xpilot-ng-server

package: xpilot-ng-server

title: xpilot-ng-server(6)

summary: server for multiplayer space war game.

text:
# xpilot-ng-server(6)

## NAME
xpilot-ng-server - server for multiplayer space war game.

## SYNOPSIS
xpilot-ng-server [ options ]

## DESCRIPTION

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.

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:

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,

or on the command line.

invisible Is not displayed when a list of options is

requested from the server by an operator.

The possible options include:

-help

Print out this help message.

-version

Print version information.

-dump

Print all options and their default values in defaultsfile format.

-expand <list>

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 ]

-gravity <real>

Gravity strength.

-shipMass <real>

Mass of fighters.

-ballMass <real>

Mass of balls.

-minItemMass <real>

The minimum mass per item when carried by a ship.

-shotMass <real>

Mass of bullets.

-shotSpeed <real>

Maximum speed of bullets.

-shotLife <real>

Life of bullets in ticks.

-/+treasureCollisionKills or treasureKills

Does a player die when hitting a ballarea?

-ballCollisionFuelDrain or ballFuelDrain <real>

How much fuel does a ball collision cost?

-playerCollisionFuelDrain or playerFuelDrain <real>

How much fuel does a player collision cost?

-/+shotHitFuelDrainUsesKineticEnergy or kineticEnergyFuelDrain

Does the fuel drain from shot hits depend on their mass and speed? This should be set to false on Blood's Music maps.

-fireRepeatRate or fireRepeat <real>

Number of ticks per automatic fire (0=off).

-pulseSpeed <real>

Speed of laser pulses.

-pulseLife <real>

Life of laser pulses shot by ships, in ticks.

-pulseLength <real>

Max length of laser pulse.

-laserRepeatRate or laserRepeat <real>

Number of ticks per automatic laser pulse fire (0=off).

-maxRobots or robots <integer>

The maximum number of robots wanted. Adds robots if there are less than maxRobots players.

-minRobots <integer>

The minimum number of robots wanted. At least minRobots robots will be in the game, if there is room.

-robotFile <string>

The file containing parameters for robot details. [ Flags: command, defaults, invisible ]

-/+robotsTalk

Do robots talk when they kill, die etc.?

-/+robotsLeave

Do robots leave the game?

-robotLeaveLife <integer>

After how many deaths does a robot want to leave? (0=off).

-robotTeam <integer>

Team to use for robots.

-/+restrictRobots

Are robots restricted to their own team?

-/+reserveRobotTeam

Is the robot team only for robots?

-robotUserName or robotRealName <string>

What is the robots' apparent user name?

-robotHostName <string>

What is the robots' apparent host name?

-tankUserName or tankRealName <string>

What is the tanks' apparent user name?

-tankHostName <string>

What is the tanks' apparent host name?

-tankScoreDecrement or tankDecrement <real>

How much lower is the tank's score than the player's?

-/+selfImmunity

Are players immune to their own weapons?

-defaultShipShape <string>

What is the default ship shape for people who do not have a ship shape defined?

-tankShipShape <string>

What is the ship shape used for tanks?

-maxPlayerShots or shots <integer>

Maximum number of shots visible at the same time per player.

-/+shotsGravity

Are shots affected by gravity.

-/+Log

Log major server events to log file?

-/+idleRun or rawMode

Does server calculate frames and do robots keep on playing even if all human players quit? [ Flags: command, defaults ]

-/+noQuit

Does the server wait for new human players to show up after all players have left. [ Flags: command, defaults ]

-/+logRobots

Log the comings and goings of robots. [ Flags: command, defaults ]

-mapWidth <integer>

Width of the world in pixels.

-mapHeight <integer>

Height of the world in pixels.

-mapFileName or map <string>

The filename of the map to use. [ Flags: command, defaults, invisible ]

-mapName <string>

The title of the map.

-mapAuthor <string>

The name of the map author.

-mapData <string>

Block map topology. [ Flags: command, any, invisible ]

-contactPort or port <integer>

The server contact port number. [ Flags: command, defaults ]

-serverHost <string>

The server's fully qualified domain name (for multihomed hosts). [ Flags: command, defaults ]

-greeting or xpilotGreeting <string>

Short greeting string for players when they login to server.

-/+allowPlayerCrashes

Can players overrun other players?

-/+allowPlayerBounces

Can players bounce with other players?

-/+allowPlayerKilling or killings

Should players be allowed to kill one other?

-/+allowShields or shields

Are shields allowed?

-/+playerStartsShielded or playerStartShielded

Do players start with shields up?

-/+shotsWallBounce

Do shots bounce off walls?

-/+ballsWallBounce

Do balls bounce off walls?

-/+ballCollisionDetaches or ballHitDetaches

Does a ball get freed by a collision with a player?

-/+ballCollisions

Can balls collide with other objects?

-/+ballSparkCollisions

Can balls be blown around by exhaust? (Needs ballCollisions too)

-/+minesWallBounce

Do mines bounce off walls?

-/+itemsWallBounce

Do items bounce off walls?

-/+missilesWallBounce

Do missiles bounce off walls?

-/+sparksWallBounce

Do thrust spark particles bounce off walls to give reactive thrust?

-/+debrisWallBounce

Do explosion debris particles bounce off walls?

-/+asteroidsWallBounce

Do asteroids bounce off walls?

-/+pulsesWallBounce

Do laser pulses bounce off walls?

-/+cloakedExhaust

Do engines of cloaked ships generate exhaust?

-maxObjectWallBounceSpeed or maxObjectBounceSpeed <real>

The maximum allowed speed for objects to bounce off walls.

-maxSparkWallBounceSpeed or maxSparkBounceSpeed <real>

The maximum allowed speed for sparks to bounce off walls.

-maxShieldedWallBounceSpeed or maxShieldedBounceSpeed <real>

The max allowed speed for a shielded player to bounce off walls.

-maxUnshieldedWallBounceSpeed or maxUnshieldedBounceSpeed <real>

Max allowed speed for an unshielded player to bounce off walls.

-playerWallBounceType or wallBounceType <integer>

What kind of ship wall bounces to use.

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.

A value of 1 gives the "separate multipliers" implementation.

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

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. .

-playerWallBounceBrakeFactor or playerWallBrake <real>

Factor to slow down ship in direction perpendicular to the wall when a wall is hit (0 to 1).

-playerBallBounceBrakeFactor or playerBallBrake <real>

Elastic or inelastic properties of the player-ball collision 1 means fully elastic, 0 fully inelastic.

-playerWallFriction or wallFriction <real>

Player-wall friction (0 to 1).

-objectWallBounceBrakeFactor or objectWallBrake <real>

Factor to slow down objects when they hit the wall (0 to 1).

-objectWallBounceLifeFactor <real>

Factor to reduce the life of objects after bouncing (0 to 1).

-afterburnerPowerMult or afterburnerPower <real>

Multiplication factor for afterburner power.

-wallBounceDestroyItemProb <real>

The probability for each item a player owns to get destroyed when the player bounces against a wall.

-/+reportToMetaServer or reportMeta

Keep the meta server informed about our game? [ Flags: command, defaults ]

-metaUpdateMaxSize <integer>

Maximum size of meta update messages.

-/+searchDomainForXPilot

Search the local domain for the existence of xpilot.domain? [ Flags: command, defaults ]

-denyHosts <string>

List of network addresses of computers which are denied service. Addresses may be followed by a slash and a network mask. [ Flags: command, defaults ]

-/+limitedVisibility

Should the players have a limited visibility?

-minVisibilityDistance or minVisibility <real>

Minimum block distance for limited visibility, 0 for default.

-maxVisibilityDistance or maxVisibility <real>

Maximum block distance for limited visibility, 0 for default.

-/+limitedLives

Should players have limited lives? See also worldLives.

-worldLives or lives <integer>

Number of lives each player has (no sense without limitedLives).

-/+reset

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.

-resetOnHuman or humanReset <integer>

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.

-/+allowAlliances or alliances

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 <player name>' to invite another player to join you. '/ally cancel' to cancel such an invitation. '/ally refuse <player name>' to decline an invitation from a player. '/ally refuse' to decline all the invitations you received. '/ally accept <player name>' 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.

-/+announceAlliances

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.

-/+teamPlay or teams

Is the map a team play map?

-/+lockOtherTeam

Can you watch opposing players when rest of your team is still alive?

-/+teamFuel

Do fuelstations belong to teams?

-/+teamCannons

Do cannons belong to teams?

-cannonSmartness <integer>

0: dumb (straight ahead), 1: default (random direction), 2: good (small error), 3: accurate (aims at predicted player position). Also influences use of weapons.

-/+cannonsPickupItems

Do cannons pick up items?

-/+cannonFlak or cannonAAA

Do cannons fire flak or normal bullets?

-cannonDeadTicks <real>

How many ticks do cannons stay dead? Replaces option cannonDeadTime.

-cannonShotSpeed <real>

Speed of cannon shots.

-minCannonShotLife <real>

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.

-maxCannonShotLife <real>

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.

-cannonInitialFuel <integer>

How much fuel cannons start with.

-cannonInitialTanks <integer>

How many tanks cannons start with.

-cannonInitialECMs <integer>

How many ECMs cannons start with.

-cannonInitialArmor or cannonInitialArmors <integer>

How much armor cannons start with.

-cannonInitialMines <integer>

How many mines cannons start with.

-cannonInitialMissiles <integer>

How many missiles cannons start with.

-cannonInitialCloaks <integer>

How many cloaks cannons start with.

-cannonInitialSensors <integer>

How many sensors cannons start with.

-cannonInitialWideangles <integer>

How many wideangles cannons start with.

-cannonInitialRearshots <integer>

How many rearshots cannons start with.

-cannonInitialAfterburners <integer>

How many afterburners cannons start with.

-cannonInitialTransporters <integer>

How many transporters cannons start with.

-cannonInitialMirrors <integer>

How many mirrors cannons start with.

-cannonInitialDeflectors <integer>

How many deflectors cannons start with.

-cannonInitialHyperJumps <integer>

How many hyperjumps cannons start with.

-cannonInitialPhasings <integer>

How many phasing devices cannons start with.

-cannonInitialLasers <integer>

How many lasers cannons start with.

-cannonInitialEmergencyThrusts <integer>

How many emergency thrusts cannons start with.

