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XPILOT(6)							     XPILOT(6)

NAME
       xpilot - XPilot multiplayer gravity war game client

SYNOPSIS
       xpilot [-help] [-version] [-name nickname] [-team team-number] [-join]
       [-list] [-shutdown [message]] [-display string] [-port port-number]
       [-text] [configuration-options] [server-host ...]

OVERVIEW
       XPilot is a multiplayer game which looks a bit like Thrust for the Com‐
       modore 64.  Thrust has some similarities with Atari's coin-up games
       Gravitar and Asteriods (not a misspelling) - they were the originals.
       Several clones have appeared for various computers, among others Grav‐
       ity Force for the Commodore Amiga.

       The main objective of the game varies as you can choose different game
       modes, although the only modes supported as of today are combat
       (optionally with teams and/or limited lives) and race.  The former mode
       focuses more strongly on shooting each other down, while the latter is
       more a piloting test than anything else.

       To start playing, you need to connect to a server by using a client
       program called xpilot.  If there are no servers running, you will have
       to start one of your own (see man-page xpilots(6)).

   Options
       -help	      Prints some help, including commandline options.

       -version	      Prints the current version.

       -name player-name
		      Lets you use an alternative name during the play (may be
		      handy :).	 If this option isn't specified, and you
		      haven't set the X resource name, you will be known by
		      your login name.

       -team team-number
		      Joins team number team-number.  See below for notes
		      about team play.	When the server is not configured for
		      team mode, this option has no effect.

       -help	      Prints a small usage message.

       -version	      Prints version information.

       -join	      Automatically joins the first server you get response
		      from.  If no server-host is specified, a broadcast query
		      is performed to locate a server on the local network.

       -list	      A broadcast query is performed on the local network and
		      status information is displayed from all servers found.

       -shutdown [message]
		      Sends a shutdown to the server, the message part is
		      optional.

       -name nick     Specifies your nick name.

       -team number   Specifies your wanted team number.

       -display display-string
		      Specifies which X server to contact.

       -port number   Specifies the port number to use when contacting a
		      server.

       -text	      Invokes the old text-based command prompt interface
		      instead of the new Welcome Window.  If no server-host is
		      specified, a broadcast query is performed to locate a
		      server on the local network.  If a server-host is speci‐
		      fied, -text is implied.

       configuration-options
		      All the X resource values can be configured separately
		      from the command line.  For example to change the ecm
		      key to just `z' use; -keyEcm z

       server-host    Tries to connect to server at host server-host.  If suc‐
		      cessful and -join is not specified, you are presented
		      with the command prompt.

		      If neither server-host nor -join are specified, the Wel‐
		      come Window is displayed and a server may be selected
		      from there.

PROMPT COMMANDS
       When you startup xpilot specifying a server name but no -join option,
       or -text is specified, you will get a prompt asking you for directions.
       You may type h or ?  to list the available commands.  These are quite
       obvious and deal with communication to the current server only.	You
       may enter the game by pressing CR (Return/Enter).

       If you are the owner of the server you will have a few extra options.
       See xpilots(6).

THE WELCOME WINDOW
       When you startup xpilot without specifying a server name you will be
       presented with a Welcome window with three buttons in the upper left
       corner.	These buttons are:

	    Local	Search for xpilot servers on the local network and
			display a list of matches.  Press the Join game button
			beside the desired server name to start playing.  If
			no servers are listed, you will need to start one.
			See xpilots(6).

	    Internet	Search the xpilot meta servers (see notes section) for
			currently running xpilot servers on the Internet.

			If the meta servers could be contacted, a list of
			servers will be displayed.

	    Quit	Press this button to exit the program.

       When the Internet button is pressed and successfully retrieves the list
       of xpilot servers from the meta servers, additional buttons appear at
       the bottom and one under the server column for each server listed:

	    Next Page	If there is more than a screenful of servers, this
			will allow you to see the rest of them.	 A First Page
			button will appear to return to the top of the list
			when you are not on the first page.  The page is ini‐
			tially sorted by the pl column in descending order.

	    Measure Lag This will fill the ping column with the round-trip
			time for a packet to reach each server (in millisec‐
			onds).	If the server is not reachable, none will
			appear in this column.	The results will be sorted by
			Pl in descending order and subsorted in ascending
			order by Ping time.

