xboing

package: xboing

title: xboing(6)

text:
# xboing(6)

## NAME
xboing - An X Window System based blockout clone. V2.4

## SYNOPSIS
xboing [-version] [-usage] [-help] [-sync] [-display <displayName>] [-speed <1-10>] [-scores] [-keys] [-sound] [-setup] [-nosfx] [-grab] [-maxvol <1-100>] [-startlevel <1-MAXLEVELS>] [-usedefcmap] [-nickname <name>] [-noicon]

-speed <n> - The game speed, 1 - 9. 9=Fast

-maxvol <n> - The maximum volume as percentage

-startlevel <n> - The starting level for game

-help - Produce this help message

-sync - Turn on X synchronisation

-usage - Print a brief help message

-version - Print out the current version

-scores - Print out current highscores

-keys - Use keys instead of mouse control

-sound - Turn audio ON for game

-setup - Print setup information

-nosfx - Turn off special effects

-grab - Turn pointer grabbing on

-usedefcmap - Use the default colourmap

-nickname <name> - Use nickname instead of real one

-noicon - Do not create a custom icon

-display <display> - Set the display for the game

## DESCRIPTION
XBoing is a blockout type game where you have a paddle which you control to bounce a ball around the game zone destroying blocks with a proton ball.

Each block carries a different point value. The more blocks you destroy, the better your score. The person with the highest score wins.

The arena is filled with blocks and other objects. You have a paddle that can move from left to right at the bottom of the arena. You control the paddle so that the proton ball bounces around blowing up blocks and that it does not go past the paddle and out the bottom, much like a pinball game.

You may like to check out my WWW Home Page for XBoing at the following URL http://www.catt.rmit.edu.au/xboing/xboing.html

## BLOCK TYPES
The blocks exhibit different behaviour. The bomb block when hit will explode all other blocks around it. You will score the points for the blocks exploded by the bomb. If another bomb is beside it then it will explode also causing a chain reaction. The solid wall brick will not explode unless next a bomb. The ammunition block will give you four bullets and so on. Special blocks such as reverse and machine gun will only last for one ball/level.

There is also a unlimited ammo block that will enable unlimited ammo for that level. You will always have bullets to shoot with. Cool.

There are random blocks that change their colour and therefore their points every now and then. They add a bit of interest to the levels.

There is a pirate symbol that will kill your ball if touched. You can shoot this block 3 times to kill it. Keep away from the Death block, it terminates your ball!

The walls off block will turn the wall bounce off on both the left and right side of the arena. This will mean the ball will not bounce off the walls but continue through the wall and wrap around to the opposite side respectively.

The extra time block will add an extra 20 seconds to the clock to help you out.

The reverse block will when hit, reverse the controls to the paddle. This block should be avoided as it makes the game really hard. Hitting another reverse while already in reverse mode will turn it off. This control mode is reset to normal for each new ball.

The teleport block will teleport the ball somewhere else on that level. It will not place you too close to the bottom of the screen or on another block. If the teleport cannot teleport the ball anywhere as the board may be full - it will teleport your ball to the paddle and shoot it off there.

The sticky paddle block will stick the ball to your paddle each time it is hit and wait until you press fire to shoot it off again.

Some blocks will drop from their starting positions and head off down the screen until they nearly hit your paddle. These are normal blocks except they move... They will not clobber an existing block or move into a ball. Note that their score will decrease as the move down the screen!! Get in early I suspect.

There is a roaming dude that just roams around the arena. It has logic to stop it bouncing into something and will not roam off screen! It is worth a few hundred points and must be killed.

There is a machine gun block that allows you to shoot much faster. Note that you will also use your bullets at a greater rate. Can be fun to let off a burst every now and then. Erases counter blocks very fast.

An extra ball symbol may appear and when hit by a proton ball it will give you an extra ball!

There is a shrink paddle block that will shrink your paddle to a smaller size for the level. If you currently have the smallest paddle then it has no effect.

There is also an expand paddle block that will grow you paddle to a larger size for the level. If you currently have the largest paddle then it has no effect.

You can use the bullets to shoot the last pesky blocks or to collect lots of bonus coins. You will be given 4 bullets when a new level starts. If you lose a ball you will be given a token 2 bullets. Use bullets wisely as you will hate yourself when there is one brick left and the ball is missing it for ever.

Throughout the game the bonus coins will appear. Collect these for bonus points awarded when the level is finished. Sometimes the coin may appear as a x2 or x4 symbol which will indicate that the scoring from then onwards will be multiplied by 2 or 4 respectively. Note: if you get a x2 then x4 then x2 you will go back to x2 mode. Also note that this x2 or x4 mode will be disabled after each ball death.

Also during the game some special blocks will appear like reverse, death, extra ball, etc. and then disappear like the bonus coins. These blocks behave like normal but will disappear.

Sometimes a little eye dude will walk across the top and if shot or hit by the ball will earn you 10000 points! He will only walk across if the top row is clear.

If you collect more than 10 bonuses during a level the killer mode is activated which will turn the ball red and the ball will plough through all blocks except the solid ones and finish the level very quickly.

The bonus screen will tell you how you went in the last level. Your bonuses will be added plus the bullet and level bonus. You get 500 points for each bullet not used. You get 3000 points for each bonus and if you get more than 8 bonuses you get a SUPER BONUS of 50,000 points. You also receive a new ball every 100,000 points. Pressing space will skip the bonus animations when the bonus screen appears and your bonus points will still be added.

Like the special popup blocks you may see a dynamite block that will when hit kill all other blocks of the same type. Pretty good block really.

There is a level timer that counts down while playing each level. If you don't complete the level in the allotted time you will not receive the time bonus which is 100 points per second remaining. You will miss out on the level bonus if your time runs out.

The ball will be automatically shot off the paddle after about 5 seconds unless you press the space bar. You can always press `P' to pause the game.

If the ball gets stuck in an infinite loop it will automatically tilt the board if the ball hasn't hit the paddle after a certain time span. The time span is about 8 seconds I think.

When you get a new ball you will see a small red arc with a moving yellow dot go from left to right and back again. This yellow dot indcates the direction of the ball when you start it.

XBoing was started like many other projects to learn Xlib better. I had the XPM library and was already using it in a Motif application. I thought that it would be cool to have nice colour pictures/animations in an Xlib game. So I did. Without the XPM library I would be still playing with the colours I think.

## OPTIONS
The speed option will adjust the speed of the overall game. It will except integer numbers between 1 and 9. The speed of the game can be changed from within the game as well. See Game Control. The default value is warp 3.

The maxvol option allows you to adjust the maximum volume to be used for the sound effects if sound is supported. It doesn't mean all sounds will be this volume but they will use that volume as the top volume to scale against.

The startlevel option allows you to set the starting level for your games. Note that when your score is placed in the highscore table the level number is the number of levels completed and not the level number attained. Also, in the bonus screen your level bonus will be the number of levels completed multiplied by the level bonus value and not the current level number! Unless this option is used the first level will always be level one.

The help option will display a brief one line description of all the command line options used with xboing.

The sync option will turn on the X Window System synchronisation of all Xlib calls which means that all calls are flushed by the X server before continuing. This will cause the game to become slower but enable some debugging. The default is OFF.

The usage option will print a very brief synopsis of all the command line options and there value ranges.

The version option prints the version of xboing that you are running.

