tyrquake

package: tyrquake

title: tyrquake(6)

summary: quake, tyr\-glquake, tyr\-qwcl, tyr\-glqwcl, tyr\-qwsv \-

text:
# tyrquake(6)

## NAME
tyr-quake, tyr-glquake, tyr-qwcl, tyr-glqwcl, tyr-qwsv - Client and server programs for the computer game Quake

## SYNOPSIS
tyr-quake [-OPTION [arg]]... [+COMMAND [arg]]...

tyr-glquake [-OPTION [arg]]... [+COMMAND [arg]]...

tyr-qwcl [-OPTION [arg]]... [+COMMAND [arg]]...

tyr-glqwcl [-OPTION [arg]]... [+COMMAND [arg]]...

tyr-qwsv [-OPTION [arg]]... [+COMMAND [arg]]...

## DESCRIPTION
TyrQuake is a port of id Software's Quake engine which attempts to maintain the original look and feel of the game while also providing support for modern platforms and user created content.

Currently TyrQuake is implemented as five separate programs; two NetQuake clients (tyr-quake and tyr-glquake), two Quakeworld clients (tyr-qwcl and tyr-glqwcl) and a Quakeworld server (tyr-qwsv). The 'gl' notation indicates the OpenGL accelerated clients and the non-gl versions use a software-only renderer.

## OPTIONS
-heapsize n, -mem n

Specifies the size of Quake's internal memory heap. For historical reasons, when using -heapsize n is specified in kB and when using -mem n is specified in MB. Default 256MB.

-zone

Specifies the amount of memory in kB to reserve for Quake's dynamic memory allocator. Default 256kB.

-minmemory

Allocate only a minimal sized heap for Quake. If playing standard quake (-game id1) this is ~5.5MB, otherwise ~15.5MB. Probably only useful for testing purposes.

-basedir directory

Specify the base directory where the Quake data is located. The default is OS and distribution dependent.

-game directory

Specify a game directory under basedir to search for game data. Default is id1. If this option is specified, then the given directory will be searched first, followed by id1.

-rogue

Set up game directories and customised HUD for use with the Rogue expansion pack "Dissolution of Eternity".

-hipnotic

Set up game directories and customised HUD for use with the Hipnotic expansion pack "Scourge of Armagon".

-window, -w

Start the game in windowed mode.

-width n, -height n

Specify the width and/or height of the game window in pixels.

-bpp n (tyr-glquake,tyr-glqwcl Windows only)

Request an OpenGL context with the specified bits-per-pixel.

-nomtex

Disable use of OpenGL Multitexture extenstions.

-nonpot

Disable use of OpenGL non-power-of-two textures. Textures will be stretched or padded to power-of two sizes as needed.

-noglcompression

Disable the use of compressed textures. There is a slight quality hit when compressed textures are enable, so use this parameter if higher quality at the expense of more memory usage is preferred.

-gamma n

Set the video gamma value. Default 1.0.

-fullsbar (tyr-glquake,tyr-glqwcl Windows only)

Work around for buggy use of double/triple buffers and glClear. Force the renderer to redraw the full status bar every frame.

-noautostrectch (tyr-quake,tyr-qwcl Windows only)

By default Quake will try to adjust up the default video mode and select a resolution appropriate for your monitor resolution. Use this command line switch to prevent this behaviour.

-resetwinpos (tyr-quake,tyr-qwcl Windows only)

By default Quake will try to remember the previous window position and place the window in the same position. Specify this command line option to reset the window position to the top left corner of the screen.

-nomouse

Disable mouse input.

-nodinput (Windows only)

Disable direct input.

-noforcemspd (Windows only)

Don't reset the mouse speed while the game is active.

-moforcemaccel (Windows only)

Don't disable mouse acceleration while the game is active.

-noforcemparms (Windows only)

Don't change mouse parameters at all while the game is active.

-nojoy (Windows only)

Disable joystick input.

-cddev dev (Linux/BSD only)

Set the cd device filname to dev. Default /dev/cdrom.

-nocdaudio

Disable CD audio.

-noextmusic

Disable the use of music files in place of CD audio tracks.

-nosound

Disable sound support.

-simsound

Disable sound output, but still perform all mixing. For testing purposes only.

-sndbits n (Linux, OSS/SDL/PulseAudio)

Specify number of bits per sample for sound output format, 8 or 16. Default 8.

-sndspeed n (Linux, OSS/SDL/PulseAudio)

Specify sample speed for sound output. Default 11025.

-sndmono (Linux, BSD only)

Request only a single channel for sound output.

-sndstereo (Linux, BSD only)

Request stereo sound output channels (Default).

-snoforceformat (Windows only)

Do not try to set the sound format of the primary sound buffer (Direct Sound).

-primarysound (Windows only)

Mix directly into the primary sound buffer. By default, Quake will set up and use a secondary sound buffer.

-wavonly (Windows only)

Do not initialize direct sound, use the Windows media API only.

-surfcachesize n

Explicitly set the size of the surface cache (in kB) used by the software renderer. By default Quake will automatically calculate a suitable size for the screen resolution selected.

-particles n

Set the maximum number of particles supported by the renderer. It can be useful to increase this if debugging a leak in a map where the pointfile is very large. Default 2048.

-cheats (tyr-qwsv only)

Enable clients to send cheat commands.

-developer

Sets the developer console variable to 1. Useful for getting developer debug messages early in the init process, before config.cfg and autoexec.cfg have been executed.

-condebug

Causes Quake to append all console messages to a file qconsole.log in the current game directory. By default the log is not written.

-noconinput (Linux, BSD only)

Disables console input from stdin.

-nostdout

Disables console output on stdout.

-dedicated [n] (tyr-quake, tyr-glquake only)

Start the engine in dedicated server mode (server only, no client) supporting up to n clients (n must be between 1 and 16). If -dedicated is the last command line argument, then the server will default to supporting 8 clients.

