.
.TP 12
.B keyChangeHome {Home or h}
Change home base. You will need to be landed on the base of your choice.
(The \fBHome\fP key is located just right of the \fBReturn\fP key on most
HP-keyboards.) These keys are convenient for HP keyboards, also somewhat
adapted to SUN keyboards.
.TP 12
.B keyTankNext {e}
If you have additional tanks, the current tank will be the next tank.
.TP 12
.B keyTankPrev {w}
If you have additional tanks, the current tank will be the previous tank.
.TP 12
.B keyTankDetach {r}
Detach the current tank (or the last additional tank).
Heat-seeking missiles will hopefully follow this tank.
.TP 12
.B keyPause {p or Pause}
Park or paused hover mode - you can only park while you're landed on your own
home base, and when you park, you cannot rejoin the game until
the P has stopped blinking (to prevent users from using this
option to run away from a battle). If you are not near your base and
you are travelling very slowly the ship will be brought to a standstill
on autopilot and cannot be unpaused until the `Autopilot' light stops
blinking.
.TP 12
.B keyFireMissile {backslash}
Fire smart missile if available. The missile will home onto the player
that you have currently locked on. You must have \fBa clear lock\fP on a
player for this to work. Requires lock.
.TP 12
.B keyFireHeat {semicolon}
Fire a thrust controlled missile. Works like a smart missle, but
is faster and ECM isn't able to confuse it. Needs the thrust for
navigating.
.TP 12
.B keyFireTorpedo {quoteright}
Fire a missile without flight control. It runs very fast in shot
direction.
.TP 12
.B keyFireLaser {slash}
Fires a laser weapon in the direction you are pointing. Lasers have
limited range and use a lot of fuel, but they are instantaneous and
therefore much more deadly than normal shots. The precise electronics
of lasers can be irretrivially damaged by the high energy interference
generated by enemy ECMs.
.TP 12
.B keyToggleNuclear {n}
Pressing this key will toggle through the following indicators on your
HUD (bottom left), only if nuclear weapons are allowed;
.RS 12
.TP 4
.B N
All missiles or mines launched from now are limited nuclear weapons.
.TP 4
.B FN
All missiles or mines launched from now are full (or fusion) nuclear
weapons.
Pressing the key again clears the nuclear weapons mode.
.RS -12
.RS -5
.RS 12
You must have eight or more missiles, or four or more mines to launch
a nuclear missile or mine, and perhaps enough fuel as well. If you do
not a message will be displayed at the bottom of the game area explaining
why and the weapon will not be fired.
Firing a full (or fusion) nuclear weapon completely depletes your stock
of that weapon, limited nuclear weapons will deplete your stock by eight
missiles or four mines.
A nuclear missile or mine fired will have a mass and explosive power equal
and usually greater than the total number that were used. Nuclear torpedos
are very fast, and all nuclear weapons explode violently (this may freeze
the server momentarily). After firing a one off nuclear weapon, the `n'
indicator is cleared.
.RE
.RS 5
.TP 12
.B keyToggleCluster {c}
Pressing this key will toggle the following indicator on your
HUD (bottom left), only if cluster weapons are allowed;
.RS 12
.TP 4
.B C
All missiles or mines launched are cluster weapons.
.RS -12
.RS -5
.RS 12
Cluster weapons explode differently from normal weapons. The explode with
a slower moving shower of killing shots and not debris, which may kill
or deplete shields just like a normal shot fired by your self. Thus,
since cluster debris is deadly to yourself, you should be careful when
firing such a weapon. After firing a one off cluster weapon, the `c'
indicator is cleared.
A cluster weapon will also use an almost equivalent
amount of fuel as if you had fired the shots using your cannon, and thus
large cluster explosions will use large amounts of fuel. If you do not
have enough fuel a message saying so will be displayed at the bottom of
the game area and the weapon will not be launched.
.RE
.RS 5
.TP 12
.B keyToggleImplosion {i}
Pressing this key will toggle the following indicator on your
HUD (bottom left), only if modifiers are allowed;
.RS 12
.TP 4
.B I
All mine and missile explosions will be implosions instead.
.RS -12
.RS -5
.RS 5
.TP 12
.B keyToggleVelocity {v}
Pressing this key will toggle through \fBV1\fP through \fBV3\fP and
to no modifier in turn. It affects the speed of nuclear and/or cluster explosions, higher modifier
numbers produce lower explosion velocities, and thus for the most effective
nuclear cluster explosion a \fBV2\fP or \fBV3\fP modifier should be used.
.TP 12
.B keyToggleMini {x}
Pressing this key will toggle through \fBX2\fP through \fBX4\fP and
then no modifier in turn. The number shows how many miniture mines or
missiles will be fired for every key press. The sum total damage and
cost of using miniture weapon is equivalent to a normal weapon of that type.
.TP 12
.B keyToggleSpread {z}
Pressing this key will toggle through \fBZ1\fP through \fBZ3\fP and
then no modifier. The higher the number the closer the spread of fire
for minature weapons, it also affects the spread of wide and rear shots,
successively narrowing the stream of bullets such that \fBV3\fP is a single
beam of shots.
.TP 12
.B keyTogglePower {b}
Pressing this key will toggle through \fBB1\fP through \fBB3\fP and then
no modifier. The higher the number the less powerful a tractor
beam is used, mainly for conserving energy or fine adjustment in pulling
somebody around. The power setting also affects the engine to warhead
ratio in missiles, a higher setting will cause each missile to have more
powerful engines, and thus be much quicker and more maneaverable, but at
the cost of a drastically reduced damage capability. However when
coupled with other modifiers this can cause severe psychological
advantages, consider the effect of trying to outrun four minuture full
cluster powered up nuclear smart missiles.
.TP 12
.B keyClearModifiers {k}
Clears all current modifiers in effect.
.TP 12
.B keyLoadModifiers1 {1}
Loads the modifiers stored in bank 1, as set by the modifierBank1 resource.
.TP 12
.B keyLoadModifiers2 {2}
Loads the modifiers stored in bank 2, as set by the modifierBank2 resource.
.TP 12
.B keyLoadModifiers3 {3}
Loads the modifiers stored in bank 3, as set by the modifierBank3 resource.
.TP 12
.B keyLoadModifiers4 {4}
Loads the modifiers stored in bank 4, as set by the modifierBank4 resource.
.TP 12
.B keyToggleAutoPilot {h}
This toggles the autopilot feature. You need atleast one Autopilot item
before this will work.
.TP 12
.B keyToggleEmergencyThrust {j}
This toggles the emergency thrust item. You need at least one emergency
thrust item, on first turning this on the item is used up and ten seconds
or so of emergency thrust is placed at your disposal. The time is only
used up as you thrust, and hitting this key will return you back to normal
thrust while conserving the remaining boosted thrust. If you posses both
Autopilot and Emergency Thrust items, pressing the Meta or Alt keys will
give the equivalent of emergency brakes.
.TP 12
.B keyToggleEmergencyShield {g}
This toggles the emergency shield item. You need at least one emergency
shield item. When first turning on, this item is used up and ten seconds
or so of emergency shield power is placed at your disposal. The time is
only used up as you use your regular shields, and hitting this key again
will return you back to normal shield power while conserving the remaining
emergency shield power.
.TP 12
.B keyTractorBeam {comma}
This will engage any tractor beam items on the player who you hold a lock
on, it causes a mutual attractive force between you and them, causing both
players to move towards each other.
.TP 12
.B keyPressorBeam {period}
This will engage any tractor beam items on the player who you hold a lock
on, it causes a mutual repulsive force between you and them, causing both
players to move away from each other.
.TP 12
.B keyTalk {m}
Pressing this key will toggle between the talk window being shown below
the HUD. If your mouse pointer is outside the window you will still
have full control of your ship and pressing the talk key will disappear
(the current message will not be lost). If you position your mouse
pointer within the window you can type a message using the keyboard,
however you ship will no longer respond to key presses. The following
special keys are available;
.RS 12
.TP 4
.B Return Linefeed
This finishes and sends the message. The talk window is also removed
from the screen and the message text cleared.
.TP 4
.B Backspace Del
These keys delete the last character.
.TP 4
.B Ctrl-W
This deletes the last word.
.TP 4
.B Ctrl-U
This deletes the entire line of text.
.TP 4
.B Esc
This removes the talk window without clearing the text. This is useful
if you are typing a message and something important in the game happens
that requires you to control your ship.
.RS -12
.RS -5
.RS 12
Messages will usually be sent to every player logged in, including
yourself. Messages received will always appear in the bottom of the
Game area, and will look like;
.nf
\fI<> Hello world\fP.
.fi
However you can send messages to individual players or teams by starting the
message with the player's name (or enough character from the beginning
of their name to make it unique) or team number followed by a colon, and
then the message. Just placing a colon at the start of the message
will send it to everyone. For example;
.nf
\fIvip: Hello\fP
.fi
will send a message to only one player who's name begins the letters \fIvip\fP
(the case does not matter).
.RE
.RS 5
.TP 12
.B keyToggleCompass {y}
Turns of the HUD compass display.
.TP 12
.B keyLockClose {Select Up}
Will lock onto the closest player if he/she is within range.
.TP 12
.B keyLockNextClose {Down}
Will lock onto the next closest player after the currently locked player.
.TP 12
.B keyLockNext {Next Right}
Will, if possible, lock onto the next player in the game.
.TP 12
.B keyLockPrev {Prior Left}
Will, if possible, lock onto the previous player in the game.
.TP 12
.B keyConnector {Control_L}
Use connector (for the moment, all this is used for is picking up
treasures/balls).
.TP 12
.B keyDropBall {d}
Drop the ball if you are carrying it.
.TP 0
These keys let you adjust the control sensitivity:
.TP 12
.B keyIncreasePower {KP_Multiply}
Increase engine power.
