freeciv-modpack

title: freeciv-modpack(6)

text:
# freeciv-modpack(6)

## NAME
freeciv-mp-gtk2, freeciv-mp-gtk3, freeciv-mp-qt, freeciv-mp-cli - Custom content installers for the Freeciv game

## SYNOPSIS
freeciv-modpack [ -d|--debug level_number ] [ -h|--help ] [ -i|--install URL ] [ -L|--List URL ] [ -p|--prefix directory ] [ -v|--version ]

## DESCRIPTION
Freeciv is a free turn-based multiplayer strategy game, in which each player becomes the leader of a civilization, fighting to obtain the ultimate goal: To become the greatest civilization.

Players of Civilization II® by Microprose® should feel at home, since one aim of Freeciv is to have compatible rules.

Freeciv is maintained by an international team of coders and enthusiasts, and is easily one of the most fun and addictive network games out there!

This is the custom content installer program - see also freeciv-server(6) freeciv-client(6) .

This program allows users to select and download add-on content ("modpacks") for Freeciv from the Internet, either from a list maintained by the Freeciv team, or by using a URL obtained by other means. It takes care of installing the files in the correct place under the user's home directory for this version of Freeciv; it does not install anything for system-wide use.

This manual page only lists the command line arguments. For details regarding the options when using freeciv-modpack see the documentation at the Freeciv website as well as the documentation which is part of the Freeciv distribution.

## OPTIONS
All options have a short form (single hyphen and single letter) and a long form (double hyphen and a complete word); their effects are identical.

-d level_number, --debug level_number

Sets the amount of debugging information to be logged. Acceptable values for the level_number are: 0 for fatal messages only.

1 for fatal and error messages.

2 for fatal, error and normal messages (default).

3 for fatal, error, normal, and verbose messages.

-h, --help

Prints a short summary of the command line options.

-i URL, --install URL

Automatically install modpack from a given URL.

-L URL, --List URL

Gets modpack list from given URL, rather than the standard location on the Freeciv team's servers.

-p directory, --prefix directory

Installs modpacks under given directory hierarchy.

-v, --version

Prints the version number and exits.

## FILES
freeciv modpack installer installs files to the following subdirectories of the user's home directory (or another directory specified with --prefix), as appropriate:

• .freeciv/scenarios/

• .freeciv/2.6/

freeciv-mp-cli is version of the modpack installer usable from command line. By default it lists modpacks from the default list or from list specified with --List. One can then run it again by giving appropriate URL from the list for --install parameter.

## ENVIRONMENT
freeciv modpack installer accepts these environment variables:

HOME

Specifies the user's home directory.

http_proxy

Set this variable accordingly when using a proxy.

LANG or LANGUAGE

Sets the language and locale on some platforms.

LC_ALL or LC_CTYPE

Similar to LANG (see documentation for your system).

USER

Specifies the username of the current user.

## BUGS
Please report bugs to the Freeciv bug tracker .

## MORE INFO
See the Freeciv homepage .

Updates and new info is first posted there.

## AUTHORS
The Freeciv Team <freeciv-dev AT freelists.org>.

## SEE ALSO
freeciv-server(6) freeciv-client(6)


freeciv-server

package: freeciv-server-data

title: freeciv-server(6)

summary: The server for the Freeciv game

text:
# freeciv-server(6)

## NAME
freeciv-server - The server for the Freeciv game

## SYNOPSIS
freeciv-server [ -A|--Announce protocol ] [ -b|--bind address ] [ -B|--Bind-meta address ] [ -d|--debug level_number ] [ -e|--exit-on-end ] [ -F|--Fatal [ signal_number ] ] [ -f|--file filename ] [ -h|--help ] [ -i|--identity address ] [ -k|--keep ] [ -l|--log filename ] [ -M|--Metaserver address ] [ -m|--meta ] [ -p|--port port ] [ -q|--quitidle time ] [ -R|--Ranklog filename ] [ -r|--read filename ] [ -S|--Serverid id ] [ -s|--saves directory ] [ --scenarios directory ] [ -v|--version ]

Auth aware servers have additional parameters: [ -a|--auth ] [ -D|--Database file ] [ -G|--Guests ] [ -N|--Newusers ]

Servers with AI module support have an additional parameter: [ -L|--LoadAI module ]

## DESCRIPTION
Freeciv is a free turn-based multiplayer strategy game, in which each player becomes the leader of a civilization, fighting to obtain the ultimate goal: To become the greatest civilization.

Players of Civilization II® by Microprose® should feel at home, since one aim of Freeciv is to have compatible rules.

Freeciv is maintained by an international team of coders and enthusiasts, and is easily one of the most fun and addictive network games out there!

This is the server program used to establish a Freeciv server - see also freeciv-client(6) .

This manual page only lists the command line arguments. For details of the directives necessary to configure freeciv-server see the Server Manual which can be found at the Freeciv website as well as the documentation which is part of the Freeciv distribution.

## OPTIONS
The following options are accepted on the command line of the server. They may not be combined; that is, "freeciv-server -fp savegame.sav 5557" will not work, instead you would need to enter "freeciv-server -f savegame.sav -p 5557". Most options have a short form (single hyphen and single letter) and a long form (double hyphen and a complete word); their effects are identical.

-A protocol, --Announce protocol

Uses protocol when announcing game in LAN. Possible values for protocol are: IPv4

IPv6

none

-a, --auth

Enables server authentication and allows access to registered players only. Requires the --Database option to be specified.

-b address, --bind address

Sets the address on which the server will listen for clients.

-B address, --Bind-meta address

Sets the address which request to metaserver are sent from. Defaults to address given by -b option.

-d level_number, --debug level_number

Sets the amount of debugging information to be logged in the file named by the -l option. Acceptable values for the level_number are: 0 for fatal messages only.

1 for fatal and error messages.

2 for fatal, error and normal messages (default).

3 for fatal, error, normal, and verbose messages.

-D filename, --Database filename

Specifies a database configuration file for authentication. This file specifies the details of the database. See README.fcdb in the Freeciv distribution for details of its format.

-e, --exit-on-end

When a game ends, exit instead of restarting.

-F [ signal_number ], --Fatal [ signal_number ]

Raise a custom signal on failed assertion. If signal_number is not specified, then the ABRT signal will be used.

-f filename, --file filename

Loads a saved game (filename) into the server before initialization, instead of starting a new game. This is for reloading saved games, or for loading scenarios. See ENVIRONMENT for where the server looks for these files. The distribution comes with several scenarios, typically stored in /usr/local/share/freeciv/scenarios, for example:

• british-isles-85x80-v2.80.sav • earth-160x90-v2.sav

• earth-80x50-v3.sav

• europe-200x100-v2.sav

• hagworld-120x60-v1.2.sav

• iberian-peninsula-136x100-v1.0.sav

-G, --Guests

Allow guests to login as 'guest' when authentication is enabled.

-h, --help

Prints out a description of the command line options and exits.

-i address, --identity address

Reports the address to the metaserver. Then, the metaserver will use this address to redirect the users.

-L module, --LoadAI module

Loads AI module. This option can appear multiple times to load different modules.

-l filename, --log filename

Defines a log file, filename, to be produced during processing. Use the -d option to set how much is logged. By default, fatal, error, and normal messages are printed to standard output. With a log file, such messages go to the log instead. If filename already exists, it is appended to.

-M address, --Metaserver address

Specifies the address of the metaserver to send your server's information to. By default, the standard metaserver run by the Freeciv maintainers will be used.

-m, --meta

Directs the server to communicate with a metaserver, a place where Freeciv servers can publish their presence. Freeciv clients consult the metaserver to offer users a selection of games to join. By default the standard Freeciv metaserver is used. You may specify an alternate metaserver with the -M option.

-k, --keep

Usually freeciv server stops sending updates to the metaserver, when there's problems on the connection once. With this option it keeps on trying to send further updates even after it has failed to send updated status once. This option implies -m option.

-N, --Newusers

Allow new users to login and be registered in the players base if authentication is enabled.

-p port, --port port

Specifies the TCP port number to which clients will connect; players must know this number to be able to connect if they are not to use the default of 5556 decimal. You may need to use this if 5556 is not available for your use on your system, or if you would like to run multiple servers on the same system.

-q time, --quitidle time

Quits if no players are present for the specified time, in seconds, and restarts a new server.

-R filename, --Ranklog filename

Defines a log file, filename, to be produced during processing. This log contains information for player ranking.

-r filename, --read filename

Specifies a file, filename, of server commands which the server will automatically read and process, as if you had typed them in at the server's prompt. The distribution comes with a few examples, including files that set options to be similar to Civilization I® and Civilization II® . The files are named civ1.serv and civ2.serv, and are typically found at /usr/local/share/freeciv/.

-S id, --Serverid id

Sets the server id. This is used to identify a particular running game.

-s directory, --saves directory

Specifies the directory to place save game files created by the server. This is especially useful when you're running more than one server on the same system, as it inhibits your servers from clobbering other's save game files. (This does not influence where the server looks when loading save game files; see FREECIV_SAVE_PATH for that.)

--scenarios directory

Specifies the directory to place scenarios saved by the server (for instance, those created with the in-game editor). (This does not influence where the server looks when loading scenario files; see FREECIV_SCENARIO_PATH for that.)

-v, --version

Causes the server to display its version number and exit.

## EXAMPLES
freeciv-server --file oldgame.sav --port 2244

Starts a server on port 2244, loading the save game file oldgame.sav.

freeciv-server -R ranklog -l logfile -r script -f oldgame.sav.gz -p 2244

Starts a server on port 2244, loading the save game file oldgame.sav.gz. Ranking related events are written to ranklog, other logging information is written to logfile. When the server starts, it immediately executes the commands contained in script.

freeciv-server -m -a -D fc_auth.conf -q 60 -p 2244 -d 2 -l logfile -r script -s ~/saves

Starts a server on port 2244 with authentication enabled and communicates its existence to the standard Freeciv metaserver. Fatal, error, and normal messages are written to logfile. When the server starts it immediately executes the commands contained in script. Save game files are stored in the ~/saves directory. When there are no users on the server for 60 seconds, the server will restart.

## COMMANDS
You may enter commands into the server at any time, either before or during the running of a game.

Type "help" or "help help" for starters.

## FILES
The Freeciv server requires the following files in the Freeciv data directory, which is /usr/local/share/freeciv by default:

• classic/buildings.ruleset

• classic/cities.ruleset

• classic/effects.ruleset

• classic/game.ruleset

• classic/governments.ruleset

• classic/nations.ruleset

• classic/styles.ruleset

• classic/techs.ruleset

• classic/terrain.ruleset

• classic/units.ruleset

• classic/script.lua

• default/default.lua

• default/nationlist.ruleset

These are the default rule sets used for the game. Alternate sets of rules can be used by placing them in a separate directory and using the rulesetdir command to change your server's ruleset directory.

Type help rulesetdir for more information.

## ENVIRONMENT
The Freeciv server accepts these environment variables:

FREECIV_CAPS

A string containing a list of "capabilities" provided by the server. The compiled-in default should be correct for most purposes, but if you are familiar with the capability facility in the source you may use it to enforce some constraints between clients and server.

FREECIV_COMPRESSION_LEVEL

Sets the compression level for network traffic.

