wesnoth

package: wesnoth-data

title: wesnoth(6)

text:
# wesnoth(6)

## NAME
wesnoth - Battle for Wesnoth, a turn-based fantasy strategy game

## SYNOPSIS
wesnoth [OPTIONS] [PATH_TO_DATA]

## DESCRIPTION
Battle for Wesnoth is a turn-based fantasy strategy game.

Defeat all enemy leaders using a well-chosen cadre of troops, taking care to manage your resources of gold and villages. All units have their own strengths and weaknesses; to win, deploy your forces to their best advantage while denying your foes the chance to do the same. As units gain experience, they acquire new abilities and become more powerful. Play in your own language and test your skill against a smart computer opponent, or join Wesnoth's large community of online players. Create your own custom units, scenarios or campaigns, and share them with others.

## OPTIONS
--all-translations

Show all translations in the in-game language selection list, even if they are deemed insufficiently complete.

--bunzip2 infile.bz2

decompresses a file which should be in bzip2 format and stores it without the .bz2 suffix. The infile.bz2 will be removed.

--bzip2 infile

compresses a file in bzip2 format, stores it as infile.bz2 and removes infile.

-c[id_campaign], --campaign[=id_campaign]

goes directly to the campaign with id id_campaign. A selection menu will appear if no id was specified.

--campaign-difficulty[=difficulty]

The difficulty of the specified campaign (1 to max). If none specified, the campaign difficulty selection widget will appear.

--campaign-scenario id_scenario

The id of the scenario from the specified campaign. The default is the first scenario.

--campaign-skip-story

Skip [story] screens and dialog through the end of the start event.

--clock

Adds the option to show a clock for testing the drawing timer.

--config-dir name

Deprecated, use --userdata-dir.

--config-path

Deprecated, use --userdata-path.

--core id_core

overrides the loaded core with the one whose id is specified.

--data-dir directory

overrides the data directory with the one specified

--data-path

prints the path of the data directory and exits.

-d, --debug

enables additional command mode options in-game (see the wiki page at https://www.wesnoth.org/wiki/CommandMode for more information about command mode).

--debug-lua

enables some Lua debugging mechanisms

-e[file], --editor[=file]

start the in-game map editor directly. If file is specified, equivalent to -l --load.

--fps

displays the number of frames per second the game is currently running at, in a corner of the screen.

-f, --fullscreen

runs the game in full screen mode.

--gunzip infile.gz

decompresses a file which should be in gzip format and stores it without the .gz suffix. The infile.gz will be removed.

--gzip infile

compresses a file in gzip format, stores it as infile.gz and removes infile.

-h, --help

displays a summary of command line options to standard output, and exits.

-l, --load file

loads the savegame file from the standard save game directory. If the -e or --editor option is used as well, starts the editor with the map from file open. If it is a directory, the editor will start with a load map dialog opened there.

-L, --language lang

uses language lang (symbol) this session. Example: --language ang_GB@latin

--log-level=domain1,domain2,...

sets the severity level of the log domains. all can be used to match any log domain. Available levels: error, warning, info, debug, none. By default the warning level is used for most domains, but deprecation defaults to none unless combined with the -d option.

--log-precise

shows the timestamps in log output with more precision.

--log-strict

sets the strict level of the logger. Any messages sent to log domains of this level or more severe will cause the unit test to fail regardless of the victory result. Only relevant when used with -u.

--logdomains[=filter]

lists defined log domains (only the ones containing filter if used) and exits

--max-fps fps

the number of frames per second the game can show, the value should be between 1 and 1000, the default is the monitor's refresh rate.

-m, --multiplayer

runs a multiplayer game. There are additional options that can be used together with --multiplayer as explained below.

--mp-test

load the test mp scenarios.

--new-widgets

there is a new WIP widget toolkit, this option enables it. This is very experimental, don't fill bug reports since most are known. Parts of the library are deemed stable and will work without this switch.

--nodelay

runs the game without any delays for graphic benchmarking. This is automatically enabled by --nogui.

--noaddons

disables loading of user addons.

--nocache

disables caching of game data.

--nogui

runs the game without the GUI. Only available in combination with --multiplayer or --screenshot or --plugin.

--nomusic

runs the game without music.

--noreplaycheck

don't try to validate replay of unit test. Only relevant when used with -u.

--nosound

runs the game without sounds and music.

--password password

uses password when connecting to a server, ignoring other preferences. Unsafe.

--plugin script

(experimental) load a script which defines a Wesnoth plugin. Similar to --script, but Lua file should return a function which will be run as a coroutine and periodically woken up with updates.

-p, --preprocess source-file/folder target-directory

preprocesses a specified file/folder. For each file(s) a plain .cfg file and a processed .cfg file will be written in specified target directory. If a folder is specified, it will be preprocessed recursively based on the known preprocessor rules. The common macros from the "data/core/macros" directory will be preprocessed before the specified resources. Example: -p ~/wesnoth/data/campaigns/tutorial ~/result. For details regarding the preprocessor visit: https://wiki.wesnoth.org/PreprocessorRef#Command-line_preprocessor.

--preprocess-defines=DEFINE1,DEFINE2,...

comma separated list of defines to be used by the --preprocess command. If SKIP_CORE is in the define list the "data/core" directory won't be preprocessed.