The scores option will print both the roll of honour and your personal best scores to standard out. This can be useful if you are not running the program on an X window display and still want to see what the scores are.

The keys option will enable the use of the keyboard for game control. Within the game you may press <g> to toggle between mouse and key control. The default is MOUSE control.

The sound option will enable sound to be turned on if possible. Within the game you may press <s> to toggle sound on or off. The default is OFF.

The setup option is useful when you have just compiled the program. It will display the paths of the level & sound directories and also give you some information on other things.

The nosfx option will turn OFF special effects. The special effect in question at this stage is the explosion shake. Turning it off will speed the game up a little bit. The default is ON. Servers without backing store will have it turn off automatically as the shaking is shocking.

The grab option will tell xboing to grab the mouse pointer when the game is visible. Pointer grabbing has the effect of stopping you move the pointer outside the game window. This is useful as it constrains the mouse and you don't get colourmap flashes. The default is Off.

The usedefcmap option will make xboing try to use the default colourmap. This will be fine if the default colourmap is reasonabily empty (ie: 200 free colour cells!). If you have a complex picture on your background then this option will not work and xboing will be unable to allocate enough colours.

The nickname option allows you to specify a nick name for you instead of using your real name found in the password file. This can be useful for hiding your identity. Please note that I store the user id in the highscore file and use that for checking and sorting. You will still appear only once in the global highscore table.

The noicon option will tell xboing not to create a custom icon. This is needed with some window managers as they only allow a small number of colours and the icon uses a quite a few. You may not like this icon either and want to use your own.

The display option will force the game to be viewed on another display. The format of the display name is <xserver:0.0> like most other programs where xserver is the name of the display. The default is your display of course.

You may also set three environment variables used by xboing. They specify the location of the level files, sounds and the highscore file. They are listed below.

These environment variables will override the settings that are compiled into the program.

XBOING_SCORE_FILE = the highscore file to be used.

XBOING_LEVELS_DIR = the directory with the levels.

XBOING_SOUND_DIR = the directory with the sounds.

## GAME CONTROL
Use the mouse to move the paddle left and right by moving the mouse left and right. All mouse buttons shoot bullets, start ball. The paddle will follow the mouse pointer. This is the best method and easiest to use by far IMHO.

Below are the keyboard controls. (Non case sensitive)

Space = Start game

J = Paddle Left

K = Shoot bullet

L = Paddle Right

Right = Paddle Right

Left = Paddle Left

Escape = End game and return to introduction.

i = iconify the game and pause.

H = View roll of honour.

h = View personal highscores.

p = Pause game.

d = Kill the ball.

a = Toggle audio on/off.

s = Toggle special effects on/off.

c = Cycle through the intro screens.

1-9 = Game speed where 9 is fastest.

+ = Increase maximum volume level.

- = Decrease maximum volume level.

t = Tilt board bumping ball.

z = Save current game.

x = Load saved game.

w = Set starting level.

e = Change to level editor.

q = Quit XBoing.

## SAVE/LOAD GAME
XBoing supports a one level save game facility. Every five levels you complete you have the ability to save the game once. The game will be saved in your home directory in your account. The ability to save will be indicated by the highlighted word "Save" in the specials area below the arena.

When playing you can press the save key (see GAME CONTROL) and the current state of the game will be saved. If you save it will overwrite any previously saved games. If you had more than 1 saved game it would make it too easy IMHO.

To load a game that has been saved you start a normal game and then press the load game key. The saved game will appear and you can start playing from where you saved.

Please note that the paddle position and ball position is not saved. The paddle will start from where the mouse is and the ball will start from the beginning position.

## LEVEL EDITOR
The built in level editor allows you to design your own levels interactively. You can simply click on a block type and then draw into the level to add blocks. The level editor can also let you play test the level before saving it.

To change to the level editor simply press "e" while watching the intro screens. The window will grow right a bit and a tool bar will be shown. You are now ready to draw away.

The left mouse button is the draw button while the middle mouse button is the eraser. You can press the mouse button down and also move the mouse to provide continuous drawing until you release the button in both draw and erase modes.

The right most most button can be used to find out how much a block is worth in points. Simply click on a block in the toolbar or level area and the score will change to the score for that block.

You can play test the level. You will have infinite lives and the level never finishes. Simply press "p" to enter test mode and "p" to exit test mode.

Some basic editing facilities are available such as flipping the board vertically and horizontally and also scrolling 1 block vertically and horizontally.

Within the editor there are several keys that can be used.

Below are the keyboard controls. Case sensitive.

q = Exit editor.

p = Start/End play test.

r = Redraw the level.

s = Save the level.

l = Load the level.

c = Clear the level.

t = Change the time bonus.

n = Change the level name.

v = Flip board vertically.

h = Flip board horizontally.

V = Scroll 1 block vertically.

H = Scroll 1 block horizontally.

Level management is

## SCORING
Note: Highscores are saved at the end of each game. If you quit a game while playing your score will be added to the highscores.

Each block has a point score. Some blocks such as the counter block will have more than one score associated with it.

Each time the paddle is hit with the ball your earn 10 points. I'm nice.

There is a death symbol (a pirate) that when hit by a ball will destroy your ball. You can shoot them three times to remove them.

At the end of each level you are awarded a level bouns which is level <n> x 100 points. So for level 20 you get 20,000 points! If you fail to complete the level in the time allotted you will not receive a level bonus.

XBoing uses two highscore files. One displays the global scores which will be your best score to date. The other is a personal high score table with all your attempts (stored in your home directory).

If you obtain the highest score then you will be asked to imput some words of wisdom to your fellow game players. This short message is displayed under the Boing Master's name and is there for all to see. This message is saved with the high score file so watch out if it rude.

red = 100

blue = 110

green = 120

yellow = 140

tan = 130

purple = 150

bomb = 50

wall = 0

roamer = 400

drop = row * 100

specials = 100

ammo = 50 plus bullets

counter = 200 (each number).

## SOUND SUPPORT
Xboing has support for sound. It has sound code for the following machines :-

HP, SUN, NetAudio, LINUX & NetBSD PC Soundblaster, RPLAY sound system, and DEC Audiofile.

Most support and use the .au format sound files. The linux version just sends the data down to the audio device which may cause slight clicking sounds due to the audio file header. Future versions of xboing will support other machines if patches are sent to me or if I learn the sound format. I am not going to have heaps of converted files all over the place in different formats as the archive would be HUGE.

## LEVELS
The levels are not increasingly harder to play - some are but some are easy. This is because it takes ages to create and design levels.

The level data is specified in a simple ASCII file that can be edited. The levels are loaded when required from the directory specified when the game was made.

You can create more levels if you like making sure that they are in the correct format and that they have a correct filename.

Copy newlevel.data to level??.data and use that for the editing of new levels.

The format of the level is shown in the newlevel.data file in the source distribution in the levels directory.

Make sure you have a level title and a time bonus in seconds.

level format: (case sensitive)

. = blank

w = wall block

r = red block

g = green block

b = blue block

t = tan block

p = purple block

y = yellow block

X = Bomb

B = Ammo

c = Unlimited Ammo

D = Death

R = Reverse

H = Teleport

L = Extra ball

M = Machine Gun

W = Walls off

? = Random block

d = Drop Block

+ = Roaming dude

m = Multiple balls

s = sticky block

< = Shrink paddle block

> = Grow paddle block

T = Extra Time block

## NOTES
I will place all new versions of XBoing in /contrib on the site ftp.x.org. I will post an announcement of the new release in the newsgroup comp.windows.x.