-cannonInitialTractorBeams <integer>

How many tractor/pressor beams cannons start with.

-cannonInitialAutopilots <integer>

How many autopilots cannons start with.

-cannonInitialEmergencyShields <integer>

How many emergency shields cannons start with.

-/+keepShots

Do shots, mines and missiles remain after their owner leaves?

-/+teamImmunity

Should other team members be immune to various shots thrust etc.? This works for alliances too.

-/+ecmsReprogramMines

Is it possible to reprogram mines with ECMs?

-/+ecmsReprogramRobots

Are robots reprogrammed by ECMs instead of blinded?

-/+targetKillTeam

Do team members die when their last target explodes?

-/+targetTeamCollision or targetCollision

Do team members collide with their own target or not.

-/+targetSync

Do all the targets of a team reappear/repair at the same time?

-targetDeadTicks <real>

How many ticks do targets stay destroyed? Replaces option targetDeadTime.

-/+treasureKillTeam

Do team members die when their treasure is destroyed?

-/+captureTheFlag or ctf

Does a team's treasure have to be safe before enemy balls can be cashed?

-specialBallTeam or specialBall <integer>

Balls that belong to this team are 'special' balls that score against all other teams.

-/+treasureCollisionDestroys or treasureCollisionDestroy

Are balls destroyed when a player touches it?

-ballConnectorSpringConstant <real>

What is the spring constant for connectors?

-ballConnectorDamping <real>

What is the damping force on connectors?

-maxBallConnectorRatio <real>

How much longer or shorter can a connecter get before it breaks?

-ballConnectorLength <real>

How long is a normal connector string?

-/+connectorIsString

Can the connector get shorter?

-ballRadius <real>

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.

-/+treasureCollisionMayKill or treasureUnshieldedCollisionKills

Does a ball kill a player when the player touches it unshielded?

-/+wreckageCollisionMayKill or wreckageUnshieldedCollisionKills

Can ships be destroyed when hit by wreckage?

-/+asteroidCollisionMayKill or asteroidUnshieldedCollisionKills

Can ships be destroyed when hit by an asteroid?

-/+ignore20MaxFPS

Ignore client maxFPS request if it is 20 (old default, too low). [ Flags: command, defaults ]

-/+tagGame or tag

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.

-tagKillItScoreMult or tagKillItMult <real>

Score multiplier for killing 'it' (tagGame must be on).

-tagItKillScoreMult or tagItKillMult <real>

Score multiplier when 'it' kills an enemy player (tagGame must be on).

-/+timing or race

Enable race mode?

-/+ballrace

Is timing done for balls (on) or players (off)? Only used if timing is on.

-/+ballraceConnected

Should a player be connected to a ball to pass a checkpoint? Only used if timing and ballrace are both on.

-/+edgeWrap

Do objects wrap when they cross the edge of the Universe?.

-/+edgeBounce

Do objects bounce when they hit the edge of the Universe?.

-/+extraBorder

Give map an extra border of wall blocks?.

-gravityPoint <position>

If the gravity is a point source where does that gravity originate? Specify the point in the form: x,y.

-gravityAngle <real>

If gravity is along a uniform line, at what angle is that line?

-/+gravityPointSource

Is gravity originating from a single point?

-/+gravityClockwise

If the gravity is a point source, is it clockwise?

-/+gravityAnticlockwise

If the gravity is a point source, is it anticlockwise?

-/+gravityVisible

Are gravity mapsymbols visible to players?

-/+wormholeVisible

Are wormhole mapsymbols visible to players?

-/+itemConcentratorVisible

Are itemconcentrator mapsymbols visible to players?

-/+asteroidConcentratorVisible

Are asteroidconcentrator mapsymbols visible to players?

-wormholeStableTicks <real>

Number of ticks wormholes will keep the same destination.

-defaultsFileName or defaults <string>

The filename of the defaults file to read on startup. [ Flags: command, invisible ]

-passwordFileName <string>

The filename of the password file to read on startup. [ Flags: command, defaults, invisible ]

-motdFileName or motd <string>

The filename of the MOTD file to show to clients when they join. [ Flags: command, defaults, invisible ]

-scoreTableFileName or scoretable <string>

The filename for the score table to be dumped to. This is a placeholder option which doesn't do anything. [ Flags: command, defaults, invisible ]

-adminMessageFileName or adminMessage <string>

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 ]

-adminMessageFileSizeLimit or adminMessageLimit <integer>

The maximum size in bytes of the admin message file. [ Flags: command, defaults, invisible ]

-rankFileName <string>

The filename for the XML file to hold server ranking data. To reset the ranking, delete this file. [ Flags: command, defaults, invisible ]

-rankWebpageFileName or rankWebpage <string>

The filename for the webpage with the server ranking list. [ Flags: command, defaults, invisible ]

-rankWebpageCSS or rankCSS <string>

The URL of an optional style sheet for the ranking webpage. [ Flags: command, defaults, invisible ]

-framesPerSecond or FPS <integer>

The number of frames per second the server should strive for.

-gameSpeed <real>

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.

-/+allowSmartMissiles or allowSmarts

Should smart missiles be allowed?

-/+allowHeatSeekers or allowHeats

Should heatseekers be allowed?

-/+allowTorpedoes or allowTorps

Should torpedoes be allowed?

-/+allowNukes or nukes

Should nuclear weapons be allowed?

-/+allowClusters or clusters

Should cluster weapons be allowed?

-/+allowModifiers or modifiers

Should the weapon modifiers be allowed?

-/+allowLaserModifiers or lasermodifiers

Can lasers be modified to be a different weapon?

-/+allowShipShapes or ShipShapes

Are players allowed to define their own ship shape?

-/+playersOnRadar or playersRadar

Are players visible on the radar.

-/+missilesOnRadar or missilesRadar

Are missiles visible on the radar.

-/+minesOnRadar or minesRadar

Are mines visible on the radar.

-/+nukesOnRadar or nukesRadar

Are nukes visible or highlighted on the radar.

-/+treasuresOnRadar or treasuresRadar

Are treasure balls visible or highlighted on the radar.

-/+asteroidsOnRadar or asteroidsRadar

Are asteroids visible on the radar.

-/+distinguishMissiles

Are different types of missiles distinguished (by length).

-maxMissilesPerPack <integer>

The number of missiles gotten by picking up one missile item.

-maxMinesPerPack <integer>

The number of mines gotten by picking up one mine item.

-/+identifyMines

Are mine owner's names displayed.

-/+shieldedItemPickup or shieldItem

Can items be picked up while shields are up?

-/+shieldedMining or shieldMine

Can mines be thrown and placed while shields are up?

-/+laserIsStunGun or stunGun

Is the laser weapon a stun gun weapon?

-nukeMinSmarts <integer>

The minimum number of missiles needed to fire one nuclear missile.

-nukeMinMines <integer>

The minimum number of mines needed to make a nuclear mine.

-nukeClusterDamage <real>

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.

-nukeDebrisLife <real>

Life of nuke debris, in ticks.

-mineFuseTicks <real>

Number of ticks after which owned mines become deadly (0=never).

-mineLife <real>

Life of mines in ticks.

-minMineSpeed <real>

Minimum speed of mines.

-missileLife <real>

Life of missiles in ticks.

-baseMineRange <real>

Minimum distance from base mines may be used (unit is blocks).

-mineShotDetonateDistance <real>

How close must a shot be to detonate a mine? Set this to 0 to turn it off.

-shotKillScoreMult <real>

Multiplication factor to scale score for shot kills.

-torpedoKillScoreMult <real>

Multiplication factor to scale score for torpedo kills.

-smartKillScoreMult <real>

Multiplication factor to scale score for smart missile kills.

-heatKillScoreMult <real>

Multiplication factor to scale score for heatseeker kills.

-clusterKillScoreMult <real>

Multiplication factor to scale score for cluster debris kills.

-laserKillScoreMult <real>

Multiplication factor to scale score for laser kills.

-tankKillScoreMult <real>

Multiplication factor to scale score for tank kills.

-runoverKillScoreMult <real>

Multiplication factor to scale score for player runovers.

-ballKillScoreMult <real>

Multiplication factor to scale score for ball kills.

-explosionKillScoreMult <real>

Multiplication factor to scale score for explosion kills.

-shoveKillScoreMult <real>

Multiplication factor to scale score for shove kills.

-crashScoreMult <real>

Multiplication factor to scale score for player crashes.

-mineScoreMult <real>

Multiplication factor to scale score for mine hits.

-selfKillScoreMult <real>

Multiplication factor to scale score for killing yourself.

-selfDestructScoreMult <real>

Multiplication factor to scale score for self-destructing.

-unownedKillScoreMult <real>

Multiplication factor to scale score for being killed by asteroids or other objects without an owner.

-cannonKillScoreMult <real>

Multiplication factor to scale score for being killed by cannons.

-movingItemProb <real>

Probability for an item to appear as moving.

-randomItemProb <real>

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.

-dropItemOnKillProb <real>

Probability for dropping an item (each item) when you are killed.

-detonateItemOnKillProb <real>

Probability for undropped items to detonate when you are killed.

-destroyItemInCollisionProb <real>

Probability for items (some items) to be destroyed in a collision.

-asteroidItemProb <real>

Probability for an asteroid to release items when it breaks.

-asteroidMaxItems <integer>

The maximum number of items a broken asteroid can release.

-itemProbMult or itemProbFact <real>

Item Probability Factor scales all item probabilities.

-cannonItemProbMult <real>

Average number of items a cannon gets per minute.

-maxItemDensity <real>

Maximum density for items (max items per block).

-asteroidProb <real>

Probability for an asteroid to appear.

-maxAsteroidDensity <real>

Maximum density [0.0-1.0] for asteroids (max asteroids per block.

-itemConcentratorRadius or itemConcentratorRange <real>

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.

-itemConcentratorProb <real>

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.

-asteroidConcentratorRadius or asteroidConcentratorRange <real>

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.

-asteroidConcentratorProb <real>

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.

-rogueHeatProb <real>

Probability that unclaimed missile packs will go rogue.

-rogueMineProb <real>

Probability that unclaimed mine items will activate.

-itemEnergyPackProb <real>

Probability for an energy pack to appear.

-itemTankProb <real>

Probability for an extra tank to appear.

-itemECMProb <real>

Probability for an ECM item to appear.

-itemArmorProb <real>

Probability for an armor item to appear.