--preprocess-input-macros source-file

used only by the --preprocess command. Specifies a file that contains [preproc_define]s to be included before preprocessing.

--preprocess-output-macros[=target-file]

used only by the --preprocess command. Will output all preprocessed macros in the target file. If the file is not specified the output will be file '_MACROS_.cfg' in the target directory of preprocess's command. The output file can be passed to --preprocess-input-macros. This switch should be typed before the --preprocess command.

-r XxY, --resolution XxY

sets the screen resolution. Example: -r 800x600.

--render-image image output

takes a valid wesnoth 'image path string' with image path functions, and outputs to a .png file. Image path functions are documented at https://wiki.wesnoth.org/ImagePathFunctionWML.

-R, --report

initializes game directories, prints build information suitable for use in bug reports, and exits.

--rng-seed number

seeds the random number generator with number. Example: --rng-seed 0.

--screenshot map output

saves a screenshot of map to output without initializing a screen.

--script file

(experimental) file containing a Lua script to control the client.

-s[host], --server[=host]

connects to the specified host if any, otherwise connect to the first server in preferences. Example: --server server.wesnoth.org.

--showgui

runs the game with the GUI, overriding any implicit --nogui.

--strict-validation

validation errors are treated as fatal errors.

-t[scenario_id], --test[=scenario_id]

runs the game in a small test scenario. The scenario should be one defined with a [test] WML tag. The default is test. A demonstration of the [micro_ai] feature can be started with micro_ai_test. Implies --nogui.

--translations-over percent

Set the standard for deeming a translation is complete enough to show in the in-game language list to percent. Valid values are 0 to 100.

-u, --unit scenario-id

runs the specified test scenario as a unit test. Implies --nogui.

--unsafe-scripts

makes the package package available to lua scripts, so that they can load arbitrary packages. Do not do this with untrusted scripts! This action gives lua the same permissions as the wesnoth executable.

--userconfig-dir name

sets the user configuration directory to name under $HOME or "My Documents\My Games" for windows. You can also specify an absolute path for the configuration directory outside the $HOME or "My Documents\My Games". On Windows it is also possible to specify a directory relative to the process working directory by using path starting with ".\" or "..\". Under X11 this defaults to $XDG_CONFIG_HOME or $HOME/.config/wesnoth, on other systems to the userdata path.

--userconfig-path

prints the path of the user configuration directory and exits.

--userdata-dir name

sets the userdata directory to name under $HOME or "My Documents\My Games" for windows. You can also specify an absolute path for the userdata directory outside the $HOME or "My Documents\My Games". On Windows it is also possible to specify a directory relative to the process working directory by using path starting with ".\" or "..\".

--userdata-path

prints the path of the userdata directory and exits.

--username username

uses username when connecting to a server, ignoring other preferences.

--validcache

assumes that the cache is valid. (dangerous)

-v, --version

shows the version number and exits.

-w, --windowed

runs the game in windowed mode.

--with-replay

replays the game loaded with the --load option.

## Options for --multiplayer
The side-specific multiplayer options are marked with number. number has to be replaced by a side number. It usually is 1 or 2 but depends on the number of players possible in the chosen scenario.

--ai-config number:value

selects a configuration file to load for the AI controller for this side.

--algorithm number:value

selects a non-standard algorithm to be used by the AI controller for this side. The algorithm is defined by an [ai] tag, which can be a core one either in "data/ai/ais" or "data/ai/dev" or an algorithm defined by an addon. Available values include: idle_ai and experimental_ai.

--controller number:value

selects the controller for this side. Available values: human, ai and null.

--era value

use this option to play in the selected era instead of the Default era. The era is chosen by an id. Eras are described in the data/multiplayer/eras.cfg file.

--exit-at-end

exits once the scenario is over, without displaying victory/defeat dialog which normally requires the user to click End Scenario. This is also used for scriptable benchmarking.

--ignore-map-settings

do not use map settings, use default values instead.

--label label

sets the label for AIs.

--multiplayer-repeat value

repeats a multiplayer game value times. Best to use with --nogui for scriptable benchmarking.

--parm number:name:value

sets additional parameters for this side. This parameter depends on the options used with --controller and --algorithm. It should only be useful for people designing their own AI. (not yet documented completely)

--scenario value

selects a multiplayer scenario by id. The default scenario id is multiplayer_The_Freelands.

--side number:value

selects a faction of the current era for this side. The faction is chosen by an id. Factions are described in the data/multiplayer.cfg file.

--turns value

sets the number of turns for the chosen scenario. By default no turn limit is set.

## EXIT STATUS
Normal exit status is 0. An exit status of 1 indicates an (SDL, video, fonts, etc) initialization error. An exit status of 2 indicates an error with the command line options.

When running unit tests (with -u), the exit status is different. An exit status of 0 indicates that the test passed, and 1 indicates that the test failed. An exit status of 3 indicates that the test passed, but produced an invalid replay file. An exit status of 4 indicates that the test passed, but the replay produced errors. These latter two are only returned if --noreplaycheck is not passed.

## AUTHOR
Written by David White <davidnwhite@verizon.net>.

Edited by Nils Kneuper <crazy-ivanovic@gmx.net>, ott <ott@gaon.net> and Soliton <soliton.de@gmail.com>.