## REDISTRIBUTION
XBoing - An X11 blockout style computer game

(c) Copyright 1993-1997, Justin C. Kibell, All Rights Reserved

The X Consortium, and any party obtaining a copy of these files from the X Consortium, directly or indirectly, is granted, free of charge, a full and unrestricted irrevocable, world-wide, paid up, royalty-free, nonexclusive right and license to deal in this software and documentation files (the "Software"), including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons who receive copies from any such party to do so. This license includes without limitation a license to do the foregoing actions under any patents of the party supplying this software to the X Consortium.

In no event shall the author be liable to any party for direct, indirect, special, incidental, or consequential damages arising out of the use of this software and its documentation, even if the author has been advised of the possibility of such damage.

The author specifically disclaims any warranties, including, but not limited to, the implied warranties of merchantability and fitness for a particular purpose. The software provided hereunder is on an "AS IS" basis, and the author has no obligation to provide maintenance, support, updates, enhancements, or modifications.

## AUTHOR

Justin C. Kibell - Systems Programmer/System Administrator

CATT Centre RMIT - Melbourne - Victoria - Australia.

email: jck@catt.rmit.edu.au

SnailMail: PO BOX 260, Eltham, Victoria, Australia, 3095

Computer Science Graduate

Royal Melbourne Institute of Technology (RMIT)

Australia

## BUGS
See README documents in source distribution for list of bugs and bug fixes.

Mail all bug reports/suggestions to jck@catt.rmit.edu.au specifying the version and machine type you are using. Use 'uname -a' to explain the machine type. Please note the version of X11 that you have installed as well, ie: X11R6, X11R5, X11R4, etc.

Please read all documentation before asking for help - only fair.


xcowsay

package: xcowsay

title: xcowsay(6)

summary: Display a cute cow and speech bubble.

text:
# xcowsay(6)

## NAME
xcowsay - Display a cute cow and speech bubble.

## SYNOPSIS
xcowsay [-h] [-t time] [-r speed] [-d] [-f font] [text]...

## DESCRIPTION
Display a cow with a speech bubble containing some text. If text is specified it will be displayed in the bubble. Otherwise the text will be read from the standard input and displayed when end of file is encountered.

The cow is displayed for either a fixed amount of time, or an amount of time calculated from the size of the text. Click on the cow to dismiss it immediately.

If xcowsay is started with --daemon it will fork away from the terminal and run in daemon mode. The daemon provides a DBus service uk.me.doof.Cowsay that responds to ShowCow requests. The daemon can queue up any number of requests and displays them in order.

When xcowsay starts it checks to see if a daemon is running, and if it is, sends a ShowCow request and returns immediately. Otherwise xcowsay will block until the cow has disappeared.

## CONFIGURATION FILE
xcowsay reads a configuration file on startup. The configuration file can be stored in the XDG compliant location $XDG_CONFIG_HOME/xcowsayrc (which will default to $HOME/.config/xcowsayrc) or in your home directory at $HOME/.xcowsayrc. If the --config=FILE command line option is passed FILE will be processed after your personal configuration file.

The configuration file consists of 'option = value' pairs, one per line. The valid keys are given in the next section. For example, the following line sets display time to 10 seconds:

display_time = 10000

The character '#' begins a comment which lasts until the end of the line.

Values containing spaces should be enclosed in quotes. For example:

font = "mono 28"

## OPTIONS
Note that these options override any settings in the config file.

-h, --help

Display usage information.

-t time, --time=time

Display the cow for time seconds. This overrides any value set for reading_speed. Setting time to zero displays the cow until it is clicked. The corresponding config file option is display_time. This can also be set to a fractional value like 0.5.

-r speed, --reading-speed=speed

Number of milliseconds to display the cow for each word in the input text. This is clamped to a minimum of min_display_time and a maximum of max_display_time. The defaults are 1 second and 30 seconds respectively. The corresponding config file option is reading_speed.

-f font, --font=font

Font for the speech bubble text. Accepts Pango font strings. The corresponding config file option is font.

-d file, --dream=file

Display an image instead of text in the cow's bubble. The dream_time config file option sets the numer of milliseconds to display the image for. The default is 10 seconds.

--think

Display a thought bubble instead of a speech bubble.

--daemon

Run xcowsay in daemon mode if DBus support has been enabled. See the DESCRIPTION section above for more information.

--cow-size=size

Size of the cow image. Current choices are small, med, or large. The corresponding config file option is cow_size.

--image=file

Use a different image instead of the cow. The corresponding config file option is alt_image.

--monitor=N

Make the cow appear on monitor N.

--at=X,Y

Force that cow to appear at screen location (X,Y). The config file options are at_x and at_y.

--bubble-at=X,Y

Change position of bubble relative to where it would normally appear. This is most useful when combined with the alt_image option to create your own characters. The config file options are bubble_x and bubble_y.

--no-wrap

Disable word wrapping when the bubble is too wide to fit on the screen. The config file option wrap can be set to true or false to set this explicitly.

-l, --left

Make the bubble appear on the left hand side of the cow. This is useful if you are using your own image.

--debug

Print messages about what xcowsay is doing. Useful for finding out why the daemon fails.

--release

Close window on release event instead of press. The corresponding config file option is close_event=button-release-event.

-v, --version

Print version information.

## AUTHOR
Written by Nick Gasson.

## REPORTING BUGS
Report all bugs to nick@nickg.me.uk The xcowsay home page is <http://www.doof.me.uk/xcowsay>

## SEE ALSO
cowsay(6)


xfreecell

package: xfreecell

title: xfreecell(6)

text:
# xfreecell(6)

## NAME
xfreecell - Another implementation of the famous solitaire game

## SYNOPSIS
xfreecell [options]

## DESCRIPTION
xfreecell is an another implementation of the famous solitaire game.

### OPTIONS
-a | --no-animation

Less animation. Toggling 'Anim' in pref has the same effect.

-m | --ms-seed

MS-seed-number mode. You can play the same game as MS freecell. The default is false. Toggling 'MS Seed' in pref has the same effect.

-q | --query-window

Query window mode. In this mode, query window pops up when both single and multiple cards movement is possible. The default is false. Toggling 'Query' in pref has the same effect.

-r | --no-round-card

No round cards. Shape extension is heavy, so this option will speed up the game.

-s | --speedup speed

Specifiy the speed of card movement. The bigger the faster. Default value is 100.

-v | --version

Display the version.

## CONTROL
Double Click

Moves the card to freecell. Same as windows.

Button 2

Same as Double click. Recommended for 3-button mouse owners. Eases the load of your finger.

Button 3(card)

Moves the card to foundation.

Button 3(empty pile)

Moves multiple cards to the empty pile. There are two modes to move multiple cards to an empty pile. One is to use Button3 stated above. The other is to use query window which asks 'Single or Multiple'. The default is Button3 mode. To use query window mode, press pref->toggle query->press Ok. Or start xfreecell with option '-q'.

## BUTTONS
New

Begins a new game randomly. Previously played games excluded.

Replay

Replays last game.

Seed

Begins a new game which corresponds to the number you typed.

Lost

Replays a lost game selected randomly.

Undo

Does undo.