-itemMineProb <real>

Probability for a mine item to appear.

-itemMissileProb <real>

Probability for a missile item to appear.

-itemCloakProb <real>

Probability for a cloak item to appear.

-itemSensorProb <real>

Probability for a sensor item to appear.

-itemWideangleProb <real>

Probability for a wideangle item to appear.

-itemRearshotProb <real>

Probability for a rearshot item to appear.

-itemAfterburnerProb <real>

Probability for an afterburner item to appear.

-itemTransporterProb <real>

Probability for a transporter item to appear.

-itemMirrorProb <real>

Probability for a mirror item to appear.

-itemDeflectorProb <real>

Probability for a deflector item to appear.

-itemHyperJumpProb <real>

Probability for a hyperjump item to appear.

-itemPhasingProb <real>

Probability for a phasing item to appear.

-itemLaserProb <real>

Probability for a Laser item to appear.

-itemEmergencyThrustProb <real>

Probability for an Emergency Thrust item to appear.

-itemTractorBeamProb <real>

Probability for a Tractor Beam item to appear.

-itemAutopilotProb <real>

Probability for an Autopilot item to appear.

-itemEmergencyShieldProb <real>

Probability for an Emergency Shield item to appear.

-initialFuel <integer>

How much fuel players start with.

-initialTanks <integer>

How many tanks players start with.

-initialECMs <integer>

How many ECMs players start with.

-initialArmor or initialArmors <integer>

How much armor players start with.

-initialMines <integer>

How many mines players start with.

-initialMissiles <integer>

How many missiles players start with.

-initialCloaks <integer>

How many cloaks players start with.

-initialSensors <integer>

How many sensors players start with.

-initialWideangles <integer>

How many wideangles players start with.

-initialRearshots <integer>

How many rearshots players start with.

-initialAfterburners <integer>

How many afterburners players start with.

-initialTransporters <integer>

How many transporters players start with.

-initialMirrors <integer>

How many mirrors players start with.

-initialDeflectors <integer>

How many deflectors players start with.

-initialHyperJumps <integer>

How many hyperjumps players start with.

-initialPhasings <integer>

How many phasing devices players start with.

-initialLasers <integer>

How many lasers players start with.

-initialEmergencyThrusts <integer>

How many emergency thrusts players start with.

-initialTractorBeams <integer>

How many tractor/pressor beams players start with.

-initialAutopilots <integer>

How many autopilots players start with.

-initialEmergencyShields <integer>

How many emergency shields players start with.

-maxFuel <integer>

Upper limit on the amount of fuel per player.

-maxTanks <integer>

Upper limit on the number of tanks per player.

-maxECMs <integer>

Upper limit on the number of ECMs per player.

-maxMines <integer>

Upper limit on the number of mines per player.

-maxMissiles <integer>

Upper limit on the number of missiles per player.

-maxCloaks <integer>

Upper limit on the number of cloaks per player.

-maxSensors <integer>

Upper limit on the number of sensors per player.

-maxWideangles <integer>

Upper limit on the number of wides per player.

-maxRearshots <integer>

Upper limit on the number of rearshots per player.

-maxAfterburners <integer>

Upper limit on the number of afterburners per player.

-maxTransporters <integer>

Upper limit on the number of transporters per player.

-maxArmor or maxArmors <integer>

Upper limit on the amount of armor per player.

-maxMirrors <integer>

Upper limit on the number of mirrors per player.

-maxDeflectors <integer>

Upper limit on the number of deflectors per player.

-maxPhasings <integer>

Upper limit on the number of phasing devices per players.

-maxHyperJumps <integer>

Upper limit on the number of hyperjumps per player.

-maxEmergencyThrusts <integer>

Upper limit on the number of emergency thrusts per player.

-maxLasers <integer>

Upper limit on the number of lasers per player.

-maxTractorBeams <integer>

Upper limit on the number of tractorbeams per player.

-maxAutopilots <integer>

Upper limit on the number of autopilots per player.

-maxEmergencyShields <integer>

Upper limit on the number of emergency shields per player.

-gameDuration or time <real>

The duration of the game in minutes (aka. pizza mode).

-/+baselessPausing

Should paused players keep their bases? Can only be used on teamplay maps for now.

-survivalScore <real>

Multiplicator for quadratic score increase over time survived with lowered shield

-pauseTax <real>

How many points to subtract from pausing players each second.

-friction <real>

Fraction of velocity ship loses each frame.

-blockFriction <real>

Fraction of velocity ship loses each frame when it is in friction blocks.

-/+blockFrictionVisible

Are friction blocks visible? If true, friction blocks show up as decor; if false, they don't show up at all.

-coriolis <real>

The clockwise angle (in degrees) a ship's velocity turns each time unit.

-checkpointRadius <real>

How close you have to be to a checkpoint to register - in blocks.

-raceLaps <integer>

How many laps per race.

-/+loseItemDestroys

Destroy item that player drops. Otherwise drop it.

-/+useDebris

Are debris particles created where appropriate? Value affect ship exhaust sparks and cluster debris. To disallow cluster weapons but not sparks, set allowClusters off.

-/+useWreckage

Do destroyed ships leave wreckage?

-maxOffensiveItems <integer>

How many offensive items a player can carry.

-maxDefensiveItems <integer>

How many defensive items a player can carry.

-maxRoundTime <integer>

The maximum duration of each round, in seconds.

-roundsToPlay or numRounds <integer>

The number of rounds to play.

Unlimited if 0.

-maxVisibleObject or maxVisibleObjects <integer>

What is the maximum number of objects a player can see.

-/+pLockServer

Whether the server is prevented from being swapped out of memory. [ Flags: command, defaults ]

-/+sound

Does the server send sound events to players that request sound.

-timerResolution <integer>

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. [ Flags: command, defaults ]

-password <string>

The password needed to obtain operator privileges. If specified on the command line, on many systems other users will be able to see the password. Therefore, using the password file instead is recommended. [ Flags: command, passwordfile, defaults, invisible ]

-clientPortStart <integer>

Use UDP ports clientPortStart - clientPortEnd (for firewalls) [ Flags: command, defaults ]

-clientPortEnd <integer>

Use UDP ports clientPortStart - clientPortEnd (for firewalls) [ Flags: command, defaults ]

-maxPauseTime <integer>

The maximum time a player can stay paused for, in seconds. After being paused this long, the player will be kicked off. Setting this option to 0 disables the feature.

-maxIdleTime <integer>

The maximum time a player can stay idle, in seconds. After having idled this long, the player will be paused. Setting this option to 0 disables the feature.

-maxClientsPerIP or maxPerIP <integer>

Maximum number of clients per IP address allowed to connect. This prevents unfriendly players from occupying all the bases, effectively "kicking" paused players and denying other players to join. Setting this to 0 means any number of clients from the same IP address can join. [ Flags: command, defaults ]

-playerLimit <integer>

Allow playerLimit players to enter at once. If set to 0, allow 10 more players than there are bases. (If baselessPausing is off, more than bases cannot enter.) During game, cannot be set higher than the starting value.

-recordMode <integer>

If this is set to 1 when the server starts, the game is saved in the file specified by recordFileName. If set to 2 at startup, the server replays the recorded game. Joining players are spectators who can watch the recorded game from anyone's viewpoint. Can be set to 0 in the middle of a game to stoprecording. [ Flags: command, defaults, invisible ]

-recordFileName or recordFile <string>

Name of the file where server recordings are saved. [ Flags: command, defaults, invisible ]

-recordFlushInterval or recordWait <integer>

If set to a nonzero value x, the server will flush all recording data in memory to the record file at least once every x seconds. This is useful if you want to replay the game on another server while it is still being played. There is a small overhead (some dozens of bytes extra recording file size) for each flush.

-/+constantScoring

Whether the scores given from various things are fixed.

-/+zeroSumScoring or zeroSum

Use Zero sum scoring? [ Flags: command ]

-/+elimination

Race mode where the last player drops out each lap.

-dataURL <string>

URL where the client can get extra data for this map.

-/+polygonMode

Force use of polygon protocol when communicating with clients? (useful for debugging if you want to see the polygons created in the blocks to polygons conversion function).

-/+fastAim

When calculating a frame, turn the ship before firing. This means you can change aim one frame faster. Added this option to see how much difference changing the order would make.

-/+ngControls

Enable improved precision steering and aiming of main gun.

-/+legacyMode

Try to emulate classic xpilot behavior.

-constantSpeed or oldThrust <real>

Make ship move forward at a constant speed when thrust key is held down, in addition to the normal acceleration. The constant speed is proportional to the product of the acceleration of the ship (varying with ship mass and afterburners) and the value of this option. Note that this option is quite unphysical and can using it can cause weird effects (with bounces for example). Low values close to 0.5 (maybe in the range 0.3 to 1) for this option can be used if you want to increase ship agility without increasing speeds otherwise. This can improve gameplay for example on the Blood's Music map. Higher values make the ship behaviour visibly weird.

-turnPushPersistence or pushPersist <real>

How much of the turnpush to remain as player velocity. (0.0-1.0)

-turnGrip or turnPushGrip <real>

How much of of the turnPush should pull the ship sideways by gripping to the friction of the wall?. (0.0-1.0)

-thrustWidth or sprayWidth <real>

Width of thrust spark spray 0.0-1.0 where 1.0 means 180 degrees.

-thrustMass or sparkWeight <real>

Weight of thrust sparks.

-sparkSpeed or sparkVel <real>

Multiplier affecting avg. speed (relative ship) of thrust sparks.

-/+ballStyles

Send ball styles to clients.

-/+ignoreMaxFPS

Ignore client maxFPS requests and always send all frames. This is a hack for demonstration purposes to allow changing the server FPS when there are old clients with broken maxFPS handling. Those clients could be better dealt with separately. This option will be removed in the future (hopefully).

-pausedFramesPerSecond or pausedFPS <integer>

Maximum FPS shown to paused players. 0 means full framerate. Can be used to reduce server bandwidth consumption.

-waitingFramesPerSecond or waitingFPS <integer>

Maximum FPS shown to players in waiting state. 0 means full framerate. Can be used to limit bandwidth used. Waiting players are those that have just joined a game and have to wait until next round starts. Note that in clients, a W is shown next to waiting players' names in the score list.