	    Server	The hostname of the server is displayed as a red but‐
			ton to join that server.

			The button is highlighted when the program is attempt‐
			ing to establish a connection to the server.  If the
			server cannot be contacted after two retries, the but‐
			ton will revert to its unhighlighted state.  If the
			button stays highlighted and you do not enter the game
			immediately, this means you have been queued to enter
			the game as soon as a base is available.

			The xpilot client does not handle the connection
			attempt in its own thread and therefore blocks the
			current execution thread and will not update the dis‐
			play or respond to button presses until a connection
			is established or it gives up.	Thus, the only way to
			exit the queued state is to close the xpilot client,
			either by using the window manager to close the win‐
			dow, or forcibly with kill(1) or ^C.

			Incorrectly configured server hosts may report a false
			hostname.  However, behind the scenes, the meta server
			sends us the IP number.	 A connection will be estab‐
			lished to that IP number when the server button is
			pressed so long as there isn't a network problem (such
			as a firewall at either the client or server end not
			configured to permit access) that prevents contact.

       The columns of the Internet server table, from left to right are as
       follows:

	    Pl		The number of human players on the server.

	    Q		The number of players currently queued to join the
			server.

	    Ba		The number of bases on this map.

	    Tm		The number of teams, if the map is a teamplay map.

	    FPS		The framerate of the server in frames-per-second.

	    Stat	The status of the game, e.g. lock if the game is
			locked.

	    Version	The version number of the server.

	    Map		The name of the map.

	    Server	The hostname of the server.

THE GRAPHICAL USER INTERFACE
       When you enter a game you will hopefully be presented a window.	This
       window is divided into three major areas:

	    Radar	(Top left) This area shows the map the server you are
			playing on is using as well as the position of your
			fellow players (if they aren't cloaked).  In race mode
			the radar also outputs the position of the control
			posts.	Players are shown as small rectangles The
			player you are currently locked onto is shown as a
			flashing rectangle.

			The server can optionally display missiles, mines
			and/or bombs (moving mines) on this radar, and will
			display them using different symbols; missiles are
			quick flashing small dots, mines and bombs slow flash‐
			ing small dots.	 If nuclear mines or missiles are
			launched the radar can detect the high energy radation
			emiited and will show these types of weapons on the
			radar as alternating small and large rectangles.  The
			radar always has a limited range for these objects,
			due to their small size.  The maximum range depends on
			how much fuel you are carrying.

			On teamplay maps, your fellow team members will appear
			as green dots on the radar, whereas the enemy will
			appear as white dots.

	    Rating list (Bottom left) This area shows the list of players
			(sorted with respect to their rating, or `score') cur‐
			rently logged on the server.  The player with the
			highest <rating>/<num of times died> ratio - that is,
			the most `deadly' player - is underlined with a dashed
			line.

			First on each line, you might find a letter which
			gives you some information about the status of the
			player: R means the player is a robot, T means the
			player is not a player but a detached tank, D means
			player is dead (only possible in limited lives mode),
			P means the player is paused and W means the player is
			waiting to join the game after login (in limited lives
			mode).

			Depending on the current game mode, you will also find
			information about which teams each player belong to
			and how many lives each player has left.

	    Game area	(Right) This is where the action is.  Most notably you
			will see your fighter in the middle of the screen,
			hopefully you won't see any shots or explosions yet!

			You may also see some strange blue drawings surround‐
			ing your fighter - this is the HUD (Head Up Display)
			which greatly simplifies and compresses the informa‐
			tion you need to know.	Currently, the HUD displays
			the following information:

		 Bonus items You may notice some symbols and numbers on the
			     left side of the HUD, these indicate which, and
			     what quantity, of extra equipment you have.  This
			     list can be turned off using the `o' key, then
			     only items which you gain or loose will be
			     briefly shown on the HUD.	Pressing `o' again
			     will constantly show owned items.

		 Fuel	     A fuel meter will appear on the right side of the
			     HUD when you are getting low on fuel, it will
			     start flashing when your fuel level gets danger‐
			     ously low.	 The fuel is numerically displayed on
			     the bottom right corner of the HUD.