Score

Pops up score window.

Pref

Pops up preference window.

About

Pops up about window.

Exit

Exits from game.

## SCORE
Winning increases 10 points. Defeat decreases 10 points. Each continuous winning increases 1 point. Each continuous defeat decreases 1 point. Undo decreases 1 point.

## ABOUT SEED
From version 1.0.4, you can seed a game. But there is no guarantee about the uniqueness. If you hit upon an algorithm which guarantees the uniqueness, please send me. I'm currently using the algorithm of Microsoft Freecell (see mshuffle.txt).

Instead of using srand() and rand() in libc, I use NSsrand() and NSrand() I implemented to make the seed numbers compatible over many Unices. If you want to use srand() and rand(), remove -DBOGUSRANDOM from makefile.

The check whether you played or not is not done in different seed-num modes. That is, if you played a game in MS-seed-num mode, you may play the same game in original-seed-num mode. But the possibility is very low because there are too many games and there are only 32000 games in MS-seed-num mode.

To play MS-seed-num mode, start xfreecell with option '-m' or toggle 'MS Seed' in pref.

## FILES
~/.xfreecell/score

Score file.

~/.xfreecell/prefs

Saves your preferences.

~/.xfreecell/won

Won game numbers.

~/.xfreecell/lost

Lost game numbers.

~/.xfreecell/msWon

Won game numbers. (MS freecell seed number)

~/.xfreecell/msLost

Lost game numbers. (MS freecell seed number)

~/.xfreecell/msNumPath

Path to data file called MSNumbers.

## AUTHOR
Nakayama Shintaro <nakayama@giganet.net>


xgalaxy

package: xgalaxy

title: xgalaxy(6)

summary: X11 Galaga like game

text:
# xgalaxy(6)

## NAME
xgalaxy - X11 Galaga like game

## SYNOPSIS
xgalaxy [-scores] [-display display] [-mouse] [-keyboard] [-nosound] [-b] [-window] [-winsize widthxheight] [-b] [-noclipmask] [-nouseor] [-nostars]

xgalaxy-hyperspace [-scores] [-display display] [-mouse] [-keyboard] [-nosound] [-b] [-window] [-winsize widthxheight] [-b] [-noclipmask] [-nouseor] [-nostars]

## INSTRUCTIONS
It's just like Galaxian / Galaga, you know how to play Galaxian/ Galaga, stop bothering me. (Ship follows the mouse, button fires. Auto-fire by holding it down, so no-one accuses me of breaking their mouse!)

The xgalaxy-hyperspace version features some new weapons and different gameplay.

## OPTIONS
-scores

Prints out the high score file and exits

-display host:dpy

Set your display

-mouse

Use mouse control (same as 'm').

-keyboard

Use keyboard control (same as 'k'). If you have a joystick it can also be used if you select keyboard control.

-nosound

Turn sound OFF

-level lvl

Choose starting level (>= 1)

-window

Run in a window, not full screen. Full screen is the default.

-winsize widthxheight

Set windowsize, default 468x596.

-b

Turn buffered mode off, use this if it runs too slowly. Will cause flicker, maybe lots, maybe only a little.

-noclipmask

Don't use clip masks for drawing (affects unbuffered mode only).

-nouseor

Don't draw using OR mode.

-nostars

Don't draw stars in the background.

Combinations of the last four options can be used to get faster drawing if the video card can't keep up with the required 30 frames/sec. The fastest drawing will come from

xgalaxy -b -noclipmask -nouseor -nostars

## KEYBOARD COMMANDS
p - pauses

q - end this game

b - Toggle buffering (flicker vs. speed.)

o - Toggle OR mode. Don't use this, it sucks.

m - Use mouse control. Note that you may switch in mid-game.

k - Use keyboard control

x - use your shields (xgalaxy-hyperspace only)

alt-enter - Toggle full screen node.

## SEE ALSO
XGalaxy home page <http://rumsey.org/xgal.html>

## AUTHORS
Joe Rumsey, <joe@rumsey.org> (Original author)

Vincent Renardias <vincent@waw.com> (man page)

Send bugs (or their reports, or fixes) here: <http://www.debian.org/Bugs/>.


xlennart

package: xlennart

title: xlennart(6)

text:
# xlennart(6)

## NAME
xlennart - save your computers from SystenD [TM] virus

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

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

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

The status bar at the bottom tells the following:

Number of Lenns on/off the screen

Number of Computers running their init/off/SystenD

Level

Score

## OPTIONS
-l n

Start at level n.

--gui gui

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

--size size

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

-v

Print version number and exit.

-h

Print help and exit.

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

## AUTHORS
Main Programmer:

Brian Wellington <bwelling@xbill.org> for XBill 2.1.

Gethyn ThomasQuail <xylem2020@gmail.com> for XLennart.

Programming & graphics:

Matias Duarte <matias@hyperimage.com> for XBill 2.0.

Gethyn ThomasQuail <xylem2020@gmail.com> for XLennart.

Daniel Reurich <daniel@reurich.kiwi.nz> for XLennart

graphical character rework.

Additional Credits:

Daniel Reurich <daniel@reurich.kiwi.nz> for creating and maintaining Debian/Devuan packaging (1.1.1).

Michael Shigorin <shigorin@gmail.com> for configure and makefile clean up. Along with the addition of the GTK2 patch (1.1).

Dmitrij D. Czarkoff <czarkoff@gmail.com> for small code clean up (1.1) and OpenBSD modifications.

Vitalie Ciubotaru <vitalie@ciubotaru.tk> for small code clean up (1.1.1).

## COPYING
Copyright (c) 1994-2001 Psychosoft Copyright (c) 2015 Gethyn ThomasQuail

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

Go play the game now!


xmahjongg

package: xmahjongg

title: xmahjongg(6)

summary: colorful solitaire Mah Jongg game

text:
# xmahjongg(6)

## NAME
xmahjongg - colorful solitaire Mah Jongg game

## SYNOPSIS
xmahjongg [--display display] [options]

## DESCRIPTION
Real Mah Jongg is a social game that originated in China thousands of years ago. Four players, named after the four winds, take tiles from a wall in turn. The best tiles are made of ivory and wood; they click pleasantly when you knock them together. Computer Solitaire Mah Jongg (xmahjongg being one of the sillier examples) is nothing like that but it's fun, or it must be, since there are like 300 shareware versions available for Windows. This is for X11 and it's free.

## HOW TO PLAY
The object is to remove all Mah Jongg tiles from the playing field by taking one matching pair at a time. Generally, two tiles match if they have identical pictures on top. There are some exceptions: any season tile (spring, summer, autumn, or winter) matches any other season, and any flower tile (bamboo, orchid, plum, or chrysathemum) matches any other flower. There are 144 tiles in all -- one of each season and flower, and four copies of each of the following: 1 to 9 dots; 1 to 9 bamboo sticks; characters for 1 to 9; the four winds (north, south, east, and west); and three dragons (red, green, and white).

Only free tiles can be removed. A tile is free if its entire top face is unobstructed and either its left or its right edge is open. (When looking at the left and right edges, only tiles on the same level count.)

The rules are simple, but winning, it turns out, can be pretty hard. It's easy to make a move that causes a stalemate thirty or more moves later. What's worse, the --any-boards option lets xmahjongg create boards that cannot be solved at all!