This manual page was originally written by Cyril Bouthors <cyril@bouthors.org>.

Visit the official homepage: https://www.wesnoth.org/

## COPYRIGHT
Copyright © 2003-2018 David White <davidnwhite@verizon.net>

This is Free Software; this software is licensed under the GPL version 2, as published by the Free Software Foundation. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

## SEE ALSO
wesnothd(6)


wesnothd

package: wesnoth-server

title: wesnothd(6)

summary: Battle for

text:
# wesnothd(6)

## NAME
wesnothd - Battle for Wesnoth multiplayer network daemon

## SYNOPSIS
wesnothd [-dv] [-c path] [-p port] [-t number] [-T number]

wesnothd -V

## DESCRIPTION
Manages Battle for Wesnoth multiplayer games. See https://www.wesnoth.org/wiki/ServerAdministration on what commands the server accepts via the wesnoth client (/query ...) or the fifo.

## OPTIONS
-c path, --config path

tells wesnothd where to find the config file to use. See the section SERVER CONFIG below for the syntax. You can reload the config with sending SIGHUP to the server process.

-d, --daemon

runs wesnothd as a daemon.

-h, --help

tells you what the command line options do.

--log-level=domain1,domain2,...

sets the severity level of the log domains. all can be used to match any log domain. Available levels: error, warning, info, debug. By default the error level is used and the info level for the server domain.

-p port, --port port

binds the server to the specified port. If no port is specified, port 15000 will be used.

-t number, --threads number

sets the maximum number of waiting worker threads for network I/O to n (default: 5, max: 30).

-T number, --max-threads number

sets the maximum number of worker threads that will be created. If set to 0 there will be no limit (default: 0).

-V, --version

shows version number and exits.

-v, --verbose

turns debug logging on.

## SERVER CONFIG

### The general syntax is:
[tag]

key="value"

key="value,value,..."

[/tag]

### Global keys:
allow_remote_shutdown

If set to no (default), shut_down and restart requests are ignored unless they come from the fifo. Set it to yes to allow remote shutdown via a /query by an administrator.

ban_save_file

Full or relative path to a (gzip compressed) file that the server can read and write. Bans will be saved to this file and read again on server start.

compress_stored_rooms

Determines whether the rooms file should be read and written to in compressed form. Defaults to yes.

connections_allowed

The number of allowed connections from the same IP. 0 means infinite. (default: 5)

disallow_names

Names/nicks that are not accepted by the server. * and ? from wildcard patterns are supported. See glob(7) for more details. Default values (used if nothing is specified) are: *admin*,*admln*,*server*,ai,ai?,computer,human,network,player.

fifo_path

The path to the fifo you can echo server commands into (same as /query ... from wesnoth). If not specified defaults to the compile-time path (default: /var/run/wesnothd/socket).

max_messages

The number of allowed messages in messages_time_period. (default: 4)

messages_time_period

The time period (in seconds) message flooding is detected in. (default: 10 seconds)

motd

The message of the day.

new_room_policy

Determines who can create new rooms on the server. Available values are everyone, registered, admin and nobody, and give the permission respectively to everyone, registered users, admin users or disables new room creation. Default value is everyone.

passwd

The password used to gain admin privileges (via /query admin password).

replay_save_path

The directory where the server stores game replays. (Don't forget the trailing /!) Defaults to `' which means the directory wesnothd was started in.

restart_command

The command that the server uses to start a new server process via the restart command. (Can only be issued via the fifo. See the allow_remote_shutdown setting.)

room_save_file

Path to a file where the room info should be stored. This file is read on server startup and written to later. If empty or not set, rooms are not loaded and not saved.

save_replays

Defines whether the server will automatically save replays of games. (default: false)

versions_accepted

A comma separated list of version strings to be accepted by the server. * and ? from wildcard patterns are supported. (defaults to the corresponding wesnoth version)

Example: versions_accepted="*" accepts any version string.

user_handler

The name of the user handler to use. Currently available user handlers are forum (to connect wesnothd to a phpbb forum database) and sample (a sample implementation of the user handler interface, if you use this on anything real you are insane). The default value is forum. You must also add a [user_handler] section, see below.

### Global tags:
[redirect] A tag to specify a server to redirect certain client versions to.

host

The address of the server to redirect to.

port

The port to connect to.

version

A comma separated list of versions to redirect. Behaves the same way as versions_accepted in regard to wildcard patterns.

[ban_time] A tag to define convenient keywords for temporary ban time lengths.

name

The name used to reference the ban time.

time

The time length definition. The format is: %d[%s[%d%s[...]]] where %s is s (seconds), m (minutes), h (hours), D (days), M (months) or Y (years) and %d is a number. If no time modifier is given minutes (m) are assumed. Example: time="1D12h30m" results in a ban time of 1 day, 12 hours and 30 minutes.

[proxy] A tag to tell the server to act as a proxy and forward the connected client's requests to the specified server. Accepts the same keys as [redirect].

