chocolate-heretic

package: chocolate-heretic

title: chocolate-heretic(6)

summary: historically compatible Heretic engine

text:
# chocolate-heretic(6)

## NAME
chocolate-heretic - historically compatible Heretic engine

## SYNOPSIS
chocolate-heretic [options]

## DESCRIPTION
Chocolate Heretic is a port of Raven Software's 1994 game Heretic that aims to behave as similar to the original DOS version of Heretic as possible.

## GENERAL OPTIONS
-config file

Load main configuration from the specified file, instead of the default.

-extraconfig file

Load additional configuration from the specified file, instead of the default.

-file file ...

Load the specified PWAD files. Each succeeding argument is treated as a PWAD file name until one starts with a dash or the argument list is exhausted.

-iwad file

Specify an IWAD file to use.

-nomusic

Disable music.

-nomusicpacks

Disable substitution music packs.

-nosfx

Disable sound effects.

-nosound

Disable all sound output.

-ravpic

Take screenshots when F1 is pressed.

-response file

Load extra command-line arguments from the given response file. Arguments read from the file are inserted into the command line, replacing this argument. A response file can also be loaded using the abbreviated syntax '@file.rsp'.

-savedir directory

Specify a path from which to load and save games. If the directory does not exist then it will automatically be created.

-version

Print the program version and exit.

## GAME START OPTIONS
-episode n

Start playing episode n (1-4).

-loadgame s

Load the game in savegame slot s.

-nomonsters

Disable monsters.

-respawn

Monsters respawn after being killed.

-skill skill

Set the game skill, 1-5 (1: easiest, 5: hardest). A skill of 0 disables all monsters.

-warp x y

Start a game immediately, warping to level ExMy.

## DISPLAY OPTIONS
-1

Don't scale up the screen. Implies -window.

-2

Double up the screen to 2x its normal size. Implies -window.

-3

Double up the screen to 3x its normal size. Implies -window.

-display x

Specify the display number on which to show the screen.

-fullscreen

Run in fullscreen mode.

-geometry WxH

Specify the dimensions of the window. Implies -window.

-height H

Specify the screen height, in pixels. Implies -window.

-noblit

Disable blitting the screen.

-nograbmouse

Don't grab the mouse when running in windowed mode.

-nomouse

Disable the mouse.

-width W

Specify the screen width, in pixels. Implies -window.

-window

Run in a window.

## NETWORKING OPTIONS
-autojoin

Automatically search the local LAN for a multiplayer server and join it.

-connect address

Connect to a multiplayer server running on the given address.

-deathmatch

Start a deathmatch game.

-dup n

Reduce the resolution of the game by a factor of n, reducing the amount of network bandwidth needed.

-extratics n

Send n extra tics in every packet as insurance against dropped packets.

-nodes n

Autostart the netgame when n nodes (clients) have joined the server.

-oldsync

Use original network client sync code rather than the improved sync code.

-port n

Use the specified UDP port for communications, instead of the default (2342).

-privateserver

When running a server, don't register with the global master server. Implies -server.

-server

Start a multiplayer server, listening for connections.

-servername name

When starting a network server, specify a name for the server.

-solo-net

Start the game playing as though in a netgame with a single player. This can also be used to play back single player netgame demos.

-timer n

For multiplayer games: exit each level after n minutes.

## DEHACKED AND WAD MERGING
-aa file ...

Equivalent to "-af <files> -as <files>".

-af file ...

Simulates the behavior of NWT's -af option, merging flats into the main IWAD directory. Multiple files may be specified.

-as file ...

Simulates the behavior of NWT's -as option, merging sprites into the main IWAD directory. Multiple files may be specified.

-deh file ...

Load the given dehacked patch(es)

-hhever version

Select the Heretic version number that was used to generate the HHE patch to be loaded. Patches for each of the Vanilla Heretic versions (1.0, 1.2, 1.3) can be loaded, but the correct version number must be specified.

-merge file ...

Simulates the behavior of deutex's -merge option, merging a PWAD into the main IWAD. Multiple files may be specified.

-noautoload

Disable auto-loading of .wad files.

-nocheats

Ignore cheats in dehacked files.

-nwtmerge file ...

Simulates the behavior of NWT's -merge option. Multiple files may be specified.

## DEMO OPTIONS
-demoextend

Record or playback a demo without automatically quitting after either level exit or player respawn.

-longtics

Record or playback a demo with high resolution turning.

-maxdemo size

Specify the demo buffer size (KiB)

-playdemo demo

Play back the demo named demo.lmp.

-record x

Record a demo named x.lmp.

-recordfrom save-num demo-name

Load a game from the given savegame slot and record a demo from it. Equivalent to -loadgame <save-num> -record <demo-name>.

-shortticfix

Smooth out low resolution turning when recording a demo.

-strictdemos

When recording or playing back demos, disable any extensions of the vanilla demo format - record demos as vanilla would do, and play back demos as vanilla would do.

-timedemo demo

Play back the demo named demo.lmp, determining the framerate of the screen.

## COMPATIBILITY
-setmem version

Specify DOS version to emulate for NULL pointer dereference emulation. Supported versions are: dos622, dos71, dosbox. The default is to emulate DOS 7.1 (Windows 98).

## OBSCURE AND LESS-USED OPTIONS
-cdrom

[windows only] Save configuration data and savegames in c:\heretic.cd, allowing play from CD.

-dumpsubstconfig file

Read all MIDI files from loaded WAD files, dump an example substitution music config file to the specified file, and quit.

-mb mb

Specify the heap size, in MiB.

-mmap

Use the OS's virtual memory subsystem to map WAD files directly into memory.

-noartiskip

Allow artifacts to be used when the run key is held down.

-nogui

If specified, don't show a GUI window for error messages when the game exits with an error.

## IWAD SEARCH PATHS
To play, an IWAD file is needed. This is a large file containing all of the levels, graphics, sound effects, music and other material that make up the game. IWAD files are named according to the game; the standard names are:

doom.wad, doom1.wad, doom2.wad, tnt.wad, plutonia.wad

Doom, Doom II, Final Doom

heretic.wad, hexen.wad, strife.wad

Heretic, Hexen and Strife (commercial Doom engine games).

hacx.wad, chex.wad

Hacx and Chex Quest - more obscure games based on the Doom engine.

freedm.wad, freedoom1.wad, freedoom2.wad

The Freedoom open content IWAD files.

The following directory paths are searched in order to find an IWAD:

Current working directory

Any IWAD files found in the current working directory will be used in preference to IWADs found in any other directories.

DOOMWADDIR

This environment variable can be set to contain a path to a single directory in which to look for IWAD files. This environment variable is supported by most Doom source ports.

DOOMWADPATH

This environment variable, if set, can contain a colon-separated list of directories in which to look for IWAD files, or alternatively full paths to specific IWAD files.

$HOME/.local/share/games/doom

Writeable directory in the user's home directory. The path can be overridden using the XDG_DATA_HOME environment variable (see the XDG Base Directory Specification).

/usr/local/share/doom

/usr/local/share/games/doom

/usr/share/doom

/usr/share/games/doom

System-wide locations that can be accessed by all users. The path /usr/share/games/doom is a standard path that is supported by most Doom source ports. These paths can be overridden using the XDG_DATA_DIRS environment variable (see the XDG Base Directory Specification).

The above can be overridden on a one-time basis by using the -iwad command line parameter to provide the path to an IWAD file to use.This parameter can also be used to specify the name of a particular IWAD to use from one of the above paths. For example, “-iwad doom.wad” will search the above paths for the file doom.wad to use.

## ENVIRONMENT
This section describes environment variables that control Chocolate Heretic's behavior.

DOOMWADDIR

DOOMWADPATH

See section “IWAD SEARCH PATHS” above.

PCSOUND_DRIVER

When running in PC speaker sound effect mode, this environment variable specifies a PC speaker driver to use for sound effect playback. Valid options are “Linux” for the Linux console mode driver, “BSD” for the NetBSD/OpenBSD PC speaker driver, and “SDL” for SDL-based emulated PC speaker playback (using the digital output).

OPL_DRIVER

When using OPL MIDI playback, this environment variable specifies an OPL backend driver to use. Valid options are “SDL” for an SDL-based software emulated OPL chip, “Linux” for the Linux hardware OPL driver, and “OpenBSD” for the OpenBSD/NetBSD hardware OPL driver.

Generally speaking, a real hardware OPL chip sounds better than software emulation; however, modern machines do not often include one. If present, it may still require extra work to set up and elevated security privileges to access.

## FILES
$HOME/.local/share/chocolate-doom/heretic.cfg

The main configuration file for Chocolate Heretic. See heretic.cfg(5).

$HOME/.local/share/chocolate-doom/chocolate-heretic.cfg

Extra configuration values that are specific to Chocolate Heretic and not present in Vanilla Heretic. See chocolate-heretic.cfg(5).

## SEE ALSO
chocolate-doom(6), chocolate-hexen(6), chocolate-server(6), chocolate-setup(6)

## AUTHOR
Chocolate Heretic is part of the Chocolate Doom project, written and maintained by Simon Howard. It is based on the Heretic source code, released by Raven Software.

## COPYRIGHT
Copyright © id Software Inc. Copyright © Raven Software Inc. Copyright © 2005-2013 Simon Howard.

This is free software. You may redistribute copies of it under the terms of the GNU General Public License <http://www.gnu.org/licenses/gpl.html>. There is NO WARRANTY, to the extent permitted by law.


chocolate-heretic-setup

title: chocolate-heretic-setup(6)

summary: configuration tool for chocolate\-heretic

text:
# chocolate-heretic-setup(6)

## NAME
chocolate-heretic-setup - configuration tool for chocolate-heretic

## SYNOPSIS
chocolate-heretic-setup [options]

## DESCRIPTION
Chocolate Heretic is a modern Heretic engine designed to behave as similarly to the original Heretic game as is possible.

chocolate-heretic-setup is a tool for configuring Chocolate Heretic. It provides a menu-based interface for the display, joystick, keyboard, mouse, sound and compatibility settings.

chocolate-heretic-setup can also be used to start and join network games.