## CONTROLS AND APPEARANCE
To select a free tile, simply click it with the left mouse button and it will light up. Click it again to deselect it. If you try to select a non-free tile, xmahjongg will beep at you. To remove a matched pair, just select one of the pair and click on the other one. The number in the upper left corner tells you how many tiles you have left. This is all you really need to know to play the game.

Xmahjongg comes with several features that may dismay purists, but make the game more pleasant to play. First is the match count, an array of small gold coins in the upper middle. Each coin represents one potential match on the board. (If three mutually matching tiles are free, it counts as three matches, and if four are free, that's six matches.) This will let you know when the game is over (no gold coins means no matches -- a dead end) and when you're getting close.

The five buttons along the top right have the following functions:

New (keystroke: n)

Start a new game.

Quit (keystroke: q)

Quit xmahjongg.

Undo (keystroke: u)

Undoes your last move. You can undo multiple moves by clicking multiple times. If you change your mind about undoing a move, hold down Shift while you click the Undo button (or press r) to redo it.

Hint (keystroke: h)

Gives you a hint by flashing a set of free matching tiles. You can cycle through all existing matches by clicking multiple times. If you select a tile and then click Hint, xmahjongg will flash any free tiles that match that tile, or beep if there aren't any.

Clean (keystroke: c)

Cleans the board by automatically removing obvious matches. A match is obvious if it involves all the remaining tiles of a given type. (For example, if there are 2 green dragons left and they are both free, they form an obvious match; but if there are 4 left and only 3 are free, they don't.) Cleaning the board is guaranteed not to cause a stalemate later.

Solve (no button; keystroke: s)

If you get stuck, press the s key. After the board is restored to its original state, xmahjongg will show you one way to solve it by removing tiles two at a time. Press s again to speed up the solution, or press Esc to stop. This won't work if you gave the --any-boards option (see below).

Additionally, the Escape key deselects any selected tile.

## KEYBOARD TRAVERSAL
You can use the arrow keys and the spacebar to play xmahjongg without using the mouse. These keys control the cursor, which is shown as a flashing tile. The arrow keys move the cursor around on the board in the obvious directions. The spacebar is like clicking the mouse button on the cursor tile: it either selects the tile or removes a matching pair.

The hint key, `h', is also useful for playing without the mouse. Experiment with `h', the spacebar, and the Return key to see how this works. When a hint is active, the spacebar is like clicking on one of the flashing hint tiles, while the Return key is like clicking on two of them (so it removes the tiles in one stroke). This method gives the fastest playing speed.

## OPTIONS
If you get bored with xmahjongg's original layout and appearance, never fear: it comes with several tilesets (tile images) and layouts (tile arrangements). In addition to these, xmahjongg can read layout files from the original xmahjongg, KDE Mahjongg, and Kyodai Mahjongg, and tilesets in KDE Mahjongg, Gnome Mahjongg, and Kyodai Mahjongg format. (However, tilesets must be converted to GIF format before xmahjongg can read them.) See the [-l] and [-t] options.

Long option names can be abbreviated to their unique prefixes.

--number N

-n N

Start with board number N.

-l layout

--layout layout

Use the specified game layout. xmahjongg comes with several layouts. The normal layout is called default; to see the other ones' names, run `xmahjongg --list'. You can also use an arbitrary layout by giving its filename. Xmahjongg can read layouts in its own simple format, in KDE kmahjongg format, or in Kyodai Mahjongg format. (Kyodai Mahjongg is one of the more popular Windows Mah Jongg solitaire games. It's got 3D tiles and all sorts of stuff. See http://www.kyodai.com for more information. You can download a zip archive with more than 100 different layouts, mostly usable with xmahjongg, from http://www.kyodai.com/.)

--tileset tileset

Use the specified tileset to draw the Mah Jongg tiles. Xmahjongg comes with several extra tilesets, particularly small (perfect for smaller screens). There are others too; run `xmahjongg --list' for a complete listing.

--background image

--bg image

The background image is set to image. Run `xmahjongg --list' to see the backgrounds that come with xmahjongg, or use an arbitrary GIF as a background image by giving its filename.

[--list]

Lists all the layouts, tilesets, and backgrounds that came with xmahjongg, then exits.

--solvable-boards

Always create solvable boards. This is the default.

--any-boards

Allow any legal board, some of which will be solvable and some of which won't.

--display display

Sets the X display to display.

--name name

Specifies the application name under which resources are found, rather than the default ``xmahjongg''. Since xmahjongg itself does not use the resource database, this is mostly useful for communication with your window manager.

--geometry geometry

This standard X option specifies the preferred size and position for the xmahjongg window.

[--help]

Prints usage information and exits.

[--version]

Prints the version number and some quickie warranty information and exits.

## BUGS
Please email suggestions, additions, patches and bugs to eddietwo@lcs.mit.edu. The following features have not made it into 3.0 as of yet:

- Tournament mode.

- Board setup mode.

## HISTORY
xmahjongg version 3 is a complete rewrite by Eddie Kohler <eddietwo@lcs.mit.edu> of xmahjongg versions 1 and 2 by Jeff S. Young <jsy@cray.com>.

The default tileset was originally created in color by Dorothy Robinson <mokuren@teleport.com> with Mark A. Holm <markh@aracnet.com>. The publically available version was in black-and-white. Holm copyrighted the tiles in 1988, giving permission to copy and distribute for non-profit purposes. The significantly altered color version that comes with xmahjongg was created by Eddie Kohler in 1993. The `small' tileset was found at http://www.mahjongg.com/, and is presumably by Berrie Bloem. The `gnome' and `gnome2' tilesets were created by Jonathan Buzzard and Max Watson. The `dorothys' and `dorwhite' tilesets were made by Dorothy Robinson <mokuren@teleport.com>. The `real' tileset was scanned by Mark Sanctuary <sanctuary@jps.net>.

Many of the layouts are based on layouts designed for Kyodai Mahjongg, a fun Windows Mah Jongg game. In particular, `arena', `ceremonial', `deepwell', `farandole', and `theater' are by Naoki Haga, and `hourglass' and `papillon' are by Vincent Krebs. Kyodai Mahjongg's Web homepage is http://www.kyodai.com/.

## AUTHOR
Eddie Kohler, eddietwo@lcs.mit.edu

http://www.pdos.lcs.mit.edu/~eddietwo/

http://www.lcdf.org/~eddietwo/xmahjongg/

The xmahjongg home page.


xmoto

package: xmoto

title: xmoto(6)

text:
# xmoto(6)

## NAME
X-Moto—2D motocross platform game

## SYNOPSIS
xmoto [options]

xmoto [options] replay.rpl

xmoto [options] level.lvl

## DESCRIPTION
X-Moto is a challenging 2D motocross platform game, where physics plays an important role in the gameplay. You need to control your bike to its limit, if you want to have a chance finishing the more difficult of the challenges.

## GAMEPLAY
A number of strawberries are typically spread around each level, which generally consists of a complicated landscape seen from the side—i.e. much like islands in the sky. You need to collect all those berries to finish the level—when you've got the last one, you need find the sunflower which will complete the level when you touch it. Variations to this basic gameplay may be found around some of the levels.

Your motocross bike is likewise seen from the side, and you control its throttle, braking, and simple changes to the attitude by jerking the bike back and forth. Additionally you can change the direction of your driving, by rotating on the spot.