.TP 12
.B keyDecreasePower {KP_Divide}
Decrease engine power.
.TP 12
.B keyIncreaseTurnspeed {KP_Add}
Increase turn speed.
.TP 12
.B keyDecreaseTurnspeed {KP_Subtract}
Decrease turn speed.
.TP 12
.B keyToggleOwnedItems {o}
Causes all owned bonus items to be shown either constantly or for a brief
period after they change in amount on the HUD.
.TP 12
.B keyToggleMessages {0}
Causes messages to be shown or not shown.
.TP 12
.B keyReprogram {quoteleft}
Reprogram a modifier bank or lock bank.
.TP 12
.B keyLoadLock1 {5}
Load player lock from bank 1.
.TP 12
.B keyLoadLock2 {6}
Load player lock from bank 2.
.TP 12
.B keyLoadLock3 {7}
Load player lock from bank 3.
.TP 12
.B keyLoadLock4 {8}
Load player lock from bank 4.
.TP 12
.B keyToggleRecord {KP_5}.
Toggle recording of session to file (see the recordFile option).
This recording can later be reviewed with the \fIxp-replay(6)\fP program
.TP 12
.B keyPointerControl {KP_Enter}
Toggle mouse pointer control.
.TP 12
.B keySelectItem {KP_0 KP_Insert}
Press repeatedly to select an item to drop. A small rectangle
will be drawn around the item you can drop. Use the \fIkeyLoseItem\fP
key to actually drop the item. Note that you cannot select tanks
to drop, tanks can only be released (see the \fIkeyTankDetach\fP option).
.TP 12
.B keyLoseItem {KP_Delete KP_Decimal}
Drop the item selected with the \fIkeySelectItem\fP key. The
server can either delete the item or drop it back into the map
depending upon the value of the \fIloseItemDestroys\fP option.
.TP 12
.B keyPrintMessagesStdout {Print}
Print the current messages to stdout.
.TP 12
.B keyTalkCursorLeft {Left}
Move Cursor to the left in the talk window.
.TP 12
.B keyTalkCursorRight {Right}
Move Cursor to the right in the talk window.
.TP 12
.B keyTalkCursorUp {Up}
Browsing up in the history of the talk window.
.TP 12
.B keyTalkCursorDown {Down}
Browsing down in the history of the talk window.
.RS -5
.TP 4
\fIMouse control\fP
There are up to five mouse buttons available to define as keys:
.RS 5
.TP 12
.B pointerButton1 {keyFireShot}
Define which keys are pressed when mouse button one is pressed.
.TP 12
.B pointerButton2 {keyThrust}
Define which keys are pressed when mouse button two is pressed.
.TP 12
.B pointerButton3 {keyShield}
Define which keys are pressed when mouse button three is pressed.
.TP 12
.B pointerButton4 {}
Define which keys are pressed when mouse button four is pressed.
.TP 12
.B pointerButton5 {}
Define which keys are pressed when mouse button five is pressed.
.RS -5
.SH X RESOURCES
At startup xpilot will look for X resources in several places.
First it looks in the INSTLIBDIR (as defined during compilation,
mostly as something like /usr/local/games/xpilot/lib/)
for the file named xpilot.
After that it looks for more resources in
/usr/lib/X11/$LANG/app-defaults/xpilot,
$XUSERFILESEARCHPATH/xpilot,
$XAPPLRESDIR/$LANG/xpilot,
$HOME/app-defaults/$LANG/xpilot,
resources set using xrdb or else $HOME/.Xdefaults,
host specific resources in the file pointed to by $XENVIRONMENT
or else in $HOME/.Xdefaults-hostname
and finally in $HOME/.xpilotrc.
If the LANG environment variable is undefined or if that file doesn't
exist then it will look for the file as if LANG had been undefined.
Resources defined in files listed later will override resources in
files listed earlier.
If the
.B XPILOTRC
environment variable
is defined then its value is used instead of $HOME/.xpilotrc.
All of these resources can be overridden by
their corresponding command line arguments.
.RS 5
.TP 12
.B name
Nick name of your player.
.TP 12
.B team
Preferred team number.
.TP 12
.B port
Set the port number of the server.
Almost all servers use the default port, which is the
recommended policy. You can find out about which port
is used by a server by querying the xpilot Meta server.
.TP 12
.B power
Primary power setting of your engine. Primary in this context means that it
is part of the default setting, secondary means the other setting (two
different settings are available, pressing \fBEsc\fP will switch between
them). You may change "sensitivity" of your ship by adjusting these
parameters. Often you would like one setting to be more "rough" than the
other - one setting for fine maneuvering and one for racing. (Default 45.0)
.TP 12
.B turnSpeed
Primary turnspeed setting of your ship. (Default 30.0)
.TP 12
.B turnResistance
Primary turnresistance setting of your ship. This value determines how
fast your ship will stop rotating, i.e. the rotating speed of your ship is
set equal to itself multiplied by this value. Obviously the value has to
lie between 0.0 (exclusive) and 1.0 (inclusive). (Default 0.12)
.TP 12
.B altPower
Secondary power setting of your engine. (Default 35.0)
.TP 12
.B altTurnSpeed
Secondary turnspeed setting of your ship. (Default 25.0)
.TP 12
.B altTurnResistance
Secondary turnresistance setting of your ship. (Default 0.12)
.TP 12
.B shipShape
Define the ship shape to use. Because the argument to this option
is rather large (up to 500 bytes) the recommended way to set
this option is in the .xpilotrc file in your home directory.
The exact format is defined in the file README.ships in the xpilot
distribution. Note that there is a nifty tool called editss for
easy ship creation. See the xpilot FAQ for details.
See also the \fBshipShapeFile\fP option.
.TP 12
.B shipShapeFile
An optional file where shipshapes can be stored.
If this resource is defined and it refers to an existing file
then shipshapes can be referenced to by their name.
For instance if you define shipShapeFile to be
/home/myself/.shipshapes and this file contains one or more
shipshapes then you can select the shipshape by starting xpilot as:
xpilot -shipShape myshipshapename
Where "myshipshapename" should be the "name:" or "NM:" of
one of the shipshapes defined in /home/myself/.shipshapes.
Each shipshape definition should be defined on only one line.
All characters up to the first left parenthesis are ignored.
.TP 12
.B fuelNotify
The limit when the HUD fuel bar will become visible. (Default 500.0)
.TP 12
.B fuelWarning
The limit when the HUD fuel bar will start flashing. (Default 200.0)
.TP 12
.B fuelCritical
The limit when the HUD fuel bar will flash faster. (Default 100.0)
.TP 12
.B showHUD
Should the HUD be on or off. (Default true)
.TP 12
.B speedFactHUD
Should the HUD me moved, to indicate the current velocity. Negativ values will
inverse the moving of the HUD. (Default 0.0)
.TP 12
.B speedFactPTR
Uses a red line to indicate the current velocity. On edge of the line is the
center of the ship. The other end is moved in the same way, as the HUD, if
speedFactPTR is set.
.TP 12
.B charsPerSecond
This determines the speed in which messages are written, in characters
per second.
.TP 12
.B markingLights
Should the fighters have marking lights, just like airplanes?
.TP 12
.B sparkProb
The chance that sparks are drawn or not.
This gives a sparkling effect.
Valid values are in the range [0.0-1.0]
.TP 12
.B sparkSize
Size of sparks in pixels.
.TP 12
.B selectionAndHistory
Provide cut-and-paste for the player messages and the talk window and
a `history' for the talk window.
.TP 12
.B -maxLinesInHistory
Number of your messages saved in the `history' of the talk window.
`History' is accessible with `keyTalkCursorUp/Down'.
Valid values are in the range [1-128]. The default value is: 32.
.TP 12
.B shotSize
Size of shots in pixels.
.TP 12
.B teamShotSize
Size of team shots in pixels.
.TP 12
.B showShipName
Should all ships have the name of the player drawn below them.
.TP 12
.B showMineName
Should the name of the owner of the mine be drawn below the mine.
.TP 12
.B showMessages
Should messages appear on screen.
.TP 12
.B messagesToStdout
Do you want messages to be sent to standard output?
0: No, 1: Only player messages, 2: Player and status messages.
.TP 12
.B maxMessages
The maximum number of messages to display.
.TP 12
.B showItems
Should owned items be displayed permanently on the HUD,
or only when their amount has changed?
.TP 12
.B showItemsTime
The time in seconds to display item information when
it has changed and the showItems option is turned on.
.TP 12
.B clock
Display a small digital clock.
.TP 12
.B clockAMPM
Displays clock in 24hr or 12hr format. (Default: False)
.TP 12
.B autoServerMotdPopup
Automatically popup the MOTD of the server on startup.
.TP 12
.B toggleShield
Have the shield status be changed only by a key press and ignore the
key release.
.TP 12
.B autoShield
When this option is on then shields are lowered automatically
when firing a weapon or dropping a mine. After the firing
the shields are raised again too.
.TP 12
.B fuelMeter
Determines if the fuel meter should be visible. This meter visualizes your
fuel level in a different way than \fBfuelGauge\fP does.
.TP 12
.B fuelGauge
Determines if the fuel gauge should be visible. See \fBfuelMeter\fP.
.TP 12
.B turnSpeedMeter
Should the turnspeed meter be visible at all times. (Default false)
.TP 12
.B powerMeter
Should the power meter be visible at all times. (Default false)
.TP 12
.B backgroundPointDist
Specifies the block distance between points drawn in the background,
used in empty map regions. 8 is default, 0 means no points.
.TP 12
.B backgroundPointSize
Specifies the size of the background points. The default is 2,
0 means no points.
.TP 12
.B titleFlip
Should the title bar change or not.
Some window managers like twm may have problems with
flipping title bars. Hence this option to turn it off.