[user_handler] Configures the user handler. Available keys vary depending on which user handler is set with the user_handler key. If no [user_handler] section is present in the configuration the server will run without any nick registration service. All additional tables that are needed for the forum_user_handler to function can be found in table_definitions.sql in the Wesnoth source repository.

db_host

(for user_handler=forum) The hostname of the database server

db_name

(for user_handler=forum) The name of the database

db_user

(for user_handler=forum) The name of the user under which to log into the database

db_password

(for user_handler=forum) This user's password

db_users_table

(for user_handler=forum) The name of the table in which your phpbb forums saves its user data. Most likely this will be <table-prefix>_users (e.g. phpbb3_users).

db_extra_table

(for user_handler=forum) The name of the table in which wesnothd will save its own data about users. You will have to create this table manually.

db_game_info_table

(for user_handler=forum) The name of the table in which wesnothd will save its own data about games.

db_game_player_info_table

(for user_handler=forum) The name of the table in which wesnothd will save its own data about the players in a game.

db_game_modification_info_table

(for user_handler=forum) The name of the table in which wesnothd will save its own data about the modifications used in a game.

db_user_group_table

(for user_handler=forum) The name of the table in which your phpbb forums saves its user group data. Most likely this will be <table-prefix>_user_group (e.g. phpbb3_user_group).

mp_mod_group

(for user_handler=forum) The ID of the forum group to be considered as having moderation authority.

user_expiration

(for user_handler=sample) The time after which a registered nick expires (in days).

[mail] Configures an SMTP server through which the user handler can send mail. Currently only used by the sample user handler.

server

The hostname of the mail server

username

The user name under which to log into the mail server.

password

This user's password.

from_address

The reply-to address of you mail.

mail_port

The port on which your mail server is running. Default is 25.

## EXIT STATUS
Normal exit status is 0 when the server was properly shutdown. An exit status of 2 indicates an error with the command line options.

## AUTHOR
Written by David White <davidnwhite@verizon.net>. Edited by Nils Kneuper <crazy-ivanovic@gmx.net>, ott <ott@gaon.net>, Soliton <soliton.de@gmail.com> and Thomas Baumhauer <thomas.baumhauer@gmail.com>. This manual page was originally written by Cyril Bouthors <cyril@bouthors.org>.

Visit the official homepage: https://www.wesnoth.org/

## COPYRIGHT
Copyright © 2003-2018 David White <davidnwhite@verizon.net>

This is Free Software; this software is licensed under the GPL version 2, as published by the Free Software Foundation. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

## SEE ALSO
wesnoth(6)


wordwarvi

package: wordwarvi

title: wordwarvi(6)

text:
# wordwarvi(6)

## NAME
wordwarvi - Old school '80's style side scrolling space shoot'em up game.

## SYNOPSIS
wordwarvi [ --bw ] [ --blueprint ] [ --brightsparks ] [ --difficulty easy|medium|hard|insane|batshit-insane ] [ --explosionfactor n ] [ --fullscreen ] [ --joystick device ] [ --nomusic ] [ --nomissilealarm ] [ --norumble ] [ --nostarfield ] [ --nstars n ] [ --randomize ] [ --randomseed n ] [ --squareexplosions ] [ --rumbledevice device ] [ --sounddevice n ] [ --thicklines ] [ --width w ] [ --height h ] [ --framerate f ] [ --retrogreen ] [ --version ] [ --xmas ]

## DESCRIPTION
wordwarvi, or "Word War vi", is an old school '80's style side scrolling space shoot'em up video game.

You pilot your "vi-per" craft through core memory, trying to avoid OS defenses and wipe out the memory hogging emacs processes and rescue lost vi-per pilots (.swp files) stranded from crashed vi sessions before heading through the socket to the next node in the cluster to do it all over again.

## Options:
--bw

Render the game in black and white, as if on graph paper.

--blueprint

Render the game to look like a blueprint.

--brightsparks

Enables a visual effect for sparks to be rendered bigger and brighter than usual, at the cost of some performance. It is a matter of personal preference whether it looks better or worse.

--difficulty easy|medium|hard|insane|batshit-insane

Sets the difficulty level to one of easy, medium, hard, insane, or batshit-insane.

--explosionfactor n

Produce explosions with the number of sparks multiplied by n. Default is 1, integers up to 5 are permitted. Performance may suffer with large values of n. This option only has an effect when the squareexplosions option is not in effect.

--framerate f

Sets the target frame rate to f frames per second. The default is 30 frames per second. If your computer is too slow to achieve the specified (or default) frame rate at the specified (or default) resolution, decreasing the frame rate may make the game respond better. Likewise, at lower resolutions, higher framerates may be possible, or lower resolutions may make the game perform better at a given frame rate. It should be noted that The game is designed (and tested) to be played at 30 frames per second.

--fullscreen

Expand the window to fill the screen. This option overrides the --width and --height options, if either of those are also specified, and scales the graphics to the size of the screen. You can also use the F11 key to toggle between fullscreen and windowed mode after the program is started. If the --fullscreen option is used, then the F11 key has no effect.

--height h

Sets the window size to h pixels high, scaling all graphics as necessary. The default is 600 pixels.

--joystick joystick-device

Use the specified device node joystick-device to access the joystick. The default device if this option is not used is /dev/input/js0. If you have more than one joystick, or if your OS presents joysticks at device nodes other than /dev/input/js0, that's what this option is for.

--nomusic

Don't play music, or even decode the music files into memory. Cuts down considerably on memory usage.