You control your bike using the keyboard. The following keys are the default values, but may be changed from inside the game:

Up arrow

Accelerate.

Down arrow

Brake.

Left arrow

Rotate counter-clockwise.

Right arrow

Rotate clockwise.

Space

Turn around and drive in the other direction.

Additionally, some other keys can be pressed while playing:

Escape

Pause the game, and open the in-game menu.

TAB

Autozoom animation. Zooms out so that you can see the whole level.

F2

Switch the camera to the ghost, so you can follow it and see how the level can be mastered.

F3

Add the current level to favorites while playing. Press again to remove from favorites.

F5

Restart the level while playing. Rebuild the database if pressed while in the main menu.

F7

Show/hide frames-per-second counter.

F8

Activate/Deactivate Internet connection.

F9

Switch to the "Ugly mode". Saves a lot of CPU time and shows some secret passages.

F10

Theme Mode. It can be used to test custom graphics. Also helps to avoid wreckers.

F11

Line Mode. This mode is mostly for testing. Draws lines around blocks and shows zones.

F12

Take a Screenshot. The file is saved into the xmoto directory.

Ctrl+i

Toggle replay interpolation. Makes replays look smoother when turned on.

Ctrl+m

Toggle mirror mode. Wanna have twice as many levels?

Ctrl+b

Blacklist/unblacklist a level while playing.

Ctrl+s

enable/disable sound.

Ctrl+o

display the option window

PgUp

Jump to the previous level while playing.

PgDown

Jump to the next level while playing.

Alt+Enter

Toggle fullscreen. Aslo changes your "run windowed/fullscreen" setting.

## OPTIONS
Most of these options also change your config settings, so be careful!

-h, -?, -help, --help

Show summary of options.

-res, --resolution <widthxheight>

Forces a specific display resolution.

-fs, --fullscreen

Forces the game to run in fullscreen mode.

-win, --windowed

Forces the game to run in windowed mode.

--nosound

Turns off sound effects, even if they are enabled in the config.

-r, --replay <replay>

Play the replay and quit afterwards.

-ri, --replayInfos <replay>

Display information about the replay and quit.

-v, --verbose

Be verbose and output debug messages on the standard output.

-l, --level id

Start playing the specified level right away. If id is a number the corresponding built-in level is selected, otherwise it should be the identifier of an external level (not the file name).

--levelFile <FILE>

Start playing the given level right away.

-d, --debug

Enables debug mode.

-p, --profile name

Use the player profile specified by name.

--children

Force children compliant mode. It removes levels not suitable for children.

--configpath path

Use path as the xmoto configuration path.

-ll, --listlevels

Output the list of available levels and quit.

-lr, --listreplays

Output the list of available replays and quit.

--fps

Enables framerate display.

-td, --timedemo

Tries to render the game as fast as possible. No delaying, maximum framerate.

--benchmark

Only meaningful when combined with --replay and --timedemo. Useful to determine graphics performance.

--nowww

Do not allow xmoto to connect to the web.

--testTheme

Enables testThemeMode. This will display the collision forms over the sprites of the theme to check if the theme is nicely designed.

--drawlib drawlib

Choose which rendering engine to use (default one is OPENGL if available). You do not need this unless you *really* know what you are doing.

--noexts

Do not use any OpenGL extensions.

--novobs

Don't use VOB OpenGL extension (GL_ARB_vertex_buffer_object).

--ugly

Enables "the ugly" mode. This will increase the game's framerate significantly, but it will also make the graphics look very ugly—most things inside the game will be drawn with lines, the rider for instance being a simple stick figure. This option is very useful if your system doesn't have a proper OpenGL-capable video card (like for instance if you have a laptop with on-board video card). If you have the right amount of CPU power, it should even be possible to run X-Moto in OpenGL software emulation mode (MesaGL on linux, Windows' OpenGL fallback driver, etc).

--defaultTheme theme

Set theme as default theme for new profiles created. This is mostly useful for packagers wanting to set the theme of their distribution by default.

--noDBDirsCheck

Don't check that system and user dirs changed at startup. It is mainly useful if you use X-Moto on a USB key.

--server

Run X-Moto as a server only (no gui).

--serverPort <port>

Specify the server port (with --server only).

--serverAdminPassword <password>

Specify a server admin password which is always valid (with --server only).

--connectAtStartup

Connect the client to the server at startup.

--updateLevelsOnly

Only update levels (no gui).

--noLog

Disable logging into xmoto.log

--pack bin dir

Build a bin package from the directory dir.

--unpack bin dir no_list

Unpack the bin package into the dir dir. Add no_list if you do not need a list of all extracted files.

--cleancache

Deletes the content of the level cache.

--cleanNoWWWLevels

Check web levels list and remove levels which are not available on the web (removed files are put into ~/.xmoto/Trash/Levels)

--sqlTrace

Enable sql trace mode.

--videoRecording

Enable video recording while plaing/replaying (should be used with --replay and --benchmark).

--videoRecordingSizeDivision DIVISION

Change video size (1=full, 2=50%, 4=25%).

--videoRecordingFramerate FRAMERATE

Change video framerate.

--videoRecordingStartTime NBCENTSOFSECONDS

Start recording video after NBCENTSOFSECONDS time elapsed.

--videoRecordingEndTime NBCENTSOFSECONDS

Stop recording video after NBCENTSOFSECONDS time elapsed.

--hidePlayingInformation

Don't show some information while playing/replaying ; useful to make nicer video.

## EXAMPLES
view a replay in windowed mode:

xmoto --windowed ~/.xmoto/Replays/replay.rpl

disable sounds, Internet connection and play mylevel.lvl directly:

xmoto --nosound --nowww mylevel.lvl

## AUTHORS
xmoto was written by Rasmus Neckelmann <neckelmann@gmail.com>, Nicolas Adenis-Lamarre <nadenislamarre@free.fr> and Emmanuel Gorse <e.gorse@free.fr>.

## REPORTING BUGS
Please fill out bug reports on our website: <http://todo.xmoto.tuxfamily.org/>, or write to xmoto@tuxfamily.org.

This manual page was written by Samuel Mimram <smimram@debian.org>, for the Debian project. Updated by Amand Tihon <amand.tihon@alrj.org> and AvovA.


title: xpat2(6x)

summary: generic patience game for X11

text:
# xpat2(6x)

## NAME
xpat2 - generic patience game for X11

## SYNOPSIS
xpat2 [ options ] [ seed ] [ saved game ]

## DESCRIPTION
xpat2 is the successor of xpat, a generic patience game which can be used with different rule sets. It does understand the rules of the well-known Spider game, as well as Klondike and others. It features a flexible layout which responds to window resize commands and possibilities to customize the existing rules. xpat2 has either a bitmap-based card drawing routine or a pixmap based routine (selectable at compile time). With the pixmap based drawing routine, antialiased colour images of the rank and suit symbols are supplied. The bitmap card images are black and red by default, but users can supply images of complete colour cards in XPM format.

xpat2 may be compiled with the Athena widget set (or its nicer replacement, the Xaw3d widget set), or with a standard Xlib interface. The command line parameters and X resource names of these versions differ. This manual page describes only the Athena widget version, for the Xlib options please refer to the xpat manual page.