-deadFramesPerSecond or deadFPS <integer>

Maximum FPS shown to players in dead state. 0 means full framerate. Can be used to limit bandwidth used. This option should only be used if pausedFPS and waitingFPS options don't limit bandwidth usage enough. Dead players are those that have played this round but have run out of lives. Note that in clients, a D is shown next to dead players' names in the score list.

-/+teamcup

Is this a teamcup match?. [ Flags: command, any, invisible ]

-teamcupName <string>

The name of the teamcup (used only if teamcup is true). [ Flags: command, any, invisible ]

-teamcupMailAddress <string>

The mail address where players should send match results. [ Flags: command, any, invisible ]

-teamcupScoreFileNamePrefix <string>

First part of file name for teamcup score files. The whole filename will be this followed by the match number. [ Flags: command, any, invisible ]

-teamcupMatchNumber or match <integer>

The number of the teamcup match. [ Flags: command ]

-mainLoopTime <real>

Duration of last Main_loop() function call (in milliseconds). This option is read only. [ Flags: command ]

-cellGetObjectsThreshold or cellThreshold <integer>

Use Cell_get_objects if there is this many objects or more.

The probabilities are in the range [0.0-1.0] and they refer to the probability that an event will occur in a block per second. Boolean options are turned off by using +<option>.

Please refer to the manual pages, xpilot-ng-server(6), xpilot-ng-x11(6) and xpilot-ng-sdl(6) for more specific help.

XPilot NG 4.7.2 comes with ABSOLUTELY NO WARRANTY; for details see the provided COPYING file.

XPilot NG 4.7.2


xpilot-ng-xp-mapedit

title: xpilot-ng-xp-mapedit(6)

summary: Edit block based XPilot maps.

text:
# xpilot-ng-xp-mapedit(6)

## NAME
xpilot-ng-xp-mapedit - Edit block based XPilot maps.

## DESCRIPTION
Usage :

xpilot-ng-xp-mapedit [options] [mapfile]

[mapfile] is the map you wish to edit. Leaving it blank will start a new map [options] can be

-font <string>

Use this font instead of the default

-display <string>

Display mapeditor on this display instead of the current

-help

Output this help

--help

Output this help

--version

Output version


title: xpilot-ng-x11(6)

text:
# xpilot-ng-x11(6)

## NAME
xpilot-ng-x11 - X11 client for multiplayer space war game.

## SYNOPSIS
xpilot-ng-x11 [-options ...] [server]

## DESCRIPTION

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.

Where options include:

-newbie <value>

Enable newbie help. The default value is: yes.

-help

Display this help message.

-version

Show the source code version.

-join

Join the game immediately, no questions asked.

-text

Use the simple text interface to contact a server instead of the graphical user interface.

-list

List all servers running on the local network.

-shutdown <value>

Shutdown the server with a message. The message used is the first argument to this option. There is no default value for this option.

-name <value>

Set the nickname. There is no default value for this option.

-user <value>

Set the username. There is no default value for this option.

-host <value>

Set the hostname. There is no default value for this option.

-team <value>

Set the team to join. The default value is: 65535.

-port <value>

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. The default value is: 15345.

-clientPortStart <value>

Use UDP ports clientPortStart - clientPortEnd (for firewalls). The default value is: 0.

-clientPortEnd <value>

Use UDP ports clientPortStart - clientPortEnd (for firewalls). The default value is: 0.

-power <value>

Set the engine power. Valid values are in the range 5-55. The default value is: 55.000.

-turnSpeed <value>

Set the ship's turn speed. Valid values are in the range 4-64. The default value is: 16.000.

-turnResistance <value>

Set the ship's turn resistance. This determines the speed at which a ship stops turning. Valid values are in the range 0.0-1.0. This should always be 0, other values are for compatibility. See also turnSpeed. The default value is: 0.000.

-scaleFactor <value>

Specifies scaling factor for the drawing window. The default value is: 1.000.

-altScaleFactor <value>

Specifies alternative scaling factor for the drawing window. The default value is: 2.000.

-maxFPS <value>

Set maximum FPS supported by the client. The server will try to send at most this many frames per second to the client. The default value is: 255.

-maxMouseTurnsPS <value>

Set maximum number of mouse turns sent per second Set to 0 to disable this feature (its mostly useful on modem) The default value is: 0.

-sparkSize <value>

Size of sparks in pixels. The default value is: 2.

-sparkProb <value>

The probablilty that sparks are drawn. This gives a sparkling effect. Valid values are in the range [0.0-1.0] The default value is: 0.400.

-hudRadarDotSize <value>

Which size to use for drawing the hudradar dots. The default value is: 10.

-hudRadarScale <value>

The relative size of the hudradar. The default value is: 1.500.

-hudRadarLimit <value>

Hudradar dots closer than this to your ship are not drawn. A value of 1.0 means that the dots are not drawn for ships in your active view area. The default value is: 0.050.

-hudScale <value>

How much larger than minimum size to draw the hud. The default value is: 2.000.

-baseWarningType <value>

Which type of base warning you prefer. A value of 0 disables base warning. A value of 1 draws a time meter on a base when a ship is appearing. A value of 2 makes the base name flash when a ship is appearing. A value of 3 combines the effects of values 1 and 2. The default value is: 3.

-maxCharsInNames <value>

Maximum number of characters to paint in names on game area. The default value is: 16.

-slidingRadar <value>

If the game is in edgewrap mode then the radar will keep your position on the radar in the center and raw the rest of the radar around it. Note that this requires a fast graphics system. The default value is: yes.

-dirPrediction <value>

Client paints the wanted direction of your ship instead of what the server sent you. Possible differences are corrected in roundtrip time. The default value is: no.

-showShipShapes <value>

Should others' shipshapes be displayed or not. The default value is: yes.

-showMyShipShape <value>

Should your own shipshape be displayed or not. The default value is: yes.

-showShipShapesHack <value>

Should the ship shapes hack be displayed or not. The default value is: no.

-showLivesByShip <value>

Paint remaining lives next to ships. The default value is: no.

-showMessages <value>

Should game messages appear on screen. The default value is: yes.

-showItems <value>

Should owned items be displayed permanently on the HUD? The default value is: yes.

-showItemsTime <value>

If showItems is false, the time in seconds to display item information on the HUD when it has changed. The default value is: 5.000.

-filledWorld <value>

Draws the walls solid, filled with one color, unless overridden by texture. Be warned that this option needs fast graphics. The default value is: no.

-texturedWalls <value>

Allows drawing polygon bitmaps specified by the (new-style) map. Be warned that this needs a reasonably fast graphics system. The default value is: yes.

-protocolVersion <value>

Which protocol version to prefer when joining servers. There is no default value for this option.

-outlineWorld <value>

Draws only the outline of all the wall blocks on block based maps. The default value is: no.

-showDecor <value>

Should decorations be displayed on the screen and radar? The default value is: yes.

-outlineDecor <value>

Draws only the outline of the map decoration. The default value is: no.

-filledDecor <value>

Draws filled decorations. The default value is: no.

-texturedDecor <value>

Draws the map decoration filled with a texture pattern. The default value is: no.

-clientRanker <value>

Scan messages and make personal kill/death ranking. The default value is: no.

-clockAMPM <value>

Use AMPM format for clock display instead of 24 hour format. The default value is: no.

-shotSize <value>

The size of shots in pixels. The default value is: 6.

-teamShotSize <value>

The size of team shots in pixels. Note that team shots are drawn in teamShotColor. The default value is: 4.

-backgroundPointDist <value>

The distance between points in the background measured in blocks. These are drawn in empty map regions to keep feeling for which direction the ship is moving to. The default value is: 8.

-backgroundPointSize <value>

Specifies the size of the background points.

0 means no points.

The default value is: 2.

-scoreObjectTime <value>

How many seconds score objects remain visible on the map. The default value is: 4.000.

-charsPerSecond <value>

Rate at which messages appear on screen in characters per second. The default value is: 100.

-maxMessages <value>

The maximum number of messages to display at the same time. The default value is: 8.

-messagesToStdout <value>

Send messages to standard output. 0: Don't. 1: Only player messages. 2: Player and status messages. The default value is: 0.

-maxLinesInHistory <value>

Number of your messages saved in the 'history' of the talk window. 'history' is accessible with 'keyTalkCursorUp/Down'. The default value is: 32.

-toggleShield <value>

Are shields toggled by a keypress only? The default value is: no.

-autoShield <value>

Are shields lowered automatically for weapon fire? The default value is: yes.

-fuelNotify <value>

The limit when the HUD fuel bar will become visible. The default value is: 500.000.

-fuelWarning <value>

The limit when the HUD fuel bar will start flashing. The default value is: 200.000.

-fuelCritical <value>

The limit when the HUD fuel bar will flash faster. The default value is: 100.000.

-speedFactHUD <value>

How much to move HUD to indicate the current velocity. The default value is: 0.000.

-speedFactPTR <value>

Uses a red line to indicate the current velocity and direction. The default value is: 0.000.

-showScoreDecimals <value>

The number of decimals to use when displaying scores. The default value is: 1.

-altPower <value>

Set the ship's alternate engine power. See also the keySwapSettings option. The default value is: 55.000.

-altTurnSpeed <value>

Set the ship's alternate turn speed. See also the keySwapSettings option. The default value is: 16.000.

-altTurnResistance <value>

Set the ship's alternate turn resistance. See also the keySwapSettings option. The default value is: 0.000.

-markingLights <value>

Should the fighters have marking lights, just like airplanes? The default value is: no.

-modifierBank1 <value>

The default weapon modifier values for the first modifier bank. There is no default value for this option.

-modifierBank2 <value>

The default weapon modifier values for the second modifier bank. There is no default value for this option.

-modifierBank3 <value>

The default weapon modifier values for the third modifier bank. There is no default value for this option.

-modifierBank4 <value>

The default weapon modifier values for the fourth modifier bank. There is no default value for this option.

-shipShape <value>

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 doc/README.SHIPS in the XPilot distribution. Note that there is a nifty Unix tool called editss for easy ship creation. There is XPShipEditor for Windows and Ship Shaper for Java. See the XPilot FAQ for details. See also the "shipShapeFile" option below. There is no default value for this option.

-shipShapeFile <value>

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, where all characters up to the first left parenthesis don't matter. The default value is: /usr/local/share/xpilot-ng/shipshapes.txt.