--nomissilealarm

Don't sound an alarm when a missile locks on to your ship. Some people find the sound of the alarm incredibly annoying. (Alarms are supposed to be annoying.) The audio alarm can also be toggled on and off with the '1' key.

--norumble

Don't use joystick rumble effects.

--nostarfield

Don't draw a starfield in the background.

--nstars n

Controls how many stars are rendered. Valid values for n must be greater than or equal to zero, and less than or equal to 600.

--randomize

Uses the microseconds value of the clock as the random seed for generating terrain, enemy placement etc. If you get tired of the regular levels, and knowing where everything is, this will get you levels that you haven't seen before.

--randomseed n

Uses the specified value, n, as the random seed for generating terrain, enemy placement etc. This allows access to new levels which you may play again by specifying the same random seed value. The default random seed value the game uses if none is specified is 31415927.

--squareexplosions

Makes explosions square rather than round. By default spark velocities are chosen by simply assigning independent uniformly distributed random angle and velocity (polar coordinates). This results in an explosion which is round in shape. If there aren't too many sparks, you don't really notice. With larger numbers of sparks, this round shape can become apparent. The squareexplosions options causes a uniformly distributed random x and y and velocity to be chosen for each spark. This saves the computation of converting polar coordinates to cartesian. The default used to be square explosions, with round explosions available only through the old --roundexplosions option. Now round explosions are the default, and the --roundexplosions option was inverted and renamed --squareexplosions.

--rumbledevice d

Use the specified device for rumble effects (XBox 360 wired controller only, and linux 2.6.26 or better required.) The default is /dev/input/event5. Your controller may show up elsewhere, like /dev/input/event6, for example. Also, you will have to (as root) chown this device node to the user you're running the game as, and do this again after each boot, and each time you hotplug the controller. There is probably a way to get udev to do this for you automatically every time, but I don't know what it is offhand, and it may differ from distro to distro.

--retrogreen

Does exactly what it sounds like.

--sounddevice n

Use alternate sound device n, where n is an integer. By default, wordwarvi uses the "default" sound device as estimated by the PortAudio library, which is 0. You can specify other numbers if you have other sound cards, or a multichannel sound card.

--starmotion x

Controls how the starfield moves. Possible values of x are 'astronomically-correct', 'wrong', 'wronger', and 'wrongest'.

--thicklines

Render everything with extra thick lines.

--version

Print the program's version number and exit.

--width w

Sets the window size to w pixels wide, scaling all graphics as necessary. The default is 800 pixels.

--xmas

Runs the program in xmas mode, if it is not near Christmas. If it is near Christmas, runs the program in non-xmas mode.

## Controls:
Arrow keys control movement (or vi's hjkl keys will work too, of course.)

Q puts in a quarter, and starts the game.

Z fires a laser

C drops chaff (to confuse heat seeking missiles).

B drops bombs.

G drops a gravity bomb, of which you start with 3.

Additionally, a game pad or joystick may be used. I have only tried two controllers, the Microsoft XBox 360 wired controller, and a Logitech Dual Action Rumble USB gamepad. On these, the first (left) joystick controls your ship. For other controls, just press all the buttons to see what they do, as it's not the same from one controller to the next. The rumble effect only works with the XBox 360 wired controller, and then only if you have linux kernel 2.6.26 or better. See also the "--rumbledevice" option.

m toggles music on/off.

s toggles sound effects on/off.

1 toggles the audio missile lock-on alarm on/off.

## ENEMIES AND OTHER THINGS YOU MAY ENCOUNTER
Rockets. Avoid hitting them.

Jets, which fire heat seeking missiles. Avoid the missiles.

Heat seeking SAMs. Avoid.

Octo-viruses and tentacles. Shoot lightning. Avoid.

Blimps (representing emacs). Will shoot heat seeking missiles. Will leak LISP code.

GDB processes. Will attempt to ptrace you with heat seeking probes. Avoid and/or kill.

Cron Jobs. Will shoot projectiles at you. Will attempt to collect the vi .swp files and carry them to caldera of the volcano, Mount /dev/null.

Fuel tanks. Refuel by hovering over the fuel tanks momentarily.

Laser cannons. They will shoot laser bolts at you (obviously).

WINE bottles. Bill Gates's finest warship is outfitted with a giant WINE bottle to enable it to travel through the linux CORE. Beware of viruses which may be living inside.

## FILES
/dev/input/js0, the joystick device node.

/dev/input/event5, the rumble effect device.

/usr/share/wordwarvi/sounds/*.ogg contain the audio data used by the game.

~/.wordwarvi/.highscores Contains high score data.