		 Lock	     The name of the player you have currently locked
			     on is shown on the top of the HUD.	 The distance
			     and bearing to that same player is visualized by
			     a dot where placement of the dot gives the direc‐
			     tion, and the size of the dot gives the distance.
			     The dot will be filled if the player is not on
			     the same team as you.  The distance to the player
			     also numerically displayed on the top right cor‐
			     ner of the HUD, it is measured in `blocks'.

		 Velocity    (Optional) The position of the HUD changes with
			     the current velocity.  The distance from the cen‐
			     ter of your screen is proportional to your veloc‐
			     ity.  Moving to the top moves the HUD to the bot‐
			     tom.

			     In addition to the moving HUD, you can display a
			     line from the center of the HUD to the center of
			     your ship.

			     Both indicators can be combined or used exclu‐
			     sivly (see discussion about Xresources below).

		 Score messages
			     Relevant score information is shown below the
			     HUD, as well as on the game field.

		 Time left   The amount of time the game will last if the the
			     server was started with a time limit.  This is
			     displayed in the upper left corner of your HUD.

       Between the radar and the Rating list there are three push buttons:

	    Quit	Exits the game and the program.

	    About	Pressing the About button will popup a three page help
			window.	 It explains in short the functionality of all
			the items you may encounter together with a graphical
			depiction of them.

	    Menu	The Menu button pops up a pull down menu with the fol‐
			lowing buttons:

		 Keys	     Will popup the Keys window, which contains a list
			     of all the X keysyms that have one or more xpilot
			     actions bound to them.

		 Config	     Changes the Rating list into a window with a list
			     of most of the options.  The options can be
			     changed interactively.  Pushing the Save configu‐
			     ration button will save the options and the key
			     bindings to the .xpilotrc file in your home
			     directory.

		 Score	     Displays the players and their scores in the Rat‐
			     ing list window.

		 Player	     Lists the players with their login name and their
			     host address in the Rating list window.

		 MOTD	     Displays the Message Of The Day if the server has
			     one available.

GAME CONCEPTS
       The game objective varies as the server (xpilots(6)) is very config‐
       urable.	However, below you will find short descriptions of some of the
       main concepts of the game.

   Gravity
       All objects in the game are affected by gravity - that is, they will
       accelerate in the direction the gravity is strongest.  The strength and
       direction of the gravity is user configurable (see xpilots(6)), and can
       even be set to 0.

       Some objects affect the gravity in a limited area, these are called
       gravs and they exist in miscellaneous types (attractive, repulsive,
       clockwise, anti-clockwise).  Gravs are shown as red circles with some
       symbol inside which is different for each type of grav.	(For more
       information on how the affect the gravity, see xpilots(6).)

   Wormholes
       Wormholes are shown as red rotating circles.  They will `teleport' you
       to another place in the world.  Generally, when you go through a worm‐
       hole, you'll come out at the nearest wormhole in the direction you were
       travelling.  Some wormholes are enter-only and some are exit-only.  The
       exit-only ones are invisible.  Passing through a wormhole will make you
       visible for a while if you were cloaked.

   Fuel
       You will also have to worry about your fuel level as most equipment use
       fuel/energy and some even work better the more fuel you have.

       You may gain fuel by picking up special `fuel cans' (see bonus items
       section) or refueling at a refuel station.  Refuel stations may be
       found in blocks in the world, they differ from standard background
       blocks in that they have a red/black F in them, and they are partly or
       completely filled with red.  The amount of red determines how much fuel
       the station has at available for you.  To refuel, you must hit the
       keyRefuel key (see controls section).

       Fuel takes up mass and will also determine how big the explosion will
       be when (sorry, `if' :) you meet your destiny.

   Combat
       There are two different and mutually exclusive modes which have greatly
       different objectives: combat mode and race mode.	 The most extensive is
       the combat mode, which also happens to be the default.

       Here your main objective is to get as high a rating as possible by
       `blasting away' on enemy fighters (human or robot controlled) and can‐
       nons.  All will naturally fire back at you, so you will also need some
       nifty piloting skills and/or some heavy equipment to really enjoy liv‐
       ing.  Extra weapons are explained in the bonus items section.

   Race
       In race mode, your objective is to fly as fast as you can through a
       specified route.	 This is done by passing checkpoints in a specified
       order.  The finish is reached after three laps.

       The next checkpoint is always visible on the radar.

   Team play
       Team play is useful in combination with combat mode.  It is different
       from straight combat mode in that players on your own team are not con‐
       sidered enemies.	 There are some additional objectives too.