## OPTIONS
-config file

Load configuration from the specified file, instead of heretic.cfg.

-extraconfig file

Load extra configuration from the specified file, instead of chocolate-heretic.cfg.

## SEE ALSO
chocolate-heretic(6), default.cfg(5), chocolate-heretic.cfg(5)

## AUTHOR
Chocolate Doom is written and maintained by Simon Howard.

This manual was written by Jonathan Dowland.

## COPYRIGHT
Copyright © id Software Inc. Copyright © 2005-8 Simon Howard.

This is free software. You may redistribute copies of it under the terms of the GNU General Public License <http://www.gnu.org/licenses/gpl.html>. There is NO WARRANTY, to the extent permitted by law.

branch: sisyphus


chocolate-hexen

package: chocolate-hexen

title: chocolate-hexen(6)

summary: historically compatible Hexen engine

text:
# chocolate-hexen(6)

## NAME
chocolate-hexen - historically compatible Hexen engine

## SYNOPSIS
chocolate-hexen [options]

## DESCRIPTION
Chocolate Hexen is a port of Raven Software's 1995 game Hexen that aims to behave as similar to the original DOS version of Hexen as possible.

## GENERAL OPTIONS
-config file

Load main configuration from the specified file, instead of the default.

-extraconfig file

Load additional configuration from the specified file, instead of the default.

-file file ...

Load the specified PWAD files. Each succeeding argument is treated as a PWAD file name until one starts with a dash or the argument list is exhausted.

-iwad file

Specify an IWAD file to use.

-nomusic

Disable music.

-nomusicpacks

Disable substitution music packs.

-nosfx

Disable sound effects.

-nosound

Disable all sound output.

-ravpic

Take screenshots when F1 is pressed.

-response file

Load extra command-line arguments from the given response file. Arguments read from the file are inserted into the command line, replacing this argument. A response file can also be loaded using the abbreviated syntax '@file.rsp'.

-savedir directory

Specify a path from which to load and save games. If the directory does not exist then it will automatically be created.

-version

Print the program version and exit.

## GAME START OPTIONS
-loadgame s

Load the game in savegame slot s.

-nomonsters

Disable monsters.

-respawn

Monsters respawn after being killed.

-skill skill

Set the game skill, 1-5 (1: easiest, 5: hardest). A skill of 0 disables all monsters.

-warp x

Start a game immediately, warping to MAPx.

## DISPLAY OPTIONS
-1

Don't scale up the screen. Implies -window.

-2

Double up the screen to 2x its normal size. Implies -window.

-3

Double up the screen to 3x its normal size. Implies -window.

-display x

Specify the display number on which to show the screen.

-fullscreen

Run in fullscreen mode.

-geometry WxH

Specify the dimensions of the window. Implies -window.

-height H

Specify the screen height, in pixels. Implies -window.

-noblit

Disable blitting the screen.

-nograbmouse

Don't grab the mouse when running in windowed mode.

-nomouse

Disable the mouse.

-width W

Specify the screen width, in pixels. Implies -window.

-window

Run in a window.

## NETWORKING OPTIONS
-autojoin

Automatically search the local LAN for a multiplayer server and join it.

-class n

Specify player class: 0=fighter, 1=cleric, 2=mage, 3=pig.

-connect address

Connect to a multiplayer server running on the given address.

-deathmatch

Start a deathmatch game.

-dup n

Reduce the resolution of the game by a factor of n, reducing the amount of network bandwidth needed.

-extratics n

Send n extra tics in every packet as insurance against dropped packets.

-nodes n

Autostart the netgame when n nodes (clients) have joined the server.

-oldsync

Use original network client sync code rather than the improved sync code.

-port n

Use the specified UDP port for communications, instead of the default (2342).

-privateserver

When running a server, don't register with the global master server. Implies -server.

-randclass

In deathmatch mode, change a player's class each time the player respawns.

-server

Start a multiplayer server, listening for connections.

-servername name

When starting a network server, specify a name for the server.

-solo-net

Start the game playing as though in a netgame with a single player. This can also be used to play back single player netgame demos.

-timer n

For multiplayer games: exit each level after n minutes.

## DEHACKED AND WAD MERGING
-aa file ...

Equivalent to "-af <files> -as <files>".

-af file ...

Simulates the behavior of NWT's -af option, merging flats into the main IWAD directory. Multiple files may be specified.

-as file ...

Simulates the behavior of NWT's -as option, merging sprites into the main IWAD directory. Multiple files may be specified.

-deh file ...

Load the given dehacked patch(es)

-merge file ...

Simulates the behavior of deutex's -merge option, merging a PWAD into the main IWAD. Multiple files may be specified.

-noautoload

Disable auto-loading of .wad files.

-nocheats

Ignore cheats in dehacked files.

-nwtmerge file ...

Simulates the behavior of NWT's -merge option. Multiple files may be specified.

## DEMO OPTIONS
-demoextend

Record or playback a demo without automatically quitting after either level exit or player respawn.

-longtics

Record or playback a demo with high resolution turning.

-maxdemo size

Specify the demo buffer size (KiB)

-playdemo demo

Play back the demo named demo.lmp.

-record x

Record a demo named x.lmp.

-recordfrom save-num demo-name

Load a game from the given savegame slot and record a demo from it. Equivalent to -loadgame <save-num> -record <demo-name>.

-shortticfix

Smooth out low resolution turning when recording a demo.

-strictdemos

When recording or playing back demos, disable any extensions of the vanilla demo format - record demos as vanilla would do, and play back demos as vanilla would do.

-timedemo demo

Play back the demo named demo.lmp, determining the framerate of the screen.

## COMPATIBILITY
-gameversion version

Emulate a specific version of Hexen. Valid values are "1.1" and "1.1r2".

-setmem version

Specify DOS version to emulate for NULL pointer dereference emulation. Supported versions are: dos622, dos71, dosbox. The default is to emulate DOS 7.1 (Windows 98).

-v10override

If provided, the check for the v1.0 IWAD file is disabled, even though it will almost certainly cause the game to crash.

## OBSCURE AND LESS-USED OPTIONS
-artiskip

Don't allow artifacts to be used when the run key is held down.

-cdrom

[windows only] Save configuration data and savegames in c:\hexndata, allowing play from CD.

-dumpsubstconfig file

Read all MIDI files from loaded WAD files, dump an example substitution music config file to the specified file, and quit.

-mb mb

Specify the heap size, in MiB.

-mmap

Use the OS's virtual memory subsystem to map WAD files directly into memory.

-nogui

If specified, don't show a GUI window for error messages when the game exits with an error.

-scripts path

Development option to specify path to level scripts.

## IWAD SEARCH PATHS
To play, an IWAD file is needed. This is a large file containing all of the levels, graphics, sound effects, music and other material that make up the game. IWAD files are named according to the game; the standard names are:

doom.wad, doom1.wad, doom2.wad, tnt.wad, plutonia.wad

Doom, Doom II, Final Doom

heretic.wad, hexen.wad, strife.wad

Heretic, Hexen and Strife (commercial Doom engine games).

hacx.wad, chex.wad

Hacx and Chex Quest - more obscure games based on the Doom engine.

freedm.wad, freedoom1.wad, freedoom2.wad

The Freedoom open content IWAD files.

The following directory paths are searched in order to find an IWAD:

Current working directory

Any IWAD files found in the current working directory will be used in preference to IWADs found in any other directories.

DOOMWADDIR

This environment variable can be set to contain a path to a single directory in which to look for IWAD files. This environment variable is supported by most Doom source ports.

DOOMWADPATH

This environment variable, if set, can contain a colon-separated list of directories in which to look for IWAD files, or alternatively full paths to specific IWAD files.

$HOME/.local/share/games/doom

Writeable directory in the user's home directory. The path can be overridden using the XDG_DATA_HOME environment variable (see the XDG Base Directory Specification).

/usr/local/share/doom

/usr/local/share/games/doom

/usr/share/doom

/usr/share/games/doom

System-wide locations that can be accessed by all users. The path /usr/share/games/doom is a standard path that is supported by most Doom source ports. These paths can be overridden using the XDG_DATA_DIRS environment variable (see the XDG Base Directory Specification).

The above can be overridden on a one-time basis by using the -iwad command line parameter to provide the path to an IWAD file to use.This parameter can also be used to specify the name of a particular IWAD to use from one of the above paths. For example, “-iwad doom.wad” will search the above paths for the file doom.wad to use.

## ENVIRONMENT
This section describes environment variables that control Chocolate Hexen's behavior.

DOOMWADDIR

DOOMWADPATH

See section “IWAD SEARCH PATHS” above.

PCSOUND_DRIVER

When running in PC speaker sound effect mode, this environment variable specifies a PC speaker driver to use for sound effect playback. Valid options are “Linux” for the Linux console mode driver, “BSD” for the NetBSD/OpenBSD PC speaker driver, and “SDL” for SDL-based emulated PC speaker playback (using the digital output).

OPL_DRIVER

When using OPL MIDI playback, this environment variable specifies an OPL backend driver to use. Valid options are “SDL” for an SDL-based software emulated OPL chip, “Linux” for the Linux hardware OPL driver, and “OpenBSD” for the OpenBSD/NetBSD hardware OPL driver.

Generally speaking, a real hardware OPL chip sounds better than software emulation; however, modern machines do not often include one. If present, it may still require extra work to set up and elevated security privileges to access.

## FILES
$HOME/.local/share/chocolate-doom/hexen.cfg

The main configuration file for Chocolate Hexen. See hexen.cfg(5).