~/.wordwarvi/.exrc This file can be used to customize default settings for the game. Each line of the file controls one aspect of the game. The following commands are understood.

set bw

Render in black and white.

set blueprint

Render in the style of a blueprint.

set brightsparks

Render sparks brighter than usual.

set difficulty=x

Sets the difficulty level. Valid values are easy, medium, hard, insane, and batshit-insane.

set explosionfactor=n

Produce explosions with the number of sparks multiplied by n. Default is 1, integers up to 5 are permitted. Performance may suffer with large values of n. This option only has an effect when the squareexplosions option is not in effect.

set framerate=n

Attempt to render the game at n frames per second.

set fullscreen

Render the game in full screen mode.

set height y

Render the game y pixels high.

set joystick=dev

Use joystick input device dev.

set levelwarp=n

Warp ahead n levels (if compiled in).

set nomusic

Do not play, or even decode music data.

set nomissilealarm

Do not sound alarm for missile lock on.

set nostarfield

Do not render the background starfield.

set norumble

Do not use joystick rumble effects.

set nstars=n

Controls how many stars are rendered. Valid values for n must be greater than or equal to zero, and less than or equal to 600.

set retrogreen

Render in the manner of a vector display from the '70's.

set randomize

Use a clock generated random seed to initialize levels.

set randomseed=n

Use the specified random seed to initialize levels.

set rumbledeviced=d

Use the specified device for rumble effects (XBox 360 wired controller only, and linux 2.6.26 or better required.) The default is /dev/input/event5. Your controller may show up elsewhere, like /dev/input/event6, for example. Also, you will have to (as root) chown this device node to the user you're running the game as, and do this again after each boot, and each time you hotplug the controller. There is probably a way to get udev to do this for you automatically every time, but I don't know what it is offhand, and it may differ from distro to distro.

set squareexplosions

Makes explosions rectangular rather than round. See the description of the --squareexplosions option for some explanation of why this even exists.

set sounddevice=n

Use the nth sound device for audio output.

set starmotion=x

Controls how the starfield moves. Possible values are 'astronomically-correct', 'wrong', 'wronger', and 'wrongest'.

set thicklines

Render everything with extra thick lines.

set width=x

Render the game x pixels wide.

map key action

valid actions are:

soundeffect down up left right

missilealarm bomb chaff quarter pause

2x 3x 4x 5x 6x

7x 8x suicide thrust music

fullscreen quit laser none reverse

gift

Valid keys are: a-z, A-Z, 0-9, and most printable characters. Keypad numerals 0-9 may be specified as kp_0 through kp_9, and function keys f1 through f12 can be specified f1 through f12 (obviously). In addition the following strings may be used to specify the corresponding keys:

space enter return backspace delete

pause scrolllock escape sysreq left

right up down kp_home kp_down

kp_up kp_left kp_right kp_end kp_delete

kp_insert home down end delete

insert

map button n action

maps joystick button n (where 0 <= n <= 9) to the specified action. Actions are the same as describe above, with the exception of left, right, up and down, which are not yet implemented due to laziness on my part. In any case, if your joystick has a button pad you want to use to control the motion of the ship (left/right/up/down), most likely it also has some sort of switch to make this pad active instead of one of the sets of x/y joystick axes. (e.g. my Logitech Dual Action Rumble is like that.) If that's the case, then you don't need this feature anyway, as the joystick will map those button presses onto the appropriate axes for you.

set joystick-[xy]-axis=n. Allows specifying different axes for

control of the players ship for multi axis joysticks. By default, the first x and first y axes are used (n = 0 for x, n=1 for y) A value of -1 disables control of an axis. See example .exrc file below to find out why you might want to do that. There are pictures at http://smcameron.github.com/wordwarvi which show how the axis numbers and button numbers map to the physical controls for the Microsoft XBox 360 controller and the Logitech Dual Action Rumble controller

Example .exrc file:

set fullscreen

set retrogreen

map z chaff

map x bomb

map c laser

\#

\# to set up "Defender" style joystick

\# controls, vertical motion controlled

\# by joystick axis, horizontal motion

\# controlled only by "reverse", and

\# "thrust" buttons, with x axis joystick

\# control disabled.

\#

set joystick-x-axis=-1

set joystick-y-axis=0

map button 0 thrust

map button 1 reverse

## GOOD LUCK
You'll need it.

## AUTHOR
Written by Stephen M. Cameron


xaos

package: xaos

title: xaos(6)

text:
# xaos(6)

## NAME
xaos - Fast interactive real-time fractal zoomer/morpher

## DETAILS
This manual page is obsolete and no longer maintained. Please read the full documentation running XaoS. You can start it typing 'xaos'. (Press 'h' 3 times to get into the help system.)

In addition, xaos --help should give a detailed list about the command line options.


xbill

package: xbill

title: xbill(6)

text:
# xbill(6)

## NAME
xbill - save your computers from Wingdows [TM] virus

## SYNOPSIS
xbill [-l level] [--gui gui] [--sizesize] [-v] [-h]

## DESCRIPTION
Ever get the feeling that nothing is going right? You're a sysadmin, and someone's trying to destroy your computers. The little people running around the screen are trying to infect your computers with Wingdows [TM], a virus cleverly designed to resemble a popular operating system. Your objective is to click the mouse on them, ending their potential threat. If one of the people reaches a computer, it will attempt to replace your operating system with the virus it carries. It will then attempt to run off the screen with your vital software. The game ends when only 1 (or 0) of your computers are being productive. Additionally, some computers are connected with network cables. When one computer on a network becomes infected, a spark will be sent down the cable, and will infect the computer on the other end when it reaches there.

Clicking the button on one of the little people will cause it to cry out in pain and melt (id software eat your heart out!), dropping the stolen os if it is carrying one. If a computer is running Wingdows or is temporarily off, the os can be dragged back to the computer (or another computer compatible with that os). To extinguish a spark, drag the bucket of water from the upper left corner onto it.