-texturePath <value>

Search path for texture files. This is a list of one or more directories separated by colons. The default value is: /usr/local/share/xpilot-ng/textures/.

-clientRankFile <value>

An optional file where clientside kill/death rank is stored. There is no default value for this option.

-clientRankHTMLFile <value>

An optional file where clientside kill/death rank is published in HTML format. There is no default value for this option.

-clientRankHTMLNOJSFile <value>

An optional file where clientside kill/death rank is published in HTML format, w/o JavaScript. There is no default value for this option.

-soundFile <value>

Specifies the sound file. The default value is: /usr/local/share/xpilot-ng/sound/sounds.txt.

-maxVolume <value>

Specifies the volume to play sounds with (0-100%%). The default value is: 100.

-sound <value>

Is sound enabled? (set to false to mute client). The default value is: yes.

-fullColor <value>

Whether to use a colors as close as possible to the specified ones or use a few standard colors for everything. May require more resources from your system. The default value is: yes.

-texturedObjects <value>

Whether to draw certain game objects with textures. Be warned that this requires more graphics speed. fullColor must be on for this to work. You may also need to enable multibuffering or double-buffering. The default value is: yes.

-geometry <value>

Set the window size and position in standard X geometry format. The maximum allowed window size is 1922x1440. The default value is: 1024x768.

-display <value>

Set the X display. There is no default value for this option.

-keyboard <value>

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. There is no default value for this option.

-visual <value>

Specify which visual to use for allocating colors. To get a listing of all possible visuals on your dislay set the argument for this option to list. There is no default value for this option.

-colorSwitch <value>

Use color buffering or not. Usually color buffering is faster, especially on 8-bit PseudoColor displays. The default value is: yes.

-multibuffer <value>

Use the X windows multibuffer extension if present. The default value is: no.

-ignoreWindowManager <value>

Ignore the window manager when opening the top level player window. This can be handy if you want to have your XPilot window on a preferred position without window manager borders. Also sometimes window managers may interfere when switching colormaps. This option may prevent that. The default value is: no.

-gameFont <value>

The font used on the HUD and for most other text. The default value is: -*-fixed-bold-*-*--13-*-*-*-c-*-iso8859-1.

-scoreListFont <value>

The font used on the score list. This must be a non-proportional font. The default value is: -*-fixed-bold-*-*--13-*-*-*-c-*-iso8859-1.

-buttonFont <value>

The font used on all buttons. The default value is: -*-fixed-bold-*-*--13-*-*-*-c-*-iso8859-1.

-textFont <value>

The font used in the help and about windows. The default value is: -*-fixed-bold-*-*--13-*-*-*-c-*-iso8859-1.

-talkFont <value>

The font used in the talk window. The default value is: -*-fixed-bold-*-*--15-*-*-*-c-*-iso8859-1.

-motdFont <value>

The font used in the MOTD window and key list window. This must be a non-proportional font. The default value is: -*-fixed-bold-*-*--13-*-*-*-c-*-iso8859-1.

-messageFont <value>

The font used for drawing messages. The default value is: -*-fixed-bold-*-*--13-*-*-*-c-*-iso8859-1.

-showNastyShots <value>

Use the Nasty Looking Shots instead of the round shots. You will probably want to increase your shotSize if you use this. The default value is: no.

-mouseAccelInClient <value>

This option makes the client handle the mouse acceleration. Options mouseAccelNum, mouseAccelDenom and mouseAccelThresh can be used to fine tune the acceleration. The default values of these three options give linear response to mouse movements. The default value is: yes.

-mouseAccelNum <value>

Mouse acceleration numerator. The default value is: 0.

-mouseAccelDenom <value>

Mouse acceleration denominator. The default value is: 1.

-mouseAccelThresh <value>

Mouse acceleration threshold. The default value is: 0.

-hudColor <value>

Which color number to use for drawing the HUD. The default value is: 2.

-hudHLineColor <value>

Which color number to use for drawing the horizontal lines The default value is: 0.

-hudVLineColor <value>

Which color number to use for drawing the vertical lines in the HUD. The default value is: 0.

-hudItemsColor <value>

Which color number to use for drawing owned items on the HUD. The default value is: 2.

-hudRadarEnemyColor <value>

Which color number to use for drawing hudradar dots that represent enemy ships. The default value is: 3.

-hudRadarOtherColor <value>

Which color number to use for drawing hudradar dots that represent friendly ships or other objects. The default value is: 2.

-hudLockColor <value>

Which color number to use for drawing the lock on the HUD. The default value is: 0.

-fuelGaugeColor <value>

Which color number to use for drawing the fuel gauge. The default value is: 0.

-dirPtrColor <value>

Which color number to use for drawing the direction pointer hack. The default value is: 0.

-messagesColor <value>

Which color number to use for drawing messages. The default value is: 12.

-oldMessagesColor <value>

Which color number to use for drawing old messages. The default value is: 13.

-msgScanBallColor <value>

Which color number to use for drawing ball message warning. The default value is: 3.

-msgScanSafeColor <value>

Which color number to use for drawing safe message. The default value is: 4.

-msgScanCoverColor <value>

Which color number to use for drawing cover message. The default value is: 2.

-msgScanPopColor <value>

Which color number to use for drawing pop message. The default value is: 11.

-fuelMeterColor <value>

Which color number to use for drawing the fuel meter. The default value is: 0.

-powerMeterColor <value>

Which color number to use for drawing the power meter. The default value is: 0.

-turnSpeedMeterColor <value>

Which color number to use for drawing the turn speed meter. The default value is: 0.

-packetSizeMeterColor <value>

Which color number to use for drawing the packet size meter. Each bar is equavalent to 1024 bytes, for a maximum of 4096 bytes. The default value is: 0.

-packetLossMeterColor <value>

Which color number to use for drawing the packet loss meter. This gives the percentage of lost frames due to network failure. The default value is: 3.

-packetDropMeterColor <value>

Which color number to use for drawing the packet drop meter. This gives the percentage of dropped frames due to display slowness. The default value is: 3.

-packetLagMeterColor <value>

Which color number to use for drawing the packet lag meter. This gives the amount of lag in frames over the past one second. The default value is: 3.

-temporaryMeterColor <value>

Which color number to use for drawing temporary meters. The default value is: 3.

-meterBorderColor <value>

Which color number to use for drawing borders of meters. The default value is: 2.

-scoreObjectColor <value>

Which color number to use for drawing score objects. The default value is: 4.

-wallRadarColor <value>

Which color number to use for drawing walls on the radar. Valid values all even numbers smaller than maxColors. The default value is: 2.

-decorRadarColor <value>

Which color number to use for drawing decorations on the radar. Valid values are all even numbers smaller than maxColors. The default value is: 6.

-targetRadarColor <value>

Which color number to use for drawing targets on the radar. Valid values are all even numbers smaller than maxColors. The default value is: 4.

-clockColor <value>

Which color number to use for drawing the clock. The clock is displayed in the top right of the score window. The default value is: 1.

-scoreColor <value>

Which color number to use for drawing score list entries. The default value is: 1.

-scoreSelfColor <value>

Which color number to use for drawing your own score. The default value is: 3.

-scoreInactiveColor <value>

Which color number to use for drawing inactive players's scores. The default value is: 12.

-scoreInactiveSelfColor <value>

Which color number to use for drawing your score when inactive. The default value is: 12.

-scoreOwnTeamColor <value>

Which color number to use for drawing your own team score. The default value is: 4.

-scoreEnemyTeamColor <value>

Which color number to use for drawing enemy team score. The default value is: 11.

-baseNameColor <value>

Which color number to use for drawing names of bases (unless drawn in one of the life colors). The default value is: 2.

-backgroundPointColor <value>

Which color number to use for drawing background points. The default value is: 2.

-fuelColor <value>

Which color number to use for drawing fuel stations. The default value is: 3.

-visibilityBorderColor <value>

Which color number to use for drawing the visibility border. The default value is: 2.

-teamShotColor <value>

Which color number to use for drawing harmless shots. The default value is: 2.

-ballColor <value>

Which color number to use for drawing balls. The default value is: 1.

-connColor <value>

Which color number to use for drawing connectors. The default value is: 2.

-zeroLivesColor <value>

Which color to associate with ships with zero lives left. This can be used to paint for example ship and base names. The default value is: 5.

-oneLifeColor <value>

Which color to associate with ships with one life left. This can be used to paint for example ship and base names. The default value is: 11.

-twoLivesColor <value>

Which color to associate with ships with two lives left. This can be used to paint for example ship and base names. The default value is: 4.

-manyLivesColor <value>

Which color to associate with ships with more than two lives left. This can be used to paint for example ship and base names. The default value is: 0.

-selfLWColor <value>

Which color to use to paint your ship in when on last life. Original color for this is red. The default value is: 3.

-enemyLWColor <value>

Which color to use to paint enemy ships in when on last life. Original color for this is red. The default value is: 3.

-teamLWColor <value>

Which color to use to paint teammate ships in when on last life. Original color for this is green. The default value is: 2.

-shipNameColor <value>

Which color number to use for drawing names of ships (unless drawn in one of the life colors). The default value is: 2.

-mineNameColor <value>

Which color number to use for drawing names of mines. The default value is: 2.

-teamShipColor <value>

Which color number to use for drawing your teammates. The default value is: 2.

-team0Color <value>

Which color number to use for drawing team 0 objects. The default value is: 0.

-team1Color <value>

Which color number to use for drawing team 1 objects. The default value is: 0.

-team2Color <value>

Which color number to use for drawing team 2 objects. The default value is: 0.

-team3Color <value>

Which color number to use for drawing team 3 objects. The default value is: 0.

-team4Color <value>

Which color number to use for drawing team 4 objects. The default value is: 0.

-team5Color <value>

Which color number to use for drawing team 5 objects. The default value is: 0.

-team6Color <value>

Which color number to use for drawing team 6 objects. The default value is: 0.

-team7Color <value>

Which color number to use for drawing team 7 objects. The default value is: 0.

-team8Color <value>

Which color number to use for drawing team 8 objects. The default value is: 0.

-team9Color <value>

Which color number to use for drawing team 9 objects. The default value is: 0.

-msg1 <value>

Talkmessage 1. The default value is: #t:*** BALL! Our ball is gone! Save it! ***.

-msg2 <value>

Talkmessage 2. The default value is: #t:*** SAFE! Our ball is safe. ***.