$HOME/.local/share/chocolate-doom/chocolate-hexen.cfg

Extra configuration values that are specific to Chocolate Hexen and not present in Vanilla Hexen. See chocolate-hexen.cfg(5).

## SEE ALSO
chocolate-doom(6), chocolate-heretic(6), chocolate-server(6), chocolate-setup(6)

## AUTHOR
Chocolate Hexen is part of the Chocolate Doom project, written and maintained by Simon Howard. It is based on the Hexen source code, released by Raven Software.

## COPYRIGHT
Copyright © id Software Inc. Copyright © Raven Software Inc. Copyright © 2005-2013 Simon Howard.

This is free software. You may redistribute copies of it under the terms of the GNU General Public License <http://www.gnu.org/licenses/gpl.html>. There is NO WARRANTY, to the extent permitted by law.


chocolate-hexen-setup

title: chocolate-hexen-setup(6)

summary: configuration tool for chocolate\-hexen

text:
# chocolate-hexen-setup(6)

## NAME
chocolate-hexen-setup - configuration tool for chocolate-hexen

## SYNOPSIS
chocolate-hexen-setup [options]

## DESCRIPTION
Chocolate Hexen is a modern Hexen engine designed to behave as similarly to the original Hexen game as is possible.

chocolate-hexen-setup is a tool for configuring Chocolate Hexen. It provides a menu-based interface for the display, joystick, keyboard, mouse, sound and compatibility settings.

chocolate-hexen-setup can also be used to start and join network games.

## OPTIONS
-config file

Load configuration from the specified file, instead of hexen.cfg.

-extraconfig file

Load extra configuration from the specified file, instead of chocolate-hexen.cfg.

## SEE ALSO
chocolate-hexen(6), default.cfg(5), chocolate-hexen.cfg(5)

## AUTHOR
Chocolate Doom is written and maintained by Simon Howard.

This manual was written by Jonathan Dowland.

## COPYRIGHT
Copyright © id Software Inc. Copyright © 2005-8 Simon Howard.

This is free software. You may redistribute copies of it under the terms of the GNU General Public License <http://www.gnu.org/licenses/gpl.html>. There is NO WARRANTY, to the extent permitted by law.


chocolate-strife

package: chocolate-strife

title: chocolate-strife(6)

summary: historically compatible Strife engine

text:
# chocolate-strife(6)

## NAME
chocolate-strife - historically compatible Strife engine

## SYNOPSIS
chocolate-strife [options]

## DESCRIPTION
Chocolate Strife is an accurate and complete recreation of Rogue Entertainment's Strife: Quest for the Sigil. It was created through more than two years of reverse engineering effort with the blessings of the original programmers of the game; see section “HISTORY” below.

## GENERAL OPTIONS
-config file

Load main configuration from the specified file, instead of the default.

-devparm

Developer mode. Implies -nograph.

-extraconfig file

Load additional configuration from the specified file, instead of the default.

-file file ...

Load the specified PWAD files. Each succeeding argument is treated as a PWAD file name until one starts with a dash or the argument list is exhausted.

-iwad file

Specify an IWAD file to use.

-nograph

Disable graphical introduction sequence

-nomusic

Disable music.

-nomusicpacks

Disable substitution music packs.

-nosfx

Disable sound effects.

-nosound

Disable all sound output.

-novoice

Disable voice dialog and show dialog as text instead, even if voices.wad can be found.

-response file

Load extra command-line arguments from the given response file. Arguments read from the file are inserted into the command line, replacing this argument. A response file can also be loaded using the abbreviated syntax '@file.rsp'.

-savedir directory

Specify a path from which to load and save games. If the directory does not exist then it will automatically be created.

-version

Print the program version and exit.

## GAME START OPTIONS
-fast

Monsters move faster.

-loadgame s

Load the game in slot s.

-nomonsters

Disable monsters.

-random

Items respawn at random locations

-respawn

Respawn monsters after they are killed.

-skill skill

Set the game skill, 1-5 (1: easiest, 5: hardest). A skill of 0 disables all monsters.

-turbo x

Turbo mode. The player's speed is multiplied by x%. If unspecified, x defaults to 200. Values are rounded up to 10 and down to 400.

-warp x

Start a game immediately, warping to level x.

## DISPLAY OPTIONS
-1

Don't scale up the screen. Implies -window.

-2

Double up the screen to 2x its normal size. Implies -window.

-3

Double up the screen to 3x its normal size. Implies -window.

-display x

Specify the display number on which to show the screen.

-fullscreen

Run in fullscreen mode.

-geometry WxH

Specify the dimensions of the window. Implies -window.

-height H

Specify the screen height, in pixels. Implies -window.

-noblit

Disable blitting the screen.

-nodraw

Disable rendering the screen entirely.

-nograbmouse

Don't grab the mouse when running in windowed mode.

-nomouse

Disable the mouse.

-width W

Specify the screen width, in pixels. Implies -window.

-window

Run in a window.

## NETWORKING OPTIONS
-altdeath

Start a deathmatch game. Weapons do not stay in place and all items respawn after 30 seconds.

-autojoin

Automatically search the local LAN for a multiplayer server and join it.

-avg

Austin Virtual Gaming: end levels after 20 minutes.

-connect address

Connect to a multiplayer server running on the given address.

-dedicated

Start a dedicated server, routing packets but not participating in the game itself.

-dup n

Reduce the resolution of the game by a factor of n, reducing the amount of network bandwidth needed.

-extratics n

Send n extra tics in every packet as insurance against dropped packets.

-left

Run as the left screen in three screen mode.

-localsearch

Search the local LAN for running servers.

-nodes n

Autostart the netgame when n nodes (clients) have joined the server.

-oldsync

Use original network client sync code rather than the improved sync code.

-port n

Use the specified UDP port for communications, instead of the default (2342).

-privateserver

When running a server, don't register with the global master server. Implies -server.

-query address

Query the status of the server running on the given IP address.

-right

Run as the right screen in three screen mode.

-search

Query the Internet master server for a global list of active servers.

-server

Start a multiplayer server, listening for connections.

-servername name

When starting a network server, specify a name for the server.

-solo-net

Start the game playing as though in a netgame with a single player. This can also be used to play back single player netgame demos.

-timer n

For multiplayer games: exit each level after n minutes.

## DEHACKED AND WAD MERGING
-aa file ...

Equivalent to "-af <files> -as <files>".

-af file ...

Simulates the behavior of NWT's -af option, merging flats into the main IWAD directory. Multiple files may be specified.

-as file ...

Simulates the behavior of NWT's -as option, merging sprites into the main IWAD directory. Multiple files may be specified.

-deh file ...

Load the given dehacked patch(es)

-merge file ...

Simulates the behavior of deutex's -merge option, merging a PWAD into the main IWAD. Multiple files may be specified.

-noautoload

Disable auto-loading of .wad files.

-nocheats

Ignore cheats in dehacked files.

-nwtmerge file ...

Simulates the behavior of NWT's -merge option. Multiple files may be specified.

## DEMO OPTIONS
-maxdemo size

Specify the demo buffer size (KiB)

-playdemo demo

Play back the demo named demo.lmp.

-record x

Record a demo named x.lmp.

-solo-net

Play back a demo recorded in a netgame with a single player.

-strictdemos

When recording or playing back demos, disable any extensions of the vanilla demo format - record demos as vanilla would do, and play back demos as vanilla would do.

-timedemo demo

Play back the demo named demo.lmp, determining the framerate of the screen.

## COMPATIBILITY
-donut x y

Use the specified magic values when emulating behavior caused by memory overruns from improperly constructed donuts. In Vanilla Strife this can differ depending on the operating system. The default (if this option is not specified) is to emulate the behavior when running under Windows 98.

-gameversion version

Emulate a specific version of Strife. Valid values are "1.2" and "1.31".

-setmem version

Specify DOS version to emulate for NULL pointer dereference emulation. Supported versions are: dos622, dos71, dosbox. The default is to emulate DOS 7.1 (Windows 98).

-spechit n

Use the specified magic value when emulating spechit overruns.

## OBSCURE AND LESS-USED OPTIONS
-cdrom

[windows only] Save configuration data and savegames in c:\strife.cd, allowing play from CD.

-dumpsubstconfig file

Read all MIDI files from loaded WAD files, dump an example substitution music config file to the specified file, and quit.

-flip

Flip player gun sprites (broken).

-mb mb

Specify the heap size, in MiB.

-mmap

Use the OS's virtual memory subsystem to map WAD files directly into memory.

-nogui

If specified, don't show a GUI window for error messages when the game exits with an error.

-work

Set Rogue playtesting mode (god mode; no cliping mode toggled by backspace).

## IWAD SEARCH PATHS
To play, an IWAD file is needed. This is a large file containing all of the levels, graphics, sound effects, music and other material that make up the game. IWAD files are named according to the game; the standard names are:

doom.wad, doom1.wad, doom2.wad, tnt.wad, plutonia.wad

Doom, Doom II, Final Doom

heretic.wad, hexen.wad, strife.wad

Heretic, Hexen and Strife (commercial Doom engine games).

hacx.wad, chex.wad

Hacx and Chex Quest - more obscure games based on the Doom engine.

freedm.wad, freedoom1.wad, freedoom2.wad

The Freedoom open content IWAD files.

The following directory paths are searched in order to find an IWAD:

Current working directory

Any IWAD files found in the current working directory will be used in preference to IWADs found in any other directories.

DOOMWADDIR

This environment variable can be set to contain a path to a single directory in which to look for IWAD files. This environment variable is supported by most Doom source ports.

DOOMWADPATH

This environment variable, if set, can contain a colon-separated list of directories in which to look for IWAD files, or alternatively full paths to specific IWAD files.

$HOME/.local/share/games/doom

Writeable directory in the user's home directory. The path can be overridden using the XDG_DATA_HOME environment variable (see the XDG Base Directory Specification).