       You can gain points if the map you are using have targets or treasures.
       The main difference is that you get points by blowing up an enemy's
       target using shots or mines.  A shot will only damage a target and if
       the target is completely damaged then the next shot will blow it up.  A
       mine will immediately destroy a target.	Two missile hits will also
       destroy a target.

       Enemy treasures have to be stolen from the enemies and dropped on your
       own treasure.  You pick up a treasure by using keyConnector when flying
       nearby the enemies treasure.  This will attach the treasure to your
       ship with a strong rubber band. Now you have to move your ship away
       from the treasure while holding the keyConnector down. When you reach a
       certain distance the rubber band will be drawn in a sollied line. This
       means that the treasure is attached to your ship.  It is possible (in
       emergency situations :) to detach the enemy treasure by pressing key‐
       DropBall, but this will of course not gain you or your team any points.

       Certain maps may configure targets as passable by team members, in
       which case they can act as wall shields for team bases.

       Provided that teamImmunity: yes is set on the map, your teammates will
       appear as blue ships, and so will their shots.  With teamImmunity you
       cannot be shot by members of your own team, nor do you bump into or
       crash with them.	 The enemy, and the enemy's shots are always white.

   Shields
       You may or may not have shields at your disposal, depending on the
       server options specified.  If you have, they are activacted with the
       keyShield key (see controls section).  Generally collisions with other
       objects (except for debris and sparks) are lethal, but when you are hit
       by something with your shields up then it will only cost you some
       fuel/energy.  If you didn't have enough fuel then the collision will be
       lethal again.  Having your shields up costs fuel.

   Bonus items
       During the game you might encounter blue triangles with red symbols on
       - these are special bonus items which will make your life easier.  As
       of today, these items include:

	    Fuel can	More fuel/energy.

	    Cloaking device
			Makes you invisible for other players, both on radar
			and on the screen.  However, when you are hit by a
			shot or missile or bounce with another player then you
			will be temporarily visible again.

	    Sensors	Enables you to see cloakers to a limited extent.  Hav‐
			ing more sensors improves this.

	    Rear cannon Extra rear cannon.

	    Front cannons
			2 extra front cannons.

	    Afterburner Your main engine becomes more powerful and uses your
			fuel more efficiently.

	    Rockets	Pack of rockets.  These may be used as smart missiles,
			heat seeking missiles, or just plain dumb torpedos.
			Usually these explode on impact with a small debris
			explosion.  However, if enabled, nuclear and/or clus‐
			ter variants of each may be possible.  See the
			description of keyToggleNuclear, keyToggleCluster and
			keyToggleModifier.

	    Mine	Pack of mines.	Can be dropped as either moving mine
			(bombing) or stationary mine (mining).	Usually these
			will explode when someone else comes within a few
			blocks, causing a large debris explosion.  However, if
			enabled, nuclear and/or cluster variants of each may
			be possible.  Mines have a little intelligence and
			will not explode for the player (or team members) who
			dropped them.  However, the targetting of mines can be
			effected by ECMs (unless the server option ecmsRepro‐
			gramMines is false).  If you get close enough to a
			mine, you will be able to sense who the mine is cur‐
			rently programmed by.  Mines dropped by different
			players have a different external appearance -- mines
			dropped by you or your team show up hollow.  Repro‐
			gramming does not change the appearance of a mine, so
			be careful because a hollow mine may not be safe.  See
			the description of keyToggleNuclear, keyToggleCluster,
			and keyToggleModifier.

	    Tank	Additional fuel tank (perhaps with some spare fuel).
			As you pick up more tanks, your weight increases and
			you'll have to compensate by picking up afterburners.
			You can change which tank is the `active tank', that
			is the one that fuel is drained from (if this tank is
			empty, fuel is drained from all tanks).	 Refueling is
			quicker with more tanks.

			To ease filling several tanks in parallel, all the
			tanks drain into their left neighbours (0<-1<-...<-8);
			except your active tank, which is watertight (it seems
			a bit complicated at first, but trust me, you'll get
			it eventually :-).  Tanks don't drain if they reach a
			certain minimum level (unless of course, you use it as
			the active tank).