The status bar at the bottom tells the following:

Number of Bills on/off the screen

Number of Computers running their OS/off/Wingdows

Level

Score

## OPTIONS
-l n

Start at level n.

--gui gui

Use a specific front end. The possible values are gtk, motif, and athena. Note that some of these may not be compiled into the binary.

--size size

Play on a field of size x size, instead of the normal 400x400. size must be larger than 400.

-v

Print version number and exit.

-h

Print help and exit.

When using the GTK gui, all standard GTK options are supported. When using the Athena or Motif GUI, all standard X Intrinsics options are supported.

## AUTHORS
Main Programmer:

Brian Wellington <bwelling@xbill.org>

Programming & graphics (v2.0 and earlier):

Matias Duarte <matias@hyperimage.com>

## COPYING
Copyright (c) 1994-2001 Psychosoft

It's FREE! If you want to express your undying gratitude to us for bringing a small bit of meaning into your otherwise pointless existence, you could always send us e-mail. XBill is distributed under the GNU General Public License.

Go play the game now!


xblast

package: xblast

title: xblast(6)

summary: Multi-player Blast the Others game

text:
# xblast(6)

## NAME
XBlast (TNT) - Multi-player "Blast the Others" game

## SYNOPSIS
xblast [options]

## DESCRIPTION
XBlast is a multi-player arcade game for X11R5/R6. The game can be played with at least two players and up to six players. It was inspired by the video/computer game Bomberman/Dynablaster which was to my knowledge first programmed for NEC's PC Engine/Turbo Grafx. Other (commercial) versions of the original game exist for IBM-PC, Atari ST, Amiga, NES, GameBoy and Super NES.

## Actualized information you can obtain on the web page:
http://xblast.sourceforge.net/ Follow the link Player-Tutorials

## LAUNCHING XBLAST
Just type xblast in an xconsole.

## SOUND OPTIONS
This option is only valid when XBlast was compiled with the optional sound support. Freebsd, Linux and Sun should be supported.

-ns

This disables the sound support.

## OTHER OPTIONS
The program XBlast supports the following command-line options:

-central

This option starts the program as central server.

-check

This option verifies if all levels are loadable.

## PLAYING XBLAST
The idea of the game is quite simple: "There can be only one ...". So the aim is to blast away all the other players. Use your bombs to blast away the other players and certain blocks (e.g. the ?-Blocks in the 1st level). Below some of these blocks there are extras.

The program XBlast can be played locally or in network. After you started XBlast it will display an intro. The next step will show you the "Main Menu". In the "Main Menu" you can decide if you want to start a local game, join a network game or host a network game. For detailed information please go to the web site.

## CONTROLS
The following will explain the default bindings. These keys control the first (right) player at your display:

KP_8, KP_Up

Player starts walking up.

KP_2, KP_Down

Player starts walking down.

KP_4, KP_Left

Player starts walking to the left.

KP_6, KP_Right

Player starts walking to the right.

KP_5

Player stops (in the center of the next block).

KP_0, KP_Insert

Player drops a bomb (in the center of the current block).

Return, KP_Add

Player uses special function (e.g. remote control, special bombs).

KP_Subtract

Pause of level in Local Game.

KP_Multiply

Request to abort the level.

KP_Divide

Cancel abort request.

The following keys control the second (left) player at your display:

T

Player starts walking up.

V, B

Player starts walking down.

F

Player starts walking to the left.

H

Player starts walking to the right.

G

Player stops (in the center of the next block).

Space

Player drops a bomb (in the center of the current block).

Tab

Player uses special function (e.g. remote control, special bombs).

P

Pause of level in Local Game.

A

Request to abort of level.

Z

cancel abort request.

A single player can use both key sets for playing. Furthermore the following keys effect all players:

P

pause game, resume game after pause.

Escape

Go to previous menu.

Please note that since XBlast 2.7.x the keybindings can be customised via Options Menu Controls (see also http://blast.sf.net/ ).

## EXTRA SYMBOLS
There are many extras to be found in xblast. Most of the time they can be found under blastable blocks, sometimes they are just lying around. The following extras can be found in nearly any level. You will keep these extras until you have lost all your lives or the level ends. See the web site for actualized information.

Bomb (red frame)

This extra increases the number of bombs you can drop by one.

Flame (yellow flame)

This extra increases the range of your bombs by one field.

Furthermore in several levels the following symbol can be found:

Skull (cyan frame)

This is not really an extra, but you will be infected with an random illness when picking it up. You will be healed automatically after a certain time, or if you loose one life. Additionally you can infect other players while being ill by running past them.

In many levels there is also a special extra. There will always be only one type of special extra per level and you will loose it if you loose a life. The following special extras can be found:

Kick extra (moving bomb in blue frame)

This extra enables you to kick bombs by running into them.

Invincibility (star in golden frame)

This extra makes you invincible for some time. You are not killed by explosions, stunned by moving bombs, nor infected by skulls.

Global Detonator (button in deep pink frame)

Picking up this extra ignites all bombs on the map. Use with care.

Construction Bombs (bricks and bombs in firebrick frame)

This extra gives you construction bombs as special bombs. These bombs create a blastable block when exploding. Use the special key to drop them.

Remote Control (button box in spring green frame)

This extra enables you to ignite all your bombs by pressing the special key.