/usr/local/share/doom

/usr/local/share/games/doom

/usr/share/doom

/usr/share/games/doom

System-wide locations that can be accessed by all users. The path /usr/share/games/doom is a standard path that is supported by most Doom source ports. These paths can be overridden using the XDG_DATA_DIRS environment variable (see the XDG Base Directory Specification).

The above can be overridden on a one-time basis by using the -iwad command line parameter to provide the path to an IWAD file to use.This parameter can also be used to specify the name of a particular IWAD to use from one of the above paths. For example, “-iwad doom.wad” will search the above paths for the file doom.wad to use.

## ENVIRONMENT
This section describes environment variables that control Chocolate Strife's behavior.

DOOMWADDIR

DOOMWADPATH

See section “IWAD SEARCH PATHS” above.

PCSOUND_DRIVER

When running in PC speaker sound effect mode, this environment variable specifies a PC speaker driver to use for sound effect playback. Valid options are “Linux” for the Linux console mode driver, “BSD” for the NetBSD/OpenBSD PC speaker driver, and “SDL” for SDL-based emulated PC speaker playback (using the digital output).

OPL_DRIVER

When using OPL MIDI playback, this environment variable specifies an OPL backend driver to use. Valid options are “SDL” for an SDL-based software emulated OPL chip, “Linux” for the Linux hardware OPL driver, and “OpenBSD” for the OpenBSD/NetBSD hardware OPL driver.

Generally speaking, a real hardware OPL chip sounds better than software emulation; however, modern machines do not often include one. If present, it may still require extra work to set up and elevated security privileges to access.

## FILES
$HOME/.local/share/chocolate-doom/strife.cfg

The main configuration file for Chocolate Strife. See strife.cfg(5).

$HOME/.local/share/chocolate-doom/chocolate-strife.cfg

Extra configuration values that are specific to Chocolate Strife and not present in Vanilla Strife. See chocolate-strife.cfg(5).

## SEE ALSO
chocolate-doom(6), chocolate-server(6), chocolate-setup(6)

## HISTORY
The source code for Strife was lost, which means, unlike the code for all the other commercial games using the Doom engine, it cannot be released. The only access we have to the code is the binary executable file. Reverse engineering tools were employed to disassemble and decompile the executables, which were cross-referenced against the Linux Doom and DOS Heretic sources and painstakingly combed over multiple times, instruction by instruction, to ensure that the resulting Chocolate-Doom-based executable is as close as possible to the original.

## LEGALITY
Reverse engineering is a protected activity so long as the original code is not used directly in the product. Due to the vast amount of information lost through the process of compilation, and the need to refactor large portions of code in order to eliminate non-portable idioms or to adapt them properly to Chocolate Doom's framework, the resulting code behaves the same, but is not the same code.

In addition, James Monroe and John Carmack have both stated that they have no objections to the project. Because they are the original authors of the code, and neither Rogue nor their publisher, Velocity, Inc., exist any longer as legal entities, this is effectively legal permission.

## BUGS
Chocolate Strife is almost, but not entirely perfect, in recreating the behavior of Vanilla Strife. Help us by reporting any discrepancies you might notice between this executable and the vanilla DOS program.

However, do not report any glitch that you can replicate in the vanilla EXE as a bug. The point of Chocolate Strife, like Chocolate Doom before it, is to be as bug-compatible with the original game as possible. Also be aware that some glitches are impossible to compatibly recreate, and wherever this is the case, Chocolate Strife has erred on the side of not crashing the program, for example by initializing pointers to NULL rather than using them without setting a value first.

## AUTHORS
Chocolate Strife is part of the Chocolate Doom project. It was reverse engineered from the DOS versions of Strife by James Haley and Samuel Villarreal. Chocolate Doom was written and maintained by Simon Howard, and is based on the LinuxDoom source code released by Id Software.

## COPYRIGHT
Copyright © id Software Inc. Copyright © 2005-2013 Simon Howard, James Haley, Samuel Villarreal.

This is free software. You may redistribute copies of it under the terms of the GNU General Public License <http://www.gnu.org/licenses/gpl.html>. There is NO WARRANTY, to the extent permitted by law.


chocolate-strife-setup

title: chocolate-strife-setup(6)

summary: configuration tool for chocolate\-strife

text:
# chocolate-strife-setup(6)

## NAME
chocolate-strife-setup - configuration tool for chocolate-strife

## SYNOPSIS
chocolate-strife-setup [options]

## DESCRIPTION
Chocolate Strife is a modern Strife engine designed to behave as similarly to the original Strife game as is possible.

chocolate-strife-setup is a tool for configuring Chocolate Strife. It provides a menu-based interface for the display, joystick, keyboard, mouse, sound and compatibility settings.

chocolate-strife-setup can also be used to start and join network games.

## OPTIONS
-config file

Load configuration from the specified file, instead of strife.cfg.

-extraconfig file

Load extra configuration from the specified file, instead of chocolate-strife.cfg.

## SEE ALSO
chocolate-strife(6), default.cfg(5), chocolate-strife.cfg(5)

## AUTHOR
Chocolate Doom is written and maintained by Simon Howard.

This manual was written by Jonathan Dowland.

## COPYRIGHT
Copyright © id Software Inc. Copyright © 2005-8 Simon Howard.

This is free software. You may redistribute copies of it under the terms of the GNU General Public License <http://www.gnu.org/licenses/gpl.html>. There is NO WARRANTY, to the extent permitted by law.


chromium-bsu

package: chromium-bsu

title: chromium-bsu(6)

summary: slick scrolling space shooter

text:
# chromium-bsu(6)

## NAME
chromium-bsu - slick scrolling space shooter

## SYNOPSIS
chromium-bsu [-fwv] [-na] [-nb] [-nt] [-V] [--fullscreen] [--window] [--vidmode <mode>] [--noaudio] [--noblend] [--notexborder] [--version] [--debug]

## DESCRIPTION
chromium-bsu is a fast paced top down arcade style action shooter game. You progress through the game by destroying everything that you see on screen. There are a variety of 'power-ups' to assist you on the way. There is a big boss to destroy at the end of each level and there are various ships to destroy before you reach each boss.

## TIPS
Do not let ANY enemy ships get past your fighters!

Use your fighters as weapons!

Strategic suicide is a powerful tactic!

Self-destruct to preserve your ammunition!

## CONTROLS
The input devices supported depend on the compile options used to build.

You can control the ship with your mouse, keyboard (arrow keys) or joystick.

To fire your weapons, hold the left mouse button, joystick buttons or the space bar.

To pause the game, press pause or p on the keyboard.

To blow up your ship, press enter/return or 0 twice or double right click.

To switch to the next track in your music playlist, press n on the keyboard.

## OPTIONS
When run with arguments that are not understood, usage information is shown.

The game understands the following command line options

-f --fullscreen

runs in fullscreen mode.

-w --window

runs in a window.

-na --noaudio

does not initialize audio.

-v <mode>, --vidmode <mode>

selects video mode.

mode

0 = 512 x 384

1 = 640 x 480

2 = 800 x 600

3 = 1024 x 768

4 = 1280 x 1024

-nb --noblend

disables blending. (OpenGL)

-nt --notexborder

do not set tex border color. (OpenGL)

-V --version

show version information and exit.

--debug

enable the display of debug information.

## ENVIRONMENT
The following environment variables are used.

CHROMIUM_BSU_SCORE

specifies the location of the user high-score file.

CHROMIUM_BSU_DATA

specifies the location of user-customised game data with the same layout and filenames as the system one.

CHROMIUM_BSU_FONT

When using the GLC backend, this specifies the font name to be used in the menu and the game if available.

When using the FTGL backend, this specifies the path to the TTF font file used in the menu and the game.

## FILES
The following files are used.

~/.chromium-bsu

contains various user preferences.

~/.chromium-bsu-score

contains the user high-scores.

~/.chromium-bsu-music

contains a list of music to play during the game.

~/.chromium-bsu-data/

directory containing user-customized game data with the same layout and filenames as the system one.

The game will also look in a system directory for data.

## CONFIGURATION
The configuration file is a plain text file. Each line contains a key, a single-space separator and then a numeric value (integer or floating point). The following keys are recognised by the game.

use_playList

Enable/disable playlist support. This causes the game to open the ~/.chromium-bsu-music file and play the files listed there. Disabled by default. Only works when using OpenAL.

use_cdrom

Enable/disable CDROM support. This causes the game to attempt to play any audio CD that might be available. This is disabled by default because the constant spinning up of the CD can be annoying and because CDs are less popular than MP3/OGG these days. Only works when compiled with SDL 1.X support.

full_screen

Enable/disable full-screen mode. This causes the game to fill the screen instead of just using a window. Disabled by default. Only works when using SDL support.

true_color

Enable/disable 24-bit color. When disabled it uses 16-bit color. Disabled by default. Only works when using SDL support.

swap_stereo

Enable/disable swapping sound orientation. Disabled by default. Only works when using OpenAL.

auto_speed

Use an alternate speed adjustment algorithm in certain situations. Disabled by default. Only works when using SDL support.

show_fps

Print the frames per second at the top right when in a game. Defaults to enabled.

screenWidth

The number of pixels wide to set the screen or window size.

screenHigh

The number of pixels high to set the screen or window size.

screenSize

Selects the screen or window size. Defaults to 800x600.

This option is only exists for backwards compatibility purposes.

It is replaced by the screenWidth and screenHeight options.

0 = 512 x 384

1 = 640 x 480

2 = 800 x 600

3 = 1024 x 768

4 = 1280 x 1024

gfxLevel

Selects the desired amount of graphical effects. Defaults to full effects.

0 = minimal

1 = medium

2 = full

gameSkillBase

Selects the desired skill level. Defaults to normal.