-listen [n] (tyr-quake, tyr-glquake only)

Start the engine in listen mode (both client and server) supporting up to n clients (n must be between 1 and 16). If -listen is not specified, then the server will support up to 4 clients. If -listen is specified as the last command line argument, then the server will default to supporting 8 clients.

-nolan (tyr-quake, tyr-glquake only)

Disable LAN support.

-port n

Set the UDP port that the LAN server will listen on.

-udpport (tyr-quake, tyr-glquake only)

Same as -port.

-ip ip

Specify an IP address to restrict Quake to use only that address. Note that with this enabled, if you start a server it will not be discoverable via broadcast messages. Players will have to connect directly. By default we bind to any/all interfaces so that any connected network may be used.

-localip ip

Specify an IP address to advertise as your visible IP for network play. Use if you need to advertise a different IP address than the one locally detected, e.g. if you are behind NAT or similar.

-noudp (tyr-quake, tyr-glquake only)

Disables UDP networking. Essentially the same effect as -nolan.

-HFILE n, -HPARENT n, -HCHILD n (tyr-quake, tyr-glquake, Windows only)

Originally intended for QHost, which as I understand provides a function similar to screen/tmux on unix for the Quake console. You probably don't want to use this (and it probably doesn't even work anymore!)

## CONSOLE COMMANDS
cd [command] [arguments]

Passes commands to the CD audio subsystem. Sub-commands are listed below.

on

Enable the CD audio subsystem.

off

Disable the CD audio subsystem.

play n

Play CD audio track n.

loop n

Play CD audio track n in a loop.

stop

Stop playing CD audio.

pause

Pause CD audio playback.

resume

Resume playing CD audio (if currently paused).

eject

Eject the CD media.

close

Request the CD tray to close.

remap x y

Given two track numbers x and y, remap a CD track number such that a request to play track x will result in real track y being played. Remappings can be reset with the cd reset command.

reset

Stop playing audio, remove any CD track remappings and re-read the CD table of contents.

info

Displays number of tracks on the currently loaded CD, which track is currently playing or paused (if any) and the current CD audio volume.

music <filename>

Start playing the given music file. If the file extension is not specified, then the supported file extensions will be tried in sequence (ogg, mp3, flac, wav).

music_stop

Stop the currently playing music file.

music_pause

Pause the currently playing music file.

music_resume

Resume playing the currently paused music file.

stuffcmds

exec

echo

alias

wait

cmd

path

toggleconsole

messagemode

messagemode2

clear

maplist

gl_texturemode

gl_printtextures [active|inactive|free|all]

Prints the list of currently loaded textures (GLQuake/GLQWCL)

gl_extensions

Prints the available OpenGL extensions (GLQuake/GLQWCL)

envmap

pointfile

timerefresh

force_centerview

joyadvancedupdate

bind

unbind

unbindall

pvscache

edict

edicts

edictcount

profile

screenshot

sizeup

sizedown

snap

hudscale

Prints the active hud scaling factor, relative the the current resolution. If given a parameter, sets this as the new scaling factor. See also scr_hudscale under CONSOLE VARIABLES.

fog (glquake, glqwcl only)

Sets fog parameters on the current map. The command takes one, three or four arguments between 0 and 1. The command can set the desity of the fog from 0 (no fog) to 1 (completely opaque fog) as well as the color of the fog, expressed as fractions of red, green and blue. E.g.:

fog (density)

fog (red) (green) (blue)

fog (density) (red) (green) (blue)

sky name

Load the named skybox for the current level.

play

playvol

stopsound

soundlist

soundinfo

vid_nummodes

Prints the number of video modes provided by the window/operating system.

vid_describemodes

Prints out the list of video modes available on the window/operating system. Each mode is assigned a number which can be passed to the vid_mode command to set the mode directly.

vid_mode

With no parameters, prints the current video mode as an integer or just 'windowed' if in windowed mode. If given an integer argument for a valid video mode as described by the vid_describemodes command, then sets the video mode to one of the described fullscreen modes.

vid_describecurrentmode

Prints a brief description of the current video mode.

vid_minimize

vid_restart

Restarts the entire video system. Used to change the window or screen resolution according to the vid_width, vid_height, vid_bpp, vid_fullscreen, vid_refreshrate and vid_vsync console variables.

flush

hunk print|printall

Print information about internal memory allocations on the hunk. If the argument print is given, sequential allocations with the same hunk tag are totaled into one line. If the printall argument is given, details for every individual allocation are printed.

zone print|printall

Print information about memory allocations in the zone allocator. If the argument print is given, only summary statistics are printed. If the printall argument is given, information about every memory block in the zone is printed.

cache

+moveup, -moveup

+movedown, -movedown

+left, -left

+right, -right

+forward, -forward

+back, -back

+lookup, -lookup

+lookdown, -lookdown

+strafe, -strafe

+moveleft, -moveleft

+moveright, -moveright

+speed, -speed

+attack, -attack

+use, -use

+jump, -jump

+klook, -klook

+mlook, -mlook

When the mlook key is depressed, mouse movement controls the view orientation instead of direction of movement. If cvar "m_freelook" is 1, then the reverse is true, with mouse look enabled by default and the mlook key activates mouse movement instead.

impulse

entities

disconnect

record

stop

playdemo

timedemo

mcache

status

quit

god

notarget

fly

restart

map

changelevel

connect

reconnect

name

noclip

version

say

say_team

tell

color

kill

pause

spawn

begin

prespawn

kick

ping

load

save

give

startdemos

demos

stopdemo

viewmodel

viewframe

viewnext

viewprev

togglemenu

menu_main

menu_singleplayer

menu_load

menu_save

menu_multiplayer

menu_setup

menu_options

menu_keys

menu_video

help

menu_quit

net_stats

ban

test

test2

slist

listen

maxplayers

port

+showscores, -showscores

sv_protocol

v_cshift

bf

centerview

changing

rerecord

skins

allskins

rcon

packet

user

users

setinfo

fullinfo

fullserverinfo

download

nextul

stopul

serverinfo

windows

+showteamscores, -showteamscores

logfile

fraglogfile

snapall

setmaster

heartbeat

localinfo

game <directory> [-hipnotic|-rogue|-quoth]