.TP 12
.B slidingRadar
If the game is in edgewrap mode (see \fIxpilots(6)\fP) then the
radar will keep your position on the radar in the center and
draw the rest of the radar around it. This requires very
good X performance and a pretty fast workstation. Default is off.
.TP 12
.B outlineWorld
Draws only the outline of all the blue map constructs.
.TP 12
.B filledWorld
Draws the walls solid. Needs a fast graphics system.
.TP 12
.B texturedWalls
Draws the walls filled with a texture pattern.
See also the wallTextureFile option.
Be warned that this needs a very fast graphics system.
.TP 12
.B wallTextureFile
Specify a XPM format pixmap file to load the wall texture from.
.TP 12
.B texturePath
Optional search path for XPM texture files.
This is a list of one or more directories separated by colons.
.TP 12
.B packetSizeMeter
Turns on a meter displaying the maximum packet size of the last few seconds.
.TP 12
.B packetLostMeter
Turns on a meter displaying the percentage of packets lost in the last second
due to network failure (overload).
.TP 12
.B packetDropMeter
Turns on a meter displaying the percentage of packets dropped due to your
display not being able to keep up with the rate at which the server is
generating frame updates. If possible lower the frame update rate of
the server with the -fps option.
.TP 12
.B receiveWindowSize
Specifies how big the receive window should be. See
\fBNOTES\fP below.
.TP 12
.B sounds
Specifies the sound file. (Only if sound is enabled.)
.TP 12
.B maxVolume
Specifies the volume to play sounds with, where 0 turns off
sound. (Only if sound is enabled.)
.TP 12
.B audioServer
Specifies the audio server to use. (Only if sound is enabled.)
.TP 12
.B geometry
Specifies the geometry to use like: -geometry 1280x1024+0+0.
.TP 12
.B keyboard
Set the X keyboard input if you want keyboard input from
another display. The default is to use the keyboard input from
the X display.
.TP 12
.B recordFile
An optional file where a recording of a game can be made.
If this file is undefined then recording isn't possible.
See the keyToggleRecord option for how to make recordings.
.TP 12
.B visual
Specifies which visual to use. You can see which visuals your
display supports by running: xpilot -visual list.
.TP 12
.B colorSwitch
Tells xpilot to use a color switching display technique or not.
Default is true if your display hardware has enough colors available.
.TP 12
.B maxColors
Tells xpilot how many colors you want it to use.
Default is 4, with a maximum of 16. Valid values are 4, 8 and 16.
.TP 12
.B targetRadarColor
Which color number to use for drawing targets on the radar.
Valid values all powers of 2 smaller than maxColors.
.TP 12
.B hudColor
Specifies which color index to use for drawing the HUD.
The value for this option is a number ranging from 1 till the maxColors value.
.TP 12
.B hudLockColor
Specifies which color index to use for drawing the lock dot on the HUD.
The value for this option is a number ranging from 1 till the maxColors value.
.TP 12
.B wallColor
Specifies which color index to use for drawing the walls.
The value for this option is a number ranging from 1 till the maxColors value.
.TP 12
.B sparkColors
A list of color numbers to use for drawing sparks and debris
of varying temperature.
.TP 12
.B gameFont
The font used on the HUD and for nearly all text part of the game
field.
.TP 12
.B messageFont
The font used for messages displayed in the bottom left corner of
the game field.
.TP 12
.B scoreListFont
The font used on the score list. Must be non-proportional.
.TP 12
.B buttonFont
The font used on all buttons.
.TP 12
.B textFont
The font used in the help and about windows.
.TP 12
.B talkFont
The font used in the talk window.
.TP 12
.B motdFont
The font used in the MOTD window and in the key list window.
This must be a non-proportional font.
.TP 12
.B color0
Specifies the color to use for color 0. One can specify colors
up to color15 this way. Black, white, blue and red are equivalent to
color0, color1, color2 and color3 respectively.
.RS -5
.SH INVOCATION EXAMPLES
The simplest invocation of the hand-shake program is to just type:
.IP
.B xpilot
.PP
This will force the program to search after a server on all the
machines on your attached network.
Say you know where the server is, and you don't want to be
prompted (handy in scripts etc.), you may type for example:
.IP
.B xpilot -join lglab08
where lglab08 is the name of the host running the server.
.PP
In the examples above your name would be your \fBlogin name\fP.
Let's say you want to be really cool and your login name is
.B gudmari,
well - you're in loads of trouble if you don't know about the
.B -name
option;
.IP
.B xpilot -name FireEater
.PP
will fix the problem for you.
.SH NOTES
For credit list, see the provided CREDITS file.
If the client crashes, you will be without autorepeat on your
keyboard. To re-enable autorepeat, issue this command:
.IP
.B xset r
.PP
Please also note that xpilot can be addictive, and strenous
for both you and your keyboard. We take no responsibility. :)
There is a \fBmeta server\fP running on \fBmeta.xpilot.org\fP,
port \fB4400\fP, into which all servers registers. This way you
can easily check if there are any servers running nearby. To use
it, try:
.IP
.B telnet meta.xpilot.org 4400
.B help
.B list
.PP
Or:
.IP
.B telnet meta.xpilot.org 4401
.PP
If you experience any problems with `jerkiness', you should try
to adjust the \fIreceiveWindowSize\fP Xresource. The problem may
be that your X server can't display as fast as the xpilot server
is generating new frame updates. So another option is setting
the number of frames for the server to a lower number or get a
faster X display system :)
The \fIreceiveWindowSize\fP resource allows you to tune the
buffering of frame updates a little. When set to one then there
is no buffering and \fBxpilot\fP will just read the next frame
and display it. When the display is slower than the xpilot
server this may give all sorts of problems like lagging behind
and lack of keyboard control.
When you set \fIreceiveWindowSize\fP to two then \fBxpilot\fP
will always try to read a second frame from the network and if
this succeeds it will discard the oldest frame. A better number
for \fIreceiveWindowSize\fP is three which will discard the
oldest frame out of three and therefore be less subject to small
changes in network delivery times. If your display is fast enough
and can keep up with rate at which the server is generating frames
then specifying a value bigger than one will not result in dropping
frames, but rather will it be a buffer for small changes in network
performance and computer load. The maximum value of
\fIreceiveWindowSize\fP is four.
.SH ENVIRONMENT
If
.B XPILOTRC
is set then its value is used instead of $HOME/.xpilotrc
to find the file containing the xpilot resources.
.B XPILOTUSER
and
.B XPILOTHOST
set the loginname and hostname as reported to the xpilots server.
.SH AUTHORS
\fBXPilot\fP was developed by
Bjørn Stabell and
Ken Ronny Schouten from the University of Tromsø,
Bert Gijsbers from the University of Amsterdam,
and Dick Balaska from BuckoSoft.COM.
.SH BUG REPORTS
The product is seemingly stable, so bug reports are highly
appreciated. Send email to \fB@PACKAGE_BUGREPORT@\fP and we will
see what we can do. We merely ask that you remember to include
the following information:
.IP
.PD 0
.RS 4
\(bu The platforms the bug occurs on
.TP
\(bu What kind of display you have (depth, color, type)
.TP
\(bu Which Xresources you're using.
.TP
\(bu The full version of @PACKAGE_NAME@, i.e., @PACKAGE_VERSION@
.TP
\(bu What the bug looks like (symptoms)
.TP
\(bu When the bug usually occurs
.PP
.PD
.IP
.RS -4
We would also like to receive changes you do to make the code
compile on your machine (we would NOT like to receive the whole
program translated to K&R C, keep it ANSI :) If you don't have an
ANSI compiler, there are several utilities which may help you
de-ANSI-fy the code (unproto, unprotoize etc), but a better solution
will be to install the GNU C compiler on your system.
.SH COPYRIGHT & DISCLAIMER
xpilot is @XP_COPYRIGHT@. xpilot comes with ABSOLUTELY NO WARRANTY;
for details see the provided COPYING file.
.SH FILES
.PD 0
.TP 40
.B @XP_DATADIR@/motd
Message of the day.
.TP
.B @XP_DATADIR@/sounds
File containing the sound to sound-file mapping.
.PD
.SH SEE ALSO
xpilots(6), xp-replay(6)
.\"
.\" index \fIxpilot\fP \- multiplayer war game
.\" index \fIxpilots\fP \- server module for xpilot
xpilot-ng-4.7.3/doc/man/README 0000664 0001750 0001750 00000000242 11344054165 013117 0 ustar k k To read these files without installing them on your system, use
nroff -man | more
Man pages were created with help2man, take a look at help2man.sh.
xpilot-ng-4.7.3/doc/man/xpilot-ng-server.man.in 0000664 0001750 0001750 00000027503 11344054165 016577 0 ustar k k .\" -*-Text-*-
.\"
.\" @XP_COPYRIGHT@.
.\"
.TH XPILOTS 6 "Requires UDP and X11"
.ds )H GNU General Public License 2.0 applies
.ds ]W @PACKAGE_STRING@: @XP_RELEASEDATE@
.if n .ad l \" If nroff formatter, adjust left margin only
.if t .ad b \" If troff formatter, adjust both margins
.SH NAME
xpilots \- XPilot multiplayer gravity war game server
.SH SYNOPSIS
.BR xpilots
[\fB-map \fImap-file\fP]
[\fB-robots \fInumber\fP]
[\fB-rawmode\fP]
[\fB-noquit\fP]
[\fB-help\fP]
[\fB-version\fP]
[\fB-password\fP \fIpassword\fP]
[\fB-serverHost\fP \fIhostname\fP]
[\fB-reportMeta\fP]
[\fB-clientPortStart\fP \fIport-number\fP]
[\fB-clientPortEnd\fP \fIport-number\fP]
.SH DESCRIPTION
This manual explains the following topics:
.IP
.B - Setting up a server.