## RULE CUSTOMIZATION OPTIONS
-rules rule name

(Resource: Tableau.rules) This option specifies the initial rule set for xpat. Valid rule names are Gypsy, Spider, FreeCell, Klondike, and Seahaven, Monte Carlo, Calculation, Canfield, Baker's Dozen, and others. Supply an invalid rule name to see a complete listing.

The initial rule set may also be given by the name of the executable (capitalisation is important). A predefined rule set may be customized by the following options, but not all options apply to every rule set.

-slots slots

(Resource: Tableau.slots) Use a different number of slots.

-tmps tmps

(Resource: Tableau.tmps) Use a different number of temporary storage places.

-decks decks

(Resource: Tableau.decks) Use a different number of decks. Every deck has a full set of 52 cards. This option does also set the number of stacks. (To 4 times the number of decks, naturally.)

-facedown number

(Resource: Tableau.facedown) Specifies the number of cards per slot which are initially dealt face-down (i.e. invisible).

-faceup number

(Resource: Tableau.faceup) Specifies the number of cards per slot which are initially dealt face-up.

-jokers number

(Resource: Tableau.jokers) Specifies the number of jokers in the game (increasing the number of cards). With jokers, you have to put all ordinary cards onto the stacks and keep the jokers on the slots.

-relaxed number

-flips number -turn number -rotations number (Resource: Tableau.relaxed to Tableau.rotations) Defines game specific customisation parameters.

-rng number

(Resource: Tableau.rng) This option affects the random number generator. rng 0 (used up to version 1.03 of xpat2) has been found to generate not uniformly distributed permutations. You may activate it to be able to replay old saved games. The default is rng 1.

## GRAPHIC OPTIONS
All standard X toolkit parameters may be given, such as

-display display

Specifies on which display to run.

-geometry geometry

(Resource: geometry) Specifies the initial geometry. Other options are:

-cards cardset

(Resource: Tableau.cards) cardset is the filename of an external bitmap card set which will be used instead of the built-in cardset. There are two card sets, namely small and french. You can also give the full pathname of a cardset here.

-xpmdir xpmdir

(Resource: Tableau.xpmdir) Tells xpat2 to search xpmdir for colour replacements of the card images. The filenames searched for are Joker.xpm and Rank.Suit.xpm, where Rank is one of Two to Ten, or one of Jack, Queen, King, Ace. The display must be capable of displaying all images at the same time. For a 256-colour display, no more than 128 colours should be used for all card images together. An additional file, Cardback.xpm, may give you nice cardbacks.

If the directory name xpmdir does not start with a dot or a slash, it is interpreted as a subdirectory of /usr/games/lib/xpat.

-xpmcls xpmcls

(Resource: Tableau.xpmcls) Tells xpat2 to allow using colours of the given closeness when allocation of the real colour fails during the reading of an xpm file. This option is useful on 8-bit X-servers when many colours are already allocated by other applications (typically when using a KDE desktop).

-tb color

(Resource: Tableau.background) Sets the background color to color. The default is LightSlateGrey.

-cb color

(Resource: Tableau.cardbackColor) Sets the background color of the cards to color. The default is SlateGrey. This option is not in effect when an XPM replacement for the cardback is used.

-markwidth width

(Resource: Tableau.markWidth) Sets the width of the dashed frame which marks selected cards. If this width is at least half of the card width, marked cards will be shaded. The default is to shade the cards.

-markcolor color

(Resource: markColor) Sets the color of the marking frame.

-sound, -nosound

(Resource: Sound.state) Enables or Disables sound.

## NATIVE LANGUAGE SUPPORT
xpat2 has simple support for different languages. All messages which appear in the X11 window may be overloaded by files, as well as the key bindings. The typical support consists of an application-defaults file, a message file, and a keyboard file. Possibly translated online-help files are also there. To select a different language, call xpat2 after setting the environment variable LANG to the desired value. Some ISO3166 language codes will be mapped to their correspondig xpat2 directory names. Currently, italian and german versions are available, and fragments of a french and russian version. The russian version requires a special cyrillic font, sq01. The bdf-file is distributed with xpat2, you have to convert it into a format supported by your X-server (pcf, snf, ...)

## FILES
(Directories may differ on your system, especially the library subdirectory

may be /usr/games/lib/xpat instead of /usr/lib/games/xpat.)

/usr/games/xpat2

/var/lib/games/xpat2/xpat.log

/usr/doc/copyright/xpat2

/usr/lib/games/xpat/small.cards

/usr/lib/games/xpat/french.cards

/usr/lib/games/xpat/audio/success.au

/usr/lib/games/xpat/audio/giveup.au

/usr/lib/games/xpat/audio/goodbye.au

/usr/lib/games/xpat/audio/cannotsave.au

/usr/lib/games/xpat/help.*

/usr/lib/games/xpat/hlp*

and a number of subdirs of /usr/lib/games/xpat, containing sets of colour cards.

## DIAGNOSTICS
Almost none. (Type 'v' to see the version number. This is the man-page of xpat2 version 1.06, using Athena Widgets. The game may behave somewhat different when used with another widget set.)

## BUGS
Correct cheat counting is not implemented in all rules.

Only a few rule customisations are checked and meaningful.

The Motif/Lesstif and Xview interfaces doesn't work reliable. Any volunteers?

xpat2 uses a lot of colours when compiled with the module X-gfx2 and may therefore fail to start if you have an 8-bit or monochrome display. In this case, compile the game using the graphics loader X-gfx1, which uses the original card images from spider or start the game using the option -cards french, which uses monochrome card graphics from the file french.cards. On 8-bit displays you can also experiment with the -xpmcls option.

There is a problem with X-servers which are short on memory. In this case, some parts of the xpat2 window may be left blank after a resize event. You have to hit <ctrl-L> to get the window redrawn correctly.

Please mail bug reports to Michael.Bischoff@gmx.net. Fixes are especially welcome.

## SEE ALSO
xpat(6x), spider(1), xsol(1)

## AUTHORS
Heiko Eissfeldt and Michael Bischoff

## COPYRIGHT
Copyright (c) 1994 by Heiko Eissfeldt and Michael Bischoff

(heiko@colossus.escape.de and mbi@mo.math.nat.tu-bs.de)

Copyright (c) 1990 by David Lemke & Network Computing Devices, Inc.

(lemke@ncd.com)

Copyright 1990 Heather Rose and Sun Microsystems, Inc.

Copyright (c) 1989, Donald R. Woods and Sun Microsystems, Inc.

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.

xpat and xpat2 were developed under Linux, the free UNIX for the IBM-PC and compatibles. xpat is based on the game spider. All new code which is not covered by spider copyrights is distributed by terms of the GNU General public license (GNU Copyleft).


xpilot-ng-replay

package: xpilot-ng

title: xpilot-ng-replay(6)

summary: Playback an XPilot session.

text:
# xpilot-ng-replay(6)

## NAME
xpilot-ng-replay - Playback an XPilot session.

## SYNOPSIS
xpilot-ng-replay [options] filename

## DESCRIPTION

If filename is a dash - then standard input is used. Valid options are:

-scale "factor"

Set the scale reduction factor for saving operations. Valid scale factors are in the range [0.01 - 1.0].

-gamma "factor"

Set the gamma correction factor when saving scaled frames. Valid gamma correction factors are in the range [0.1 - 10].

-compress

Save frames compressed using the "compress" program.

-fps "value", -FPS "value"

Set the number of frames per second used for replay and recording.

-play

Start playing immediately.

-loop

Loop after playing.