End the current game and load the specified game (mod) directory. Optionally specify one of -hipnotic, -rogue, -quoth to enable the game specific HUD changes for these mods.

gamedir

sv_gamedir

floodprot

floodprotmsg

addip ip[/mask]

Add an IP filter to drop packets from the specified IP address or network. IP addresses are specified in the standard form A.B.C.D. A network can be specified using a netmask length, e.g. addip 10.10.10.0/24 or by giving only the first one, two or three octets; e.g. addip 10.10.10.

removeip ip[/mask]

Remove an IP address or network from the IP filter list. Note that if an IP address is filtered as part of a network filter, you can only un-filter the IP by removing the network filter.

listip

Show the current IP filter list.

writeip

Writes commands to re-construct the current IP filter list to the file listip.cfg which can later be restored with 'exec listip.cfg'.

## CONSOLE VARIABLES
bgmvolume

Set volume level for background music. Valid values are between 0.0 (off) and 1.0 (full volume). Default 1.0.

bgm_extmusic

If set to 1, then external music files will be used in place of CD audio if available. Files should be placed in a 'music' directory, within the game directory (e.g. id1/music). CD tracks should be named track02.<ext>, track03.<ext>, etc. where '<ext>' is one of the supported file extensions (ogg, mp3, flac, wav). E.g. id1/music/track02.flac. Music files may also be placed inside pack files using the same relative paths. Default 1.

music_loop

If set to 1 then external music files will loop. If set to 0, music files play once and then stop. Default 1.

registered

cmdline

con_notifytime

d_subdiv16

d_mipcap

d_mipscale

gl_nobind

gl_picmip

gl_constretch

gl_max_size

gl_max_textures

The maximum number of textures that will be kept in memory at one time. If changed at runtime, a vid_restart is required for the change to take effect. Default 2048.

gl_npot

If 1, allow use of non-power-of-two sized textures in OpenGL (if the ARB extension is advertised). Set to zero to force stretching/padding of textures to power-of-two sizes. Default 1.

gl_texture_anisotropy

Set the degree of anisotropic filtering applied to textures. Higher numbers will give sharper detail to surfaces that are at sharper angles to the screen at the cost of some performance. 1 is the lower bound, which is effectively disabled. Drivers/hardware determine the upper limit. Default 1.0f.

r_lockpvs

r_lockfrustum

r_drawflat

r_speeds

r_fullbright

r_drawentities

r_drawviewmodel

r_lerpmodels 0|1

If 1, smooth out animation of alias models by interpolating between animation frames. If enabling this setting, it is recommended to enable r_lerpmove as well. Default 0.

r_lerpmove 0|1

If 1, interpolate movement of alias model entities. Default 0.

r_norefresh

r_lightmap

r_shadows

r_mirroralpha

r_wateralpha, r_slimealpha, r_lavaalpha, r_telealpha

Set to a fraction between 0 (fully transparent) and 1 (fully opaque) to control the transparency of water/slime/lava/teleport surfaces. Default 1.

r_warpspeed

Controls the speed at which the water surface warping effect displays. Higher values are faster, lower values are slower. Default 4.

r_warpfactor

Controls the amount of warping taking place. Higher values warp more and lower values less. Default 2.

r_warpscale

Controls the amount of movement in the warping surface. Higher values move the surface more, lower values less. Default 8.

r_particle_scale

Scale the size of particles on the screen. Values greater than one increase the size and values less than one decrease the size. Default 1.

r_dynamic

r_novis

r_waterwarp

r_skyfog

Add a flat level of fog to the sky between 0 (no fog) and 1 (fully obscured by fog). Default 0.

r_skyalpha

Set the transparency level of the sky foreground image for scrolling skies. Set between 0 (fully transparent) and 1 (fully opaque). Default 1.

r_sky_quality (tyr-glquake, tyr-glqwcl)

Sets the level of tesselation used to simulate the curved scrolling sky. Lower numbers may improve performance, while higher numbers may improve quality. Default 16.

r_fastsky

Set to 1 to prevent drawing skybox or scrolling skies and instead just draw a flat color where the sky should be. May be helpful on very low performance systems. Default 0.

gl_finish

gl_texsort

_gl_allowgammafallback

_gl_drawhull

gl_cull

gl_smoothmodels

gl_affinemodels

gl_polyblend

gl_playermip

gl_nocolors

gl_keeptjunctions

gl_reporttjunctions

gl_doubleeyes

gl_zfix

If 1, implements a workaround for z-fighting where world and brush models co-incide (e.g. the elevator to the E1M1 quad secret). Causes some undesirable side effects such as cracks or ridges where brush models and the world would otherwise meet flush. Default 0.

gl_meminfo

If 1, print some information about OpenGL memory usage each frame. Default 0.

r_netgraph

in_snd_block

m_filter

_windowed_mouse

in_cfg_unbindall

If 1, write an unbindall command before saving key bindings to config.cfg, so that any explicitly unbound keys are no longer restored to their defaults after reloading the engine. Default 1.