-msg3 <value>

Talkmessage 3. The default value is: #t:*** COVER! The enemy ball is approaching our base. ***.

-msg4 <value>

Talkmessage 4. The default value is: #t:*** POP! The enemy ball is back at the enemy base. ***.

-msg5 <value>

Talkmessage 5. The default value is: #=[#t|2|/team 4|/team 2].

-msg6 <value>

Talkmessage 6. There is no default value for this option.

-msg7 <value>

Talkmessage 7. There is no default value for this option.

-msg8 <value>

Talkmessage 8. There is no default value for this option.

-msg9 <value>

Talkmessage 9. There is no default value for this option.

-msg10 <value>

Talkmessage 10. There is no default value for this option.

-msg11 <value>

Talkmessage 11. There is no default value for this option.

-msg12 <value>

Talkmessage 12. There is no default value for this option.

-msg13 <value>

Talkmessage 13. There is no default value for this option.

-msg14 <value>

Talkmessage 14. There is no default value for this option.

-msg15 <value>

Talkmessage 15. There is no default value for this option.

-msg16 <value>

Talkmessage 16. There is no default value for this option.

-msg17 <value>

Talkmessage 17. There is no default value for this option.

-msg18 <value>

Talkmessage 18. There is no default value for this option.

-msg19 <value>

Talkmessage 19. There is no default value for this option.

-msg20 <value>

Talkmessage 20. There is no default value for this option.

-keyTurnLeft <value>

Turn left (anti-clockwise). The default key is: a.

-keyTurnRight <value>

Turn right (clockwise). The default key is: s.

-keyThrust <value>

Thrust. The default keys are: Shift_R Shift_L.

-keyShield <value>

Raise or toggle the shield. The default key is: space.

-keyFireShot <value>

Fire shot. Note that shields must be down to fire. The default keys are: Return Linefeed.

-keyFireMissile <value>

Fire smart missile. The default key is: backslash.

-keyFireTorpedo <value>

Fire unguided torpedo. The default key is: quoteright.

-keyFireHeat <value>

Fire heatseeking missile. The default key is: semicolon.

-keyFireLaser <value>

Activate laser beam. The default key is: slash.

-keyDropMine <value>

Drop a stationary mine. The default key is: Tab.

-keyDetachMine <value>

Detach a moving mine. The default key is: bracketright.

-keyDetonateMines <value>

Detonate the closest mine you have dropped or thrown. The default key is: equal.

-keyLockClose <value>

Lock on closest player. The default key is: Up.

-keyLockNextClose <value>

Lock on next closest player. The default key is: Down.

-keyLockNext <value>

Lock on next player. The default keys are: Next Right.

-keyLockPrev <value>

Lock on previous player. The default keys are: Prior Right.

-keyRefuel <value>

Refuel. The default keys are: f Control_L Control_R.

-keyRepair <value>

Repair target. The default key is: f.

-keyCloak <value>

Toggle cloakdevice. The default keys are: Delete BackSpace.

-keyEcm <value>

Use ECM. The default key is: bracketleft.

-keySelfDestruct <value>

Toggle self destruct. The default key is: End.

-keyIdMode <value>

Toggle User mode (show real names). The default key is: u.

-keyPause <value>

Toggle pause mode. When the ship is stationary on its homebase. The default key is: Pause.

-keySwapSettings <value>

Swap to alternate control settings. These are the power, turn speed and turn resistance settings. There is no default value for this option.

-keySwapScaleFactor <value>

Swap scalefactor settings. There is no default value for this option.

-keyChangeHome <value>

Change home base. When the ship is close to a suitable base. The default keys are: Home h.

-keyConnector <value>

Connect to a ball. The default keys are: f Control_L Control_R.

-keyDropBall <value>

Drop a ball. The default key is: d.

-keyTankNext <value>

Use the next tank. The default key is: e.

-keyTankPrev <value>

Use the the previous tank. The default key is: w.

-keyTankDetach <value>

Detach the current tank. The default key is: r.

-keyIncreasePower <value>

Increase engine power. The default key is: KP_Multiply.

-keyDecreasePower <value>

Decrease engine power. The default key is: KP_Divide.

-keyIncreaseTurnspeed <value>

Increase turnspeed. The default key is: KP_Add.

-keyDecreaseTurnspeed <value>

Decrease turnspeed. The default key is: KP_Subtract.

-keyTransporter <value>

Use transporter to steal an item. The default key is: t.

-keyDeflector <value>

Toggle deflector. The default key is: o.

-keyHyperJump <value>

Teleport. The default key is: q.

-keyPhasing <value>

Use phasing device. The default key is: p.

-keyTalk <value>

Toggle talk window. The default key is: m.

-keyToggleNuclear <value>

Toggle nuclear weapon modifier. The default key is: n.

-keyToggleCluster <value>

Toggle cluster weapon modifier. The default key is: c.

-keyToggleImplosion <value>

Toggle implosion weapon modifier. The default key is: i.

-keyToggleVelocity <value>

Toggle explosion velocity weapon modifier. The default key is: v.

-keyToggleMini <value>

Toggle mini weapon modifier. The default key is: x.

-keyToggleSpread <value>

Toggle spread weapon modifier. The default key is: z.

-keyTogglePower <value>

Toggle power weapon modifier. The default key is: b.

-keyToggleCompass <value>

Toggle HUD/radar compass lock. The default key is: KP_7.

-keyToggleAutoPilot <value>

Toggle automatic pilot mode. The default key is: h.

-keyToggleLaser <value>

Toggle laser modifier. The default key is: l.

-keyEmergencyThrust <value>

Pull emergency thrust handle. The default key is: j.

-keyEmergencyShield <value>

Toggle emergency shield power. The default key is: Caps_Lock.

-keyTractorBeam <value>

Use tractor beam in attract mode. The default key is: comma.

-keyPressorBeam <value>

Use tractor beam in repulse mode. The default key is: period.

-keyClearModifiers <value>

Clear current weapon modifiers. The default key is: k.

-keyLoadModifiers1 <value>

Load the weapon modifiers from bank 1. The default key is: 1.

-keyLoadModifiers2 <value>

Load the weapon modifiers from bank 2. The default key is: 2.

-keyLoadModifiers3 <value>

Load the weapon modifiers from bank 3. The default key is: 3.

-keyLoadModifiers4 <value>

Load the weapon modifiers from bank 4. The default key is: 4.

-keyToggleOwnedItems <value>

Toggle list of owned items on HUD. The default key is: KP_8.

-keyToggleMessages <value>

Toggle showing of messages. The default key is: KP_9.

-keyReprogram <value>

Reprogram modifier or lock bank. The default key is: quoteleft.

-keyLoadLock1 <value>

Load player lock from bank 1. The default key is: 5.

-keyLoadLock2 <value>

Load player lock from bank 2. The default key is: 6.

-keyLoadLock3 <value>

Load player lock from bank 3. The default key is: 7.

-keyLoadLock4 <value>

Load player lock from bank 4. The default key is: 8.

-keyToggleRecord <value>

Toggle recording of session (see recordFile). The default key is: KP_5.

-keyToggleSound <value>

Toggle sound. Changes value of option 'sound'. There is no default value for this option.

-keyToggleRadarScore <value>

Toggles the radar and score windows on and off. The default key is: F11.

-keyToggleFullScreen <value>

Toggles between fullscreen mode and window mode. The default key is: F11.

-keySelectItem <value>

Select an item to lose. The default keys are: KP_0 KP_Insert.

-keyLoseItem <value>

Lose the selected item. The default keys are: KP_Delete KP_Decimal.

-keyPrintMessagesStdout <value>

Print the current messages to stdout. The default key is: Print.

-keyTalkCursorLeft <value>

Move Cursor to the left in the talk window. The default key is: Left.

-keyTalkCursorRight <value>

Move Cursor to the right in the talk window. The default key is: Right.

-keyTalkCursorUp <value>

Browsing in the history of the talk window. The default key is: Up.

-keyTalkCursorDown <value>

Browsing in the history of the talk window. The default key is: Down.

-keyPointerControl <value>

Toggle pointer control. The default key is: KP_Enter.

-keyExit <value>

Generic exit key. Used for example to exit mouse mode or quit the client. The default key is: Escape.

-keyYes <value>

Positive reply key. Used to reply 'yes' to client questions. The default key is: y.

-keyNo <value>

Negative reply key. Used to reply 'no' to client questions. The default key is: n.

-keySendMsg1 <value>

Sends the talkmessage stored in msg1. The default key is: F1.

-keySendMsg2 <value>

Sends the talkmessage stored in msg2. The default key is: F2.

-keySendMsg3 <value>

Sends the talkmessage stored in msg3. The default key is: F3.

-keySendMsg4 <value>

Sends the talkmessage stored in msg4. The default key is: F4.

-keySendMsg5 <value>

Sends the talkmessage stored in msg5. The default key is: F5.

-keySendMsg6 <value>

Sends the talkmessage stored in msg6. The default key is: F6.

-keySendMsg7 <value>

Sends the talkmessage stored in msg7. The default key is: F7.

-keySendMsg8 <value>

Sends the talkmessage stored in msg8. The default key is: F8.

-keySendMsg9 <value>

Sends the talkmessage stored in msg9. The default key is: F9.

-keySendMsg10 <value>

Sends the talkmessage stored in msg10. The default key is: F10.

-keySendMsg11 <value>

Sends the talkmessage stored in msg11. There is no default value for this option.

-keySendMsg12 <value>

Sends the talkmessage stored in msg12. There is no default value for this option.

-keySendMsg13 <value>

Sends the talkmessage stored in msg13. There is no default value for this option.

-keySendMsg14 <value>

Sends the talkmessage stored in msg14. There is no default value for this option.

-keySendMsg15 <value>

Sends the talkmessage stored in msg15. There is no default value for this option.

-keySendMsg16 <value>

Sends the talkmessage stored in msg16. There is no default value for this option.

-keySendMsg17 <value>

Sends the talkmessage stored in msg17. There is no default value for this option.

-keySendMsg18 <value>

Sends the talkmessage stored in msg18. There is no default value for this option.

-keySendMsg19 <value>

Sends the talkmessage stored in msg19. There is no default value for this option.

-keySendMsg20 <value>

Sends the talkmessage stored in msg20. There is no default value for this option.