0.2 = fish in a barrel

0.3 = wimp

0.4 = easy

0.5 = normal

0.6 = experienced

0.7 = fun

0.8 = insane

0.9 = impossible

movementSpeed

Speed that the ship moves around. The value shown in the menu is 1000 times the value in the configuration. Defaults to 0.03.

maxLevel

The maximum level that may be attempted. To attempt the next level you must first complete the maximum level. Defaults to 1.

volSound

Sets the volume of the sound effects. The value shown in the menu is 10 times the value in the configuration. Ranges from 0.0 to 1.0 and defaults to 0.9.

volMusic

Sets the volume of the sound effects. The value shown in the menu is 10 times the value in the configuration. Ranges from 0.0 to 1.0 and defaults to 0.5.

viewGamma

Sets the gamma used when loading the PNG images used for sprites. Defaults to 1.1.

audioType

Sets which audio backend to use. The desired backend must be compiled in for it to work, otherwise the other backend will be used. Defaults to OpenAL.

0 = OpenAL

1 = SDL Mixer

textType

Sets which text backend to use. The desired backend must be compiled in for it to work, otherwise the other backend will be used. Defaults to GLC.

0 = GLC

1 = FTGL

cdromCount

A cache of number of CDROM devices present, not used.

cdromDevice

The number of the CDROM device to use when use_cdrom is enabled. Zero-based. Defaults to first device (0). Only works when compiled with SDL 1.X support.

debug

Enable/disable debug information. This causes the game to print debug information to the terminal. This is disabled by default.

## SEE ALSO
"In game procedures and flight safety"

## AUTHOR
This manual page was written by Peter Joseph, Paul Wise and others.


citra

package: citra

title: citra(6)

summary: Nintendo 3DS Emulator/Debugger (SDL)

text:
# citra(6)

## NAME
Citra — Nintendo 3DS Emulator/Debugger (SDL)

## SYNOPSIS
citra

[options] [file]

## OPTIONS
-g port, --gdbport port

Starts the GDB stub on the specified port

-h, --help

Shows syntax help and exits

-v, --version

Describes the installed version and exits

## DESCRIPTION
Citra is an experimental open-source Nintendo 3DS emulator/debugger.

citra is the Simple DirectMedia Layer (SDL) implementation.

## FILES
$XDG_DATA_HOME/citra-emu

Emulator storage.

$XDG_CONFIG_HOME/citra-emu

Configuration files.

## AUTHORS
This document is made available to you under the CC-BY license.

Citra is made by a team of volunteers. These contributors are listed

at <https://github.com/citra-emu/citra/contributors>.

## SEE ALSO
citra-qt(6)

The Qt frontend of the application

Resources are available for this project:

<https://citra-emu.org>

The main homepage of the project.

<https://github.com/citra-emu/citra>

The main source code repository for the Citra emulator.


citra-qt

title: citra-qt(6)

summary: Nintendo 3DS Emulator/Debugger (Qt)

text:
# citra-qt(6)

## NAME
Citra-Qt — Nintendo 3DS Emulator/Debugger (Qt)

## SYNOPSIS
citra-qt

[file]

## DESCRIPTION
Citra is an experimental open-source Nintendo 3DS emulator/debugger.

citra-qt is the Qt implementation.

## FILES
$XDG_DATA_HOME/citra-emu

Emulator storage.

$XDG_CONFIG_HOME/citra-emu

Configuration files.

## AUTHORS
This document is made available to you under the CC-BY license.

Citra is made by a team of volunteers. These contributors are listed

at <https://github.com/citra-emu/citra/contributors>.

## SEE ALSO
citra(6)

The SDL frontend of the application

Resources are available for this project:

<https://citra-emu.org>

The main homepage of the project.

<https://github.com/citra-emu/citra>

The main source code repository for the Citra emulator.


clines

package: clines

title: clines(6)

summary: Console Lines Game

text:
# clines(6)

## NAME
clines - Console Lines Game

## SYNOPSIS
clines [-hlv] [-wN] [-tN] [-cN] [-iN] [-CS] [-fS] [-FS] [-mb | -mc] [-nN] [-NN] [-oC]

## DESCRIPTION
CLines is a console puzzle game.

### Game Rules
The game runs on a rectangular board, with evenly distributed cells. By default, the board consists of 9 by 9 cells. Every cell can be either empty or occupied by a chip. At the start of the game, a fixed number of chips (3 by default) is randomly thrown on the board. The turn is then given to the player. Every turn, player has to select a chip and move it onto a free cell on the board, and there has to be an unobscured path between the selected chip and the selected empty cell, having the chip only moving vertically or horizontally. After the player's turn, the whole board is scanned to determine if any chips of the same color form a long enough straight line (by default 5 chips), then all such chips are removed from the board. When the chips are considered for removal, a single chip may be a part of one or more straight lines. If at least one chip was removed, the control is immediately returned to the player. Otherwise the computer then makes it's turn, throwing more chips on the board (again, 3 by default). Then the board is again checked for any lines of chips to remove, before returning the turn to the player. The objective of the game is to prevent the board from filling up completely for as long as possible. The game ends when computer doesn't have enough room to place all chips for it's move.

### Scoring
Anytime chips are removed from the board, the players receives points. There is a minimum limit of chips required to be in a line to be removed at all (5 by default). The points are awarded, whether the chips are removed after the player's or computer's move. For every expelled chip, up to the minimum amount, one point is awarded. If more than minimum amount of chips were removed, then player gets additional points, as many as there are chips removed, multiplied by the amount of the extra chips removed. If the player is successful in removing any chips for two or more turns consecutively, additional points also awarded, in the amount of such moves minus one, squared. So, the total amount of awarded points is:

b * b + n * (n - min)

Where

•

min is the minimum elements in a line

•

n is the amount of chips being removed this turn

•

b is the award for consecutive scoring (0 for first turn, 1 for second, etc.).

In other words, it's better to remove chips in consecutive turns, without letting computer to take it's turn, and it's really sweet to remove large clusters of chips. The most usual example of a larger cluster is to either have a very long straight line, or to have one or more lines join at a single cell, where the chip is placed last, like building a letter V, filling in the bottom tip in the very end.

If so compiled and configured, the game will save it's high score for every user who plays the game. The top high score is displayed below the game board. Players score are always displayed in the left top corner, if any. When the game ends, the players latest score is saved as a personal record, if beaten. If the game's confiugration is changed from the defaults (one of wtcinN options specified with a non-default value), the high score function is disabled. The record score is saved when the game stops because player looses the game, or player decides quits the game (including stopping the game with SIGQUIT or SIGINT signals).

### Game Control
The game is controlled with the keyboard or mouse, if your curses library has mouse support (or running on some UNIX(tm) console with running gpm). If you see the mouse cursor, that may not mean that the game can be controlled with the mouse. To determine if it can be, move your mouse pointer over the middle of any empty cell on the board, and click left mouse button. If the text cursor dissapears, you can control the game with the mouse. With the mouse, the interface is simple, point and click on the chip you would like to move, then click on another chip to change you mind, on the same chip to clear the selection, or to an empty cell to move the chip. If the selected empty cell has no unobscured path from the cell with the selected chip is, the game will beep (depending on your curses library, terminal, and audio device support), and the chip will remain selected. Selected chip is "jumping" in it's cell. With keyboard, by default, the keyboard arrow buttons should move the cursor around. Space bar either selects a chip, clears the current selection, or moves currently selected chip to an unoccupied cell. Attempt to select a chip when another chip is already selected simply changes the currently selected chip. The cursor arrows are duplicated with h to move left, l to move right, k to move up, and j to move down. The key q stops the program.

## OPTIONS
Various options can be passed to the game program to modify the conditions of the game, or it's presentation.

### -h
A short help message is displayed, and program terminates.

### -l
Currently record high scores are displayed, and program terminates.

### -v
Version information is displayed, and program terminates.

### -w <number>
Specify board width (default is is 9).

Since both -t and -w options change the size of the board, it can be displayed differently on your terminal. It's possible your terminal would have not enough width or height to display the board, in which case an error message will be displayed. If the terminal is resized during the gameplay, the board will be redisplayed, unless it doesn't fit into the new terminal size. In this case a corresponding message will be displayed, and game will not resume until the terminal is resized properly. If only one character can be used to display a cell, game work in the "mini mode", which changes how the chips behave when they are selected.

### -t <number>
Specify board height (default is 9).

### -c <number>
Specify how many colors to use (default is 5).

Note that most commonly used terminals have limit on how many colors they can define and display distinctly. Specifying too large value here may lead to an error message if the colors can not be allocated, or may result in chips of different colors to look the same to the user. If the game runs in black and way mode, and the specifed value is over the default, then the -F option must also be specified to provide a custom font.

### -i <number>
Specify the minimum number of chips that can be removed if aligned in a straight line (default is 5). Now, setting this value to anything that is larger than width or height of the board will effectively make it impossible to score any points.

### -C <string>
Specify the characters to be used to perform the game actions in the order of LEFT, DOWN, UP, RIGHT, ACTION. The default is "hjkl ". The behavior of the character q can be overwritten by this option, in which case use Ctrl-C or Ctrl-\ to quit the game.

### -f <string>
Specify color "font". The specified string should be three characters long. First character is used to draw cursor, second character is used to draw the chips, and the third is used to draw selected chips in the mini mode. The default is "IOo". This option is ignored in black and white mode.

### -F <string>
Specify black and white "font". The first character in the specified string is used to draw the cursor. The rest of the string specify characters to use for each different "color" of the chip. One character for regular display, another for displaying jumping chip in the mini mode. The default is "*OoVvAa.'Zz". This option is ignored in the color mode. There should be enough character for the specified number of various chips. This option has to be specified if -c option was specified and has a value larger than the default.