in_joystick

joy_name

joy_advanced

joy_advaxisx

joy_advaxisy

joy_advaxisz

joy_advaxisr

joy_advaxisu

joy_advaxisv

joy_forwardthreshold

joy_sidethreshold

joy_pitchthreshold

joy_yawthreshold

joy_forwardsensitivity

joy_sidesensitivity

joy_pitchsensitivity

joy_yawsensitivity

joy_wwhack1

joy_wwhack2

nomonsters

gamecfg

scratch1

scratch2

scratch3

scratch4

savedgamecfg

saved1

saved2

saved3

saved4

r_draworder

r_speeds

r_graphheight

r_clearcolor

r_waterwarp

r_drawentities

r_drawviewmodel

Controls drawing the player's weapon model in the view. When 1, the weapon is drawn. When zero, no weapon is drawn. If a fractional value less than one is set, the weapon will be drawn translucent. Default 1.

r_drawflat

r_ambient

r_timegraph

r_aliasstats

r_dspeeds

r_maxsurfs, r_maxedges

This is mostly a legacy setting that was used to allow the software render to render more complex scenes. Now the engine will automatically adjust the resources as needed if it encounters more complex scenes. However, these settings remain available if you wish to preempt the auto-adjustment and allow for more complex scenes right away to avoid the frame or two of latency as the engine automatically adjusts. In effect, these are now minimum settings as the engine will adjust upwards automatically as-needed. Defaults 768/2304.

r_aliastransbase

r_aliastransadj

r_netgraph

r_zgraph

scr_fov

scr_viewsize

scr_conspeed

scr_hudscale

Scale the console text and status bar by some factor. When set to 1, the console text and status bar pics are drawn at their pixel size. This can be very small when using a high resolution video mode. Setting to 2 will make the text twice as big, etc. Fractional values > 1 are allowed. If set to zero, the engine will try to pick a reasonable size based on the video mode. Can be queried/set via the hudscale command. Default 0.

scr_sbaralpha

Set to a value between 0 (fully transparent) and 1 (fully opaque) to draw the status bar semi-transparently. Default 0.75.

scr_showram

scr_showturtle

scr_showpause

scr_centertime

scr_printspeed

show_fps

scr_allowsnap

nosound

volume

Sets the volume of sound effects between 0 (off) and 1 (full volume). Default 0.7.

precache

precache

loadas8bit

bgmbuffer

ambient_level

ambient_fade

snd_noextraupdate

snd_show

snd_crossfade_effects

When enabled, entity sounds that are cut off by another sound starting will fade out very quickly and smoothly instead of cutting off suddenly, as long as a sound channel is available to do so. This avoids some audio artifacts that can otherwise be heard if the cut off is instantaneous. Default 1.

snd_filterquality

Set to an integer value between 1 and 5 to control the quality of the sound filter used when resampling audio. 1 is the fastest but lowest quality and 5 is the highest quality, but slowest. Set to 0 to completely disable audio filtering. Default 3.

_snd_mixahead

Specifies how far ahead (in seconds) to mix sound effects. Lower values provide better audio latency, while higher values help prevent audio skipping when framerate drops. Default 0.1.

sys_nostdout

vid_fullscreen

If set to 1, switch to fullscreen mode on the next vid_restart. Default 0.

vid_width, vid_height

Specifies the width and height in pixels of the window or fullscreen mode to set on the next vid_restart. Default 800 x 600.

vid_bpp

Specifies the color depth of the display mode to be set on the next vid_restart. Valid values depend on the system, but typically 32, 16 or 8. Default 32.

vid_refreshrate

Specifies the refresh rate of the display mode to be set on the next vid_restart. Ignored for windowed modes. Valid values depend on the system. Default 60.

vid_vsync

When 0, rendering occurs as fast as possible with no synchronization to vertical refresh. When '1', synchronize display of frames with vertical refresh to avoid tearing. When '2', use 'adaptive vsync' - wait for vertical refresh to display the frame if the rendering completed ahead of the vertical refresh. If rendering was slower than the vertical refresh, display immediately. Not all modes are supported on all systems. Default '1'.

vid_render_resolution_scale

Optionally scales up the pixel size rendered by the software renderer to improve performance or for aesthetic preference. When 1 (default), renders each pixel of the window individually. When 2 the rendered pixel size is 2x2 so only 1/4 of the work is required by the 3d renderer. For example with an 800x600 window and scale set to 2, the render will draw the scene at 400x300 and scale up the pixels by 2 to fill the window. When set to 0, the render resolution is specified by the vid_render_resolution_width and vid_render_resolution_height variables manually. Default 1.

vid_render_resolution_width, vid_render_resolution_height

When vid_render_resolution_scale is 0, sets the width and height of the resolution to render the scene at which will then be stretched up to the window or screen size. Default 320 x 200.

vid_window_centered

When 1, place the window centered on the screen. When 0, either use the previously remembered position if vid_window_remember_position is 1, otherwise allow the window manager to place the window. Default 1.

vid_window_remember_position

When 1, record the placement of the game window in the vid_window_x and vid_window_y console variables so the position can be restored next time the game starts or restarts. Note that if vid_window_centered is 1, then the window will be centered and the remembered position will be ignored. Default 1.

vid_window_x

vid_window_y

Records the window position of the application at the time it was last closed.

host_framerate

chase_back

chase_up

chase_right

chase_active

cl_name

cl_color

cl_upspeed

cl_forwardspeed

cl_forwardspeed

cl_backspeed

cl_sidespeed

cl_movespeedkey

cl_yawspeed

cl_pitchspeed

cl_anglespeedkey

cl_run

cl_shownet

cl_nolerp

lookspring

lookstrafe

sensitivity

m_pitch

m_yaw

m_forward

m_side

m_freelook

If 1, view orientation is controlled by mouse and the mouse look key (+mlook) has the inverse effect of temporarily disabling free look mode while depressed.