			When you detach a tank it is the active one that is
			detached, unless the active tank happens to be your
			main tank, in which the tank with the highest number
			is used.  The detached tank will have the shape of a
			ship and will carry your name, it will immediately
			start thrusting (as long as fuel permits) and will
			fool all heat-seekers to follow it.

	    ECM		Electronic Counter Measures.  ECM allows you to con‐
			fuse and re-target smart missiles within a certain
			range of your ship.  When missiles are zapped by ECM,
			they will become confused for a while and then have a
			high probability of going after the player who you
			were locked onto when you used the ECM.	 The ECM will
			also cause within a certain range to either explode or
			be more likely be temporarily be blinded such that
			they do not explode if you go near them.  The closest
			mine within ECM range may be reprogrammed to be safe
			for you and your team members. If another ship is
			within range of the ECM, all it's sensors will freeze
			for a while and if the ship was cloaked, it will
			become visible for a while.  The ECM is activated by
			pressing the keyECM key.

	    Transporter Enables you to steal equipment and energy/fuel from
			the closest fighter, provided it is within the trans‐
			porters range.	You activate the transporter by press‐
			ing the keyTransporter key.

	    Laser	Gives you a laser weapon with limited range.  Having
			more of these increases the range and the repeat rate
			of the laser subsystem.

	    Emergency Thrust
			Gives you a limited amount of super thrusters, equiva‐
			lent to a full complement of afterburners.  With a
			light ship this is equivalent to hitting hyperspace or
			warp factor 9.99.  Useful for stopping quickly or run‐
			ning away fast from a deadly encounter.	 The extra
			thrust capability is toggled on and off by a seperate
			key and can thus be saved, the amount of time remain‐
			ing is shown by a status bar below the HUD.

	    Autopilot	Gives you a hover capability.  When engaged an
			`Autopilot' light will flash above the HUD.  When
			engaged the autopilot computer will bring the ship to
			a hover by the quickest (perhaps not safest) method
			possible.  It will then leave you in a hover, unless
			in a strong gravity field where your engines cannot
			cope.  Useful for hovering next to a refuel depot.

	    Tractor Beam
			Not to be confused with a transporter, this enables
			you to push or pull the ship you are currently locked
			onto.  The force is mutual, and thus if your ship is
			lighter than your target you will move more towards
			him than him towards you.  Best used with heavy ships
			to pull then push annoying players into walls.

	    Emergency Shield
			Gives you a limited amount of extra shield power,
			which prevents any fuel loss from shots, debris,
			player and wall collisions, missiles, mines, etc.
			While in use, the ship can smash into walls at any
			speed and angle without fear of being killed.  The
			extra shield capability is toggled on and off by a
			separate key and can thus be saved, with the remaining
			amount of extra shield power being saved for later
			use.  Once toggled on, the extra shield power will
			take effect and be used only while the normal shields
			are up.	 Best used when confronted with cluster mines
			and missles or deadly cannons.

CONTROLS
       The game understands quite some keys, but not all of them are equally
       important.  The following keys are more or less sorted by importance.
       The name of the keys are also the Xresources you use to redefine them,
       and the words inside the curly braces {} are their default bindings.
       See Xresources section below.

	 Primary keys
	     The primary keys are:

	      keyTurnLeft {a}
			  Turn left (anti-clockwise).

	      keyTurnRight {s}
			  Turn right (clockwise).

	      keyThrust {right Shift or left Shift}
			  Thrust me.

	      keyFireShot {return or linefeed}
			  Fire normal shot.

	      keyShield {space or Caps Lock}
			  Raise shield.	 Must be held down for continuous use.

	      keyRefuel {f or left Ctrl or right Ctrl}
			  Try to connect to nearest fuel station.  Must be
			  held down during refueling.

	      keyRepair {f}
			  Repair a target.