### -n <string>
Specify how many chips appear after every computer turn, except for the initial turn. Default is 3.

### -N <number>
Specify how many chips to appear before player's first move. Default is 3. This has to be at least 1.

### -o <colors>
Specify comma separated color numbers to use for chips and cursor, in color mode only. By default it's 7,1,2,3,4,5. The first color is always for the cursor. The rest are for chips. If the amount of various chips is changed through -c option, then, by default, the colors are assigned to the chips in the same manner: white (7) assigned for the cursor, and then consecutive colors, starting from 1 and up are assigned to the chips, skipping over white color.

### -m {c|b}
Force color or black and white mode. The color mode can not be forced if corresponding curses functions indicate the terminal is color blind.


corsix-th

package: corsixth

title: corsix-th(6)

text:
# corsix-th(6)

## NAME
corsix-th — An open source implementation of Theme Hospital

## SYNOPSIS
corsix-th

[--bitmap-dir=path] [--config-file=path] [--connect-lua-dbgp] [--continue=number] [--dump=strings] [--interpreter=path] [--load=savegame] [--lua-dir=path]

## DESCRIPTION
CorsixTH is a reimplementation of the 1997 Bullfrog business simulation game Theme Hospital. As well as faithfully recreating the original, CorsixTH adds support for modern operating systems, high resolution displays, and much more. A purchased copy of Theme Hospital, or the Theme Hospital demo is required to use CorsixTH.

For more information visit https://corsixth.com.

## OPTIONS
--bitmap-dir=directory

Use directory for loading in game bitmaps.

--config-file=path

Use the specified config file instead of the default one.

--connect-lua-dbgp

Connect to a Lua DBGp server.

--continue=number

If a number is given load that month's autosave. Otherwise load the youngest autosave

--dump=strings

Dumps all of the game strings to the config directory.

--interpreter=path

Run the lua bootstrap file at path . This is the option you would use to point corsix-th to the CorsixTH.lua in a local git checkout.

--load=savegame

Load the specified savegame file from the Saves folder. savegame must include the .sav extension.

--lua-dir=directory

Use directory for loading the game engine lua scripts.

## FILES
$XDG_CONFIG_HOME/CorsixTH/config.txt

Configuration file.

$XDG_CONFIG_HOME/CorsixTH/gamelog.txt

Log of the last run. Necessary for bug reporting.

$XDG_CONFIG_HOME/CorsixTH/Levels/

Custom levels. The map editor saves maps in this directory.

$XDG_CONFIG_HOME/CorsixTH/Saves/

Savegame directory.

$XDG_CONFIG_HOME/CorsixTH/Screenshots/

Screenshot directory.

## COPYRIGHT
Copyright CorsixTH contributors. CorsixTH is available under the MIT license.

For the full license text see: https://raw.githubusercontent.com/CorsixTH/CorsixTH/v0.69.1/LICENSE.txt


crack-attack

package: crack-attack

title: crack-attack(6)

summary: multiplayer OpenGL puzzle game like Tetris Attack

text:
# crack-attack(6)

## NAME
crack-attack - multiplayer OpenGL puzzle game like "Tetris Attack"

## SYNOPSIS
crack-attack { { [--server PORT] | [--wait] } { [SERVER] | [PORT] } { [--solo] [ [--easy] | [--medium] | [--hard] ] } } [--name NAME] [-X]

## DESCRIPTION
Crack Attack is roughly based on the Super Nintendo game "Tetris Attack". Slowly, your stack of colored blocks grows from the bottom, and you've got to make sure it never reaches the top. If it does, you lose. To eliminate blocks from the stack, line up at least three of one color, horizontally or vertically. Once you do, those blocks disappear, and put off slightly your inevitable demise.

Crack Attack essentially requires hardware acceleration. For XFree users, this means you want DRI.

## OPTIONS
solo

Creates a solo game versus yourself. The goal is to gain as many points as possible. If an AI level is specified, then the game is played versus a computer and the goal is to defeat the computer player in as little time as possible.

## COPYRIGHT
Copyright 2000 Daniel Nelson

Copyright 2005 Andrew Sayman

An attempt at a complete list of copyright holders is included with the source distribution of this software in the file COPYRIGHT

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

This program is distributed in the hope that it will be useful, 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.

The GNU General Public License can be found online at http://www.gnu.org/copyleft/gpl.html. Additionally, a copy can be obtained by writing to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.

## DISCLAIMER
It is important to realize that the name of Crack Attack! X-treme play mode is meant to be humorous, and thus should not itself be the subject of derision. Thank you.

## AUTHOR
Direct any comments or questions to Andrew Sayman via the Crack Attack! home page: https://savannah.nongnu.org/projects/crack-attack

This manual page was written by Colin Walters <walters@debian.org> for the Debian GNU/Linux system (but may be used by others). Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.1 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts and no Back-Cover Texts.

A copy of Version 1.2 of the Free Documentation License is included in the file debian/copyright in the crack-attack source package. This file is also available in the Debian package as /usr/share/doc/crack-attack/copyright.


package: crimson-fields

title: bi2cf(6)

text:
# bi2cf(6)

NAME

bi2cf - a map conversion tool for Crimson Fields

SYNOPSIS

bi2cf mapname [-p 1|2] [-f b|1|2|h] [-l] [-t mapname] [-i mapinfo] [-o outfile] [-d mapdir] [-O destdir] [-q]

bi2cf {-h | -v}

DESCRIPTION

bi2cf is a map conversion tool for Crimson Fields. It takes the data files of maps from Battle Isle, Battle Isle Data Disk 1 or 2, or History Line 1914-1918 and converts them into map sources usable with the cfed(6) map compiler for Crimson Fields. bi2cf can handle both uncompressed maps and levels crunched with TPWM.

For some units and tiles there are no corresponding counterparts in Crimson Fields. These cases are mapped to similar ones if available. As a result some maps will not be as balanced as the originals, others may be unwinnable, and still others may even fail to compile. If this happens the map in question needs to be adjusted manually.

OPTIONS

-d mapdir

Set the location of the Battle Isle map files.

-f b|1|2|h

Force map type to Battle Isle / BI Data Disk 1 / BI Data Disk 2 / History Line, respectively. Use this option when map format autodetection does not work correctly. Maps from BI Data Disk 1 will always be detected as standard Battle Isle maps, so you have to use -f 1 in that case.

-h

Print a usage message on standard output and exit.

-i mapinfo

Set map info message.

-l

Skip last row and column of the map. This is necessary for maps from the PC version of Battle Isle.

-o outfile

Write map to file outfile. Default file name is mapname.src.

-O destdir

Set target directory for the converted map. This setting is ignored if a map name was given using the -t option.

-p 1|2

Set default number of players for this map.

-q

Run quietly. Don´t print processing information on standard output.

-t mapname

Set title and file name for the converted map. Default is maptype-mapname.

-v

Print version information on standard output and exit.

SEE ALSO

cfed(6), crimson(6)

COPYRIGHT

Copyright © 2002 Florian Dietrich

This software is distributed under the terms of the GNU General Public License[1] (GPL).

AUTHOR

Florian Dietrich <n8flo@yahoo.de>

Author.

NOTES

1.

GNU General Public License

http://www.gnu.org/copyleft/gpl.html


cfed

title: cfed(6)

summary: a level compiler for Crimson Fields

text:
# cfed(6)

NAME

cfed - a level compiler for Crimson Fields

SYNOPSIS

cfed mapsource --tiles tileset --units unitset [-o outfile]

cfed {--help | --version}

DESCRIPTION

cfed is the Crimson Fields level compiler.

It creates a *.lev file out of a source file *.src. You can use any standard text editor to create the level source files (for the syntax of those files, see the section called “FILE FORMAT” below). cfed reads the input file and creates the level file. If the name of the ouput file is not given on the command line, it is created in the same location as the source file with the .src suffix substituted by .lev.

OPTIONS

--help

Print a usage message on standard output and exit.

--tiles tileset

Use the tile definitions from tileset when compiling the map.

--units unitset

Use the unit definitions from unitset when compiling the map.

--version

Print version information on standard output and exit.

-o

Set the name and path of the converted level file.

FILE FORMAT

A level source file consists of sections. A section is started by the section name in square brackets, i.e. the line

[unit]

starts a unit section. Lines in a section are usually composed like this:

qualifier = value

The only exceptions to this are the map and messages sections. Lines starting with # are considered comments. The following sections exist:

mission

This section defines some global mission parameters like map size or the graphics set to use. The mission section is mandatory and must appear before the map section in the file. Valid qualifiers are

name

index of a message containing the mission title. This name will be used when presenting the list of available maps to the player. (maximum length 30 characters, mandatory)

mapwidth

[10-200] (mandatory)

mapheight

[10-200] (mandatory)

nextmap

the name of another map (without path and file ending). After the current map has been completed, this new map will be loaded automatically. This tag is only valid for campaign maps.

info

index of the information message that is to be shown when a player requests level information. This message can contain the level name, author, revision, etc.

campaign

indicates whether the map is part of a campaign [0|1]. Default is 0 (not part of a campaign). See also campaignname and campaigninfo.

campaignname

index of the campaign name. It should be set only when the map actually is the first of a campaign. See also campaign and campaigninfo. (mandatory and valid only for the introductory map of a campaign)

campaigninfo

index of the information message for the campaign. This info is displayed when starting a new campaign and should contain a short outline of the background story. It is useful only when the map actually is the first of a campaign. See also campaign and campaignname.

skirmish

indicates whether the map can be played in skirmish mode [0|1]. Default is 1 (true).

players

selects whether the map is intended for play against another human being (2) or against the computer (1). This is for informational purposes only and defaults to 2.

music

name of a soundtrack (either MIDI or Ogg Vorbis) excluding the file type suffix to be played during this map. If the setting is missing, the default track for Crimson Fields will be played.

tileset

tileset file to be used. A tileset contains the map graphics and terrain definitions. The filename must be given without the .tiles suffix. If omitted, the tile set defaults to ´default´.

unitset

unit set file to be used. A unit set contains the unit graphics and definitions. The filename must be given without the .units suffix. If omitted, the unit set defaults to ´default´.

map

The map section defines the actual map layout. It is a rectangle of the size specified in the mission section, consisting of various symbols which describe a certain map tile type. The map section is mandatory and may not contain comments. The following symbols exist.