host_speeds

sys_ticrate

serverprofile

fraglimit

timelimit

teamplay

samelevel

noexit

skill

deathmatch

coop

pausable

temp1

developer

net_messagetimeout

hostname

sv_maxvelocity

sv_gravity

sv_friction

sv_edgefriction

sv_stopspeed

sv_maxspeed

sv_accelerate

sv_idealpitchscale

sv_aim

sv_nostep

v_centermove

v_centerspeed

v_iyaw_cycle

v_iroll_cycle

v_ipitch_cycle

v_iyaw_level

v_iroll_level

v_ipitch_level

v_idlescale

crosshair

crosshaircolor

cl_crossx

cl_crossy

gl_cshiftpercent

scr_ofsx

scr_ofsy

scr_ofsz

cl_rollspeed

cl_rollangle

cl_bob

cl_bobcycle

cl_bobup

v_kicktime

v_kickroll

v_kickpitch

v_gamma

cl_hightrack

cl_chasecam

cl_nodelta

cl_warncmd

cl_sbar

cl_hudswap

cl_maxfps

cl_timeout

rcon_password

rcon_address

entlatency

cl_predict_players

cl_predict_players2

cl_solid_players

localid

baseskin

noskins

password

spectator

skin

team

topcolor

bottomcolor

rate

msg

noaim

cl_pushlatency

cl_nopred

v_contentblend

showpackets

showdrop

qport

spectator_password

sv_mintic

sv_maxtic

maxclients

maxspectators

watervis

zombietime

sv_spectatormaxspeed

sv_airaccelerate

sv_wateraccelerate

sv_waterfriction

filterban

allow_download

allow_download_skins

allow_download_models

allow_download_sounds

allow_download_maps

sv_highchars

sv_phs

sv_spectalk

sv_mapcheck

sys_extrasleep

_debug_models

(for debugging purposes only) If 1, draw some debugging information above each model (GLQuake only for now). Default 0.

## COPYRIGHT
Copyright (C) 2013-2021 Kevin Shanahan

Copyright (C) 1997 id Software

License GPLv2+: GNU GPL version 2 or later

<http://gnu.org/licenses/gpl2.html>.

This is free software: you are free to change and redistribute it. There is NO WARRANTY, to the extent permitted by law.


ufo

package: ufoai

title: ufo(6)

summary: UFO: Alien Invasion client

text:
# ufo(6)

## NAME
ufo - UFO: Alien Invasion client

## SYNOPSIS
ufo [+set option value] ...

## DESCRIPTION
This manual page documents briefly the ufo command.

ufo is the client for the strategy game UFO: Alien Invasion.

## OPTIONS
Options passed by "+set option value" are the same as the in-game console understands. For the in-game console press SHIFT+ESC. Use the in-game cvarlist to get a list of all available options in the game.

snd_init

Set this to 0 to start without sound.

vid_fullscreen

Set this to 1 to start in fullscreen mode.

r_programs

Set this to 0 to deactivate GLSL programs.

## FILES
All theses files are part of a pk3 file in /usr/share/games/ufoai/base/. You can extract them (pk3 files are just zip files) and place them in the home directory of the user running the game. Use the path ~/.ufoai/<VERSION>/base/ to place these files. The files that are not located in the pk3 files have a higher priority than the files that are stored in the pk3 files. So you are able to replace any file you want like this. You can also add new maps and other game content to the base/ directory in your users home directory to be able to use new content in the game.

~/.ufoai/<VERSION>/base/config.cfg

Game configuration.

keys.cfg

Game key bindings.

autoexec.cfg

Commands that are executed when starting the dedicated server.

## SEE ALSO
ufoded(6)

## AUTHOR
ufo was written by the UFO: Alien Invasion team.

This manual page was written by Florian Ludwig <dino@phidev.org>, for the Debian project (but may be used by others).

branch: sisyphus


ufoded

package: ufoai-server

title: ufoded(6)

summary: UFO: Alien Invasion server

text:
# ufoded(6)

## NAME
ufoded - UFO: Alien Invasion server

## SYNOPSIS
ufo [+set option value] ...

## DESCRIPTION
This manual page documents briefly the ufoded command.

ufoded is the server for the strategy game UFO: Alien Invasion.

## OPTIONS
Options passed by "+set option value" are the same as the in-game console understands. For the in-game console press SHIFT+ESC.

## FILES
All theses files are part of a pk3 file in /usr/share/games/ufoai/base/. You can extract them (pk3 files are just zip files) and place them in the home directory of the user running the dedicated server. Use the path ~/.ufoai/<VERSION>/base/ to place these files. The files that are not located in the pk3 files have a higher priority than the files that are stored in the pk3 files. So you are able to replace any file you want like this. You can also add new maps and other game content to the base/ directory in your users home directory to be able to use new content in the game.

dedicated.cfg

Dedicated server config.

autoexec.cfg

Commands that are executed when starting the dedicated server.

mapcycle.txt

This defines the mapcycle the dedicated server is using.

## SEE ALSO
ufo(6)

## AUTHOR
ufoded was written by the UFO: Alien Invasion team.

This manual page was written by Florian Ludwig <dino@phidev.org>, for the Debian project (but may be used by others).


package: ufoai-tools

title: ufo2map(6)

summary: UFO: Alien Invasion map compiler

text:
# ufo2map(6)

## NAME
ufo2map - UFO: Alien Invasion map compiler

## SYNOPSIS
ufo2map maps/mapname.map [-option value] ...

## DESCRIPTION
This manual page documents briefly the ufo2map command.

ufo2map is the map compiler for the strategy game UFO: Alien Invasion. It is used to pre-calculate the lightmaps and the pathfinding data.

## OPTIONS
Options passed by "-option [value]"

-h

Show the help screen with a brief description of all options.

## FILES
The map compiler must have access to the game data files. Either in the user home directory or in the system wide path. It can read the content from the pk3 files like the game is doing, too.