FREECIV_DATA_ENCODING

Sets the character encoding used for data files, savegames, and network strings). This should not normally be changed from the default of UTF-8, since that is the format of the supplied rulesets and the standard network protocol.

FREECIV_INTERNAL_ENCODING

Sets the character encoding used internally by freeciv-server; this encoding should not be visible at any interface. Defaults to UTF-8.

FREECIV_LOCAL_ENCODING

Sets the local character encoding (used for the command line and terminal output). The default is inferred from other aspects of the environment.

FREECIV_MULTICAST_GROUP

Sets the multicast group (for the LAN tab).

FREECIV_DATA_PATH

A colon separated list of directories pointing to the freeciv data directories. By default Freeciv looks in the following directories, in order, for any data files: the current directory; the "data" subdirectory of the current directory; the subdirectory ".freeciv/2.6" in the user's home directory; and the directory where the files are placed by running "make install". If not set, FREECIV_PATH is checked before these defaults are used.

FREECIV_SAVE_PATH

A colon separated list of directories pointing to the freeciv save directories. By default Freeciv looks in the following directories, in order, for save files: the current directory; and the subdirectory ".freeciv/saves" in the user's home directory. If not set, FREECIV_PATH is checked before these defaults are used; in this case Freeciv also looks in "saves" potential subdirectories. (This does not affect where the server creates save game files; see the --saves option for that.)

FREECIV_SCENARIO_PATH

A colon separated list of directories pointing to the freeciv scenario directories. By default Freeciv looks in the following directories, in order, for scenario files: the current directory; the "data/scenarios" subdirectory of the current directory; the subdirectories ".freeciv/2.6/scenarios" and then ".freeciv/scenarios" in the user's home directory; and the directory where the files are placed by running "make install". If not set, FREECIV_PATH is checked before these defaults are used; in this case Freeciv also looks in "scenario" and "scenarios" potential subdirectories. (This does not affect where the server creates scenario files; see the --scenarios option for that.)

FREECIV_PATH

A colon separated list of directories to look for various files. This variable has no effect if FREECIV_DATA_PATH, FREECIV_SAVE_PATH and FREECIV_SCENARIO_PATH are defined together; those variables are the recommended way to override paths, with FREECIV_PATH provided only for backward compatibility with older versions of Freeciv; FREECIV_PATH will be removed in a future release. The precise search path depends on the type of file being searched for.

HOME

Specifies the user's home directory.

http_proxy

Set this variable accordingly when using a proxy.

LANG or LANGUAGE

Sets the language and locale on some platforms.

LC_ALL or LC_CTYPE

Similar to LANG (see documentation for your system).

USER

Specifies the username of the current user.

## BUGS
Please report bugs to the Freeciv bug tracker .

## MORE INFO
See the Freeciv homepage .

Updates and new info is first posted there.

## AUTHORS
The Freeciv Team <freeciv-dev AT freelists.org>.

This manpage was originally put together by Florian Ernst <florian_ernst AT gmx.net> using the Server Manual and the comments in the sourcecode. It was updated by Ben Bettin <bwbettin AT gmail.com> to add new features, integrate information from the website's online documentation, and for slight formatting adjustments. Feel free to use it as you wish.

## SEE ALSO
freeciv-client(6) and the Server Manual on the Freeciv homepage.

branch: sisyphus


freedink

package: freedink-engine

title: freedink(6)

text:
# freedink(6)

## NAME
FreeDink - adventure and role-playing game (engine)

## SYNOPSIS
freedink [OPTIONS]...

## DESCRIPTION
Starts the Dink Smallwood game or one of its D-Mods.

-h, --help

Display this help screen

-v, --version

Display the version

-g, --game <dir>

Specify a DMod directory

-r, --refdir <dir>

Specify base directory for dink/graphics, D-Mods, etc.

-d, --debug

Explain what is being done

-i, --noini

Do not attempt to write dinksmallwood.ini

-j, --nojoy

Do not attempt to use joystick

-s, --nosound

Do not play sound

-t, --truecolor

Allow more colours (for recent D-Mod graphics)

-w, --window

Use windowed mode instead of screen mode

-7, --v1.07

Enable v1.07 compatibility mode

-S, --software-rendering

Don't use OpenGL

## REPORTING BUGS
Report bugs to bug-freedink@gnu.org.

FreeDink is free software, and you are welcome to redistribute it under certain conditions; see the GNU GPL for details. http://gnu.org/licenses/gpl.html

There is NO WARRANTY, to the extent permitted by law.


freedinkedit

title: freedinkedit(6)

text:
# freedinkedit(6)

## NAME
FreeDink - adventure and role-playing game (editor)

## SYNOPSIS
freedinkedit [OPTIONS]...

## DESCRIPTION
Edit the Dink Smallwood game or one of its D-Mods.

-h, --help

Display this help screen

-v, --version

Display the version

-g, --game <dir>

Specify a DMod directory

-r, --refdir <dir>

Specify base directory for dink/graphics, D-Mods, etc.

-d, --debug

Explain what is being done

-i, --noini

Do not attempt to write dinksmallwood.ini

-j, --nojoy

Do not attempt to use joystick

-s, --nosound

Do not play sound

-t, --truecolor

Allow more colours (for recent D-Mod graphics)

-w, --window

Use windowed mode instead of screen mode

-7, --v1.07

Enable v1.07 compatibility mode

-S, --software-rendering

Don't use OpenGL

## REPORTING BUGS
Report bugs to bug-freedink@gnu.org.

FreeDink is free software, and you are welcome to redistribute it under certain conditions; see the GNU GPL for details. http://gnu.org/licenses/gpl.html

There is NO WARRANTY, to the extent permitted by law.


freedroid

package: freedroid

title: freedroid(6)

summary: a free Paradroid clone

text:
# freedroid(6)

## NAME
freedroid - a free Paradroid clone

## SYNOPSIS
freedroid [ options ]

## DESCRIPTION
Freedroid is a remake of the classic C64 home computer game Paradroid by Andrew Braybrook, including also various extensions.

The player takes control of the so-called 001 influence device and must clear a freighter of robots by either shooting them or seizing control over them. Seizing control is done in a small logic subgame, in which you have to connect more electrical connections within 10 seconds than your opponent.

## OPTIONS
-v or --version

Prints out Freedroid version information.

-q or --nosound

Suppress all sound output. Very useful if you don't have your sound card configured yet or don't have any sound hardware at all.

-f or --fullscreen

Work in full screen mode. Note that fullscreen or window mode can also be toggled from within the game via the options menu.

-w or --window

Start Freedroid in a window rather than using full screen mode.

-j or --sensitivity

Control joystick sensitivity. Value must lie in between [0:32]. Default is 1.

-d LEVEL or --debug=LEVEL

Control debug output of the game. Debug output will be printed to stderr, i.e. in most cases to the console you started Freedroid from. The variable LEVEL controls how much debug output you would like to have. LEVEL 0 is the default and means (almost) no debug output. LEVEL 1 prints the most important debug messages and LEVEL 2 or LEVEL 3 print (almost) all debug output, which might be quite a lot.

## HOW TO PLAY
Moving and Firing

The influence device can be moved inside the ship by either using keyboard input or joystick directions. Keyboard control can be done by either using cursor keys or the Quake and Half-life style a-w-s-d keys combination. Firing can be done by either using the crosshair and the left mouse button or by pressing a direction key and pressing space in addition or by holding a joystick direction and pressing a joystick button.

Entering Elevators and Consoles The influence device can move from one deck to another deck using the elevators of the freighter. To do this, you must step onto an elevator plate, and then either press the e key or press the middle mouse button or appropriate joystick button. Entering consoles is done in a similar way. You have to stand directly in front of a console terminal and then press the e key to activate the console. Inside the console you will have access to a small scale map of the current deck, a side elevation of the ship and to the droid database of the ship. Note however, that access to the droid database is achieved via the security clearance of the host you currently control, i.e. you will only be able to view droid data for droids that are lower or equal to the host you currently control.

The takeover subgame (Taking control of other droids) To take control of another robot, you must first enter transfer mode. This is done by either standing still and holding space bar pressed (and keeping space bar pressed afterwards) or by holing down the right mouse button or holding town appropriate joystick button. While in takeover mode, the influence device can try to initiate takeover by touching the host it wishes to control. As soon as another robot is touched while in takeover mode, takeover subgame will be initiated and control of the new host will be seized, provided that the takeover subgame is won.

Playing the takeover subgame After the takeover subgame was initiated, the two droids struggling for control will be presented. Then the player gets to decide which side of the takeover game he wants to play. The player on the left side takes the yellow color, the player on the right side takes the magenta color. Note that which side to choose may be the most important decision of the takeover subgame, cause one side may host strong tactical advantages over the other. After sides have been chosen, the takeover capsules will be placed. Each droid has a limited number of capsules to place and must try to convert the central status bar to his color. The number of capsules you have at your disposal depends on the clearance of the host you currently control. Once the takeover subgame is won, the player will have control over the new bot while the old host is destroyed. Control over the new host also means inheriting the movement properties and the weapons of this robot. Loss of takeover subgame results in the current host, if one is present, being destroyed or the influence itself being burnt out and destroyed if no host was present.

Notes on energy loss The influence device depends on hosts to control. Whether currently controlling a host or not, the influence device will always lose energy due to construction properties. When taking control of a new host, the influence device will also take control of the energy this droid had left, which will be even more the higher the bot you take control of. However, higher droids also tend to put up more resistance against the control of the influence device, resulting in faster loss of energy. Therefore it is recommended to change hosts frequently in order to keep the influence device well powered. Note that there are some refresh field, where some of the energy lost so far can be restored. But note also, that only energy loss due to collisions, explosions and enemy fire can be restored this way, while energy loss due to host resistance is permanently lost until the host is changed again.

## PROJECT HOME PAGE AND LATEST VERSIONS
The Freedroid Classic (as opposed to the RPG spinoff) is hosted on github at https://github.com/ReinhardPrix/FreedroidClassic.

## FILES
~/.freedroidClassic/highscores

The high scores file of Freedroid.

~/.freedroidClassic/config The file containing all configuration setting of this user.

## ENVIRONMENT
Freedroid does currently not care about any environment variables.

## DIAGNOSTICS
Debug output can be produced by using the -d or --debug command line options as described above.

## BUGS
Freedroid can now be considered pretty stable. However we're sure that there are still some bugs here and there. If you encounter any problems or bugs, please report them on the github issue tracker at https://github.com/ReinhardPrix/FreedroidClassic/issues

## AUTHORS
Johannes Prix, Reinhard Prix, Bastian Salmela, Lanzz and others.

## SEE ALSO
freedroidRPG(6),


freedroidRPG

package: freedroidrpg-data

title: freedroidRPG(6)

text:
# freedroidRPG(6)

## NAME
freedroidRPG — a futuristic immersive RPG about fighting bots

## SYNOPSIS
freedroidRPG

[-h | --help] [-v | --version] [-e | --editor] [-s | --sound | -q | --nosound] [-n | --no_open_gl | -o | --open_gl] [-f | --fullscreen | -w | --window] [-t | --system_lang] [-l | --load] [-r | --resolution] [-d | --debug]

## DESCRIPTION
FreedroidRPG tells the story of a world destroyed by a conflict between robots and their human masters. Play as Tux in a quest to save the world from the murderous rebel bots who know no mercy. You get to choose which path you wish to follow, and freedom of choice is everywhere in the game.