-pointerButton1 <value>

The keys to activate when pressing the first mouse button. The default value is: keyFireShot.

-pointerButton2 <value>

The keys to activate when pressing the second mouse button. The default value is: keyThrust.

-pointerButton3 <value>

The keys to activate when pressing the third mouse button. The default value is: keyThrust.

-pointerButton4 <value>

The keys to activate when pressing the fourth mouse button. There is no default value for this option.

-pointerButton5 <value>

The keys to activate when pressing the fifth mouse button. There is no default value for this option.

-recordFile <value>

An optional file where a recording of a game can be made. If this file is undefined then recording isn't possible. There is no default value for this option.

-maxColors <value>

The number of colors to use. Use value 16. Other values are not actively supported. The default value is: 16.

-color0 <value>

The color value for the first color. The default value is: #000000.

-color1 <value>

The color value for the second color. The default value is: #FFFFFF.

-color2 <value>

The color value for the third color. The default value is: #4E7CFF.

-color3 <value>

The color value for the fourth color. The default value is: #FF3A27.

-color4 <value>

The color value for the fifth color. The default value is: #33BB44.

-color5 <value>

The color value for the sixth color. The default value is: #992200.

-color6 <value>

The color value for the seventh color. The default value is: #BB7700.

-color7 <value>

The color value for the eighth color. The default value is: #EE9900.

-color8 <value>

The color value for the ninth color. The default value is: #002299.

-color9 <value>

The color value for the tenth color. The default value is: #CC4400.

-color10 <value>

The color value for the eleventh color. The default value is: #DD8800.

-color11 <value>

The color value for the twelfth color. The default value is: #FFBB11.

-color12 <value>

The color value for the thirteenth color. The default value is: #9F9F9F.

-color13 <value>

The color value for the fourteenth color. The default value is: #5F5F5F.

-color14 <value>

The color value for the fifteenth color. The default value is: #DFDFDF.

-color15 <value>

The color value for the sixteenth color. The default value is: #202020.

-sparkColors <value>

Which color numbers to use for spark and debris particles. The default value is: 5,6,7,3.

-wallColor <value>

Which color number to use for drawing walls. The default value is: 2.

-decorColor <value>

Which color number to use for drawing decorations. The default value is: 6.

-windowColor <value>

Which color number to use for drawing windows. The default value is: 8.

-buttonColor <value>

Which color number to use for drawing buttons. The default value is: 2.

-borderColor <value>

Which color number to use for drawing borders. The default value is: 1.

Most of these options can also be set in the .xpilotrc file in your home directory. Each key option may have multiple keys bound to it and one key may be used by multiple key options. If no server is specified on the command line, xpilot will display a welcome screen where you can select a server.

XPilot NG 4.7.2 comes with ABSOLUTELY NO WARRANTY; for details see the provided COPYING file.

xpilot-ng-x11 4.7.2


xqf

package: xqf

title: xqf(6)

text:
# xqf(6)

## NAME
xqf - 3D action game launcher and server browser

## SYNOPSIS
xqf [options]

## DESCRIPTION
XQF is a 3D action game (such as Quake, sequels and derivatives) server browser. It uses X and is written using GTK+ 2 and uses QStat in the backend to retrieve server info.

With XQF you can search for Quake, Quake 2/3/4, Quake World, Doom 3, Return to Castle Wolfenstein, Hexen 2, Hexen World, Heretic 2, Sin, Half-Life, Kingpin, Soldier of Fortun 1/2, Tribes 2, Unreal, Unreal Tournament, Unreal Tournament 2003/2004, Rune, Descent 3, Call of Duty, NetPanzer, Unvanquished, Xonotic, Smokin'Guns, Warsow, Alien Arena, Urban Terror, Open Arena, World of Padman, ZEQ2 Lite, Enemy Territory:Legacy, Jedi Outcast, Jedi Academy and many others. You can look at lots of information about the servers. XQF can spawn your client into a selected server with customized options. You can also apply filters while searching for servers, trimming full or empty servers, for example.

## OPTIONS

XQF accepts several command line parameters:

--launch [SERVERTYPE] IP

adds the server specified with IP (e.g. 10.10.0.1:27666) to the favorites, queries it and launches the game. XQF tries to automatically determine the correct game based on the port. If the autodetections fails XQF will ask you for the game. Alternatively you may directly specify the game type on the command line (e.g. Q3S).

--add [SERVERTYPE] IP

adds the specified server to the favories and queries it. Basically the same as --launch except that the game is not launched ;-)

--debug level

set the specified debug level. Use this if you experience problems with XQF. Level 3 is usually sufficient for debugging most problems. Higher levels product lots of output.

--version

prints the version of XQF.

## SEE ALSO
qstat(1).

/usr/share/doc/xqf

## HOMEPAGE
http://linuxgames.com/xqf/ https://github.com/XQF/xqf

## COPYRIGHT
XQF is Copyright (C) 1998-2000 Roman Pozlevich.

## HISTORY
This manual page was written by Jordi Mallach and Thomas Debesse for the Debian GNU/Linux system (but may be used by others).

XQF was written by Roman Pozlevich <roma@botik.ru>, and maintained by Jordi Mallach <jordi@debian.org>, Thomas Debesse <xqf@illwieckz.net>, Bill Adams <bill@evilbill.org>, Alex Burger <alex_b@users.sourceforge.net> and Ludwig Nussel <ludwig.nussel@suse.de>.


ljlatest

package: xscreensaver

title: ljlatest(6)

text:
# ljlatest(6)

## NAME
ljlatest - prints the most recent public posts on livejournal.com.

## SYNOPSIS
ljlatest [--verbose] [--columns N]

## DESCRIPTION
The ljlatest script reads the most recent public posts made to livejournal.com, and prints them on stdout, after doing a rudimentary conversion of HTML to plain text.

This script is just a wrapper around

```
xscreensaver-text \

  --url http://www.livejournal.com/stats/latest-rss.bml
```

As of XScreenSaver 4.21, you can just use use above URL in the "Text URL" field on the "Advanced" tab in xscreensaver-demo(1).

## BUGS
This program makes it seem like morons have invaded your screen saver.

The output is always ISO-8859-1, regardless of locale.

## SEE ALSO
http://www.livejournal.com/, xscreensaver(1), xscreensaver-text(1), fortune(1), phosphor(6), apple2(6), starwars(6), fontglide(6), dadadodo(1), webcollage(6), driftnet(1) EtherPEG, EtherPeek

## COPYRIGHT
Copyright © 2003, 2005 by Jamie Zawinski. Permission to use, copy, modify, distribute, and sell this software and its documentation for any purpose is hereby granted without fee, provided that the above copyright notice appear in all copies and that both that copyright notice and this permission notice appear in supporting documentation. No representations are made about the suitability of this software for any purpose. It is provided "as is" without express or implied warranty.

## AUTHOR
Jamie Zawinski <jwz@jwz.org>, 30-Aug-2003.


xscreensaver-gl-helper

package: xscreensaver-hacks-gl

title: xscreensaver-gl-helper(6)

text:
# xscreensaver-gl-helper(6)

## NAME
xscreensaver-gl-helper - figure out which X visual to use for GL programs

## SYNOPSIS
xscreensaver-gl-helper [-display host:display.screen]

## DESCRIPTION
This program prints the ID of the visual that should be used for proper operation of OpenGL programs. This program only exists so that the xscreensaver(1) daemon does not need to link against the OpenGL library.

## ENVIRONMENT
DISPLAY

to get the default host, display, and screen number.

## SEE ALSO
X(1), xdpyinfo(1), xglinfo(1), glxinfo(1), glxdpyinfo(1), xscreensaver(1), xscreensaver-demo(1), xscreensaver-command(1)

## COPYRIGHT
Copyright © 2000 by Jamie Zawinski. Permission to use, copy, modify, distribute, and sell this software and its documentation for any purpose is hereby granted without fee, provided that the above copyright notice appear in all copies and that both that copyright notice and this permission notice appear in supporting documentation. No representations are made about the suitability of this software for any purpose. It is provided "as is" without express or implied warranty.


abstractile

package: xscreensaver-modules

title: abstractile(6)

text:
# abstractile(6)

## NAME
abstractile - draw abstract mosaic patterns of interlocking tiles

## SYNOPSIS
abstractile [-sleep seconds] [-speed int] [-tile tile_mode] [-fps]

## DESCRIPTION
The abstractile program draws chaotic grids of randomly colored and shaped interlocking tiles.

## OPTIONS
abstractile accepts the following options:

-sleep seconds

Specify the number of seconds to sleep between screens (0-60).

-speed int

A value between 0 and 5 used to specify the speed at which each screen is drawn.

-tile tile_mode

The type of tile that is drawn on each screen. Legal values are random, flat, thin, outline, block, neon, and tiled

-fps

Display the current frame rate and CPU load.

## ENVIRONMENT
DISPLAY

to get the default host and display number.

XENVIRONMENT

to get the name of a resource file that overrides the global resources stored in the RESOURCE_MANAGER property.

## SEE ALSO
X(1), xscreensaver(1)

## COPYRIGHT
Copyright © 2004 by Steve Sundstrom. Based on examples from the hacks directory of xscreensaver, Copyright (c) 1997, 1998, 2002 Jamie Zawinski <jwz@jwz.org>

Permission to use, copy, modify, and distribute this software and its documentation for any purpose and without fee is hereby granted, provided that the above copyright notice appear in all copies and that both that copyright notice and this permission notice appear in supporting documentation.

## AUTHOR
Steve Sundstrom


anemone

title: anemone(6)

summary: wiggling tentacles.

text:
# anemone(6)

## NAME
anemone - wiggling tentacles.

## SYNOPSIS
anemone [-display host:display.screen] [-visual visual] [-window] [-root] [-delay number] [-arms number] [-finpoints number] [-width number] [-fps]

## DESCRIPTION
Wiggling tentacles.

## OPTIONS
-visual visual

Specify which visual to use. Legal values are the name of a visual class, or the id number (decimal or hex) of a specific visual.

-window

Draw on a newly-created window. This is the default.

-root

Draw on the root window.

-delay number

Per-frame delay, in microseconds. Default: 40000 (0.04 seconds.).

-arms number

Arms. 2 - 500. Default: 128.

-finpoints number

Tentacles. 3 - 200. Default: 64.