## SEE ALSO
uforadiant(6)

## AUTHOR
ufo2map was written by the UFO: Alien Invasion team.

This manual page was written by Florian Ludwig <dino@phidev.org>, for the Debian project (but may be used by others).


vbam

package: visualboyadvance-m

title: vbam(6)

summary: manual page for VisualBoy Advance\-M

text:
# vbam(6)

## NAME
vbam - manual page for VisualBoy Advance-M

## DESCRIPTION
vbam [option ...] file

## OPTIONS
-O, --opengl=MODE

Set OpenGL texture filter

--no-opengl

0 - Disable OpenGL

--opengl-nearest

1 - No filtering

--opengl-bilinear

2 - Bilinear filtering

-F, --fullscreen

Full screen

-G, --gdb=PROTOCOL

GNU Remote Stub mode: tcp - use TCP at port 55555, tcp:PORT - use TCP at port PORT, pipe - use pipe transport

-I, --ifb-filter=FILTER

Select interframe blending filter: 0 - No interframe blending, 1 - Interframe motion blur, 2 - Smart interframe blending

-N, --no-debug

Don't parse debug information

-S, --flash-size=SIZE

Set the Flash size

--flash-64k

0 - 64K Flash

--flash-128k

1 - 128K Flash

-T, --throttle=THROTTLE

Set the desired throttle (5...1000)

-b, --bios=BIOS

Use given bios file

-c, --config=FILE

Read the given configuration file

-d, --debug

Enter debugger

-f, --filter=FILTER

Select filter: 0 - Stretch 1x, 1 - Stretch 2x, 2 - 2xSaI, 3 - Super 2xSaI, 4 - Super Eagle, 5 - Pixelate, 6 - Motion Blur, 7 - AdvanceMAME Scale2x, 8 - Bilinear, 9 - Bilinear Plus, 10 - Scanlines, 11 - TV Mode, 12 - lq2x, 13 - hq2x, 14 - Stretch 3x, 15 - hq3x, 16 - Stretch 4x, 17 - hq4x

-h, --help

Print an help screen

-i, --ips=PATCH

Apply given IPS patch

-p, --profile=[HERTZ]

Enable profiling

-s, --frameskip=FRAMESKIP

Set frame skip (0...9)

-t, --save-type=TYPE

Set the available save type

--save-auto

0 - Automatic (EEPROM, SRAM, FLASH)

--save-eeprom

1 - EEPROM

--save-sram

2 - SRAM

--save-flash

3 - FLASH

--save-sensor

4 - EEPROM+Sensor

--save-none

5 - NONE

-v, --verbose=VERBOSE

Set verbose logging (trace.log): 1 - SWI, 2 - Unaligned memory access, 4 - Illegal memory write, 8 - Illegal memory read, 16 - DMA 0, 32 - DMA 1, 64 - DMA 2, 128 - DMA 3, 256 - Undefined instruction, 512 - AGBPrint messages

### Long options only:
--agb-print

Enable AGBPrint support

--auto-frameskip

Enable auto frameskipping

--no-agb-print

Disable AGBPrint support

--no-auto-frameskip

Disable auto frameskipping

--no-ips

Do not apply IPS patch

--no-pause-when-inactive

Don't pause when inactive

--no-rtc

Disable RTC support

--no-show-speed

Don't show emulation speed

--no-throttle

Disable throttle

--pause-when-inactive

Pause when inactive

--rtc

Enable RTC support

--show-speed-normal

Show emulation speed

--show-speed-detailed

Show detailed speed data


visualboyadvance-m

title: visualboyadvance-m(6)

text:
# visualboyadvance-m(6)

## NAME
VisualBoyAdvance-M - A wxWidgets GUI for a high compatibility Gameboy Advance Emulator integrating the best features from various Visual Boy Advance builds.

## SYNOPSIS
visualboyadvance-m [options]

## DESCRIPTION
VisualBoyAdvance-M is a Nintendo Game Boy Emulator with high compatibility with commercial games.

It emulates the Nintendo Game Boy Advance hand held console, in addition to the original Game Boy hand held systems and its Super and Color variants.

VBA-M is a continued development of the now inactive VisualBoy Advance project, with many improvements from various builds of VBA.

This application is the wxWidgets GUI version of VisualBoyAdvance-M.

## OPTIONS
-h, --help

Show help message

--verbose

Generate verbose log messages

--save-xrc=<str>

Save built-in XRC file and exit

--save-over=<str>

Save built-in vba-over.ini and exit

--print-cfg-path

Print configuration path and exit

-f, --fullscreen

Start in full-screen mode

-s, --delete-shared-state

Delete shared link state first, if it exists

-o, --list-options

List all settable options and exit

## AUTHOR
This manual page was written by Jeremy Newton (Mystro256). This man page is licensed as GPLv2 or later.


volleyball

package: volleyball

title: volleyball(6)

text:
# volleyball(6)

## NAME
volleyball - Pocket Volleyball, video game similary to GNU Arcade Volleyball

## SYNOPSIS
volleyball [ options ]

## DESCRIPTIONH

PS

## OPTIONS
-h, --help

Display this help message

-f, --fullscreen

Enable Fullscreen mode

-d, --debug

Enable Debug mode

-s #

Set speed game: # frames per second

## COPYRIGHT
Copyright (C) 2005-2006 Hugo Ruscitti : hugoruscitti@gmail.com.ar

Pocket Volleyball is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License.


title: warzone2100(6)

summary: 3D real time strategy game

text:
# warzone2100(6)

## NAME
warzone2100 - 3D real time strategy game

## SYNOPSIS
warzone2100 [OPTIONS]

## DESCRIPTION
This manual page documents briefly the warzone2100 command.

Warzone 2100 is a 3D science fiction real time strategy game.

## OPTIONS
Note: In contrast to older versions option parameters need a =, space doesn’t work anymore.

--cheat

Run in cheat mode.

--datadir=DIR

Set default datadir to DIR.

--debug=FLAG

Show debug for FLAG, use this several times for several flags. Useful flags include wz, 3d, sound, video. all gives all of that and much more.

--debugfile=FILE

Log debug output in FILE.