FreedroidRPG features a real time combat system with melee and ranged weapons, fairly similar to the proprietary game Diablo. There is an innovative system of programs that can be run in order to take control of enemy robots, alter their behavior, or improve one's characteristics. You can use over 150 different kinds of items and fight countless enemies on your way to your destiny. An advanced dialog system provides story background and immersive role playing situations.

### Gameplay
Please see the README or the tutorial in the game for more details.

### Updates
Periodically we release updated versions of FreedroidRPG with expanded plot, requested features, and other improvements. Please check the FreedroidRPG Homepage for the most updated versions of the game.

## OPTIONS
-h | --help

List command-line options.

-v | --version

Prints out FreedroidRPG version information.

-q | --nosound

Suppress sound output.

-f | --fullscreen

Work in full screen mode. Note that fullscreen or window mode can also be toggled from within the game via the options menu.

-w | --window

Start FreedroidRPG in a window rather than using full screen mode.

-n | --no_open_gl

Use SDL rendering rather than OpenGL.

-r Y | --resolution= Y

Selects a resolution to start the game in. -r 99 lists common resolutions. Resolutions can also be set in-game. You can also specify a resolution via -r800x600.

-e | --editor

Skips the main menu and opens up the level editor.

-l character-name | --load character-name

Skip the main menu and load the saved game. The parameter character-name should be saved game name.

-t | --system_lang

Starts the game in systems default language.

-d X | --debug X

Shows mostly useless debug output. Debug level (X) maybe 0-5, default is 1.

## FILES
$HOME/.freedroid_rpg/fdrpg.cfg The file containing all configuration settings of this user.

$HOME/.freedroid_rpg/*.sav.gz Saved games for the characters.

$HOME/.freedroid_rpg/*.thumbnail.png Thumbnail images of the characters.

$HOME/.freedroid_rpg/*.shp Game state for the saved games.

$HOME/.freedroid_rpg/*.bkp* Next to last saved game.

## BUGS
We make every effort to release stable versions of FreedroidRPG. However we're sure that there are still some bugs here and there. Please see the FAQ in the README for common issues. If you encounter any problems or bugs, please contact us:

### IRC
\#freedroid on irc.libera.chat

### Mailing List
freedroid-discussion@lists.sourceforge.net

### Bug tracker
FreedroidRPG Bug Tracker

## SEE ALSO
freedroid(6)

## AUTHORS
freedroidRPG was written by FreedroidRPG Development Team ⟨freedroid-discussion@lists.sourceforge.net⟩ led by Arthur Huillet. Visit us at the FreedroidRPG Homepage for updates or if you'd like to help.


frogatto

package: frogatto-gamedata

title: frogatto(6)

text:
# frogatto(6)

## NAME
frogatto - 2D platformer game starring a quixotic frog

## SYNOPSIS

```
 frogatto [ OPTIONS ]
```

## DESCRIPTION
frogatto is a platformer in the style of old arcade, Sega and Nintendo games. The world is viewed as a cross-section seen from the side, and your character walks and jumps between solid platforms whilst fighting monsters.

## OPTIONS

### --fullscreen
starts frogatto in fullscreen mode.

### --widescreen
uses widescreen mode.

### --no-sound
turns off sound.

### --no-music
turns off music.

### --fps
shows FPS.

### --no-fps
doesn't show FPS.

### --debug
prints debug informations.

### --no-debug
doesn't print debug informations.

### --textures16, --textures32
uses 16 or 32 bits per pixes textures.

## HOMEPAGE
http://www.frogatto.com/


galaxis

package: galaxis

title: galaxis(6)

text:
# galaxis(6)

## NAME
galaxis - rescue lifeboats lost in interstellar space

## SYNOPSIS
galaxis

## DESCRIPTION
Lifeboats from a crippled interstellar liner are adrift in a starfield. To find them, you can place probes that look in all eight compass directions and tell you how many lifeboats they see. If you drop a probe directly on a lifeboat it will be revealed immediately. Your objective: find the lifeboats as quickly as possible, before the stranded passengers run out of oxygen!

This is a UNIX-hosted, curses-based clone of the nifty little Macintosh freeware game Galaxis. It doesn’t have the super-simple, point-and-click interface of the original, but compensates by automating away some of the game’s simpler deductions.

The game screen includes a description of all commands, including "?" for detailed help.

## AUTHORS
The Macintosh game was designed and written by Christian Franz <cfranz@iiic.ethz.ch>. This version was cloned by Eric S. Raymond <esr@snark.thyrsus.com>. See ESR’s home page at http://www.catb.org/~esr/ for updates and other resources.

## BUGS
This really ought to be an X game, but that would have been too much like work.


gamine

package: gamine

title: gamine(6)

summary: a simple game for young children

text:
# gamine(6)

## NAME
gamine — a simple game for young children

## SYNOPSIS
gamine

## DESCRIPTION
This manual page documents briefly the gamine and program.

Gamine is a game designed for 2 years old children but is suitable for older. The player uses it's mouse to draw colored dot and line on the screen.

This manual page was written for the Debian distribution (but may be used by others).

## OPTION
The gamine command accept no special parameter.


gbrainy

package: gbrainy

title: gbrainy(6)

text:
# gbrainy(6)

## NAME
gbrainy - A brain teaser game and trainer to have fun and to keep your brain trained

## SYNOPSIS
gbrainy

## DESCRIPTION
This manual page documents briefly the application gbrainy

gbrainy features different game types like logic puzzles, mental calculation games, memory trainers and verbal analogies designed to test different cognitive skills.

The player can choose different difficulty levels making gbrainy enjoyable for kids, adults or senior citizens. It also features player's game history, player's personal records, tips for the player and fullscreen mode support. gbrainy can also be extended easily with new games developed by third parties.

More information about gbrainy is available on its website, https://wiki.gnome.org/Apps/gbrainy.

## BUGS
Please send bug reports to: https://gitlab.gnome.org/GNOME/gbrainy/issues/

## AUTHOR
gbrainy was written by Jordi Mas i Hernandez <jmas@softcatala.org>

This manual page was written by Siegfried-Angel Gevatter Pujals <siggi.gevatter@gmail.com>, for the Debian project (but may be used by others).


ggz-config

package: ggz-base-libs

title: ggz-config(6)

summary: GGZ Gaming Zone configuration manager

text:
# ggz-config(6)

## NAME
ggz-config - GGZ Gaming Zone configuration manager

## SYNOPSIS
Query Mode:

ggz-config [--configdir] [--gamedir] [--datadir] [--protocol] [--version]

Install Mode:

ggz-config --install --modfile=FILENAME [--destdir] [--force]

Uninstall Mode:

ggz-config --remove --modfile=FILENAME

Repair Mode:

ggz-config --check

## DESCRIPTION
The program ggz-config is a central tool and part of the client libraries package of the GGZ Gaming Zone. It can be used for several purposes. Primarily it is used to maintain the ggz.modules configuration file by installing and removing game module information. This is done with the --install and --remove modes of operation.

Additionally, the program can query the installation settings of the GGZ client libraries to assist in configuring the build process of a client or game module.

## OPTIONS
Query Mode Options

-c, --configdir

Output location of the GGZ client libraries configuration directory and exit. This value will usually be @ggzconfdir@ and is where the file ggz.modules is located.

-g, --gamedir

Output location of the executable game modules and exit. Game modules in this directory are all game clients which are not installed into a standard PATH directory, mostly because they only run when invoked by a GGZ core client. As a special module, the game client wrapper ggzwrap is installed into this place. The gamedir is usually @ggzexecmoddir@.

-d, --datadir

Output location of game module data directory and exit. This is where games look for their graphics and level data. This will likely resolve to @ggzdatadir@.

-p, --protocol

Query GGZ_CS_PROTO_VERSION - version of core protocol between the GGZ server and any GGZ core clients.

-h, --help

Output help information and exit.

-u, --usage

Print some ggz-config usage scenarios for quick reference.

-v, --version

Output version information and exit.

Install Mode Options

--install

Specifies that we are installing a game module description.

--modfile=FILENAME

Specifies the source module description file. FILENAME will often be named module.dsc, but this is merely a convention.

--force

Overwrite an existing module entry of the same name, author and version rather than returning an error.

-D, --destdir

Specifies that the $DESTDIR environment variable contains a directory to prepend to the path for the GGZ module configuration file (ggz.modules). The only known purpose for this is for creating binary packages of GGZ games.

Uninstall Mode Options

--remove

Specifies that we are removing a game module description.

--modfile=FILENAME

Specifies the source module description file.

## FILES
@ggzconfdir@/ggz.modules

Game module registry for all GGZ Gaming Zone core clients.

## ENVIRONMENT VARIABLES
DESTDIR

Used during install process, most commonly by the build sequence of binary packages such as rpm or dpkg.

## BUGS
The program is currently unable to detect many problems that could arise with an invalid ggz.modules file.

Probably others, too numerous to mention.

## AUTHORS
The GGZ Development Team <ggz-dev@mail.ggzgamingzone.org>

## SEE ALSO
ggz.modules(5), ggz(7)


glaxium

package: glaxium

title: glaxium(6)

summary: 3d spaceship shoot-em-up

text:
# glaxium(6)

## glaxium
glaxium - 3d spaceship shoot-em-up

## SYNOPSIS
glaxium [options]

## DESCRIPTION
This manual page briefly documents glaxium command. This manual page was written for the Debian GNU/Linux distribution because the original program does not have a manual page.

glaxium is a 3d 'shoot-em-up' game inspired by games such as Space Invaders and Galaxian.

The goal is to destroy as many opposing ships as possible while avoiding being destroyed yourself. The the screen shows your current shield status; if it drops to empty, you will lose. The triangles in the lower-right hand side of the screen show how many times you may fire your special weapon.

Use the following keys to control your ship:

arrow keys or joystick

Move the ship

w, z

Fire the normal weapon

x

Fire the special weapon (you may fire this only a limited number of times)

p

Pause

q, Escape

Quit

d

Display the current FPS count.

## OPTIONS
All options begin with a single dash ('-') A summary of options is included below.

-f

Run in fullscreen mode.

-1

Use a resolution of 500x400 pixels.

-2

Use a resolution of 640x480 pixels.

-3

Use a resolution of 800x600 pixels. This is the default.

-4

Use a resolution of 1024x768 pixels.

## SEE ALSO
/usr/share/doc/glaxium/README

## AUTHOR
Xavier Hosxe <xhosxe@free.fr>

This manual page was written by Daniel Burrows <dburrows@debian.org>, for the Debian GNU/Linux system (but may be used by others).


title: gnome-2048(6)

summary: Obtain the highest possible tile

text:
# gnome-2048(6)

## NAME
GNOME 2048 - Obtain the highest possible tile

## SYNOPSIS
gnome-2048 [OPTION...]

## DESCRIPTION
2048 is a highly addictive single-player game. Gameplay consists of joining numbers in a grid for obtaining bigger values.

Use your keyboard’s arrow keys or gestures to slide all tiles in the desired direction. Be careful: all tiles slide to their farthest possible positions, you cannot slide just one tile or one row or column. Tiles with the same value are joined when slided one over the other. After your turn, one new tile is added to the game.