.IP
.B - Owner-only commands.
.IP
.B - Creating new maps.
.PP
Complete coverage of the game basics and how to connect to a server are
given in the manual pages for \fIxpilot(6)\fP.
.SS Command options
This section describes the options which may be specified only as
switches to the \fBxpilots\fP command.
For a list of all options, try \fBxpilots -help\fP. See also sections
\fBDefaults file options\fP and \fBMap file options\fP.
.TP 15
.B -help
Prints a short help, including the supported commandline options.
[\fIcommand\fP]
Without a parameter, this displays a brief message, listing the
supported commandline options. Specifying a \fIcommand\fP displays
help for the command.
.TP 15
.B -version
Prints the current version.
.TP 15
.B -dump
Prints all options with their default values in \fBdefaults file\fP
format.
.TP 15
.B -defaultsFileName or defaults \fIstring\fP
The filename of the defaults file to read on startup.
.SS Defaults file options
This section describes the options which may be specified either as
command switches or in the \fBdefaults file\fP.
For a list of all options, try \fBxpilots -help\fP. See also sections
\fBCommand options\fP and \fBMap file options\fP.
.TP 15
.B -passwordFileName \fIstring\fP
The filename of the password file to read on startup. This file should
be protected against unwanted eyes with \fBchmod(1)\fP (e.g. chmod 600
password).
.TP 15
.B -robotFile \fIstring\fP
The file containing parameters for robot details.
.TP 15
.B -/+idleRun or rawMode
Do robots keep on playing even if all human players quit?
If this option is specified, xpilots doesn't go to sleep when there are no
human players logged into the game. The \fBnoquit\fP option must be
specified for this to have any effect after the first player joins the
game.
.TP 15
.B -/+noQuit
Does the server wait for new human players to show up
after all players have left.
If this option is specified, xpilots won't quit when the last human
player exits.
.TP 15
.B -/+logRobots
Log the comings and goings of robots.
.TP 15
.B -mapFileName or map \fIstring\fP
The filename of the map to use.
Or "wild" if you want a map by The Wild Map Generator.
This option allows you to select the map you will use for this server. If
it is omitted, you will have to manage with a computer generated random
map. For instructions on how to create a map, see below.
For example if
.B -map fuzz2
or the equivalent
.B -map fuzz2.xp
is passed as command line arguments, the server will try to locate a file
called \fBfuzz2.xp\fP in the current directory, or in a predefined
directory (default is @XP_DATADIR@/maps/).
.TP 15
.B -contactPort or port \fIinteger\fP
The server contact port number.
.TP 15
.B -serverHost \fIstring\fP
The server's fully qualified domain name (for multihomed hosts).
Specifies to the meta server the FQDN (fully qualified domain name) of
the server. This is helpful if the system has multiple identities and
one is preferred over the other. Also, this option may be used to bind
xpilots to a specific IP number on \fImultihomed\fP hosts (hosts with
more than one IP number) such as virtual hosting sites. Otherwise, the
default behaviour of xpilots is to listen to any IP number on the host
and to try by various methods, starting with the value returned by
\fBgethostname(2)\fP to determine the host's FQDN (fully qualified
domain name) and report that to the meta servers.
.TP 15
.B -/+reportToMetaServer or reportMeta
Keep the meta server informed about our game?
The default for xpilots is \fB-reportMeta\fP. Specify \fB+reportMeta\fB
to suppress reporting the xpilots server to the xpilot meta server so
that other players on the Internet may find it. This should be done
whenever a server is unreachable either due to a firewall that is not
configured to allow access to it, or when the connection to the server
is so poor that players on the Internet would not enjoy playing on it,
as is arguably the case with any dialup ISP connection.
.TP 15
.B -/+searchDomainForXPilot
Search the local domain for the existence of xpilot.domain?
.TP 15
.B -denyHosts \fIstring\fP
List of network addresses of computers which are denied service.
Each address may optionally be followed by a slash and a network mask.
.TP 15
.B -/+ignore20MaxFPS
Ignore client maxFPS request if it is 20 (the default setting).
.TP 15
.B -motdFileName or motd \fIstring\fP
The filename of the MOTD file to show to clients when they join.
.TP 15
.B -scoreTableFileName or scoretable \fIstring\fP
The filename for the score table to be dumped to.
.TP 15
.B -/+pLockServer
Whether the server is prevented from being swapped out of memory.
.TP 15
.B -timerResolution \fIinteger\fP
If set to nonzero xpilots will requests signals from the OS at
1/timerResolution second intervals. The server will then compute
a new frame FPS times out of every timerResolution signals.
.TP 15
.B -password \fIstring\fP
The password needed to obtain operator privileges.
Allows operator privileges to be gained during a game by those who know
the password via commands typed in the client's message window. See
the \fBMessage-window commands\fP section below.
Note that specifying this on the command line is not secure unless you
are the sole user of the host xpilots is started on, as \fBps(1)\fP may
be used to retrieve the options passed on the command-line when the
server was started. A more secure way of starting a passworded server
is to set the password in the password file and protect the mapfile with
\fBchmod(1)\fP (e.g. chmod 600 password) to keep it private.
.TP 15
.B -clientPortStart \fIinteger\fP
Use UDP ports clientPortStart - clientPortEnd (for firewalls)
When the xpilots server is behind an IP masquerading or NAT firewall,
the UDP ports used for client connections (as distinct from the contact
port, which by default is 15345/udp) must be defined by the server, and
the firewall must be configured to forward the defined port range to the
xpilots server host. Use this switch with \fB-clientPortEnd\fP to
define the range. For example, start the server with \fBxpilots
-clientPortStart 40000 -clientPortEnd 40009\fP and on the firewall
redirect ports 40000/udp through 40009/udp to the host that xpilots is
running on. One port must be reserved for each client, so reserve the
same number of ports as there are bases on the map.
.TP 15
.B -clientPortEnd \fIinteger\fP
Use UDP ports clientPortStart - clientPortEnd (for firewalls)
Used with \fB-clientPortStart\fR to reserve a range of UDP ports for
client connections.
.SS Map file options
This section describes the options which may be specified either in
the map file, in the \fBdefaults file\fP, or as command line switches.
For a list of all options, try \fBxpilots -help\fP. See also sections
\fBCommand options\fP and \fBDefaults file options\fP.
.TP 15
.B -robots \fInumber\fP
Tells the server that you want \fInumber\fP robots instead of the default -
number-of-bases/2. A value of -1 will fill the entire server with robots.
Note however that there will always be room for one new player, the robots
will be kicked out of the game to accomodate for new players, they will
also enter the game when there is space for them.
.SS Prompt options (owner only)
If you are the owner of a server you have successfully connected to (with
\fIxpilot(6)\fP), you have several special commands available, all of which
applies to the current server only:
.TP 15
.B m
Send a message to the players.
.TP 15
.B k
Kick a player out of the game. Currently, this command does not stop the
player from re-joining the game. Hopefully, however, he or she would have
learned their lesson.
.TP 15
.B l
Lock/unlock the game. This prevents other users from joining the game.
.TP 15
.B d
Shutdown/cancel shutdown. This command will ask for a reason and a
shutdown delay (in seconds) and transmit these to the server. A timer will
appear showing how much time is left before the game goes down. If you
don't specify a delay, you will be canceling an already initiated shutdown.
.SS Message-window commands
The server now supports commands typed via the client's message window
while in the game. This provides a more convenient way to communicate
with the server than the old command-prompt interface, as it does not
require the user to leave the game window to operate the controls.
All such message-window commands start with the slash (/) character.
These are divided into two groups, those which can be typed by ordinary
players and those which are only accessible to operators who have first
supplied the correct password with the \fB/password\fR message-window
command. If a password is not set on the server by the owner, the
operator commands are not usable.
Where a \fIname\fP is specified in the following commands, only leading
characters in the name need to be typed. If two names start with the
same characters, type as many characters as are needed to uniquely identify
the player.
.TP 15
.B Player message-window commands
.RS 5
.TP 15
.B /help [\fIcommand\fP]
Without a parameter, this displays a brief message, listing the
supported commandline options. Specifying \fB/help\fP \fIcommand\fP
displays brief help for the command.
.TP 15
.B /team \fInumber\fP
Swaps you to the specified team \fInumber\fP.
.TP 15
.B /queue
Show the names of the players waiting on the queue to enter the game.
See also \fB/advance\fP.
.TP 15
.B /version
Displays the server version number.
.RS -5
.TP 15
.B Operator message-window commands
.RS 5
.TP 15
.B /password \fIpassword\fP
When the correct password is given, the player is granted operator privilege
for the server. Subsequently, any of the other operator commands listed
here may be executed by the player.
.TP 15
.B /advance \fIname\fR
Moves the named player to the front of the queue. See also \fB/queue\fP.
.TP 15
.B /kick \fIname\fR
Kicks the named player from the game.
.TP 15
.B /lock [\fIvalue\fR]
Without a parameter, this displays the lock status of the game.
Specify \fB/lock 0\fR to unlock the game or \fB/lock 1\fR to lock
the game so that no more players may enter.
.TP 15
.B /pause \fIname\fR
Pauses the named player.
.TP 15
.B /reset [all]
Resets the current round number to 1. If \fB/reset all\fP is
specified, all scores are set to 0 as well.
.TP 15
.B /set \fIoption value\fR
Sets the named \fIoption\fR to the specified \fIvalue\fR. Note that some
server options cannot be changed at runtime. The server will notify
you if you cannot change a value, or if you specify an invalid value.
.RS -5
.SH WARNINGS AND BUGS
See \fIxpilot(6)\fP.
.SH AUTHORS
\fBXPilot\fP was developed by
Bjørn Stabell and
Ken Ronny Schouten from the University of Tromsø,
Bert Gijsbers from the University of Amsterdam,
and Dick Balaska from BuckoSoft.COM.