.

plains

*

forest

%

mountains

=

shallow water

~

water

-

deep water

\#

swamp

"

cliff

0

headquarters, neutral entrance, east

1

headquarters, yellow entrance, east

2

headquarters, blue entrance, east

3

depot, neutral entrance, north

4

depot, yellow entrance, north

5

depot, blue entrance, north

6

factory, neutral entrance, north

7

factory, yellow entrance, north

8

factory, blue entrance, north

9

factory, neutral entrance, east

J

factory, yellow entrance, east

L

factory, blue entrance, east

A

city, yellow

B

city, blue

C

city, neutral

D

headquarters, yellow entrance, west

E

headquarters, blue entrance, west

F

headquarters, neutral entrance, west

G

headquarters, yellow entrance, north

H

headquarters, blue entrance, north

I

headquarters, neutral entrance, north

>

headquarters, east

<

headquarters, west

^

headquarters, north

v

headquarters, south

\

road, se-nw

|

road, s-n

/

road, sw-ne

y

road, sw-n-ne

Y

road, se-n-nw

X

road, s-se-nw-n

x

road, s-sw-n-ne

o

road, sw-nw-ne-se

k

road, sw-s-ne

K

road, s-se-nw

(

road, n-se

)

road, n-sw

]

road, nw-s

[

road, ne-s

n

road, sw-se

u

road, nw-ne

T

road, n-s-se

U

road, n-s-sw

V

road, n-s-ne

W

road, n-s-nw

!

bridge, n-s

`

bridge, sw-ne

´

bridge, se-nw

a

fence, se-nw end

b

fence, nw-se end

c

fence, ne-sw end

d

fence, sw-ne end

e

fence, n-s

f

fence, sw-ne

g

fence, nw-se

h

fence, nw-s

i

fence, ne-s

j

fence, sw-n

l

fence, se-n

m

fence, nw-ne

p

fence, sw-se

There is also an alternative format. If the section is called map-raw instead, the map is defined by giving the hexagon identifiers directly, using the comma as a tile separator. This approach requires intimate knowledge of the tileset used and may break the map if the tileset changes. The format has been created because there are now more tiles than can be represented with single ASCII characters.

player

This can be used to set some player definitions. There may be a maximum of two player sections in a file. The first section encountered corresponds to the first player, the next to the second. Valid qualifiers are

name

index of a message containing the player name (mandatory, maximum length 20 characters)

briefing

index of the player´s briefing message. The briefing can be reviewed during the game by choosing the Briefing item from the Game Menu. It is also recommended to create a message event to tell the players about their objectives on the first turn (see event and messages sections below). If omitted defaults to -1, meaning that no briefing is available.

fcolor

foreground color to use for this player in the format r,g,b, e.g. 255,0,0 for red. The default player colors match the default unit set, but different sets may use different color schemes (also see bcolor).

bcolor

background color to use for this player in the format r,g,b, e.g. 0,0,255 for blue. The default player colors match the default unit set, but different sets may use different color schemes (also see fcolor).

unit

Each of these sections creates a unit on the map. Loaded transporter units must be specified before any units they carry. Valid qualifiers for units are

pos

location of the unit on the map. If there is a building at the given location, the unit will be put in. It is also possible to let units begin inside a transport. In that case you have to make sure, however, that in the level file the transport is declared before the carried unit [x/y]. (mandatory)

id

unique unit identifier [0-10000]. (mandatory)

type

unit type definition to use for this unit. Known definitions for the default unit set are Infantry, Medium Tanks, Heavy Tanks, Anti-Aircraft Tanks, Anti-Aircraft Guns, Artillery, Mines, Patrol Boats, Fighter Squadron, Personnel Carriers, Troopships, Transport Planes, Scouts, Interceptors, Bunkers, Torpedo Boats, Bomber Wing, Hovercraft, Gunships, Troop Train, Rail Guns, Armoured Train, Submarines, and Aircraft Carriers. (mandatory)

player

unit controller [1|2]. (mandatory)

size

number of vehicles for this unit [1-6]. Defaults to 6 (undamaged).

xp

experience level this unit starts at [0-6]. Defaults to 0 (Rookie, no experience).

face

direction the unit is heading [0-5]. Directions are numbered clockwise from North (0) to Northwest (5). Defaults are North (0) for units controlled by player 1, and South (3) for the second player.

crystals

amount of crystals the unit carries. This may only be given for transports and defaults to 0.

building

A building section is required to actually create a building (sometimes also called a shop) on the map that units can enter. This is not automatically done by placing the symbol for a building entrance in the map section.

pos

location of the building entrance on the map [x/y]. (mandatory)

id

unique building identifier [0-10000]. (mandatory)

player

building controller [1|2|0]. Units starting in unaligned buildings are automatically tagged unaligned as well. (mandatory)

type

type of building. Units can be repaired in buildings of type Workshop. New units can be produced in buildings of type Factory. A building may have multiple types. Defaults to Depot, meaning no special attributes. In addition to these attributes, a shop which produces crystals is (automatically) called a Mine.

name

index of a message containing the shop name (mandatory, maximum length 30 characters)

mining

amount of crystals produced each turn [0-1000]. Defaults to 0. If given, implies type Mine.

capacity

maximum amount of crystals [0-10000]. Defaults to 1000.

crystals

amount of crystals in stock [0-capacity]. Defaults to 0.

factory

name of a unit type definition that can be built here. If given, implies type = factory. Multiple factory lines may be given for a shop.

minweight

weight of the smallest unit allowed to enter the building [0-99]. Defaults to 0.

maxweight

weight of the heaviest unit allowed to enter the building [0-99]. Defaults to 99.

event

Events provide a way to interact with players during a game. They can cause actions like points being awarded or messages being displayed under certain conditions. The event type defines what happens, the event trigger controls when (or if) the event is executed.

Event Types

configure

dynamically change the setting for various internal strings during the course of a game, e.g. the players´ mission briefings.

createunit

create a unit somewhere on the map.

destroyunit

destroy a unit and remove it from the map.

manipulateevent

modify event internals. Currently this can be used to dynamically enable or disable an event.

message

display a message.

mining

set the amount of crystals for a building.

research

make a new unit type available for production in a factory, or remove it from the list of available units.

score

award points to a player.

sethex

change a tile on the map.

settimer

dynamically adjust the timer trigger of another event.

Event Triggers

handicap

the event is executed if the set handicap matches the current game settings. Usually such an event is triggered immediately on the first turn or not at all. You can, however, combine multiple events (e.g. a handicap and a timer trigger) to change the default behaviour.

havebuilding

the event is executed when the player controls a certain building at a specified time.

havecrystals

the event is executed when the player owns a certain amount of crystals.

haveunit

the event is executed when the player controls a certain unit at a specified time.

timer

the event is unconditionally executed at the specified time.

unitdestroyed

the event is executed when a specified unit is destroyed or captured by the enemy.

unitposition

the event is executed when a specified unit ends its move on a certain target hex.

The following list contains generic qualifiers which are valid for all event types.

Qualifiers

id

unique event identifier [0-200]. (mandatory)

type

event type (mandatory, see below).

trigger

event trigger (mandatory). This describes the circumstances under which the event is executed (see below).

message

index of a message to be displayed when the event occurs.

title

title of the message window. Only useful when a message is shown.

depend

identifier of another event. This makes the current event depend on the given event. Prior to event execution, the trigger conditions for both events are checked, and the event is activated only if both checks are successful. Mutual, circular, and transitive dependencies are supported.

discard

identifier of another event. When the current event is executed, the given event is discarded from the event stack and removed from the mission.

flags

event flags. Currently, the only available flag is 1 (disable). A disabled event will never execute, regardless of the trigger conditions.

In addition there are special qualifiers which can only be used with certain event types or triggers. All of these are mandatory if nothing else is stated.

action (manipulateevent, mining, research)

For manipulateevent this defines how to handle the specified flags. A value of 0 will set, 1 will clear, and 2 will toggle the flags. For mining 0 will set the crystal storage to an absolute amount, 1 will modify the current amount by the given number, 2 will set the mining rate, i.e. the amount mined each turn, and 3 will change the current mining rate by the given value. Minimum mining rate is 0, maximum is 200.

For research 0 allows and 1 disallows producing the specified unit type. Default is 0.

building (mining, research)

Identifier of the building referenced in the event.

crystals (mining)

Amount of crystals. The action flag controls how this number is actually interpreted.

eflags (manipulateevent)

Event flags to be modified. Currently the only legal value for this is 1, the disable flag, which can be used to deactivate an event. Disabled events won´t be triggered even if their trigger conditions are met.

event (manipulateevent, settimer)

Identifier of the event to be modified.

face (createunit)

Direction the created unit faces [0-5]. Directions are numbered clockwise from North (0) to Northwest (5). Optional, defaults to 0.

offset (settimer)

Offset to use when adjusting the timer. 0 means absolute, i.e. set the trigger ttime to the value of time. 1 means execution time, i.e. set it to the value of time plus the current time index when executing the event. 2 means current trigger configuration, i.e. add the time to the trigger ttime. Note that if the target event is disabled, settimer will automatically enable it.

othermsg (score)

For score events, one often wants to show a message not only to the player who benefits from the event but also to his opponent. Instead of creating a separate message event with inverted trigger conditions you can use this qualifier and othertitle to do just that (optional).

othertitle (score)

Index of the message title for the other player (optional, see othermsg)

owner (destroyunit)

Only destroy the unit if it is controlled by this player [1,2,-1]. Optional, default is any player (-1).

pos (createunit)

hex to create the unit on. The unit will only be created if the target hex is empty at creation time or there is a shop or a valid transporter which is controlled by the player for whom the event is set up [x/y].