Gnome 2048 only adds tiles of value 2, as opposed to the original 2048 game. Also, it allows you to play on grids of various size.

## OPTIONS
--cli=<command>

Play in the terminal. See “--cli=help” for documentation.

-s, --size=<size>

Changes the size of the grid. Size must be between 2 and 9, or in the form 2x3.

-v, --version

Prints the program version and exits.

This program also accepts the standard GTK+ options.

## AUTHORS
gnome-2048 was written by Juan R. García Blanco and is maintained by Arnaud Bonatti.

This manual page was written by Arnaud Bonatti <arnaud.bonatti@gmail.com>.


sol

package: gnome-games-aisleriot

title: sol(6)

text:
# sol(6)

## NAME
AisleRiot - a collection of card games which are easy to play with the aid of a mouse.

## SYNOPSIS
sol [options]

## DESCRIPTION
This manual page documents briefly the sol command. For more information, please refer to the excellent GNOME help for AisleRiot

AisleRiot (also known as Solitaire or sol) is a collection of card games which are easy to play with the aid of a mouse. The rules for the games have been coded for your pleasure in the GNOME scripting language (Scheme).

The following games can be selected from within the program, or by using a command line switch:

Peek, Auld Lang Syne, Fortunes, Seahaven, King Albert, First Law, Straight Up, Jumbo, Accordion, Ten Across, Plait, Lady Jane, Gypsy, Neighbor, Jamestown, Osmosis, Kings Audience, Glenwood, Gay Gordons, Monte Carlo, Kansas, Camelot, Fourteen, Scorpion, Isabel, Escalator, Agnes, Bristol, Quatorze, Bear River, Gold Mine, Athena, Spiderette, Chessboard, Backbone, Yukon, Union Square, Eight Off, Napoleons Tomb, Forty Thieves, Streets And Alleys, Maze, Clock, Pileon, Canfield, Thirteen, Bakers Game, Triple Peaks, Easthaven, Terrace, Aunt Mary, Carpet, Sir Tommy, Diamond Mine, Yield, Labyrinth, Thieves, Saratoga, Cruel, Block Ten, Will O The Wisp, Odessa, Eagle Wing, Treize, Zebra, Cover, Elevator, Fortress, Giant, Spider, Gaps, Bakers Dozen, Whitehead, Freecell, Helsinki, Spider Three Decks, Scuffle, Poker, Klondike Three Decks, Valentine, Royal East, Thumb And Pouch, Klondike, Doublets, Template, Golf, Westhaven, Beleaguered Castle, Hopscotch, Eliminator, Aunt Mary, Hamilton, Wall, Australian Patience

## OPTIONS
AisleRiot accepts the following options, besides the usual Gtk+/GNOME switches:

-v, --variation=NAME

Select the game to play

--display=DISPLAY

X display to use

## USAGE
This text is taken verbatim from the AisleRiot Manual V2.12.

Moving the cards is reasonably obvious. Assuming you have a right-handed mouse, left-click on a card and drag it somewhere. Release the mouse button to deposit the card.

If a card can be moved to the foundation(s), you do not need to drag it. You can double-click on it and it will move. If a sequence of cards can be moved to the foundations, you can generally move the sequence as one move.

Double clicking a card will send it to a foundation, if that is possible. This is useful for cleaning up large numbers of cards at the end of a successful game.

In games which have a stock pile you can redeal it by clicking on the empty space where it was. Be warned that some games only let you do this a limited number of time. Watch for the Redeals Left message at the bottom of the window.

A useful tip to know is that right-clicking on a face-up card which is partially obscured by a card laid over it will raise it so that you can see what it is.

There is an alternative way to move cards. By selecting Click to move from the Control menu you can click once to pick up a card and then click again to place it. This can be faster than dragging and will be easier on your hand since you don't have to hold the mouse down. However, it may take a while to get used to.

Some games have options to change the way the game is played. For example Klondike can be played with either single card deals or three-card deals. In these games there is a separate menu with the game's name. You can only change the rules of the game at the beginning of the game -- the menu will be inactive during the game.

Statistics on how well you have done at a particular game are available by selecting Statistics from the Game menu. Only games where you actually start moving cards are counted. The statistics are here for your own enjoyment, there are numerous ways to cheat and it is unwise to make comparisons.

## HOMEPAGE
https://wiki.gnome.org/Apps/Aisleriot

## AUTHOR
This manual page was written by Martin Ferrari <martin.ferrari@gmail.com>, for the Debian system (but may be used by others). You can find the list of authors and more information about AisleRiot in /usr/share/doc/aisleriot.


gnome-chess

package: gnome-games-chess

title: gnome-chess(6)

summary: A simple chess application for GNOME

text:
# gnome-chess(6)

## NAME
gnome-chess — A simple chess application for GNOME

## SYNOPSIS
gnome-chess

## DESCRIPTION
gnome-chess is a chess application, previously known as glchess. It supports both CECP- and UCI-compatible artificial intelligences.

More information can be found at https://gitlab.gnome.org/GNOME/gnome-chess

## SEE ALSO
gnuchess(6), crafty(6), amy(6), faile(6), xboard(6).

## AUTHOR
GNOME Chess and this manual page were written by Robert Ancell bob27@users.sourceforge.net. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU General Public License, Version 2 any later version published by the Free Software Foundation.

On Debian systems, the complete text of the GNU General Public License can be found in /usr/share/common-licenses/GPL.


five-or-more

package: gnome-games-five-or-more

title: five-or-more(6)

text:
# five-or-more(6)

## NAME
Five or More - GNOME port of the once-popular Colour Lines game

## SYNOPSIS
five-or-more [OPTION...]

## DESCRIPTION
five-or-more is the GNOME port of the once popular Windows game called Colour Lines. The game's objective is to align as often as possible five or more objects of the same colour and shape causing them to disappear.

## OPTIONS
This program only accepts the standard GNOME and GTK options.

## AUTHORS
five-or-more was written by Robert Szokovacs <szo@szo.hu> and Szabolcs Ban <shooby@gnome.hu>.

This manual page was written by Sven Arvidsson <sa@whiz.se>, for the Debian project (but may be used by others).

## SEE ALSO
gtk-options(7), gnome-options(7)

The online documentation available through the program's Help menu.


four-in-a-row

package: gnome-games-four-in-a-row

title: four-in-a-row(6)

summary: four-in-a-row game for GNOME

text:
# four-in-a-row(6)

## NAME
Four-in-a-Row - four-in-a-row game for GNOME

## SYNOPSIS
four-in-a-row [OPTION...]

## DESCRIPTION
The object of the game is to build a line of four of your marbles while trying to stop your opponent (human or computer) building a line of his or her own. A line can be horizontal, vertical or diagonal.

## OPTIONS
This program only accepts the standard GNOME and GTK options.

## AUTHORS
four-in-a-row was written by Tim Musson <trmusson@ihug.co.nz> and David Neary <bolsh@gimp.org>.

This manual page was written by Sven Arvidsson <sa@whiz.se>, for the Debian project (but may be used by others).

## SEE ALSO
gtk-options(7), gnome-options(7)

The online documentation available through the program's Help menu.


iagno

package: gnome-games-iagno

title: iagno(6)

summary: A disk flipping strategy board game

text:
# iagno(6)

## NAME
Reversi - A disk flipping strategy board game

## SYNOPSIS
iagno [OPTION...]

## DESCRIPTION
Reversi is a two-player strategy game, played on an 8 by 8 board. Players use tiles that are dark on one side and light on the other.

The object of reversi is to flip your opponent’s tiles to your color, while your opponent is trying to flip your tiles to his own color. Opponent’s tiles are flipped when trapped between an already placed tile of your color and the tile you add. Who finishes with more tiles wins!

Reversi allows you to play both a classic reversi game, and the reversed variant, where the goal is to finish with less tiles than your opponent.

## OPTIONS
--alternative-start

--random-start

--usual-start

Reversi can be played with two different initial positions.

The options --usual-start and --alternative-start permit to directly choose which initial position will be used.

The option --random-start is for choosing one randomly.

The three options disable setting the mode from the window.

You should only use one of these options at the same time.

--classic

--reverse

Reversi includes two games played with the same mechanisms.

The option --classic challenges to finish with more pieces.

The option --reverse challenges to finish with less pieces.

You should only use one of these options at the same time.

-f, --fast-moves

Play with reduced delay before the computer moves.

--first

--second

--two-players

Sets the game mode.

The options --first and --second are for a one-player game, where the player plays respectively first and second.

The option --two-players is for a two-players game mode.

You should only use one of these options at the same time.

-h, --help

Prints the command line options and exits.

-l, --level=<level>

Changes the computer's AI level (1-3).

1 is the easiest, 2 is good, 3 is the hardest.

--mute

--unmute

Turn off/on the sound.

If the two options are given, the game is muted.

-s, --size=<size>

Changes the size of the board. The size must be at least 4.

This option is for debugging only. The AI may not perform optimally.

-v, --version

Prints the program version and exits.

This program also accepts the standard GTK+ options.

## AUTHORS
iagno was written by Ian Peters and Arnaud Bonatti.

This manual page was written by Sven Arvidsson <sa@whiz.se>, for the Debian project (but may be used by others).


gnome-klotski

package: gnome-games-klotski

title: gnome-klotski(6)

summary: Sliding block puzzles game for GNOME

text:
# gnome-klotski(6)

## NAME
Klotski - Sliding block puzzles game for GNOME

## SYNOPSIS
gnome-klotski [OPTION...]

## DESCRIPTION
gnome-klotski is a clone of the Klotski game. The objective is to move the patterned block to the area bordered by green markers.

## OPTIONS
-v, --version

Print release version and exit

This program also accepts the standard GNOME and GTK options.

## AUTHORS
gnome-klotski was written by Lars Rydlinge.

This manual page was written by Sven Arvidsson <sa@whiz.se>, for the Debian project (but may be used by others).

## SEE ALSO
gtk-options(7), gnome-options(7)

The online documentation available through the program's Help menu.


lightsoff

package: gnome-games-lightsoff

title: lightsoff(6)

summary: Turn off all the lights

text:
# lightsoff(6)

## NAME
LightsOff - Turn off all the lights

## SYNOPSIS
lightsoff [OPTION...]

## DESCRIPTION
Lights Off is a collection of light switch puzzles. Clicking on a light toggles it either on or off, but also toggles all the surrounding lights, too. Your objective is simple: turn off all the lights!

Players who delight in turning off lights will enjoy the huge number of levels.

## OPTIONS
-v, --version

Prints the program version and exits.

This program also accepts the standard GTK+ options.

## AUTHORS
lightsoff was written by Tim Horton and various other people.

This manual page was written by Arnaud Bonatti for the GNOME project.


gnome-mahjongg

package: gnome-games-mahjongg

title: gnome-mahjongg(6)

summary: Match tiles and clear the board

text:
# gnome-mahjongg(6)

## NAME
Mahjongg - Match tiles and clear the board

## SYNOPSIS
mahjongg [OPTION...]

## DESCRIPTION
Single-player tile-matching game, commonly known as Mahjong solitaire.

## OPTIONS
-v, --version

Print release version and exit

This program also accepts the standard GNOME and GTK options.