.SH CREDITS
See the provided CREDITS file.
.SH COPYRIGHT & DISCLAIMER
XPilot is @XP_COPYRIGHT@. XPilot comes with ABSOLUTELY NO WARRANTY;
for details see the provided COPYING file.
.SH FILES
.PD 0
.TP 40
.B @XP_DATADIR@/maps/
Miscellaneous maps.
.TP 40
.B @XP_DATADIR@/log
Log file.
.TP 40
.B @XP_DATADIR@/defaults
Defaults file.
.TP 40
.B @XP_DATADIR@/password
Password file.
.PD
.SH SEE ALSO
xpilot(6), xset(1), emacs(1)
xpilot-ng-4.7.3/doc/man/xpilot-ng-server.man 0000664 0001750 0001750 00000126114 11344054165 016170 0 ustar k k .\" DO NOT MODIFY THIS FILE! It was generated by help2man 1.36.
.TH XPILOT-NG-SERVER "6" "August 2006" "xpilot.sourceforge.net" "Games"
.SH NAME
xpilot-ng-server \- server for multiplayer space war game.
.SH SYNOPSIS
.B xpilot-ng-server
[ \fIoptions \fR]
.SH DESCRIPTION
.IP
Copyright © 1991\-2005 by Bjørn Stabell, Ken Ronny Schouten, Bert Gijsbers, Dick Balaska, Uoti Urpala, Juha Lindström, Kristian Söderblom and Erik Andersson.
XPilot NG 4.7.2 comes with ABSOLUTELY NO WARRANTY; for details see the
provided COPYING file.
.PP
Option flags specify where an option can be used and whether it
is visible or not. Default flags are "any" if not otherwise
specified by one or more of these keywords:
.PP
command May be specified on the command\-line.
passwordfile May be specified in the password file.
defaults May be specified in the defaults file.
any May be specified in the map file, defaults file,
.IP
or on the command line.
.PP
invisible Is not displayed when a list of options is
.IP
requested from the server by an operator.
.PP
The possible options include:
.HP
\fB\-help\fR
.IP
Print out this help message.
.HP
\fB\-version\fR
.IP
Print version information.
.HP
\fB\-dump\fR
.IP
Print all options and their default values in defaultsfile format.
.HP
\fB\-expand\fR
.IP
Expand a comma separated list of predefined settings.
These settings can be defined in either the defaults file
or in a map file using the "define:" operator.
[ Flags: command, invisible ]
.HP
\fB\-gravity\fR
.IP
Gravity strength.
.HP
\fB\-shipMass\fR
.IP
Mass of fighters.
.HP
\fB\-ballMass\fR
.IP
Mass of balls.
.HP
\fB\-minItemMass\fR
.IP
The minimum mass per item when carried by a ship.
.HP
\fB\-shotMass\fR
.IP
Mass of bullets.
.HP
\fB\-shotSpeed\fR
.IP
Maximum speed of bullets.
.HP
\fB\-shotLife\fR
.IP
Life of bullets in ticks.
.HP
\-/+treasureCollisionKills or treasureKills
.IP
Does a player die when hitting a ballarea?
.HP
\fB\-ballCollisionFuelDrain\fR or ballFuelDrain
.IP
How much fuel does a ball collision cost?
.HP
\fB\-playerCollisionFuelDrain\fR or playerFuelDrain
.IP
How much fuel does a player collision cost?
.HP
\-/+shotHitFuelDrainUsesKineticEnergy or kineticEnergyFuelDrain
.IP
Does the fuel drain from shot hits depend on their mass and speed?
This should be set to false on Blood's Music maps.
.HP
\fB\-fireRepeatRate\fR or fireRepeat
.IP
Number of ticks per automatic fire (0=off).
.HP
\fB\-pulseSpeed\fR
.IP
Speed of laser pulses.
.HP
\fB\-pulseLife\fR
.IP
Life of laser pulses shot by ships, in ticks.
.HP
\fB\-pulseLength\fR
.IP
Max length of laser pulse.
.HP
\fB\-laserRepeatRate\fR or laserRepeat
.IP
Number of ticks per automatic laser pulse fire (0=off).
.HP
\fB\-maxRobots\fR or robots
.IP
The maximum number of robots wanted.
Adds robots if there are less than maxRobots players.
.HP
\fB\-minRobots\fR
.IP
The minimum number of robots wanted.
At least minRobots robots will be in the game, if there is room.
.HP
\fB\-robotFile\fR
.IP
The file containing parameters for robot details.
[ Flags: command, defaults, invisible ]
.HP
\-/+robotsTalk
.IP
Do robots talk when they kill, die etc.?
.HP
\-/+robotsLeave
.IP
Do robots leave the game?
.HP
\fB\-robotLeaveLife\fR
.IP
After how many deaths does a robot want to leave? (0=off).
.HP
\fB\-robotTeam\fR
.IP
Team to use for robots.
.HP
\-/+restrictRobots
.IP
Are robots restricted to their own team?
.HP
\-/+reserveRobotTeam
.IP
Is the robot team only for robots?
.HP
\fB\-robotUserName\fR or robotRealName
.IP
What is the robots' apparent user name?
.HP
\fB\-robotHostName\fR
.IP
What is the robots' apparent host name?
.HP
\fB\-tankUserName\fR or tankRealName
.IP
What is the tanks' apparent user name?
.HP
\fB\-tankHostName\fR
.IP
What is the tanks' apparent host name?
.HP
\fB\-tankScoreDecrement\fR or tankDecrement
.IP
How much lower is the tank's score than the player's?
.HP
\-/+selfImmunity
.IP
Are players immune to their own weapons?
.HP
\fB\-defaultShipShape\fR
.IP
What is the default ship shape for people who do not have a ship
shape defined?
.HP
\fB\-tankShipShape\fR
.IP
What is the ship shape used for tanks?
.HP
\fB\-maxPlayerShots\fR or shots
.IP
Maximum number of shots visible at the same time per player.
.HP
\-/+shotsGravity
.IP
Are shots affected by gravity.
.HP
\-/+Log
.IP
Log major server events to log file?
.HP
\-/+idleRun or rawMode
.IP
Does server calculate frames and do robots keep on playing even
if all human players quit?
[ Flags: command, defaults ]
.HP
\-/+noQuit
.IP
Does the server wait for new human players to show up
after all players have left.
[ Flags: command, defaults ]
.HP
\-/+logRobots
.IP
Log the comings and goings of robots.
[ Flags: command, defaults ]
.HP
\fB\-mapWidth\fR
.IP
Width of the world in pixels.
.HP
\fB\-mapHeight\fR
.IP
Height of the world in pixels.
.HP
\fB\-mapFileName\fR or map
.IP
The filename of the map to use.
[ Flags: command, defaults, invisible ]
.HP
\fB\-mapName\fR
.IP
The title of the map.
.HP
\fB\-mapAuthor\fR
.IP
The name of the map author.
.HP
\fB\-mapData\fR
.IP
Block map topology.
[ Flags: command, any, invisible ]
.HP
\fB\-contactPort\fR or port
.IP
The server contact port number.
[ Flags: command, defaults ]
.HP
\fB\-serverHost\fR
.IP
The server's fully qualified domain name (for multihomed hosts).
[ Flags: command, defaults ]
.HP
\fB\-greeting\fR or xpilotGreeting
.IP
Short greeting string for players when they login to server.
.HP
\-/+allowPlayerCrashes
.IP
Can players overrun other players?
.HP
\-/+allowPlayerBounces
.IP
Can players bounce with other players?
.HP
\-/+allowPlayerKilling or killings
.IP
Should players be allowed to kill one other?
.HP
\-/+allowShields or shields
.IP
Are shields allowed?
.HP
\-/+playerStartsShielded or playerStartShielded
.IP
Do players start with shields up?
.HP
\-/+shotsWallBounce
.IP
Do shots bounce off walls?
.HP
\-/+ballsWallBounce
.IP
Do balls bounce off walls?
.HP
\-/+ballCollisionDetaches or ballHitDetaches
.IP
Does a ball get freed by a collision with a player?
.HP
\-/+ballCollisions
.IP
Can balls collide with other objects?
.HP
\-/+ballSparkCollisions
.IP
Can balls be blown around by exhaust? (Needs ballCollisions too)
.HP
\-/+minesWallBounce
.IP
Do mines bounce off walls?
.HP
\-/+itemsWallBounce
.IP
Do items bounce off walls?
.HP
\-/+missilesWallBounce
.IP
Do missiles bounce off walls?
.HP
\-/+sparksWallBounce
.IP
Do thrust spark particles bounce off walls to give reactive
thrust?
.HP
\-/+debrisWallBounce
.IP
Do explosion debris particles bounce off walls?
.HP
\-/+asteroidsWallBounce
.IP
Do asteroids bounce off walls?
.HP
\-/+pulsesWallBounce
.IP
Do laser pulses bounce off walls?
.HP
\-/+cloakedExhaust
.IP
Do engines of cloaked ships generate exhaust?
.HP
\fB\-maxObjectWallBounceSpeed\fR or maxObjectBounceSpeed
.IP
The maximum allowed speed for objects to bounce off walls.
.HP
\fB\-maxSparkWallBounceSpeed\fR or maxSparkBounceSpeed
.IP
The maximum allowed speed for sparks to bounce off walls.
.HP
\fB\-maxShieldedWallBounceSpeed\fR or maxShieldedBounceSpeed
.IP
The max allowed speed for a shielded player to bounce off walls.
.HP
\fB\-maxUnshieldedWallBounceSpeed\fR or maxUnshieldedBounceSpeed
.IP
Max allowed speed for an unshielded player to bounce off walls.