Teleport Extra (beaming player in orchid frame)

This extra enables you to beam away to a random location. You must be in the center of a block to activate it. Use the special key to teleport.

Airpump (clouds in sky blue frame)

This extra enables you to blow away (not to blast away) bombs within a range of 2 fields. It also works when your are trapped between two bombs. Use the special key to activate it.

Napalm Bombs (burning bombs in orange red frame)

This extra allows you to drop a high powered napalm bomb using the special key. This bomb has a much larger explosion than normal, and is bigger if you have more Flames. If the bomb is struck with an explosion, it will explode as a normal bomb. For the large explosion to occur, it must explode on its own.

Firecrackers (firecrackers in orange frame)

This extra allows you to drop firecracker bombs with the special key. Firecracker bombs set off a series of explosions that can clear away a small area. One in ten firecracker bombs is high powered and clears away a much larger area. There is no way to tell if a firecracker is high powered or not until it explodes. Unlike napalm bombs there is no way to stop the firecracker explosion, although it is blocked by walls and other solid objects.

Pyro bombs (firecrackers in orange frame)

This extra allows you to drop pyro bombs with the special key. Pyro bombs explode with a series of small explosions that dance around the level. These explosions are blocked by walls and other bombs but are able to travel through corridors with ease. They explode randomly and cannot be controlled. Pyro bombs have the same range irrespective of how many flame extras you have. Even if the bomb is struck with an explosion it will still explode as pyro bomb.

Junkie Virus (syringe in yellow green frame)

This extra infects you with the junkie virus. Whilst you have the junkie virus you are randomly infected with illnesses (as if you were picking up skulls). You MUST touch other players to pass on the illness within a certain time limit or you will lose a life. Any touched players are given the junkie virus as well. There is currently no way to get rid of the junkie virus (but look for a rehabilitation centre in the next release). :)

Poison (black skull in steel blue frame)

This extra?! cost you one of your lives. So avoid to step on it. At least if you are not currenlty invincible.

Spinner (looks like normal floor)

When picking up this extra you will be stunned for some time. Your opponents might want to blast you while you are spinning.

Speed (moving head in light blue frame)

This extra enables you too run twice as fast as normal. Try to overtake other players and catch them between bombs.

Mayhem (moving head and bomb in blue frame)

This extra gives you speed and kicking. Make the best of it.

Holy Grail (a grail with blue light in white frame)

This extras transfers life energy to you from your opponents. Be sure you are the one to get there first.

Life (head and first aid kit in red frame)

This extra increases your number of lifes by one. Comes in handy while in "hot" environments.

Random (question mark in light blue frame)

Picking up this extra will give you one of the following extras: Speed, Poison, Invincibility, Spinner, Air Pump or Life. Avoid it if you have only one life left.

Cloak (vanishing player in violet frame)

This extras allows you to cloak yourself using the special key. You become invisible for all other players. The extras wears out after a certain time of use.

Morph (bomb with eyes in green frame)

Get this extra to morph into a bomb with the special key. You still move as a bomb although you cannot alter course while on the run. You cannot be harmed by explosions while you are a bomb. Beware not to be kicked in the wall while the level shrinks.

## GAME RESOURCES
These resources define the rest of the game setup of xblast. They will be taken from the following sources (in the given order):

1.

internal defaults

2.

the directory "~/.xblast_tnt"

## DISPLAY RESOURCES
These resources are read separately for each display used in xblast. They are read only from the following sources (in the given order):

1.

internal defaults

2.

the directory "~/.xblast_tnt"

3.

the server resources of the default display (can be set using xrdb).

## BUGS
If you found one go to the web site and tell us.

## COPYRIGHT
Copyright (C) 1993-2005, Oliver Vogel.

This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public Licences as published by the Free Software Foundation; either version 2; or (at your option) any later version

This program is distributed in the hope that it will be entertaining, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc. 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA

## AUTHORS
Oliver Vogel (Main Author)

vogel@ikp.uni-koeln.de

Garth Denley (Coauthor)

g0denley@teaching.cs.adelaide.edu.au

Norbert Nicolay (Linux Sound Support, optional)

nicolay@ikp.uni-koeln.de

Koen (central, SMPF, teammode on TNT, bugcatcher)

EPFL

Belgium Guys

Skywalker (epfl port, laola, some game functions, user friendliness, Shapes)

Kruno Sever (Major network review, Chat, bugcatcher)

## CONTRIBUTORS
Xavier Caron - x-caron@es2.fr

Chris Doherty - cpdohert@teaching.cs.adelaide.edu.au

Patrick Durish - dri@eup.siemens-albis.ch

Keith Gillow - ...@...

Rob Hite - hite@tellabs.com

Christophe Kalt - kalt@hugo.int-evry.fr

Joachim Kaltz - kaltz@essi.fr

Laurent Marsan - mbaye@univ-mlv.fr

Pierre Ramet - ramet@labri.u-bordeaux.fr

Mike Schneider - schneid@tellabs.com

Mark Shepherd - ...@...

Rob, Simon and Tristan - ...@...

Xbresse

Gerfried Fuchs

Rado

Ifi

Bombenfutter

Galatius

Garth Denley

Stephan Natschlaeger

Amilhastre

Fouf

ALu

Larsl

Stefan Stiasny