## AUTHORS
mahjongg was written by Francisco Bustamante, Max Watson and many others.

This manual page was written by Sven Arvidsson <sa@whiz.se>, for the Debian project (but may be used by others).

## SEE ALSO
gtk-options(7), gnome-options(7)

The online documentation available through the program's Help menu.


gnome-mines

package: gnome-games-mines

title: gnome-mines(6)

summary: The popular logic puzzle minesweeper

text:
# gnome-mines(6)

## NAME
Mines - The popular logic puzzle minesweeper

## SYNOPSIS
gnome-mines [OPTION...]

## DESCRIPTION
gnome-mines is a puzzle game where you locate mines floating in an ocean using only your brain and a little bit of luck.

## OPTIONS
-v, --version

Print release version and exit

--small

--medium

--big

Start the game with a small (8 by 8), medium (16 by 16) or big (30 by 16) board. If more than one of these options is given, the biggest size is selected.

This program also accepts the standard GNOME and GTK options.

## AUTHORS
gnome-mines was written by Szekeres Istvan and others.

This manual page was written by Sven Arvidsson <sa@whiz.se>, for the Debian project (but may be used by others).

## SEE ALSO
gtk-options(7), gnome-options(7)

The online documentation available through the program's Help menu.


gnome-nibbles

package: gnome-games-nibbles

title: gnome-nibbles(6)

summary: A worm game for GNOME

text:
# gnome-nibbles(6)

## NAME
Nibbles - A worm game for GNOME

## SYNOPSIS
gnome-nibbles [OPTION...]

## DESCRIPTION
Control a worm in its quest to eat bonuses and become longer. Outmaneuver enemy worms while eating apples and bananas to increase your length. Each worm has six lives and loses one by running into a wall, another worm, or itself. The enemy worms are after the same bonuses that you are, so be careful. If the worms become too large, you won’t have much room to move.

The adventure progresses through 26 maps of increasing difficulty. The early levels are mostly open with a few walls, but later on, cramped spaces and teleporters make things more interesting.

Play on your own against up to five enemy worms, or share your keyboard to play with a friend.

## OPTIONS
-d, --disable-fakes

Disable fake bonuses; cannot be set with --enable-fakes

-e, --enable-fakes

Enable fake bonuses; cannot be set with --disable-fakes

-l, --level=NUMBER

Start at given level (1-26)

--progress=NUMBER

Method of progress through the boards (0-sequentially, 1-randomly, 2-fixed board)

-n, --nibbles=NUMBER

Set number of nibbles (4-6)

-p, --players=NUMBER

Set number of players (1-4)

-p, --speed=NUMBER

Set worms speed (4-1: 4 for slowest and 1 for fastest)

-3, --3D

Set three dimensional view

-2, --2D

Set two dimensional view

--start

Start playing immediately

--mute

--unmute

Turn off/on the sound;

If the two options are given, the game is muted

-v, --version

Print release version and exit

This program also accepts the standard GNOME and GTK options.

## AUTHORS
gnome-nibbles was written by Sean MacIsaac, Ian Peters and Andreas Røsdal.

This manual page was written by Sven Arvidsson <sa@whiz.se>, for the Debian project (but may be used by others).

## SEE ALSO
gtk-options(7)

The online documentation available through the program's Help menu.


quadrapassel

package: gnome-games-quadrapassel

title: quadrapassel(6)

summary: Tetris-like game for GNOME

text:
# quadrapassel(6)

## NAME
Quadrapassel - Tetris-like game for GNOME

## SYNOPSIS
quadrapassel [OPTION...]

## DESCRIPTION
Quadrapassel comes from the classic falling-block game, Tetris. The goal of the game is to create complete horizontal lines of blocks, which will disappear.

## OPTIONS
-l, --level=LEVEL

Set starting level (1 or greater)

This program also accepts the standard GNOME and GTK options.

## AUTHORS
quadrapassel was written by J. Marcin Gorycki <janusz.gorycki@intel.com>.

This manual page was written by Sven Arvidsson <sa@whiz.se>, for the Debian project (but may be used by others).

## SEE ALSO
gtk-options(7), gnome-options(7)

The online documentation available through the program's Help menu.


gnome-robots

package: gnome-games-robots

title: gnome-robots(6)

summary: Based on classic BSD Robots

text:
# gnome-robots(6)

## NAME
Robots - Based on classic BSD Robots

## SYNOPSIS
gnome-robots [OPTION...]

## DESCRIPTION
gnome-robots is a game where you try and avoid a band of marauding robots which are, for no adequately explained reason, trying to kill you. It is based on the text-based robots game which can be found on a number of UNIX systems.

## AUTHORS
gnome-robots was written by Mark Rae <m.rae@inpharmatica.co.uk>.

This manual page was written by Sven Arvidsson <sa@whiz.se>, for the Debian project (but may be used by others).


gnome-sudoku

package: gnome-games-sudoku

title: gnome-sudoku(6)

text:
# gnome-sudoku(6)

## NAME
gnome-sudoku — puzzle game for the popular Japanese sudoku logic puzzle

## DESCRIPTION
This manual page documents briefly the gnome-sudoku command.

This manual page was written for the Ubuntu distribution because the original program does not have a manual page.

gnome-sudoku a simple player for the sudoku number logic puzzle. GNOME Sudoku generates unique, symmetrical puzzles and rates their difficulty. Games can be played or printed, so GNOME Sudoku can be used to print out a set of puzzles to take with you or to play a puzzle at a time on screen. All games persist across sessions and you can resume any old game at any time, as well as replay any game you've already won. More information about GNOME Sudoku can be found at http://gnome-sudoku.sf.net

## AUTHOR
This manual page was written by Thomas Mills Hinkle <Thomas_Hinkle@alumni.brown.edu> for the Ubuntu system (but may be used by others). Permission is granted to copy, distribute and/or modify this document under the terms of the GNU General Public License, Version 2 any later version published by the Free Software Foundation.

On Debian systems, the complete text of the GNU General Public License can be found in /usr/share/common-licenses/GPL.


tali

package: gnome-games-tali

title: tali(6)

text:
# tali(6)

## NAME
Tali - A variation on poker with dice and less money.

## SYNOPSIS
tali [OPTION...]

## DESCRIPTION
GNOME Tali is a sort of poker with dice and less money. You roll five dice three times and try to create the best hand. Your two rerolls may include any or all of your dice.

## OPTIONS
-d, --delay

Delay computer moves

-t, --thoughts

Display computer thoughts

-n, --computers=NUMBER

Number of computer opponents

-p, --humans=NUMBER

Number of human opponents

-g, --game=STRING

Game choice: Regular or Colours

This program also accepts the standard GNOME and GTK options.

## AUTHORS
tali was written by Scott Heavner.

This manual page was written by Sven Arvidsson <sa@whiz.se>, for the Debian project (but may be used by others).

## SEE ALSO
gtk-options(7), gnome-options(7)

The online documentation available through the program's Help menu.


gnome-taquin

package: gnome-games-taquin

title: gnome-taquin(6)

summary: A sliding puzzle game for GNOME.

text:
# gnome-taquin(6)

## NAME
Taquin - A sliding puzzle game for GNOME.

## SYNOPSIS
gnome-taquin [OPTION...]

## DESCRIPTION
Taquin is a computer version of the 15-puzzle and other sliding puzzles.

The object of Taquin is to move tiles so that they reach their places,

either indicated with numbers, or with parts of a great image.

## OPTIONS
-h, --help

Prints the command line options and exits.

--fifteen

--sixteen

Sets the puzzle game launched.

The option --fifteen is for a classical 15-Puzzle, whereas the --sixteen option is for a more contemporary puzzle.

You should only use one of these options at the same time.

-s, --size=<size>

Sets the puzzle edges' size.

The game is intended to be played in size 3 to 5.

It accepts value from 2 to 9; 2 is for debug only, whereas 6 or more sizes are just not verified working.

--mute

--unmute

Turn off/on the sound.

If the two options are given, the game is muted.

-v, --version

Prints the program version and exits.

This program also accepts the standard GTK+ options.

## AUTHORS
Taquin was written by Arnaud Bonatti.

This manual page was written by Arnaud Bonatti <arnaud.bonatti@gmail.com>, for the GNOME project.


gnome-tetravex

package: gnome-games-tetravex

title: gnome-tetravex(6)

summary: A simple puzzle game for GNOME

text:
# gnome-tetravex(6)

## NAME
Tetravex - A simple puzzle game for GNOME

## SYNOPSIS
gnome-tetravex [OPTION...]

## DESCRIPTION
GNOME Tetravex is a simple puzzle where pieces must be positioned so that the same numbers are touching each other. Your game is timed, these times are stored in a system-wide scoreboard.

## OPTIONS
--cli=COMMAND

Play in the terminal (see “--cli=help”)

-c, --colors=NUMBER

Set number of colors (2-10)

-p, --paused

Start the game paused

-r, --restore

Restore last game, if any

-s, --size=SIZE

Set size of board (2-6)

-v, --version

Print release version and exit

This program also accepts the standard GNOME and GTK options.

## AUTHORS
gnome-tetravex was written by Lars Rydlinge.

This manual page was written by Sven Arvidsson <sa@whiz.se>, for the Debian project (but may be used by others).

## SEE ALSO
gtk-options(7), gnome-options(7)

The online documentation available through the program's Help menu.


quod

package: gnome-quod

title: quod(6)

text:
# quod(6)

## NAME
quod - Board game for two players focused to draw a square to win

## SYNOPSIS
quod

## DESCRIPTION
quod is the board game, was invented by G. Keith Still, has simple rules, but playing well requires sophisticated strategy. The goal of the game is to place pieces on a grid so that they make a square. The player who makes a square first wins. Squares can be any size and orientation, and players have a limited supply of blocking pieces, which adds to the complexity and interest.

quod is played on a 11 x 11 square grid board with the four outer corners missing. Players take turns placing pieces on the board. Each player begins the game with 20 attacking (colored) pieces, and 6 blocking (white) pieces. The object of the game is to out-maneuver your opponent and be the first to outline a square, called a quod , by capturing its four corners with your colored attacking pieces. The blocking pieces are used to block your opponent's squares, but don't count towards making a square of your own.

On each turn you place one attacking piece on the board. Optionally, before placing the attacking piece, you can place any number of blocking pieces, up to the six allotted. If both players run out of attacking pieces before either has made a quod , the player with the most unplayed blocking pieces is declared the winner. If each has the same amount of blocking pieces (or if neither has any), the game is declared a draw.

Gnome Quod is the GTK+ version of this game. It has two levels of difficulty ( Easy and Hard ). The attack coins are placed with Left mouse button. The block coins are placed with Right mouse button.

## FILES
~/.config/gnome-quod/options.xml

The game configuration file.

~/.local/share/gnome-quod/

The path for SVG background images. For detailed information read README file.

~/.local/share/gnome-quod/README

Read it, if you want to add custom background images.

~/.local/share/gnome-quod/statistics.xml

The game statistics file.

## REPORTING BUGS
If you find any bugs, please report them (or better yet, fix them and send a patch) to author Vlad Volodin.