--fullscreen

Play in fullscreen mode.

--help

Show help and exit.

--mod=MOD

Enable global mod MOD.

--mod_ca=MOD

Enable campaign only mod MOD.

--mod_mp=MOD

Enable multiplay only mod MOD.

--savegame=NAME

Load a saved game NAME (needs to include the .gam extension).

--continue

Continue playing the last saved game, if it exists.

--window

Play in windowed mode.

--version

Output version info and exit.

--resolution=WIDTHxHEIGHT

Run at WIDTH times HEIGHT screen resolution. This needs to be a resolution supported by your X server.

--(no)shadows

Toggle the shadows.

--(no)sound

Toggle the sound.

--(no)texturecompression

Toggle texture compression (default on). At least on systems where Mesa’s libtxc-dxtn handles texture compression, loading is slower with it enabled. In-game FPS are also higher though.

--gfxbackend=BACKEND

Change the graphics backend to BACKEND. Possible backends include: opengl, opengles, vulkan, directx (Windows only). Not all backend options may be available on every system, depending on OS, driver support, and whether the game was built with support.

The fullscreen/window, resolution, sound, gfxbackend, and shadows settings are stored, so they only need to be specified once, or when you want to change them.

## EXAMPLES
warzone2100 --fullscreen --resolution=800x600

Run in full screen at 800x600 screen resolution.

warzone2100 --window --resolution=800x600

Run in a window at 800x600 screen resolution.

warzone2100

Run the game, with the last used resolution, fullscreen/window, sound and shadow settings.

'warzone2100 --gfxbackend=vulkan

Run using the Vulkan backend.

## AUTHORS
See the copyright file included in the package.

This manual page was originally written by Linas Zvirblis <0x0007@gmail.com> for the Debian project, and modified by the Warzone project.


widelands

package: widelands

title: widelands(6)

summary: A real-time build-up strategy game

text:
# widelands(6)

## NAME
widelands - A real-time build-up strategy game

## SYNOPSIS
widelands <option0>=<value0> ... <optionN>=<valueN>

## DESCRIPTION
In this game, you start out on a small piece of land with nothing more than a few useful resources. Using those, you can build yourself an empire with many thousands of inhabitants. On your way towards this goal, you will have to build up an economic infrastructure, explore the land around you and face enemies who are trying to rule the world just like you are.

## OPTIONS
--<config-entry-name>=value overwrites a config file setting

--help

Show the full list of options

--version

Show version

## LONG DESCRIPTION
In Widelands, you are the regent of a small tribe. You start out with nothing but your headquarters, a kind of castle in which all your resources are stored. During the course of the game, you will build an ever growing settlement. Every member of your tribe will do his or her part to produce more resources - logs, food, iron, gold and more - to further this growth. But you are not alone in the world, and you will meet other tribes sooner or later. Some of them may be friendly and trade with you. However, if you want to rule the world, you will have to train soldiers and fight.

Widelands offers a unique style of play. For example, a system of roads plays the central role of your economy: all the goods that are harvested and processed by the tribe must be transported from one building to the next. This is done by carriers, and those carriers always walk along the roads. It is your job to lay out the roads as efficiently as possible.

Another refreshing aspect of the game is the way you command your tribe. There is no need to tell every single one of your subjects what to do - that would be impossible, because there can be thousands of them! Instead, all you've got to do is order them to build a building somewhere, and the builders will come. Similarly, whenever you want to attack an enemy, just place an order to attack one of their barracks, and your soldiers will march to fight. You're really a ruler: You delegate in times of war and in times of peace!

Widelands offers a single-player mode with campaigns; the campaigns all tell the story of a tribe and its struggle in the Widelands universe! However, settling really starts when you unite with friends over the Internet or LAN to build up new empires together - or to crush each other in the dusts of war. Widelands also offers an artificial intelligence to challenge.

Widelands is extensible, so you can create your own type of tribe with their own sets of buildings. You can create new worlds to play in, and you could even create new types of worlds (who says you can't build a settlement on the moon?).

## MORE INFORMATION
For more information and support you can find the website, the wiki, and the forum for questions or general support at:

https://www.widelands.org/

You can also find the bug tracker at:

https://github.com/widelands/widelands/issues

If you wish to help with translating, visit:

https://www.widelands.org/wiki/TranslatingWidelands/

## AUTHORS
Many people have contributed to the development of Widelands throughout the years. See the in-game authors list for more information.


wordwarvi

package: wordwarvi

title: wordwarvi(6)

text:
# wordwarvi(6)

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

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

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

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

## Options:
--bw

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

--blueprint

Render the game to look like a blueprint.

--brightsparks

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

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

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

--explosionfactor n

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

--framerate f

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

--fullscreen

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

--height h

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

--joystick joystick-device

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

--nomusic

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

--nomissilealarm

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

--norumble

Don't use joystick rumble effects.

--nostarfield

Don't draw a starfield in the background.

--nstars n

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

--randomize

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

--randomseed n

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

--squareexplosions

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

--rumbledevice d

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

--retrogreen

Does exactly what it sounds like.

--sounddevice n

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

--starmotion x

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

--thicklines

Render everything with extra thick lines.

--version

Print the program's version number and exit.

--width w

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

--xmas

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

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

Q puts in a quarter, and starts the game.

Z fires a laser

C drops chaff (to confuse heat seeking missiles).

B drops bombs.

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

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

m toggles music on/off.

s toggles sound effects on/off.

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

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

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

Heat seeking SAMs. Avoid.

Octo-viruses and tentacles. Shoot lightning. Avoid.