	 Secondary keys
	     The following commands are not always available, some require
	     bonus items to have any functionality at all.

	      keySelfDestruct {q}
			  Self destruct.  At last we managed to include a
			  timer, got rid of all those nasty I'd-rather-die-by-
			  my-own-hands-than-let-you-kill-me-and-get-all- the-
			  points pilots.

	      keyIdMode {u}
			  Toggle the ID mode.  Instead of the score list it
			  will display the list of players with their real
			  names and computer addresses.

	      keyCloak {BackSpace or Delete}
			  Enable/disable cloaking device if available.	You
			  will be invisible on both radar and on screen, but
			  beware - the device is not foolproof, it is not
			  cheap on your fuel and the only thing becoming
			  invisible is your ship, i.e. the exhaust-flames will
			  still be visible.

	      keySwapSettings {Escape}
			  Toggle between two different settings.  You'll prob‐
			  ably want more power and a larger turn rate in com‐
			  bat than when you're doing some critical maneuver‐
			  ing.

	      keyDropMine {Tab}
			  Drop a proximity mine.  The mine will detonate after
			  a certain amount of time (quite large actually) or
			  when a foe comes too near.

	      keyDetachMine {bracketright}
			  Drop a moving mine - that is, a bomb.

	      keyDetonateMines {equal}
			  Detonate the mine you have dropped or thrown, which
			  is closest to you.

	      keyEcm {bracketleft}
			  Fire an ECM pulse.

	      keyChangeHome {Home or h}
			  Change home base.  You will need to be landed on the
			  base of your choice.	(The Home key is located just
			  right of the Return key on most HP-keyboards.)
			  These keys are convenient for HP keyboards, also
			  somewhat adapted to SUN keyboards.

	      keyTankNext {e}
			  If you have additional tanks, the current tank will
			  be the next tank.

	      keyTankPrev {w}
			  If you have additional tanks, the current tank will
			  be the previous tank.

	      keyTankDetach {r}
			  Detach the current tank (or the last additional
			  tank).  Heat-seeking missiles will hopefully follow
			  this tank.

	      keyPause {p or Pause}
			  Park or paused hover mode - you can only park while
			  you're landed on your own home base, and when you
			  park, you cannot rejoin the game until the P has
			  stopped blinking (to prevent users from using this
			  option to run away from a battle).  If you are not
			  near your base and you are travelling very slowly
			  the ship will be brought to a standstill on autopi‐
			  lot and cannot be unpaused until the `Autopilot'
			  light stops blinking.

	      keyFireMissile {backslash}
			  Fire smart missile if available.  The missile will
			  home onto the player that you have currently locked
			  on.  You must have a clear lock on a player for this
			  to work.  Requires lock.

	      keyFireHeat {semicolon}
			  Fire a thrust controlled missile. Works like a smart
			  missle, but is faster and ECM isn't able to confuse
			  it. Needs the thrust for navigating.

	      keyFireTorpedo {quoteright}
			  Fire a missile without flight control. It runs very
			  fast in shot direction.

	      keyFireLaser {slash}
			  Fires a laser weapon in the direction you are point‐
			  ing.	Lasers have limited range and use a lot of
			  fuel, but they are instantaneous and therefore much
			  more deadly than normal shots.  The precise elec‐
			  tronics of lasers can be irretrivially damaged by
			  the high energy interference generated by enemy
			  ECMs.

	      keyToggleNuclear {n}
			  Pressing this key will toggle through the following
			  indicators on your HUD (bottom left), only if
			  nuclear weapons are allowed;

			  N   All missiles or mines launched from now are lim‐
			      ited nuclear weapons.

			  FN  All missiles or mines launched from now are full
			      (or fusion) nuclear weapons.

			      Pressing the key again clears the nuclear
			      weapons mode.

		     You must have eight or more missiles, or four or more
		     mines to launch a nuclear missile or mine, and perhaps
		     enough fuel as well.  If you do not a message will be
		     displayed at the bottom of the game area explaining why
		     and the weapon will not be fired.

		     Firing a full (or fusion) nuclear weapon completely
		     depletes your stock of that weapon, limited nuclear
		     weapons will deplete your stock by eight missiles or four
		     mines.

		     A nuclear missile or mine fired will have a mass and
		     explosive power equal and usually greater than the total
		     number that were used.  Nuclear torpedos are very fast,
		     and all nuclear weapons explode violently (this may
		     freeze the server momentarily).  After firing a one off
		     nuclear weapon, the `n' indicator is cleared.

	      keyToggleCluster {c}
			  Pressing this key will toggle the following indica‐
			  tor on your HUD (bottom left), only if cluster
			  weapons are allowed;

			  C   All missiles or mines launched are cluster
			      weapons.