-withdraw number

Frequency that the arms withdraw. Arms withdraw on randomly generated values between 1 and 11; this value determines the maximum value of that range. So 100 spends a lot of time withdrawn, while 1000,000 tends not to withdraw at all. Default: 1200.

-turnspeed number

How fast it turns. At zero, not at all, all they way up to thousands which are very fast indeed. Default: 50.

-width number

Thickness. 1 - 10. Default: 2.

-fps

Display the current frame rate and CPU load.

## ENVIRONMENT
DISPLAY

to get the default host and display number.

XENVIRONMENT

to get the name of a resource file that overrides the global resources stored in the RESOURCE_MANAGER property.

## SEE ALSO
X(1), xscreensaver(1)

## COPYRIGHT
Copyright © 2002 by Gabriel Finch. Permission to use, copy, modify, distribute, and sell this software and its documentation for any purpose is hereby granted without fee, provided that the above copyright notice appear in all copies and that both that copyright notice and this permission notice appear in supporting documentation. No representations are made about the suitability of this software for any purpose. It is provided "as is" without express or implied warranty.

## AUTHOR
Gabriel Finch.


anemotaxis

title: anemotaxis(6)

summary: directional search on a plane.

text:
# anemotaxis(6)

## NAME
anemotaxis - directional search on a plane.

## SYNOPSIS
anemotaxis [-display host:display.screen] [-visual visual] [-window] [-root] [-delay number] [-distance number] [-sources number] [-searchers number] [-fps]

## DESCRIPTION
The program demonstrates a search algorithm designed for locating a source of odor in turbulent atmosphere. The odor is convected by wind which has a constant mean direction and fluctuations around it. The searcher is able to sense the odor and determine local instantaneous wind direction. The goal is to find the source in the shortest mean time. Some animals face this task to find mates, food, home etc. They exhibit very particular, zigzagging search trajectories.

This is modeled as a search on a discrete two-dimensional lattice. The source releases particles that drift with constant velocity in one direction and walk randomly in the other direction. The searcher knows if it hit a particle, and if so, particle's position one time step earlier (local wind direction). The program paints sources and particles released by them as well as trajectories of searchers who are trying to capture the sources.

## OPTIONS
-visual visual

Specify which visual to use. Legal values are the name of a visual class, or the id number (decimal or hex) of a specific visual.

-window

Draw on a newly-created window. This is the default.

-root

Draw on the root window.

-delay number

Per-frame delay, in microseconds. Default: 20000 (0.02 seconds.).

-distance number

Max initial distance to the source . 10 - 250. Default: 40.

-sources number

Max number of sources. Default: 25.

-searchers number

Max number of searchers. Default: 25.

-fps

Display the current frame rate and CPU load.

## ENVIRONMENT
DISPLAY

to get the default host and display number.

XENVIRONMENT

to get the name of a resource file that overrides the global resources stored in the RESOURCE_MANAGER property.

## SEE ALSO
X(1), xscreensaver(1)

## COPYRIGHT
Copyright © 2004 by Eugene Balkovsky. Permission to use, copy, modify, distribute, and sell this software and its documentation for any purpose is hereby granted without fee, provided that the above copyright notice appear in all copies and that both that copyright notice and this permission notice appear in supporting documentation. No representations are made about the suitability of this software for any purpose. It is provided "as is" without express or implied warranty.

## AUTHOR
Eugene Balkovsky


apollonian

title: apollonian(6)

summary: Descartes Circle Theorem.

text:
# apollonian(6)

## NAME
apollonian - Descartes Circle Theorem.

## SYNOPSIS
apollonian [-display host:display.screen] [-visual visual] [-window] [-root] [-no-label] [-no-altgeom] [-cycles number] [-ncolors number] [-delay number] [-fps]

## DESCRIPTION
Packs a large circle with smaller circles, demonstrating the Descartes Circle Theorem.

## OPTIONS
-visual visual

Specify which visual to use. Legal values are the name of a visual class, or the id number (decimal or hex) of a specific visual.

-window

Draw on a newly-created window. This is the default.

-root

Draw on the root window.

-label | -no-label

Draw Labels. Boolean.

-altgeom | -no-altgeom

Include Alternate Geometries. Boolean.

-cycles number

Depth. 1 - 20. Default: 20.

-ncolors number

Number of Colors. Default: 64.

-delay number

Per-frame delay, in microseconds. Default: 1000000 (1.00 seconds.).

-fps

Display the current frame rate and CPU load.

## ENVIRONMENT
DISPLAY

to get the default host and display number.

XENVIRONMENT

to get the name of a resource file that overrides the global resources stored in the RESOURCE_MANAGER property.

## SEE ALSO
X(1), xscreensaver(1)

## COPYRIGHT
Copyright © 2002 by Allan R. Wilks and David Bagley. Permission to use, copy, modify, distribute, and sell this software and its documentation for any purpose is hereby granted without fee, provided that the above copyright notice appear in all copies and that both that copyright notice and this permission notice appear in supporting documentation. No representations are made about the suitability of this software for any purpose. It is provided "as is" without express or implied warranty.

## AUTHOR
Allan R. Wilks and David Bagley.


title: apple2(6)

summary: Apple ][ display emulator

text:
# apple2(6)

## NAME
apple2 - Apple ][ display emulator

## SYNOPSIS
apple2 [-display host:display.screen] [-foreground color] [-background color] [-window] [-root] [-mono] [-install] [-visual visual] [-program command to run] [-basic] [-slideshow] [-text] [-meta] [-esc] [-bs] [-del] [-fast] [-fps]

## DESCRIPTION
The apple2 program simulates an original Apple ][ Plus computer in all its 1979 glory. It also reproduces the appearance of display on a color television set of the period.

There are 3 modes: basic, slideshow, and text. Normally it chooses a mode randomly, but you can override with the -basic, -slideshow, or -text options.

In basic mode a simulated user types in a Basic program and runs it.

In slideshow mode it chooses a number of images from the image source you configured into XScreenSaver and displays them within the limitations of the Apple ][ display hardware. With only 6 available colors, you can only make out the general shape of the pictures.

In text mode it displays the output of a command or the contents of a file or URL (via the default xscreensaver-text(1) program, which can be overridden with -program).

In text mode, it is also a fully functional (if anachronistic) vt100 terminal emulator.

## OPTIONS
apple2 accepts the following options:

-window

Draw on a newly-created window. This is the default.

-root

Draw on the root window.

-mono

If on a color display, pretend we're on a monochrome display.

-install

Install a private colormap for the window.

-visual visual

Specify which visual to use. Legal values are the name of a visual class, or the id number (decimal or hex) of a specific visual.

-basic

Choose basic mode

-slideshow

Choose slideshow mode

-text

Choose text mode

-program sh-command

In text mode, the command to run to generate the text to display. This option may be any string acceptable to /bin/sh. The program will be run at the end of a pipe, and any characters that it prints to stdout will be printed on the Apple ][ display. If the program exits, it will be launched again after 3 seconds. Default: xscreensaver-text(1). In text mode, apple2 emulates a vt100 terminal running on a 40x24 uppercase-only screen.

For example:

```
apple2 -text \

       -program 'cat /usr/src/linux*/README | fold -sw40'
apple2 -text -program 'ping apple.com'
apple2 -text -program 'ps -e'
apple2 -text -program 'od -txCz -w7 /dev/urandom'
apple2 -text -program 'cat /dev/random'
apple2 -text -fast -program 'xemacs -nw -q -f life'
apple2 -text -fast \

       -program 'xemacs -nw -q --eval "(hanoi 5)"'

```

You can also use apple2 as an extremely lo-fi replacement for the xterm(1) and gnome-terminal(1) terminal emulators:

```
apple2 -text -fast -program tcsh

```

-pty

In -text mode, launch the sub-program under a pty so that it can address the screen directly. This is the default.

-pipe

In -text mode, launch the sub-program at the end of a pipe: do not let it address the screen directly.

-esc

When the user types a key with the Alt or Meta keys held down, send an ESC character first. This is the default.

-meta

When Meta or Alt are held down, set the high bit on the character instead.

-del

Swap Backspace and Delete. This is the default.

-bs

Do not swap Backspace and Delete.

-fast

Normally, characters are printed at the speed of an original Apple][ computer; however, when using this program as a terminal emulator, the novelty of those 300 baud characters might wear off. You can use the -fast option to speed things up a bit.

-fps

Display the current frame rate and CPU load.

## TERMINAL EMULATION
By default, apple2 allocates a pseudo-tty for the -text-mode sub-process to run under. This has the desirable side effect that the program will be able to use ioctl(2) to fetch information about terminal parameters and window size, which many programs (such as top(1)) need to run properly. apple2 will also set the environment variable TERM to vt100 in the child process.

Any characters typed on the apple2 window will be passed along to the sub-process. (Note that this only works when running in "window" mode, not when running in -root mode under xscreensaver.)

## ENVIRONMENT
DISPLAY

to get the default host and display number.

XENVIRONMENT

to get the name of a resource file that overrides the global resources stored in the RESOURCE_MANAGER property.

TERM

to inform the sub-process of the type of terminal emulation.

## X RESOURCES
Notable X resources supported include the following which correspond to standard TV controls: analogTVTint, analogTVColor, analogTVBrightness, and analogTVContrast which correspond to standard TV controls. They range from 0 to 100,except for tint which is an angle between -180 and +180.

## TRADEMARKS
Apple ][ and Applesoft are trademarks of Apple Computer.

## SEE ALSO
xscreensaver(1), bsod(6), xscreensaver-text(1), fortune(1), phosphor(6), starwars(6), ljlatest(6), dadadodo(1), webcollage(6), driftnet(1) EtherPEG, EtherPeek, console_codes(4).

## COPYRIGHT
Copyright © 2002-2003 by Trevor Blackwell. Permission to use, copy, modify, distribute, and sell this software and its documentation for any purpose is hereby granted without fee, provided that the above copyright notice appear in all copies and that both that copyright notice and this permission notice appear in supporting documentation. No representations are made about the suitability of this software for any purpose. It is provided "as is" without express or implied warranty.

## AUTHOR
Television and Apple ][ emulation by Trevor Blackwell <tlb@tlb.org>. Slideshow and text mode by Jamie Zawinski <jwz@jwz.org>. Pty and vt100 emulation by Fredrik Tolf <fredrik@dolda2000.com>.