-debug

-verbose

-help

-version

In addition to the pushbuttons you can use the following keys:

f

- move forwards to the next frame.

b

- move backwards to the next frame.

z

- move backwards to the first frame.

[

- mark the current frame as the first frame to be saved.

]

- mark the current frame as the last frame to be saved.

*

- save the marked frames in PPM format.

WARNING: saving many frames takes HUGE amounts of diskspace!

&

- save the marked frames in XPilot Recording format.

q

- quit the program.


xpilot-ng-sdl

title: xpilot-ng-sdl(6)

summary: an SDL/OpenGL XPilot client.

text:
# xpilot-ng-sdl(6)

## NAME
xpilot-ng-sdl - an SDL/OpenGL XPilot client.

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

## DESCRIPTION
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.

-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.

-geometry <value>

Set the initial window geometry. The default value is: 1280x1024.

-gameFontSize <value>

Height of font used for game strings. The default value is: 16.

-mapFontSize <value>

Height of font used for strings painted on the map. The default value is: 16.

-TTFont <value>

Set the font to use. The default value is: /usr/local/share/xpilot-ng/fonts/FreeSansBoldOblique.ttf.

-messagesColorRGBA <value>

The color of messages. The default value is: #00aaaaff.

-oldmessagesColorRGBA <value>

The color of old messages. The default value is: #008888ff.

-msgScanBallColorRGBA <value>

The color of ball warning. The default value is: #ff0000ff.

-msgScanSafeColorRGBA <value>

The color of ball safe announcement. The default value is: #00ff00ff.

-msgScanCoverColorRGBA <value>

The color of cover request. The default value is: #4e7cffff.

-msgScanPopColorRGBA <value>

The color of ball pop announcement. The default value is: #ffbb11ff.

-meterBorderColorRGBA <value>

The color of meter borders. The default value is: #0000ffaa.

-fuelMeterColorRGBA <value>

The color of fuel meter. The default value is: #ff0000aa.

-fuelGaugeColorRGBA <value>

The color of fuel gauge. The default value is: #0000ff44.

-powerMeterColorRGBA <value>

The color of power meter. The default value is: #ff0000aa.

-turnSpeedMeterColorRGBA <value>

The color of turn speed meter. The default value is: #ff0000aa.

-packetSizeMeterColorRGBA <value>

The color of packet size meter. The default value is: #ff0000aa.

-packetLossMeterColorRGBA <value>

The color of packet loss meter. The default value is: #ff0000aa.

-packetDropMeterColorRGBA <value>

The color of drop meter. The default value is: #ff0000aa.

-packetLagMeterColorRGBA <value>

The color of lag meter. The default value is: #ff0000aa.

-temporaryMeterColorRGBA <value>

The color of time meter. The default value is: #ff0000aa.

-ballColorRGBA <value>

The color of balls. The default value is: #00ff00ff.

-connColorRGBA <value>

The color of the ball connector. The default value is: #00ff0088.

-fuelColorRGBA <value>

The color of fuel cells. The default value is: #ffffff7f.

-wallColorRGBA <value>

The color of walls on blockmaps. The default value is: #0000ffff.

-decorColorRGBA <value>

The color of decorations on blockmaps. The default value is: #bb7700ff.

-baseNameColorRGBA <value>

The color of base name. The default value is: #77bbffff.

-shipNameColorRGBA <value>

The color of ship name. The default value is: #77bbffff.

-scoreObjectColorRGBA <value>

The color of score objects. The default value is: #00ff0088.

-hudColorRGBA <value>

The color of the HUD. The default value is: #ff000088.

-hudHLineColorRGBA <value>

The color of horizontal HUD line. The default value is: #0000ff44.

-hudVLineColorRGBA <value>

The color of vertical HUD line. The default value is: #0000ff44.

-hudItemsColorRGBA <value>

The color of hud items. The default value is: #0080ffaa.

-hudRadarEnemyColorRGBA <value>

The color of enemy on HUD radar. The default value is: #ff000088.

-hudRadarOtherColorRGBA <value>

The color of friend on HUD radar. The default value is: #0000ff88.

-hudRadarObjectColorRGBA <value>

The color of small object on HUD radar. The default value is: #00000000.

-dirPtrColorRGBA <value>

The color of direction pointer. The default value is: #0000ff22.

-selectionColorRGBA <value>

The color of selection. The default value is: #ff0000ff.

-scoreInactiveSelfColorRGBA <value>

The color of my score when inactive. The default value is: #88008888.

-scoreInactiveColorRGBA <value>

The color of score when inactive. The default value is: #8800aa88.

-scoreSelfColorRGBA <value>

The color of my score. The default value is: #ffff00ff.

-scoreColorRGBA <value>

The color of score. The default value is: #888800ff.

-scoreOwnTeamColorRGBA <value>

The color of my team score. The default value is: #0000ffff.

-scoreEnemyTeamColorRGBA <value>

The color of enemy team score. The default value is: #ff0000ff.

-teamShipColorRGBA <value>

The color of teammate color. The default value is: #0000ffff.

-team0ColorRGBA <value>

The color of team 0. The default value is: #00000000.

-team1ColorRGBA <value>

The color of team 1. The default value is: #00000000.

-team2ColorRGBA <value>

The color of team 2. The default value is: #00000000.

-team3ColorRGBA <value>

The color of team 3. The default value is: #00000000.

-team4ColorRGBA <value>

The color of team 4. The default value is: #00000000.

-team5ColorRGBA <value>

The color of team 5. The default value is: #00000000.

-team6ColorRGBA <value>

The color of team 6. The default value is: #00000000.

-team7ColorRGBA <value>

The color of team 7. The default value is: #00000000.

-team8ColorRGBA <value>

The color of team 8. The default value is: #00000000.

-team9ColorRGBA <value>

The color of team 9. The default value is: #00000000.

-selfLWColorRGBA <value>

The color of my ship on last life. The default value is: #ff0000ff.

-teamLWColorRGBA <value>

The color of team ship on last life. The default value is: #ff00ffff.

-enemyLWColorRGBA <value>

The color of enemy ship on last life. The default value is: #ffff00ff.

-manyLivesColorRGBA <value>

The color of name of ship with many lives. The default value is: #666666aa.

-twoLivesColorRGBA <value>

The color of name of ship with two lives. The default value is: #008800aa.

-oneLifeColorRGBA <value>

The color of name of ship with one life. The default value is: #aaaa00aa.

-zeroLivesColorRGBA <value>

The color of name of ship with no lives. The default value is: #ff0000aa.

-meterWidth <value>

Set the width of the meters. The default value is: 60.

-meterHeight <value>

Set the height of a meter. The default value is: 10.

-shipLineWidth <value>

Set the line width of ships. The default value is: 1.000.

-smoothLines <value>

Use antialized smooth lines. The default value is: yes.

-texturedBalls <value>

Draw balls with textures. The default value is: yes.

-texturedShips <value>

Draw ships with textures. The default value is: yes.

-hudRadarEnemyShape <value>

The shape of enemy ships on hud radar. The default value is: 2.

-hudRadarOtherShape <value>

The shape of friendly ships on hud radar. The default value is: 2.

-hudRadarObjectShape <value>

The shape of small objects on hud radar. The default value is: 0.

-radarGeometry <value>

Set the radar geometry. The default value is: 200x200+10+10.

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.