.HP
\fB\-playerWallBounceType\fR or wallBounceType
.IP
What kind of ship wall bounces to use.
.PP
.IP
A value of 0 gives the old XPilot wall bounces, where the ship
velocity in the direction perpendicular to the wall is reversed
after which the velocity is multiplied by the value of the
playerWallBounceBrakeFactor option.
.PP
.IP
A value of 1 gives the "separate multipliers" implementation.
.PP
.IP
A value of 2 causes Mara's suggestion for the speed change in the
direction parallel to the wall to be used.
Vtangent2 = (1\-Vnormal1/Vtotal1*wallfriction)*Vtangent1
.PP
.IP
A value of 3 causes Uau's suggestion to be used:
change the parallel one by
MIN(C1*perpendicular_change, C2*parallel_speed)
if you assume the wall has a coefficient of friction C1.
\&.
.HP
\fB\-playerWallBounceBrakeFactor\fR or playerWallBrake
.IP
Factor to slow down ship in direction perpendicular to the wall
when a wall is hit (0 to 1).
.HP
\fB\-playerBallBounceBrakeFactor\fR or playerBallBrake
.IP
Elastic or inelastic properties of the player\-ball collision
1 means fully elastic, 0 fully inelastic.
.HP
\fB\-playerWallFriction\fR or wallFriction
.IP
Player\-wall friction (0 to 1).
.HP
\fB\-objectWallBounceBrakeFactor\fR or objectWallBrake
.IP
Factor to slow down objects when they hit the wall (0 to 1).
.HP
\fB\-objectWallBounceLifeFactor\fR
.IP
Factor to reduce the life of objects after bouncing (0 to 1).
.HP
\fB\-afterburnerPowerMult\fR or afterburnerPower
.IP
Multiplication factor for afterburner power.
.HP
\fB\-wallBounceDestroyItemProb\fR
.IP
The probability for each item a player owns to get destroyed
when the player bounces against a wall.
.HP
\-/+reportToMetaServer or reportMeta
.IP
Keep the meta server informed about our game?
[ Flags: command, defaults ]
.HP
\fB\-metaUpdateMaxSize\fR
.IP
Maximum size of meta update messages.
.HP
\-/+searchDomainForXPilot
.IP
Search the local domain for the existence of xpilot.domain?
[ Flags: command, defaults ]
.HP
\fB\-denyHosts\fR
.IP
List of network addresses of computers which are denied service.
Addresses may be followed by a slash and a network mask.
[ Flags: command, defaults ]
.HP
\-/+limitedVisibility
.IP
Should the players have a limited visibility?
.HP
\fB\-minVisibilityDistance\fR or minVisibility
.IP
Minimum block distance for limited visibility, 0 for default.
.HP
\fB\-maxVisibilityDistance\fR or maxVisibility
.IP
Maximum block distance for limited visibility, 0 for default.
.HP
\-/+limitedLives
.IP
Should players have limited lives?
See also worldLives.
.HP
\fB\-worldLives\fR or lives
.IP
Number of lives each player has (no sense without limitedLives).
.HP
\-/+reset
.IP
Does the world reset when the end of round is reached?
When true all mines, missiles, shots and explosions will be
removed from the world and all players including the winner(s)
will be transported back to their homebases.
This option is only effective when limitedLives is turned on.
.HP
\fB\-resetOnHuman\fR or humanReset
.IP
Normally, new players have to wait until a round is finished
before they can start playing. With this option, the first N
human players to enter will cause the round to be restarted.
In other words, if this option is set to 0, nothing special
happens and you have to wait as usual until the round ends (if
there are rounds at all, otherwise this option doesn't do
anything). If it is set to 1, the round is ended when the first
human player enters. This is useful if the robots have already
started a round and you don't want to wait for them to finish.
If it is set to 2, this also happens for the second human player.
This is useful when you got bored waiting for another player to
show up and have started playing against the robots. When someone
finally joins you, they won't have to wait for you to finish the
round before they can play too. For higher numbers it works the
same. So this option gives the last human player for whom the
round is restarted. Anyone who enters after that does have to
wait until the round is over.
.HP
\-/+allowAlliances or alliances
.IP
Are alliances between players allowed?
Alliances are like teams, except they can be formed and dissolved
at any time. Notably, teamImmunity works for alliances too.
To manage alliances, use the '/ally' talk command:
\&'/ally invite ' to invite another player to join you.
\&'/ally cancel' to cancel such an invitation.
\&'/ally refuse ' to decline an invitation from a player.
\&'/ally refuse' to decline all the invitations you received.
\&'/ally accept ' to join the other player.
\&'/ally accept' to accept all the invitations you received.
\&'/ally leave' to leave the alliance you are currently in.
\&'/ally list' lists the members of your current alliance.
If members from different alliances join, all their allies do so.
.HP
\-/+announceAlliances
.IP
Are changes in alliances made public?
If this option is on, changes in alliances are sent to all players
and all alliances are shown in the score list. Invitations for
alliances are never sent to anyone but the invited players.
.HP
\-/+teamPlay or teams
.IP
Is the map a team play map?
.HP
\-/+lockOtherTeam
.IP
Can you watch opposing players when rest of your team is
still alive?
.HP
\-/+teamFuel
.IP
Do fuelstations belong to teams?
.HP
\-/+teamCannons
.IP
Do cannons belong to teams?
.HP
\fB\-cannonSmartness\fR
.IP
0: dumb (straight ahead),
1: default (random direction),
2: good (small error),
3: accurate (aims at predicted player position).
Also influences use of weapons.
.HP
\-/+cannonsPickupItems
.IP
Do cannons pick up items?
.HP
\-/+cannonFlak or cannonAAA
.IP
Do cannons fire flak or normal bullets?
.HP
\fB\-cannonDeadTicks\fR
.IP
How many ticks do cannons stay dead?
Replaces option cannonDeadTime.
.HP
\fB\-cannonShotSpeed\fR
.IP
Speed of cannon shots.
.HP
\fB\-minCannonShotLife\fR
.IP
Minimum life of cannon shots, measured in ticks.
If this is set to a value greater than maxCannonShotLife, then
maxCannonShotLife will be set to that same value.
.HP
\fB\-maxCannonShotLife\fR
.IP
Maximum life of cannon shots, measured in ticks.
If this is set to a value less than minCannonShotLife, then
minCannonShotLife will be set to that same value.
.HP
\fB\-cannonInitialFuel\fR
.IP
How much fuel cannons start with.
.HP
\fB\-cannonInitialTanks\fR
.IP
How many tanks cannons start with.
.HP
\fB\-cannonInitialECMs\fR
.IP
How many ECMs cannons start with.
.HP
\fB\-cannonInitialArmor\fR or cannonInitialArmors
.IP
How much armor cannons start with.
.HP
\fB\-cannonInitialMines\fR
.IP
How many mines cannons start with.
.HP
\fB\-cannonInitialMissiles\fR
.IP
How many missiles cannons start with.
.HP
\fB\-cannonInitialCloaks\fR
.IP
How many cloaks cannons start with.
.HP
\fB\-cannonInitialSensors\fR
.IP
How many sensors cannons start with.
.HP
\fB\-cannonInitialWideangles\fR
.IP
How many wideangles cannons start with.
.HP
\fB\-cannonInitialRearshots\fR
.IP
How many rearshots cannons start with.
.HP
\fB\-cannonInitialAfterburners\fR
.IP
How many afterburners cannons start with.
.HP
\fB\-cannonInitialTransporters\fR
.IP
How many transporters cannons start with.
.HP
\fB\-cannonInitialMirrors\fR
.IP
How many mirrors cannons start with.
.HP
\fB\-cannonInitialDeflectors\fR
.IP
How many deflectors cannons start with.
.HP
\fB\-cannonInitialHyperJumps\fR
.IP
How many hyperjumps cannons start with.
.HP
\fB\-cannonInitialPhasings\fR
.IP
How many phasing devices cannons start with.
.HP
\fB\-cannonInitialLasers\fR
.IP
How many lasers cannons start with.
.HP
\fB\-cannonInitialEmergencyThrusts\fR
.IP
How many emergency thrusts cannons start with.
.HP
\fB\-cannonInitialTractorBeams\fR
.IP
How many tractor/pressor beams cannons start with.
.HP
\fB\-cannonInitialAutopilots\fR
.IP
How many autopilots cannons start with.
.HP
\fB\-cannonInitialEmergencyShields\fR
.IP
How many emergency shields cannons start with.
.HP
\-/+keepShots
.IP
Do shots, mines and missiles remain after their owner leaves?
.HP
\-/+teamImmunity
.IP
Should other team members be immune to various shots thrust etc.?
This works for alliances too.
.HP
\-/+ecmsReprogramMines
.IP
Is it possible to reprogram mines with ECMs?
.HP
\-/+ecmsReprogramRobots
.IP
Are robots reprogrammed by ECMs instead of blinded?
.HP
\-/+targetKillTeam
.IP
Do team members die when their last target explodes?
.HP
\-/+targetTeamCollision or targetCollision
.IP
Do team members collide with their own target or not.
.HP
\-/+targetSync
.IP
Do all the targets of a team reappear/repair at the same time?
.HP
\fB\-targetDeadTicks\fR
.IP
How many ticks do targets stay destroyed?
Replaces option targetDeadTime.
.HP
\-/+treasureKillTeam
.IP
Do team members die when their treasure is destroyed?
.HP
\-/+captureTheFlag or ctf
.IP
Does a team's treasure have to be safe before enemy balls can be
cashed?
.HP
\fB\-specialBallTeam\fR or specialBall
.IP
Balls that belong to this team are 'special' balls that score
against all other teams.
.HP
\-/+treasureCollisionDestroys or treasureCollisionDestroy
.IP
Are balls destroyed when a player touches it?
.HP
\fB\-ballConnectorSpringConstant\fR
.IP
What is the spring constant for connectors?