pos (destroyunit)

hex to destroy the unit on [x/y]. The pos parameter can only be used if unit is -1.

pos (message)

hex to focus the display on when showing the message [x/y] (optional). If this parameter is absent the game will try to guess a suitable hex from the trigger data, e.g. a havebuilding trigger will cause it to use the shop location.

pos (sethex)

hex to change. If the hex is occupied by a unit at the time the event is executed it may end up on terrain it would not normally be able to enter [x/y].

setting (configure)

Name of the setting you wish to change. Valid names are briefing1 for the briefing for the first player, briefing2 for the objectives for the second player, and nextmap for the next mission in a campaign.

size (createunit)

Unit group size [1-6]. Optional, defaults to 6.

success (score)

Amount of success points the player receives when the event occurs. Any player with a success score of 100 or more wins the game.

unit (createunit, research)

Name of a unit type specification to build or make available, respectively.

unit (destroyunit)

Identifier of the unit to be destroyed. Set to -1 and configure the pos parameter to destroy a unit in a specified location instead.

tbuilding (havebuilding, havecrystals)

Identifier of the building to be controlled. For havecrystals this parameter may be set to -1 to check all shops a player controls, or to -2 to check all shops and all transporters anywhere on the map.

tcrystals (havecrystals)

Amount of crystals needed to trigger the event [-5000-5000]. If the amount given is greater than 0 the player needs at least that many crystals. If it is negative, the event occurs when the player´s resources drop below the absolute number.

thandicap (handicap)

Handicap setting to trigger the event [1 (none)|2 (player 1 handicapped)|4 (player 2 handicapped)]. You can add up the numbers to trigger on more than one setting.

tile (sethex)

Identifier of the terrain the target hex will be changed to.

time (settimer)

Time index. The offset flag controls in what way this number is used to adjust the targetted trigger.

towner (havebuilding, havecrystals, haveunit, unitdestroyed, unitposition)

The event will only occur if the owner of the building or unit is the same as the player specified here [1|2]. For the unitdestroyed trigger it is only required if tunit is -1. In this case you can select the player whose units have to be destroyed to activate the event. This setting may be omitted and defaults to the player not owning the event, while for havecrystals and unitposition the default is the player owning the event. You must supply this key for the other two trigger types.

ttime (havebuilding, haveunit, timer)

Time at which the event conditions should be checked. For timer the event will always be executed at this time. Time calculation starts with 0 at the start of a mission and increases by 1 each time the players change. The movement phase of player 2 on turn 10 is at time index 19 ((turn - 1) * 2 + (player - 1)), for example. (mandatory only for timer. If omitted for the other triggers, the condition will be checked each turn.)

tunit (haveunit, unitdestroyed, unitposition)

Identifier of the unit to be targeted. For unitdestroyed and unitposition this may take a value of -1 which will activate the event when all enemy units have been destroyed or any unit controlled by this player has reached the destination hex, respectively. For these two triggers you can also use a unit type, e.g. Infantry to target an entire unit class.

tpos (unitposition)

Coordinates of the target hex [x/y]

value (configure)

Index of the message to use as the new briefing when changing a briefing, file name of the next mission (excluding the suffix) when setting the next map.

xp (createunit)

Initial experience level [0-6]. Optional, defaults to 0.

messages

The messages section contains all text messages that may possibly be displayed in the course of a mission. The format of this section differs from that of the other sections. Here is an excerpt from an imaginary level file.

```
[messages(en)]
This is a message.
% this line separates messages
This is the second message.
% separator lines can be used for comments
This is the third message,
containing a line break.
[/messages] this marks the end of the messages section

```

The two characters in brackets identify the language messages in this section are written in. There is one messages section for each language the mission supports. The (en) in the section title shows that this section contains English messages. All messages must be encoded in UTF-8.

EXAMPLE

```
### This is a simple example mission file
[mission]
# mission title is "The Great Example"
name = 5
mapwidth = 11
mapheight = 10
# the first message in the [messages] section
# will be used as level information
info = 0
# we use the default tileset and unit set so we could
# omit the next two lines
tileset = default
unitset = default
[map]
***...***..
**...****.=
*<^1n]*..==
**v..(..==~
***...].=~~
#=#.==!====
======(]...
%*.=...E^>.
%%..%...v..
%%%%.%...**
### first player - The Good
[player]
name = 6
# second message is briefing for this player
briefing = 1
### second player - The Bad
[player]
name = 7
# third message is briefing for this player
briefing = 2
### units for player 1
[unit]
# this unit will start in the building
pos = 3/2
player = 1
id = 0
type = Infantry
[unit]
pos = 5/4
player = 1
id = 1
type = Medium Tanks
[unit]
pos = 6/3
player = 1
id = 2
type = Medium Tanks
[unit]
pos = 3/2
player = 1
id = 3
type = Scouts
### units for player 2
[unit]
pos = 7/7
player = 2
id = 10
type = Anti-Aircraft Tanks
[unit]
pos = 6/6
player = 2
id = 11
type = Personnel Carriers
[unit]
pos = 7/6
player = 2
id = 12
type = Infantry
[unit]
pos = 7/7
player = 2
id = 13
type = Heavy Tanks
### buildings
# HQ of the Good
[building]
name = 8
pos = 3/2
id = 0
player = 1
# can repair units here
type = workshop
crystals = 25
# HQ of the Bad
[building]
name = 9
pos = 7/7
id = 1
player = 2
# can repair and build units
type = workshop
type = factory
# the following units can be built
factory = personnel carriers
factory = anti-aircraft guns
factory = bomber wing
crystals = 25
### events
# player 1 wins if he conquers
# the enemy building at any time...
[event]
type = score
id = 0
player = 1
trigger = havebuilding
tbuilding = 1
towner = 1
# the next line could be left out
ttime = -1
success = 100
message = 3
title = 4
# ...or destroys all enemy units
[event]
type = score
id = 1
player = 1
trigger = unitdestroyed
tunit = -1
success = 100
# player 2 wins if he conquers
# the enemy building at any time...
[event]
type = score
id = 2
player = 2
trigger = havebuilding
tbuilding = 0
towner = 2
success = 100
message = 3
title = 4
# ...or destroys all enemy units as well
[event]
type = score
id = 3
player = 2
trigger = unitdestroyed
tunit = -1
success = 100
# display briefings on first turn
#
[event]
type = message
id = 4
player = 1
trigger = timer
ttime = 0
title = 5
message = 1
# Even though time index 0 is during player 1´s phase
# we want to trigger the message for player 2 as well.
# This way it gets queued for display during the turn
# replay. Otherwise player 2 would only see the briefing
# after his replay.
[event]
type = message
id = 5
player = 2
trigger = timer
ttime = 0
title = 5
message = 2
# we want to support difficulty levels (handicaps)
#
# if player 1 is handicapped we allocate some more
# crystals to players 2´s factory
[event]
type = mining
id = 6
player = 2
trigger = handicap
# 1 is no handicap, 2 is player 1, 4 is player 2
thandicap = 2
building = 1
action = 1
crystals = 35
# if player 2 is handicapped player 1 gets another tank
[event]
type = createunit
id = 7
player = 1
trigger = handicap
thandicap = 4
unit = Medium Tanks
pos = 3/2
### english messages
[messages(en)]
The Great Example
Revision 6 (16-08-2004)
by Jens Granseuer <jensgr@gmx.net>
%
This is a nice introductory message, so that player 1 knows what he is expected to do. Word wraps are done automatically, so don´t include line breaks if you don´t want them. So, Player 1, let´s take them apart:
Either conquer the enemy headquarters or destroy all their troops.
%
This should present the situation to player 2.
You are being attacked. Defend yourself. The attack is considered repelled if you gain control of the enemy headquarters or the entire attacking army is no more.
%
This is the success message for conquering the enemy headquarters.
Congratulations!
%
Hip! Hip! Hurrah!
%
The Great Example
%
The Good
%
The Bad
%
HQ of the Good
%
HQ of the Bad
[/messages]
```

NOTES

The file format of level files (source and data) is subject to change without notice. If you get an error "File not of the required type", it mostly should be sufficient to feed the appropriate source file to cfed again to create a valid level file. However, no promises are being made. You have been warned!

cfed will eventually be phased out in favour of CoMET, the graphical map editor for crimson.

SEE ALSO

crimson(6), bi2cf(6)

COPYRIGHT

Copyright © 2000-2007 Jens Granseuer

This software is distributed under the terms of the GNU General Public License[1] (GPL).

AUTHOR

Jens Granseuer <jensgr@gmx.net>

Author.

NOTES

1.

GNU General Public License

http://www.gnu.org/copyleft/gpl.html


comet

title: comet(6)

summary: a mission editor for Crimson Fields

text:
# comet(6)

NAME

comet - a mission editor for Crimson Fields

SYNOPSIS

comet [--level level] [--width width] [--height width] [--fullscreen 1|0] [--sound 1|0]

comet {--help | --version}

DESCRIPTION

comet (the Crimson Fields Map Editing Tool) is a mission editor for Crimson Fields.

OPTIONS

--level level

Start the editor with the level loaded.

--width w

Set screen width to w. Minimum screen width is 320. Default is 800.

--height h

Set screen height to h. Minimum screen height is 240. Default is 600.

--fullscreen 1|0

Turn fullscreen mode on/off. The default is to start in windowed mode.

--sound 1|0

Turn sound on/off. The default is on.

--help

Print a usage message on standard output and exit.

--version

Print version information on standard output and exit.

SEE ALSO

cfed(6), crimson(6)

COPYRIGHT

Copyright © 2002-2007 Jens Granseuer

This software is distributed under the terms of the GNU General Public License[1] (GPL).

AUTHOR

Jens Granseuer <jensgr@gmx.net>

Author.

NOTES

1.

GNU General Public License

http://www.gnu.org/copyleft/gpl.html