## AUTHOR
Written by Vlad Volodin <vest.84@gmail.com>


bearoffdump

package: gnubg-data

title: bearoffdump(6)

text:
# bearoffdump(6)

## NAME
bearoffdump - dump a position from the GNU Backgammon bearoff database

## SYNOPSIS
bearoffdump file id

## DESCRIPTION
bearoffdump takes the path to a GNU Backgammon bearoff database and a position number and dumps the bearoff information for that position. It can be called on either the one-sided bearoff database, normally /usr/share/gnubg/gnubg_os0.bd; or the two-sided bearoff database, normally /usr/share/gnubg/gnubg_ts0.bd. The output from the former includes the probabilities of bearing off all checkers in varying numbers of moves. The latter only gives the probability of winning and doubling cube equity.

The id is difficult to derive if you don't know GNU Backgammon internals. Each possible combinatorial position of checkers and points is assigned a position number, id divided by that number is the player position, and id modulo that number is the opponent position. The number of points and checkers is set when building the bearoff database and are shown by bearoffdump when run with any id.

## SEE ALSO
gnubg(6)

## AUTHORS
Joseph Heled, Øystein Johansen, Jørn Thyssen, and Gary Wong, with the assistance of many others <bug-gnubg@gnu.org>.

This manual page was written by Russ Allbery <rra@debian.org>, for the Debian GNU/Linux system (but may be used by others). It may be redistributed and/or modified under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation (the same license as GNU Backgammon).


gnubg

title: gnubg(6)

summary: GNU Backgammon program

text:
# gnubg(6)

## NAME
gnubg - GNU Backgammon program

## SYNOPSIS
gnubg -bcdlpqrStvw [file.sgf]

## DESCRIPTIONS
GNU Backgammon gnubg (6) plays and analyses backgammon games and matches. It is able to play and analyse both money games and tournament matches, evaluate and roll out positions, and more.

## OPTIONS
-b, --no-bearoff Do not use bearoff database

-c, --commands=FILE Evaluate commands in FILE and exit

-d, --debug Turn on debug

-l, --lang=LANG Set language to LANG

-p, --python=FILE Start in Python mode or evaluate code in FILE and exit

-q, --quiet Disable sound effects

-r, --no-rc Do not read .gnubgrc and .gnubgautorc commands

-S, --splash Show GTK splash screen

-t, --tty Start on tty instead of using window system

-v, --version Show version information and exit

-w, --window-system-only Ignore tty input when using window system

-D, --datadir Specify location of general data

-P, --pkgdatadir Specify location of program specific data

-O, --docdir Specify location of program documentation

-s, --prefsdir Specify location of user's preferences directory

## FILES
~/.gnubg/gnubgautorc, ~/.gnubg/gnubg.db, ~/.gnubg/gnubg.gtkrc

## AUTHORS
Joseph Heled, Øystein Johansen, Jørn Thyssen, and Gary Wong, with the assistance of many others. Bug reports go to <bug-gnubg@gnu.org>.

Manual written by Christian Anthon


makebearoff

title: makebearoff(6)

text:
# makebearoff(6)

## NAME
makebearoff - generate a GNU Backgammon bearoff database

## SYNOPSIS
makebearoff [-HCcgnh] -f filename [-t PxC] [-o P] [-s cache-size] [-O filename]

## DESCRIPTION
makebearoff generates GNU Backgammon bearoff databases, which are used to improve play in the endgame. It can generate either two-sided (exact) databases that tell precisely the chance of winning or one-sided (approximate) databases that provide a variety of probabilities looking at each side independently.

Bearoff databases can get quite large and can take a significant amount of time to generate for large numbers of chequers and/or points.

## OPTIONS
-f filename, --outfile filename

Write the bearoff database to filename. This option must be given.

-t PxC, --two-sided PxC

Generate a two-sided bearoff database for P points and C chequers for each player. Be warned that the size of the database grows rapidly with larger numbers of points and chequers.

-o P, --one-sided P

Generate a one-sided bearoff database for P points. One-sided bearoff databases are always generated for up to fifteen chequers.

-s N, --xhash-size N

Use a memory cache of size N while building the database. If the cache is smaller than the database size, database generation will be slower due to disk writes.

-O filename, --old-bearoff filename

Reuse an already generated bearoff database. Any needed data already in this database will just be copied without regenerating it.

-H, --no-header

Do not write the normal bearoff database header.

-C, --no-cubeful

Do not calculate cubeful equities for two-sided databases.

-c, --no-compress

Do not compress one-sided databases.

-g, --no-gammons

Do not include gammon distributions in one-sided databases.

-n, --normal-dist

Rather than storing exact probabilities, approximate probabilities in a one-sided database with a normal distribution.

-h, --help

Display usage and exit.

## EXAMPLES
To generate a two-sided database for up to eight chequers on six points:

```
    makebearoff -t 6x8 -f gnubg_ts.bd
```

Note that this database is 72MB in size. To generate a one-sided database for up to fifteen chequers on ten points:

```
    makebearoff -o 10 -f gnubg_os.bd
```

Note that this database is 118MB in size.

## SEE ALSO
gnubg(6), bearoffdump(6)

## AUTHORS
Joseph Heled, Øystein Johansen, Jørn Thyssen, and Gary Wong, with the assistance of many others <bug-gnubg@gnu.org>.

This manual page was written by Russ Allbery <rra@debian.org>, for the Debian GNU/Linux system (but may be used by others). It may be redistributed and/or modified under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation (the same license as GNU Backgammon).


makehyper

title: makehyper(6)

text:
# makehyper(6)

## NAME
makehyper - generate a GNU Backgammon Hypergammon position database

## SYNOPSIS
makehyper [-nh] [-f filename] [-r filename] [-c chequers] [-t threshold]

## DESCRIPTION
Hypergammon is a variation of backgammon with a much reduced number of chequers (usually three). It's possible to fully analyse this simplified game and generate a database of position evaluations in order to play perfectly. makehyper generates such a position evaluation database.

Since many of the positions are in contact, it's not possible to generate the database in one pass; instead, makehyper iterates until the position evaluation converges. The convergence threshold can be changed with the -t option.

## OPTIONS
-f filename, --outfile filename

Write the hypergammon database to filename. Default is "hyper<number of chequers>.bd", the name expected by GNU Backgammon when using the database.

-r filename, --restart filename

Restart calculation of the database from the given file, which should be a checkpoint from an earlier run.

-c chequers, --chequers chequers

Set the number of chequers in the game. The default is 3, for normal 3-chequer hypergammon.

-n, --no-checkpoint

Do not write a checkpoint file after each iteration.

-t threshold, --threshold threshold

Set the convergence threshold. The default is 1e-5.

-h, --help

Display usage and exit.

## SEE ALSO
gnubg(6)

## AUTHORS
Joseph Heled, Øystein Johansen, Jørn Thyssen, and Gary Wong, with the assistance of many others <bug-gnubg@gnu.org>.

This manual page was written by Russ Allbery <rra@debian.org>, for the Debian GNU/Linux system (but may be used by others). It may be redistributed and/or modified under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation (the same license as GNU Backgammon).


makeweights

title: makeweights(6)

text:
# makeweights(6)

## NAME
makeweights - generate a GNU Backgammon binary weights file

## SYNOPSIS
makeweights [[-f] output [input]]

## DESCRIPTION
makeweights generates GNU Backgammon binary weights file from a text input file. By default, it reads input from standard input and writes output to standard output, but input and output files may be specified on the command line. It is only of interest if you want to regenerate the gnubg.wd database from a modified gnubg.weights file.

## OPTIONS
-f

This option may be given for compatibility with the options of other GNU Backgammon programs but is ignored.

## EXAMPLES
To generate gnubg.wd from gnubg.weights:

```
    makeweights gnubg.wd gnubg.weights
```

## SEE ALSO
gnubg(6)

## AUTHORS
Joseph Heled, Øystein Johansen, Jørn Thyssen, and Gary Wong, with the assistance of many others <bug-gnubg@gnu.org>.

This manual page was written by Russ Allbery <rra@debian.org>, for the Debian GNU/Linux system (but may be used by others). It may be redistributed and/or modified under the terms of version 3 or later of the GNU General Public License as published by the Free Software Foundation (the same license as GNU Backgammon).


gnubik

package: gnubik

title: gnubik(6)

text:
# gnubik(6)

## NAME
gnubik - an interactive, graphic Magic cube program.

## SYNOPSIS
gnubik [window_system_options] [-hvs] [-z n[,m[,p]]] [-a m]

## DESCRIPTION
This is a program which displays a 3 dimensional image of a magic cube, as introduced to the world by its Hungarian inventor, Erno Rubik. The user rotates the blocks of the cube, and attempts to solve the puzzle, by moving all the blocks to their correct positions and orientations, resulting in a cube with a single colour on each face.

## OPERATION
The user interacts with the program in the following ways:

### Viewing the Cube
The viewing position may be altered using the arrow keys or by using the mouse. The left and right arrow keys rotate the cube about the vertical axis. The up and down keys rotate the cube about the horizontal axis. Holding down the shift key whilst pressing the left and right arrow keys rotates the cube about the z axis.

To rotate the cube using the mouse, hold down button 1 and move the mouse anywhere on the window. If your mouse has a scroll wheel, you can use this to rotate the cube about the z axis.

### Performing Rotations
Rotations are performed using the mouse. To manipulate the cube, place the mouse cursor on a square in the cube, against the edge facing the direction you want to move, and click button 1.

The mouse cursor will indicate the direction of rotation.

## OPTIONS
The following options may be specified on the command line at invocation.

-z n,m,p

Draws a cube of size n x m x p, where n,m and p are positive. The default size is 3 x 3 x 3.

-a m

When rotating parts of the cube, show m intermediate positions. The default for this value is 2. Setting to a higher value, will give smoother animations, but will result in a slower program.

-s

Starts with the cube already solved. By default, it starts in a random position.

-h

Display a help message and exit.

-v

Display version number and then exit.

## IMPLEMENTATION
The code for gnubik is written in C and Scheme. It uses the Mesa/OpenGL graphics library, and the Gtk+ library and Guile. As such, it should be easy to generate a version for any system complying with these standards.

## BUGS
The rendering process is slower than it could be, since display lists aren't currently used. The entire image is re-rendered, during each refresh, regardless of which components have changed their appearance.

## COPYRIGHT
Copyright (C) 1998, 2011 John Darrington.

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 3 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.

You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>.


gnugo

package: gnugo-core

title: gnugo(6)

summary: The \s-1GNU\s0 program to play the game of Go

text:
# gnugo(6)

## NAME
gnugo - The GNU program to play the game of Go

## SYNOPSIS
gnugo [--boardsize <num>] [--color <color>] [--handicap <num>] [--komi <num>] [--quiet] [-v, --version] [-h, --help] [--help debug] [--copyright] [--mode <mode>] [--replay <color>] [-l, --infile <filename>] [-L, --until <move>] [-o, --outfile <filename>] [--printsgf <filename>] [-D, --depth <num>] [-B, --backfill_depth <num>] [--score [estimate⎪finish⎪aftermath] ] [-a, --allpats] [-T, --printboard] [-d, --debug <level>] [-w, --worms] [-m, --moyo <level>] [-b, --benchmark num] [-t, --trace] [-r, --seed num]

## DESCRIPTION
GNU Go plays a game of Go against the user. It has many other features: it can play against itself or another program, analyse and score a recorded game. GNU Go is compliant with Go modem protocol, load and save game in the Smart Game format.