.HP
\fB\-ballConnectorDamping\fR
.IP
What is the damping force on connectors?
.HP
\fB\-maxBallConnectorRatio\fR
.IP
How much longer or shorter can a connecter get before it breaks?
.HP
\fB\-ballConnectorLength\fR
.IP
How long is a normal connector string?
.HP
\-/+connectorIsString
.IP
Can the connector get shorter?
.HP
\fB\-ballRadius\fR
.IP
What radius, measured in pixels, the treasure balls have on
the server. In traditional XPilot, the ball was treated as a
point (radius = 0), but visually appeared on the client with
a radius of 10 pixels.
.HP
\-/+treasureCollisionMayKill or treasureUnshieldedCollisionKills
.IP
Does a ball kill a player when the player touches it unshielded?
.HP
\-/+wreckageCollisionMayKill or wreckageUnshieldedCollisionKills
.IP
Can ships be destroyed when hit by wreckage?
.HP
\-/+asteroidCollisionMayKill or asteroidUnshieldedCollisionKills
.IP
Can ships be destroyed when hit by an asteroid?
.HP
\-/+ignore20MaxFPS
.IP
Ignore client maxFPS request if it is 20 (old default, too low).
[ Flags: command, defaults ]
.HP
\-/+tagGame or tag
.IP
Are we going to play a game of tag?
One player is 'it' (is worth more points when killed than the
others). After this player is killed, the one who killed them
becomes 'it', and so on.
.HP
\fB\-tagKillItScoreMult\fR or tagKillItMult
.IP
Score multiplier for killing 'it' (tagGame must be on).
.HP
\fB\-tagItKillScoreMult\fR or tagItKillMult
.IP
Score multiplier when 'it' kills an enemy player
(tagGame must be on).
.HP
\-/+timing or race
.IP
Enable race mode?
.HP
\-/+ballrace
.IP
Is timing done for balls (on) or players (off)?
Only used if timing is on.
.HP
\-/+ballraceConnected
.IP
Should a player be connected to a ball to pass a checkpoint?
Only used if timing and ballrace are both on.
.HP
\-/+edgeWrap
.IP
Do objects wrap when they cross the edge of the Universe?.
.HP
\-/+edgeBounce
.IP
Do objects bounce when they hit the edge of the Universe?.
.HP
\-/+extraBorder
.IP
Give map an extra border of wall blocks?.
.HP
\fB\-gravityPoint\fR
.IP
If the gravity is a point source where does that gravity originate?
Specify the point in the form: x,y.
.HP
\fB\-gravityAngle\fR
.IP
If gravity is along a uniform line, at what angle is that line?
.HP
\-/+gravityPointSource
.IP
Is gravity originating from a single point?
.HP
\-/+gravityClockwise
.IP
If the gravity is a point source, is it clockwise?
.HP
\-/+gravityAnticlockwise
.IP
If the gravity is a point source, is it anticlockwise?
.HP
\-/+gravityVisible
.IP
Are gravity mapsymbols visible to players?
.HP
\-/+wormholeVisible
.IP
Are wormhole mapsymbols visible to players?
.HP
\-/+itemConcentratorVisible
.IP
Are itemconcentrator mapsymbols visible to players?
.HP
\-/+asteroidConcentratorVisible
.IP
Are asteroidconcentrator mapsymbols visible to players?
.HP
\fB\-wormholeStableTicks\fR
.IP
Number of ticks wormholes will keep the same destination.
.HP
\fB\-defaultsFileName\fR or defaults
.IP
The filename of the defaults file to read on startup.
[ Flags: command, invisible ]
.HP
\fB\-passwordFileName\fR
.IP
The filename of the password file to read on startup.
[ Flags: command, defaults, invisible ]
.HP
\fB\-motdFileName\fR or motd
.IP
The filename of the MOTD file to show to clients when they join.
[ Flags: command, defaults, invisible ]
.HP
\fB\-scoreTableFileName\fR or scoretable
.IP
The filename for the score table to be dumped to.
This is a placeholder option which doesn't do anything.
[ Flags: command, defaults, invisible ]
.HP
\fB\-adminMessageFileName\fR or adminMessage
.IP
The name of the file where player messages for the
server administrator will be saved. For the messages
to be saved the file must already exist. Players can
send these messages by writing to god.
[ Flags: command, defaults, invisible ]
.HP
\fB\-adminMessageFileSizeLimit\fR or adminMessageLimit
.IP
The maximum size in bytes of the admin message file.
[ Flags: command, defaults, invisible ]
.HP
\fB\-rankFileName\fR
.IP
The filename for the XML file to hold server ranking data.
To reset the ranking, delete this file.
[ Flags: command, defaults, invisible ]
.HP
\fB\-rankWebpageFileName\fR or rankWebpage
.IP
The filename for the webpage with the server ranking list.
[ Flags: command, defaults, invisible ]
.HP
\fB\-rankWebpageCSS\fR or rankCSS
.IP
The URL of an optional style sheet for the ranking webpage.
[ Flags: command, defaults, invisible ]
.HP
\fB\-framesPerSecond\fR or FPS
.IP
The number of frames per second the server should strive for.
.HP
\fB\-gameSpeed\fR
.IP
Rate at which game events happen. The gameSpeed specifies how
many ticks of game time elapse each second. A value of 0 means
that the value of gameSpeed should be equal to the value of FPS.
.HP
\-/+allowSmartMissiles or allowSmarts
.IP
Should smart missiles be allowed?
.HP
\-/+allowHeatSeekers or allowHeats
.IP
Should heatseekers be allowed?
.HP
\-/+allowTorpedoes or allowTorps
.IP
Should torpedoes be allowed?
.HP
\-/+allowNukes or nukes
.IP
Should nuclear weapons be allowed?
.HP
\-/+allowClusters or clusters
.IP
Should cluster weapons be allowed?
.HP
\-/+allowModifiers or modifiers
.IP
Should the weapon modifiers be allowed?
.HP
\-/+allowLaserModifiers or lasermodifiers
.IP
Can lasers be modified to be a different weapon?
.HP
\-/+allowShipShapes or ShipShapes
.IP
Are players allowed to define their own ship shape?
.HP
\-/+playersOnRadar or playersRadar
.IP
Are players visible on the radar.
.HP
\-/+missilesOnRadar or missilesRadar
.IP
Are missiles visible on the radar.
.HP
\-/+minesOnRadar or minesRadar
.IP
Are mines visible on the radar.
.HP
\-/+nukesOnRadar or nukesRadar
.IP
Are nukes visible or highlighted on the radar.
.HP
\-/+treasuresOnRadar or treasuresRadar
.IP
Are treasure balls visible or highlighted on the radar.
.HP
\-/+asteroidsOnRadar or asteroidsRadar
.IP
Are asteroids visible on the radar.
.HP
\-/+distinguishMissiles
.IP
Are different types of missiles distinguished (by length).
.HP
\fB\-maxMissilesPerPack\fR
.IP
The number of missiles gotten by picking up one missile item.
.HP
\fB\-maxMinesPerPack\fR
.IP
The number of mines gotten by picking up one mine item.
.HP
\-/+identifyMines
.IP
Are mine owner's names displayed.
.HP
\-/+shieldedItemPickup or shieldItem
.IP
Can items be picked up while shields are up?
.HP
\-/+shieldedMining or shieldMine
.IP
Can mines be thrown and placed while shields are up?
.HP
\-/+laserIsStunGun or stunGun
.IP
Is the laser weapon a stun gun weapon?
.HP
\fB\-nukeMinSmarts\fR
.IP
The minimum number of missiles needed to fire one nuclear missile.
.HP
\fB\-nukeMinMines\fR
.IP
The minimum number of mines needed to make a nuclear mine.
.HP
\fB\-nukeClusterDamage\fR
.IP
How much each cluster debris does damage wise from a nuke mine.
This helps to reduce the number of particles caused by nuclear mine
explosions, which improves server response time for such explosions.
.HP
\fB\-nukeDebrisLife\fR
.IP
Life of nuke debris, in ticks.
.HP
\fB\-mineFuseTicks\fR
.IP
Number of ticks after which owned mines become deadly (0=never).
.HP
\fB\-mineLife\fR
.IP
Life of mines in ticks.
.HP
\fB\-minMineSpeed\fR
.IP
Minimum speed of mines.
.HP
\fB\-missileLife\fR
.IP
Life of missiles in ticks.
.HP
\fB\-baseMineRange\fR
.IP
Minimum distance from base mines may be used (unit is blocks).
.HP
\fB\-mineShotDetonateDistance\fR
.IP
How close must a shot be to detonate a mine?
Set this to 0 to turn it off.
.HP
\fB\-shotKillScoreMult\fR
.IP
Multiplication factor to scale score for shot kills.
.HP
\fB\-torpedoKillScoreMult\fR
.IP
Multiplication factor to scale score for torpedo kills.
.HP
\fB\-smartKillScoreMult\fR
.IP
Multiplication factor to scale score for smart missile kills.
.HP
\fB\-heatKillScoreMult\fR
.IP
Multiplication factor to scale score for heatseeker kills.
.HP
\fB\-clusterKillScoreMult\fR
.IP
Multiplication factor to scale score for cluster debris kills.
.HP
\fB\-laserKillScoreMult\fR
.IP
Multiplication factor to scale score for laser kills.
.HP
\fB\-tankKillScoreMult\fR
.IP
Multiplication factor to scale score for tank kills.
.HP
\fB\-runoverKillScoreMult\fR
.IP
Multiplication factor to scale score for player runovers.
.HP
\fB\-ballKillScoreMult\fR
.IP
Multiplication factor to scale score for ball kills.
.HP
\fB\-explosionKillScoreMult\fR
.IP
Multiplication factor to scale score for explosion kills.