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

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

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

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

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

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

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

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

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

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

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

set bw

Render in black and white.

set blueprint

Render in the style of a blueprint.

set brightsparks

Render sparks brighter than usual.

set difficulty=x

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

set explosionfactor=n

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

set framerate=n

Attempt to render the game at n frames per second.

set fullscreen

Render the game in full screen mode.

set height y

Render the game y pixels high.

set joystick=dev

Use joystick input device dev.

set levelwarp=n

Warp ahead n levels (if compiled in).

set nomusic

Do not play, or even decode music data.

set nomissilealarm

Do not sound alarm for missile lock on.

set nostarfield

Do not render the background starfield.

set norumble

Do not use joystick rumble effects.

set nstars=n

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

set retrogreen

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

set randomize

Use a clock generated random seed to initialize levels.

set randomseed=n

Use the specified random seed to initialize levels.

set rumbledeviced=d

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

set squareexplosions

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

set sounddevice=n

Use the nth sound device for audio output.

set starmotion=x

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

set thicklines

Render everything with extra thick lines.

set width=x

Render the game x pixels wide.

map key action

valid actions are:

soundeffect down up left right

missilealarm bomb chaff quarter pause

2x 3x 4x 5x 6x

7x 8x suicide thrust music

fullscreen quit laser none reverse

gift

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

space enter return backspace delete

pause scrolllock escape sysreq left

right up down kp_home kp_down

kp_up kp_left kp_right kp_end kp_delete

kp_insert home down end delete

insert

map button n action

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

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

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

Example .exrc file:

set fullscreen

set retrogreen

map z chaff

map x bomb

map c laser

\#

\# to set up "Defender" style joystick

\# controls, vertical motion controlled

\# by joystick axis, horizontal motion

\# controlled only by "reverse", and

\# "thrust" buttons, with x axis joystick

\# control disabled.

\#

set joystick-x-axis=-1

set joystick-y-axis=0

map button 0 thrust

map button 1 reverse

## GOOD LUCK
You'll need it.

## AUTHOR
Written by Stephen M. Cameron


xaos

package: xaos

title: xaos(6)

text:
# xaos(6)

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

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

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


xbill

package: xbill

title: xbill(6)

text:
# xbill(6)

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

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

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

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

The status bar at the bottom tells the following:

Number of Bills on/off the screen

Number of Computers running their OS/off/Wingdows

Level

Score

## OPTIONS
-l n

Start at level n.

--gui gui

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

--size size

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

-v

Print version number and exit.

-h

Print help and exit.

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

## AUTHORS
Main Programmer:

Brian Wellington <bwelling@xbill.org>

Programming & graphics (v2.0 and earlier):

Matias Duarte <matias@hyperimage.com>

## COPYING
Copyright (c) 1994-2001 Psychosoft

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

Go play the game now!


xblast

package: xblast

title: xblast(6)

summary: Multi-player Blast the Others game

text:
# xblast(6)

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

## SYNOPSIS
xblast [options]

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

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

## LAUNCHING XBLAST
Just type xblast in an xconsole.

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

-ns

This disables the sound support.

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

-central

This option starts the program as central server.

-check

This option verifies if all levels are loadable.

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

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

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

KP_8, KP_Up

Player starts walking up.

KP_2, KP_Down

Player starts walking down.

KP_4, KP_Left

Player starts walking to the left.

KP_6, KP_Right

Player starts walking to the right.

KP_5

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

KP_0, KP_Insert

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

Return, KP_Add

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

KP_Subtract

Pause of level in Local Game.

KP_Multiply

Request to abort the level.

KP_Divide

Cancel abort request.

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

T

Player starts walking up.

V, B

Player starts walking down.

F

Player starts walking to the left.

H

Player starts walking to the right.

G

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

Space

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

Tab

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

P

Pause of level in Local Game.

A

Request to abort of level.

Z

cancel abort request.

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

P

pause game, resume game after pause.

Escape

Go to previous menu.

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

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

Bomb (red frame)

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

Flame (yellow flame)

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

Furthermore in several levels the following symbol can be found:

Skull (cyan frame)

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

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

Kick extra (moving bomb in blue frame)

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

Invincibility (star in golden frame)

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

Global Detonator (button in deep pink frame)

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

Construction Bombs (bricks and bombs in firebrick frame)

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

Remote Control (button box in spring green frame)

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

Teleport Extra (beaming player in orchid frame)

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

Airpump (clouds in sky blue frame)

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

Napalm Bombs (burning bombs in orange red frame)

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

Firecrackers (firecrackers in orange frame)

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

Pyro bombs (firecrackers in orange frame)

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

Junkie Virus (syringe in yellow green frame)

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

Poison (black skull in steel blue frame)

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

Spinner (looks like normal floor)

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

Speed (moving head in light blue frame)

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

Mayhem (moving head and bomb in blue frame)

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

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

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

Life (head and first aid kit in red frame)

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

Random (question mark in light blue frame)

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

Cloak (vanishing player in violet frame)

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

Morph (bomb with eyes in green frame)

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

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

1.

internal defaults

2.

the directory "~/.xblast_tnt"

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

1.

internal defaults

2.

the directory "~/.xblast_tnt"

3.

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

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

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

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

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

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

## AUTHORS
Oliver Vogel (Main Author)

vogel@ikp.uni-koeln.de

Garth Denley (Coauthor)

g0denley@teaching.cs.adelaide.edu.au

Norbert Nicolay (Linux Sound Support, optional)

nicolay@ikp.uni-koeln.de

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

EPFL

Belgium Guys

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

Kruno Sever (Major network review, Chat, bugcatcher)

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

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

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

Keith Gillow - ...@...

Rob Hite - hite@tellabs.com

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

Joachim Kaltz - kaltz@essi.fr

Laurent Marsan - mbaye@univ-mlv.fr

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

Mike Schneider - schneid@tellabs.com

Mark Shepherd - ...@...

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

Xbresse

Gerfried Fuchs

Rado

Ifi

Bombenfutter

Galatius

Garth Denley

Stephan Natschlaeger

Amilhastre

Fouf

ALu

Larsl

Stefan Stiasny