GNU Go default is a simple alpha-numeric board display, but you can use a client such as CGoban.

The game of Go

Go is a game of strategy between two players usually played on a 19x19 grid called goban. The two players put black and white stones on the goban to enclose territory. Go was invented about 4000 years ago in ancient China. Other names for this game are (Chinese) Wei Chi, (Korean) Baduk and (Ing) Goe.

Playing a game in ASCII mode

To start a game with default options, just invoke "gnugo". The board will be drawn at your terminal using ASCII letters. In this mode, you can get help on available commands by the h key. To play as Black with 4 stones handicap, with a 0.5 komi, recording the game in the file record.sgf:

```
 gnugo --color black --handicap 4 --komi 0.5 -o record.sgf
```

Playing a game with CGoban

CGoban is a general purpose client program by Bill Shubert for playing Go. It runs under X Window System with a beautiful resizeable graphic display. To use GNU Go under X Window System, obtain the most recent version of CGoban from Bill Shubert's web site

http://www.igoweb.org/~wms/comp/cgoban/index.html

Start CGoban. When the CGoban Control panel comes up, select `Go Modem.' You will get the Go Modem Protocol Setup. Choose one (or both) of the players to be ``Program,'' and fill out the box to the path to gnugo. After clicking OK, you get the Game Setup window. Choose ``Rules Set'' to be Japanese (otherwise handicaps won't work). Set the board size and handicap if you want. Click OK and you are ready to go.

In the Go Modem Protocol Setup window, when you specify the path to GNU Go, you can give it command line options, such as --quiet to suppress most messages. Since the Go Modem Protocol preempts standard I/O, other messages are sent to stderr, even if they are not error messages. These will appear in the terminal from which you started CGoban.

Scoring system

The game stops when both players pass. GNU Go will attempt to compute and report the score to you. It may occasionally make mistakes due to wrong evaluation of the status of a group. You can check the score as follows. In ASCII mode, at the end of the game, stones believed dead are marked in lower case letters, and you have the option of toggling their status before counting. Using CGoban, you may use CGoban's counting facility to count the game using either Japanese or Chinese rules.

Viewing a stored game

gnugo -l filename.sgf --mode ascii

loads filename.sgf and lets you navigate through the game by using the commands forward, back, goto and last. It is not possible to navigate through variations in ascii mode. You may also use CGoban to view stored games. CGoban can navigate variations.

Documentation

The files in the doc directory contain detailed documentation about debugging options and internal program structure. Other documentation may be found in comments throughout the source code.

Go Modem Protocol

The Go Modem Protocol is a standard interface between Go programs and graphical display.

The Go Modem Protocol was developed by Bruce Wilcox with input from David Fotland, Anders Kierulf and others. Any Go program *should* use this protocol since it is standard. Since CGoban supports this protocol, the user interface for any Go program can be done entirely through CGoban. Using the Go Modem Protocol, you can play with another computer running a different program (even on a different operating system) using a modem, a serial cable or over the internet if the other program also supports the protocol. You can also communicate with the Go servers using CGoban.

Smart Game Format

Games (with comments, variations and other features) can be stored in the Smart Game Format (SGF). This format originated in Anders Kierulf's program Smart Go. Martin Muller and Arno Hollosi developed the current standard, which may be found at

http://www.red-bean.com/sgf/

GNU Go supports the Smart Game Format.

## OPTIONS
Main options

--mode mode

force the playing mode (ascii', gtp or gmp). Default is ASCII. If no terminal is detected GMP (Go Modem Protocol) will be assumed.

--replay color

replay the game generating moves for color, where color is white, black, or both. (requires -l)

--quiet

Don't print copyright and other informational messages.

-l, --infile file

Load the SGF file (to score or analyze a recorded game).

-L, --until move

Stop loading just before move is played (e.g. 154 or L10).

-o, --outfile file

Save the played game to file in SGF format.

Game Options:

--boardsize num

Set the board size to use (1-19). Default is 19, other common formats are 13 and 9.

--color color

Choose your color (black or white). Black plays first, White gets the komi compensation.

--handicap num

Set the number of handicap stones.

--komi num

Set the komi (points given to white player to compensate advantage of the first move, usually 5.5 or 0.5). Default is 5.5.

Informative Output:

-v, --version

Display the version of GNU Go.

-h, --help

Display help message.

--help debug

Display help about debugging options.

--copyright

Display copyright notice.

Debugging and advanced options:

-T, --printboard

Show board each move.

--level num

Level of play. (default 10; smaller=faster, weaker).

-b, --benchmark num

Benchmarking mode - can be used with -l.

-t, --trace

Verbose tracing (use twice or more to trace reading).

-r, --seed num

Set random number seed.

--score [estimate⎪finish⎪aftermath]

Count or estimate territory of the input file. Usage:

gnugo --score estimate -l filename

Loads the SGF file and estimates the score by measuring the influence. Use with -L if you want the estimate somewhere else than at the end of the file.

gnugo --score finish -l filename

Loads the SGF file and gnugo continues to play by itself up to the very end. Then the winner is determined by counting the territory.

gnugo --score aftermath -l filename

Similar to --score finish except that a more accurate but slower algorithm is used to determine the final status of the groups.

If the option -o outputfilename is provided, the results will also be written as comment at the end of the output file.

--printsgf outfile

Load SGF file, output final position (requires -l).

## BUGS
If you find a bug, please send the SGF output file to gnugo@gnu.org together with a description of the bug.


gnujump

package: gnujump

title: gnujump(6)

summary: a xjump clone

text:
# gnujump(6)

## NAME
GNUjump - a xjump clone

## SYNOPSIS
sdljump [ REPLAY ] [ OPTIONS ]

sdljump [ --help ]

## DESCRIPTION
GNUjump GNUjump is part of the GNU project.

GNUjump is a clone of the simple yet addictive game Xjump, adding new features like multiplaying, unlimited FPS, smooth floor falling, themable graphics etc...

The goal in this game is to jump to the next floor so you don't fall down. As you go upper in the Falling Tower the floors will fall faster. Try to survive longer than anyone.

To make the multiplayer games last longer, you can choose to have more than one live, but the final result will be divided by the number of lives consumed.

## OPTIONS
If you give a replay file as an argument, the program will play it and quit.

-w screenwidth, --width screenwidth

Forces the screen width to screenwidth units.

-h screenheigth, --heigth screenheigth

Forces the screen height to screenheigth units.

-b bitsperpixel, --bpp bitsperpixel

Sets the screen bitdepth to bitsperpixel.

-f , --fullscreen

Force fullscreen mode.

-s , --software

Force software rendering.

-o , --opengl

Force OpenGL rendering.

-a , --antialias

Force antialiasing for rotating sprites.

-n , --no-aa

Disables antialiasing for rotating sprites.

-? , --help

Displays the help screen.

## HIGHSCORES
The mode tab in the Highscores might seem strange at first, but it is quite simple: it represents the Game Mode options set in that match. Each letter represents an option:

1st Letter: The FPS limiter

s: GNUjump default - An arbitrary FPS limit.

x: Xjump - 40 fps, the xjump default

2nd Letter: The player rotation

s: GNUjump default - full rotation.

x: Xjump rotation mode

n: No rotation

3rd Letter: The falling floors scroll mode.

s: GNUjump default - Soft

x: Xjump - Hard

## COPYRIGHT

Copyright (C) 2005

Juan Pedro Bol�ar Puente <magnicida@gmail.com>

This 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, or (at your option) any later version without ANY WARRANTIES.

## AUTHOR
GNUjump was written by Juan Pedro Bol�ar Puente <magnicida@gmail.com>


goatattack

package: goatattack

title: goatattack(6)

summary: multiplayer pixel art shooter game

text:
# goatattack(6)

## NAME
goatattack - multiplayer pixel art shooter game

## SYNOPSIS
goatattack [path/to/datafolder]

## DESCRIPTION
Goat Attack is a fast-paced multiplayer pixel art shooter game. Optionally, you can append a data folder.

## CONFIGURATION
The configuration is a simple key=value file. The configuration file is stored in your home directory under ~/.goatattack or ~/.config/goatattack and you should not edit this file directly unless you know what you do. You can change your settings in a running game session with /get and /set command. You have to be /op to be able to do this. Have a look into the goatattack-server manual page for further informations.

## MORE INFORMATIONS
Please read the README file for more informations.

## AUTHORS
Goat Attack and its manuals were written by Philippe Widmer <pw@earthwave.ch>, and are licensed under the terms of GPLv3 licenses.


goatattack-mapeditor

title: goatattack-mapeditor(6)

text:
# goatattack-mapeditor(6)

## NAME
goatattack-mapeditor - multiplayer pixel art shooter game map editor

## SYNOPSIS
goatattack-mapeditor

## DESCRIPTION
Goat Attack Map Editor is the map editor to the fast-paced multiplayer pixel art shooter game Goad Attack.

## MORE INFORMATIONS
Please read the README file for more informations.

## AUTHORS
Goat Attack and its manuals were written by Philippe Widmer <pw@earthwave.ch>, and are licensed under the terms of GPLv3 licenses.


goatattack-server

title: goatattack-server(6)

text:
# goatattack-server(6)

## NAME
goatattack-server - dedicated server for a multiplayer pixel art shooter game

## SYNOPSIS
goatattack-server conffile

## DESCRIPTION
Goat Attack dedicated server for a fast-paced multiplayer pixel art shooter game. The server uses UDP sockets for communication.

## CONFIGURATION
Create a configuration file as described below and run the dedicated server with that configuration file as parameter. You should find a couple of configuration files in the source package of Goat Attack.

### FIELD TYPES
alphanumeric

This field allows to hold a text.

numeric

This field can hold numeric values.

boolean

This field is a true or false field. You can use 0 for false/no and 1 for true/yes.

### VALID FIELDS
server_name (required, alphanumeric)

server_name=schlachttempel DM #1

Sets the name of the dedicated server.

server_message (optional, alphanumeric)

server_message=hello player :)|welcome to schlachttempel DM #1.

If a player connects to your server, this greeting message will be shown. Use the pipe symbol to break lines.

server_password (optional, numeric)

server_password=12345

You can protect your server with a password. The ingame server list will mark your server as password protected.

num_players (required, numeric)

num_players=12

Define here, how many players can connect to your server.

port (required, numeric)

port=25111

Your dedicated server will listen on this port.

master_server (optional, alphanumeric)

master_server=master.goatattack.net

Fill out this field, if you want to register your dedicated server to the master server. The official master is master.goatattack.net.

hold_disconnected_player (optional, boolean)

hold_disconnected_player=1

If a player disconnects (in due to network lags) and reconnects again, the score is preserved. The server will hold the scores for about 60 seconds.

reconnect_kills (optional, numeric)

reconnect_kills=10

Here you can define a reconnect penalty, how many kills the reconnecting player will get.

shuffle_maps (optional, boolean)

shuffle_maps=1

Set to 1 (true), if you want to shuffle the map rotation list.

map_count (required, numeric)

map_count=2

Define, how many maps in your rotation list are.

nameX (required, alphanumeric)

name0=dm1

Define the name of the map (do not use the map description). Set X to the index of the current map, zero based.

warmupX (optional, numeric)

warmup0=30

If you want to begin with a warm up, define it in seconds. Set X to the index of the current map, zero based.

durationX (required, numeric)

duration0=10

Define the duration in minutes. Set X to the index of the current map, zero based.

logfile (optional, alphanumeric)

logfile=/var/log/serverstat.log

Define a log output file for creating statistics and reports.

clan_red_name (optional, alphanumeric)

clan_red_name=sharks

Define the name of the red team.

blue_red_name (optional, alphanumeric)

blue_red_name=jets

Define the name of the blue team.

admin_password (optional, alphanumeric)

admin_password=master

Define the password to authenticate to manage the dedicated server. You can enter the server mode using the chat window. To submit server command, use the slash before commands, eg. /op master.

friendly_fire_alarm (optional, boolean)

friendly_fire_alarm=1

Set to 1 (true), if you want to hear an alarm if a team mate is shot. Set to 0 to turn the alarm off.