.HP
\fB\-shoveKillScoreMult\fR
.IP
Multiplication factor to scale score for shove kills.
.HP
\fB\-crashScoreMult\fR
.IP
Multiplication factor to scale score for player crashes.
.HP
\fB\-mineScoreMult\fR
.IP
Multiplication factor to scale score for mine hits.
.HP
\fB\-selfKillScoreMult\fR
.IP
Multiplication factor to scale score for killing yourself.
.HP
\fB\-selfDestructScoreMult\fR
.IP
Multiplication factor to scale score for self\-destructing.
.HP
\fB\-unownedKillScoreMult\fR
.IP
Multiplication factor to scale score for being killed by asteroids
or other objects without an owner.
.HP
\fB\-cannonKillScoreMult\fR
.IP
Multiplication factor to scale score for being killed by cannons.
.HP
\fB\-movingItemProb\fR
.IP
Probability for an item to appear as moving.
.HP
\fB\-randomItemProb\fR
.IP
Probability for an item to appear random.
Random items change their appearance every frame, so players
cannot tell what item they have until they get it.
.HP
\fB\-dropItemOnKillProb\fR
.IP
Probability for dropping an item (each item) when you are killed.
.HP
\fB\-detonateItemOnKillProb\fR
.IP
Probability for undropped items to detonate when you are killed.
.HP
\fB\-destroyItemInCollisionProb\fR
.IP
Probability for items (some items) to be destroyed in a collision.
.HP
\fB\-asteroidItemProb\fR
.IP
Probability for an asteroid to release items when it breaks.
.HP
\fB\-asteroidMaxItems\fR
.IP
The maximum number of items a broken asteroid can release.
.HP
\fB\-itemProbMult\fR or itemProbFact
.IP
Item Probability Factor scales all item probabilities.
.HP
\fB\-cannonItemProbMult\fR
.IP
Average number of items a cannon gets per minute.
.HP
\fB\-maxItemDensity\fR
.IP
Maximum density for items (max items per block).
.HP
\fB\-asteroidProb\fR
.IP
Probability for an asteroid to appear.
.HP
\fB\-maxAsteroidDensity\fR
.IP
Maximum density [0.0\-1.0] for asteroids (max asteroids per block.
.HP
\fB\-itemConcentratorRadius\fR or itemConcentratorRange
.IP
Range within which an item concentrator can create an item.
Sensible values are in the range 1.0 to 20.0 (unit is 35 pixels).
If there are no item concentrators, items might popup anywhere.
Some clients draw item concentrators as three rotating triangles.
.HP
\fB\-itemConcentratorProb\fR
.IP
The chance for an item to appear near an item concentrator.
If this is less than 1.0 or there are no item concentrators,
items may also popup where there is no concentrator nearby.
.HP
\fB\-asteroidConcentratorRadius\fR or asteroidConcentratorRange
.IP
Range within which an asteroid concentrator can create an asteroid.
Sensible values are in the range 1.0 to 20.0 (unit is 35 pixels).
If there are no such concentrators, asteroids can popup anywhere.
Some clients draw these concentrators as three rotating squares.
.HP
\fB\-asteroidConcentratorProb\fR
.IP
The chance for an asteroid to appear near an asteroid concentrator.
If this is less than 1.0 or there are no asteroid concentrators,
asteroids may also appear where there is no concentrator nearby.
.HP
\fB\-rogueHeatProb\fR
.IP
Probability that unclaimed missile packs will go rogue.
.HP
\fB\-rogueMineProb\fR
.IP
Probability that unclaimed mine items will activate.
.HP
\fB\-itemEnergyPackProb\fR
.IP
Probability for an energy pack to appear.
.HP
\fB\-itemTankProb\fR
.IP
Probability for an extra tank to appear.
.HP
\fB\-itemECMProb\fR
.IP
Probability for an ECM item to appear.
.HP
\fB\-itemArmorProb\fR
.IP
Probability for an armor item to appear.
.HP
\fB\-itemMineProb\fR
.IP
Probability for a mine item to appear.
.HP
\fB\-itemMissileProb\fR
.IP
Probability for a missile item to appear.
.HP
\fB\-itemCloakProb\fR
.IP
Probability for a cloak item to appear.
.HP
\fB\-itemSensorProb\fR
.IP
Probability for a sensor item to appear.
.HP
\fB\-itemWideangleProb\fR
.IP
Probability for a wideangle item to appear.
.HP
\fB\-itemRearshotProb\fR
.IP
Probability for a rearshot item to appear.
.HP
\fB\-itemAfterburnerProb\fR
.IP
Probability for an afterburner item to appear.
.HP
\fB\-itemTransporterProb\fR
.IP
Probability for a transporter item to appear.
.HP
\fB\-itemMirrorProb\fR
.IP
Probability for a mirror item to appear.
.HP
\fB\-itemDeflectorProb\fR
.IP
Probability for a deflector item to appear.
.HP
\fB\-itemHyperJumpProb\fR
.IP
Probability for a hyperjump item to appear.
.HP
\fB\-itemPhasingProb\fR
.IP
Probability for a phasing item to appear.
.HP
\fB\-itemLaserProb\fR
.IP
Probability for a Laser item to appear.
.HP
\fB\-itemEmergencyThrustProb\fR
.IP
Probability for an Emergency Thrust item to appear.
.HP
\fB\-itemTractorBeamProb\fR
.IP
Probability for a Tractor Beam item to appear.
.HP
\fB\-itemAutopilotProb\fR
.IP
Probability for an Autopilot item to appear.
.HP
\fB\-itemEmergencyShieldProb\fR
.IP
Probability for an Emergency Shield item to appear.
.HP
\fB\-initialFuel\fR
.IP
How much fuel players start with.
.HP
\fB\-initialTanks\fR
.IP
How many tanks players start with.
.HP
\fB\-initialECMs\fR
.IP
How many ECMs players start with.
.HP
\fB\-initialArmor\fR or initialArmors
.IP
How much armor players start with.
.HP
\fB\-initialMines\fR
.IP
How many mines players start with.
.HP
\fB\-initialMissiles\fR
.IP
How many missiles players start with.
.HP
\fB\-initialCloaks\fR
.IP
How many cloaks players start with.
.HP
\fB\-initialSensors\fR
.IP
How many sensors players start with.
.HP
\fB\-initialWideangles\fR
.IP
How many wideangles players start with.
.HP
\fB\-initialRearshots\fR
.IP
How many rearshots players start with.
.HP
\fB\-initialAfterburners\fR
.IP
How many afterburners players start with.
.HP
\fB\-initialTransporters\fR
.IP
How many transporters players start with.
.HP
\fB\-initialMirrors\fR
.IP
How many mirrors players start with.
.HP
\fB\-initialDeflectors\fR
.IP
How many deflectors players start with.
.HP
\fB\-initialHyperJumps\fR
.IP
How many hyperjumps players start with.
.HP
\fB\-initialPhasings\fR
.IP
How many phasing devices players start with.
.HP
\fB\-initialLasers\fR
.IP
How many lasers players start with.
.HP
\fB\-initialEmergencyThrusts\fR
.IP
How many emergency thrusts players start with.
.HP
\fB\-initialTractorBeams\fR
.IP
How many tractor/pressor beams players start with.
.HP
\fB\-initialAutopilots\fR
.IP
How many autopilots players start with.
.HP
\fB\-initialEmergencyShields\fR
.IP
How many emergency shields players start with.
.HP
\fB\-maxFuel\fR
.IP
Upper limit on the amount of fuel per player.
.HP
\fB\-maxTanks\fR
.IP
Upper limit on the number of tanks per player.
.HP
\fB\-maxECMs\fR
.IP
Upper limit on the number of ECMs per player.
.HP
\fB\-maxMines\fR
.IP
Upper limit on the number of mines per player.
.HP
\fB\-maxMissiles\fR
.IP
Upper limit on the number of missiles per player.
.HP
\fB\-maxCloaks\fR
.IP
Upper limit on the number of cloaks per player.
.HP
\fB\-maxSensors\fR
.IP
Upper limit on the number of sensors per player.
.HP
\fB\-maxWideangles\fR
.IP
Upper limit on the number of wides per player.
.HP
\fB\-maxRearshots\fR
.IP
Upper limit on the number of rearshots per player.
.HP
\fB\-maxAfterburners\fR
.IP
Upper limit on the number of afterburners per player.
.HP
\fB\-maxTransporters\fR
.IP
Upper limit on the number of transporters per player.
.HP
\fB\-maxArmor\fR or maxArmors
.IP
Upper limit on the amount of armor per player.
.HP
\fB\-maxMirrors\fR
.IP
Upper limit on the number of mirrors per player.
.HP
\fB\-maxDeflectors\fR
.IP
Upper limit on the number of deflectors per player.
.HP
\fB\-maxPhasings\fR
.IP
Upper limit on the number of phasing devices per players.
.HP
\fB\-maxHyperJumps\fR
.IP
Upper limit on the number of hyperjumps per player.
.HP
\fB\-maxEmergencyThrusts\fR
.IP
Upper limit on the number of emergency thrusts per player.
.HP
\fB\-maxLasers\fR
.IP
Upper limit on the number of lasers per player.
.HP
\fB\-maxTractorBeams\fR
.IP
Upper limit on the number of tractorbeams per player.
.HP
\fB\-maxAutopilots\fR
.IP
Upper limit on the number of autopilots per player.
.HP
\fB\-maxEmergencyShields\fR
.IP
Upper limit on the number of emergency shields per player.
.HP
\fB\-gameDuration\fR or time
.IP
The duration of the game in minutes (aka. pizza mode).
.HP
\-/+baselessPausing
.IP
Should paused players keep their bases?
Can only be used on teamplay maps for now.
.HP
\fB\-survivalScore\fR