		     Cluster weapons explode differently from normal weapons.
		     The explode with a slower moving shower of killing shots
		     and not debris, which may kill or deplete shields just
		     like a normal shot fired by your self.   Thus, since
		     cluster debris is deadly to yourself, you should be care‐
		     ful when firing such a weapon.  After firing a one off
		     cluster weapon, the `c' indicator is cleared.

		     A cluster weapon will also use an almost equivalent
		     amount of fuel as if you had fired the shots using your
		     cannon, and thus large cluster explosions will use large
		     amounts of fuel.  If you do not have enough fuel a mes‐
		     sage saying so will be displayed at the bottom of the
		     game area and the weapon will not be launched.

	      keyToggleImplosion {i}
			  Pressing this key will toggle the following indica‐
			  tor on your HUD (bottom left), only if modifiers are
			  allowed;

			  I   All mine and missile explosions will be implo‐
			      sions instead.

	      keyToggleVelocity {v}
			  Pressing this key will toggle through V1 through V3
			  and to no modifier in turn.  It affects the speed of
			  nuclear and/or cluster explosions, higher modifier
			  numbers produce lower explosion velocities, and thus
			  for the most effective nuclear cluster explosion a
			  V2 or V3 modifier should be used.

	      keyToggleMini {x}
			  Pressing this key will toggle through X2 through X4
			  and then no modifier in turn.	 The number shows how
			  many miniture mines or missiles will be fired for
			  every key press.  The sum total damage and cost of
			  using miniture weapon is equivalent to a normal
			  weapon of that type.

	      keyToggleSpread {z}
			  Pressing this key will toggle through Z1 through Z3
			  and then no modifier.	 The higher the number the
			  closer the spread of fire for minature weapons, it
			  also affects the spread of wide and rear shots, suc‐
			  cessively narrowing the stream of bullets such that
			  V3 is a single beam of shots.

	      keyTogglePower {b}
			  Pressing this key will toggle through B1 through B3
			  and then no modifier.	 The higher the number the
			  less powerful a tractor beam is used, mainly for
			  conserving energy or fine adjustment in pulling
			  somebody around.  The power setting also affects the
			  engine to warhead ratio in missiles, a higher set‐
			  ting will cause each missile to have more powerful
			  engines, and thus be much quicker and more maneaver‐
			  able, but at the cost of a drastically reduced dam‐
			  age capability.  However when coupled with other
			  modifiers this can cause severe psychological advan‐
			  tages, consider the effect of trying to outrun four
			  minuture full cluster powered up nuclear smart mis‐
			  siles.

	      keyClearModifiers {k}
			  Clears all current modifiers in effect.

	      keyLoadModifiers1 {1}
			  Loads the modifiers stored in bank 1, as set by the
			  modifierBank1 resource.

	      keyLoadModifiers2 {2}
			  Loads the modifiers stored in bank 2, as set by the
			  modifierBank2 resource.

	      keyLoadModifiers3 {3}
			  Loads the modifiers stored in bank 3, as set by the
			  modifierBank3 resource.

	      keyLoadModifiers4 {4}
			  Loads the modifiers stored in bank 4, as set by the
			  modifierBank4 resource.

	      keyToggleAutoPilot {h}
			  This toggles the autopilot feature.  You need
			  atleast one Autopilot item before this will work.

	      keyToggleEmergencyThrust {j}
			  This toggles the emergency thrust item.  You need at
			  least one emergency thrust item, on first turning
			  this on the item is used up and ten seconds or so of
			  emergency thrust is placed at your disposal.	The
			  time is only used up as you thrust, and hitting this
			  key will return you back to normal thrust while con‐
			  serving the remaining boosted thrust.	 If you posses
			  both Autopilot and Emergency Thrust items, pressing
			  the Meta or Alt keys will give the equivalent of
			  emergency brakes.

	      keyToggleEmergencyShield {g}
			  This toggles the emergency shield item.  You need at
			  least one emergency shield item.  When first turning
			  on, this item is used up and ten seconds or so of
			  emergency shield power is placed at your disposal.
			  The time is only used up as you use your regular
			  shields, and hitting this key again will return you
			  back to normal shield power while conserving the
			  remaining emergency shield power.

	      keyTractorBeam {comma}
			  This will engage any tractor beam items on the
			  player who you hold a lock on, it causes a mutual
			  attractive force between you and them, causing both
			  players to move towards each other.