## SERVER COMMANDS
The server commands only work on a dedicated server. Servers created in a game play do not accept server commands.

### COMMANDS
/op <password>

Become operator/administrator.

/deop

Exit operator mode.

/kick <player_name>

Kick immediately a player from the arena.

/next

Select the next map in the map rotation list.

/map <map_name> <warmup> <duration>

Load map, warmup are in seconds, duration in minutes.

/reload

Reloads the server configuration file.

/get <variable>

Shows the server configuration variable.

/set <variable> <value>

Sets the server configuration variable.

/reset <variable>

Clears the server configuration variable.

/save

Saves the server configuration file.

/stats

Show all client stats (address and port, ping time in ms, receive and send sequence number for unreliable data, receive and send sequence number for reliable data, number of data in input and output queue).

/list

Show list of all connected players (op is tagged with an asterisk).

## LOG FILE
If configured, a dedicated server will generate log entries on each action. Eg. if a player connects, on fragging, or if a game play is finished.

### ENTRY FORMAT
Each entry begins with date, time and logtype. All following fields depend on log type. Alphanumeric fields are quoted. The field delimiter is the space character (0x20). Example:

2016-09-02 22:26:31 000 "freanux connected" "freanux"

### FIELDS
DATE

Represents the date of log entry. The format is YYYY-MM-DD.

TIME

Represents the time of log entry. The format is hh:mm:ss.

LOG

This numeric field represents the type of the log entry. The format is nnn.

MAP

This alphanumeric field represents the short name of a map.

MAP_DESC

This alphanumeric field represents the full description of a map.

PLAYER

This alphanumeric field represents the name of the player.

TEXT

This alphanumeric field represents a text.

FRAG_PLAYER

This alphanumeric field represents the player who has fragged another player.

KILL_PLAYER

This alphanumeric field represents the player who was kill by another player.

REASON

This alphanumeric field represents the reason, why a player was killed.

TIME_IN_S

This numeric field represents how many seconds a player has needed to complete a lap.

RANK

This numeric field represents the ranking.

SCORE

This numeric field represents the score.

FRAGS

This numeric field represents the number of frags.

KILLS

This numeric field represents the number of kills. The reconnection penalty will be added as well, if configured.

TEAM_RED

This alphanumeric field represents the name of the team red.

TEAM_BLUE

This alphanumeric field represents the name of the team blue.

LAPS

This numeric field represents the number of done laps in a speed race game type.

BEST

This numeric field represents the best time of all laps in a speed race game type. The format is n.n, eg. 18.30.

LAST

This numeric field represents the time number of last lap in a speed race game type. The format is n.n, eg. 18.30.

MIN:SEC

This special field represents the time in minutes and seconds of carrying the big coin in a CTC game play, eg. 5:12.

OLD_NAME and NEW_NAME

This alphanumeric field represents the name before and after changing the nick of a player.

### LOGTYPES
000 LogTypePlayerConnect

DATE TIME LOG TEXT PLAYER

A player has connected to the game server.

001 LogTypePlayerDisconnect

DATE TIME LOG TEXT PLAYER

A player has disconnected the game server.

002 LogTypeNewMap

DATE TIME LOG MAP MAP_DESC TEXT

A new map was created and is ready for playing.

003 LogTypeChatMessage

DATE TIME LOG MAP MAP_DESC TEXT PLAYER

A player has sent a chat message.

004 LogTypeWarmUp

DATE TIME LOG MAP MAP_DESC TEXT

The warm up begins.

005 LogTypeGameBegins

DATE TIME LOG MAP MAP_DESC TEXT

The game begins.

006 LogTypeGameOver

DATE TIME LOG MAP MAP_DESC TEXT

The game is over.

007 LogTypeFrag

DATE TIME LOG MAP MAP_DESC TEXT FRAG_PLAYER KILL_PLAYER REASON

A player has fragged another player.

008 LogTypeKill

DATE TIME LOG MAP MAP_DESC TEXT PLAYER REASON

A player was killed by falling off the stage or touching lava, or stings.

009 LogTypeRedTeamJoin

DATE TIME LOG MAP MAP_DESC TEXT PLAYER

A player joins the red team. Belongs to TDM, CTF and GOH.

010 LogTypeBlueTeamJoin

DATE TIME LOG MAP MAP_DESC TEXT PLAYER

A player joins the blue team. Belongs to TDM, CTF and GOH.

011 LogTypeRedFlagPicked

DATE TIME LOG MAP MAP_DESC TEXT PLAYER

The red flag was picked by a player of the opposite team. Belongs to CTF.

012 LogTypeRedFlagDropped

DATE TIME LOG MAP MAP_DESC TEXT PLAYER

The red flag was dropped by a player of the opposite team. Belongs to CTF.

013 LogTypeRedFlagSaved

DATE TIME LOG MAP MAP_DESC TEXT PLAYER

A Player has saved his red team flag. Belongs to CTF.

014 LogTypeRedFlagReturned

DATE TIME LOG MAP MAP_DESC TEXT

The red flag was returned to base without intervention of a player. Belongs to CTF.

015 LogTypeBlueFlagPicked

DATE TIME LOG MAP MAP_DESC TEXT PLAYER

The blue flag was picked by a player of the opposite team. Belongs to CTF.

016 LogTypeBlueFlagDropped

DATE TIME LOG MAP MAP_DESC TEXT PLAYER

The blue flag was dropped by a player of the opposite team. Belongs to CTF.

017 LogTypeBlueFlagSaved

DATE TIME LOG MAP MAP_DESC TEXT PLAYER

A Player has saved his blue team flag. Belongs to CTF.

018 LogTypeBlueFlagReturned

DATE TIME LOG MAP MAP_DESC TEXT

The blue flag was returned to base without intervention of a player. Belongs to CTF.

019 LogTypeCoinPicked

DATE TIME LOG MAP MAP_DESC TEXT PLAYER

A player has picked the big coin. Belongs to CTC.

020 LogTypeCoinDropped

DATE TIME LOG MAP MAP_DESC TEXT PLAYER

The player, who carried the coin has dropped the big coin. Belongs to CTC.

021 LogTypeTeamRedScored

DATE TIME LOG MAP MAP_DESC TEXT PLAYER

The red team scored. Belongs to TDM, CTF and GOH.

022 LogTypeTeamBlueScored

DATE TIME LOG MAP MAP_DESC TEXT PLAYER

The blue team scored. Belongs to TDM, CTF and GOH.

023 LogTypeRoundFinished

DATE TIME LOG MAP MAP_DESC TEXT PLAYER TIME_IN_S

A player has finished a speed race round. Belongs to SR.

024 LogTypeEndOfStats

DATE TIME LOG MAP MAP_DESC TEXT

If all statistics where logged, this type of log marks the end of statistics. Belongs to all game modes.

025 LogTypeStatsDM

DATE TIME LOG MAP MAP_DESC TEXT RANK PLAYER SCORE FRAGS KILLS

After a match, this statistic entry is logged for all players. Belongs to DM.

026 LogTypeStatsTDMTeamScore

DATE TIME LOG MAP MAP_DESC TEXT TEAM_RED SCORE TEAM_BLUE SCORE

After a match, this team statistic is logged. Belongs to TDM.

027 LogTypeStatsTDMTeamRed

DATE TIME LOG MAP MAP_DESC TEXT RANK PLAYER SCORE FRAGS KILLS

After a match, this statistic is logged for all players of team red. Belongs to TDM.

028 LogTypeStatsTDMTeamBlue

DATE TIME LOG MAP MAP_DESC TEXT RANK PLAYER SCORE FRAGS KILLS

After a match, this statistic is logged for all players of team blue. Belongs to TDM.

029 LogTypeStatsCTFTeamScore

DATE TIME LOG MAP MAP_DESC TEXT TEAM_RED SCORE TEAM_BLUE SCORE

After a match, this team statistic is logged. Belongs to CTF.

030 LogTypeStatsCTFTeamRed

DATE TIME LOG MAP MAP_DESC TEXT RANK PLAYER SCORE FRAGS KILLS

After a match, this statistic is logged for all players of team red. Belongs to CTF.

031 LogTypeStatsCTFTeamBlue

DATE TIME LOG MAP MAP_DESC TEXT RANK PLAYER SCORE FRAGS KILLS

After a match, this statistic is logged for all players of team blue. Belongs to CTF.

032 LogTypeStatsSR

DATE TIME LOG MAP MAP_DESC TEXT RANK PLAYER LAPS BEST LAST

After a match, this statistic entry is logged for all players. Belongs to SR.

033 LogTypeStatsCTC

DATE TIME LOG MAP MAP_DESC TEXT RANK PLAYER MIN:SEC

After a match, this statistic entry is logged for all players. Belongs to CTC.

034 LogTypeStatsGOHTeamScore

DATE TIME LOG MAP MAP_DESC TEXT TEAM_RED SCORE TEAM_BLUE SCORE

After a match, this team statistic is logged. Belongs to GOH.

035 LogTypeStatsGOHTeamRed

DATE TIME LOG MAP MAP_DESC TEXT RANK PLAYER SCORE FRAGS KILLS

After a match, this statistic is logged for all players of team red. Belongs to GOH.

036 LogTypeStatsGOHTeamBlue

DATE TIME LOG MAP MAP_DESC TEXT RANK PLAYER SCORE FRAGS KILLS

After a match, this statistic is logged for all players of team blue. Belongs to GOH.

037 LogTypeJoin

DATE TIME LOG MAP MAP_DESC TEXT PLAYER

A player joins the game. Belongs to DM, CTC and SR.

038 LogTypePlayerNameChange

DATE TIME LOG TEXT OLD_NAME NEW_NAME

A player has changed his nick.

039 LogTypeMapClosed

DATE TIME LOG MAP MAP_DESC TEXT

If a match is finished or the last player has left the arena, the current map will be closed.

040 LogTypeLeft

DATE TIME LOG MAP MAP_DESC TEXT PLAYER

041 LogTypeInTheLobby

DATE TIME LOG MAP MAP_DESC TEXT

042 LogTypeLobbyReady

DATE TIME LOG MAP MAP_DESC TEXT PLAYER

A player left the game and spectates now. Belongs to all game modes.

## MORE INFORMATIONS
Please read the README file for more informations.

## AUTHORS
Goat Attack and its manuals were written by Philippe Widmer <pw@earthwave.ch>, and are licensed under the terms of GPLv3 licenses.