	      keyPressorBeam {period}
			  This will engage any tractor beam items on the
			  player who you hold a lock on, it causes a mutual
			  repulsive force between you and them, causing both
			  players to move away from each other.

	      keyTalk {m} Pressing this key will toggle between the talk win‐
			  dow being shown below the HUD.  If your mouse
			  pointer is outside the window you will still have
			  full control of your ship and pressing the talk key
			  will disappear (the current message will not be
			  lost).  If you position your mouse pointer within
			  the window you can type a message using the key‐
			  board, however you ship will no longer respond to
			  key presses.	The following special keys are avail‐
			  able;

			  Return Linefeed
			      This finishes and sends the message.  The talk
			      window is also removed from the screen and the
			      message text cleared.

			  Backspace Del
			      These keys delete the last character.

			  Ctrl-W
			      This deletes the last word.

			  Ctrl-U
			      This deletes the entire line of text.

			  Esc This removes the talk window without clearing
			      the text.	 This is useful if you are typing a
			      message and something important in the game hap‐
			      pens that requires you to control your ship.

		     Messages will usually be sent to every player logged in,
		     including yourself.  Messages received will always appear
		     in the bottom of the Game area, and will look like;

		     <<Viper shouts>> Hello world.

		     However you can send messages to individual players or
		     teams by starting the message with the player's name (or
		     enough character from the beginning of their name to make
		     it unique) or team number followed by a colon, and then
		     the message.  Just placing a colon at the start of the
		     message will send it to everyone.	For example;

		     vip: Hello

		     will send a message to only one player who's name begins
		     the letters vip (the case does not matter).

	      keyToggleCompass {y}
			  Turns of the HUD compass display.

	      keyLockClose {Select Up}
			  Will lock onto the closest player if he/she is
			  within range.

	      keyLockNextClose {Down}
			  Will lock onto the next closest player after the
			  currently locked player.

	      keyLockNext {Next Right}
			  Will, if possible, lock onto the next player in the
			  game.

	      keyLockPrev {Prior Left}
			  Will, if possible, lock onto the previous player in
			  the game.

	      keyConnector {Control_L}
			  Use connector (for the moment, all this is used for
			  is picking up treasures/balls).

	      keyDropBall {d}
			  Drop the ball if you are carrying it.

	      These keys let you adjust the control sensitivity:

	      keyIncreasePower {KP_Multiply}
			  Increase engine power.

	      keyDecreasePower {KP_Divide}
			  Decrease engine power.

	      keyIncreaseTurnspeed {KP_Add}
			  Increase turn speed.

	      keyDecreaseTurnspeed {KP_Subtract}
			  Decrease turn speed.

	      keyToggleOwnedItems {o}
			  Causes all owned bonus items to be shown either con‐
			  stantly or for a brief period after they change in
			  amount on the HUD.

	      keyToggleMessages {0}
			  Causes messages to be shown or not shown.

	      keyReprogram {quoteleft}
			  Reprogram a modifier bank or lock bank.

	      keyLoadLock1 {5}
			  Load player lock from bank 1.

	      keyLoadLock2 {6}
			  Load player lock from bank 2.

	      keyLoadLock3 {7}
			  Load player lock from bank 3.

	      keyLoadLock4 {8}
			  Load player lock from bank 4.

	      keyToggleRecord {KP_5}.
			  Toggle recording of session to file (see the record‐
			  File option).	 This recording can later be reviewed
			  with the xp-replay(6) program

	      keyPointerControl {KP_Enter}
			  Toggle mouse pointer control.

	      keySelectItem {KP_0 KP_Insert}
			  Press repeatedly to select an item to drop.  A small
			  rectangle will be drawn around the item you can
			  drop.	 Use the keyLoseItem key to actually drop the
			  item.	 Note that you cannot select tanks to drop,
			  tanks can only be released (see the keyTankDetach
			  option).

	      keyLoseItem {KP_Delete KP_Decimal}
			  Drop the item selected with the keySelectItem key.
			  The server can either delete the item or drop it
			  back into the map depending upon the value of the
			  loseItemDestroys option.

	      keyPrintMessagesStdout {Print}
			  Print the current messages to stdout.

	      keyTalkCursorLeft {Left}
			  Move Cursor to the left in the talk window.

	      keyTalkCursorRight {Right}
			  Move Cursor to the right in the talk window.

	      keyTalkCursorUp {Up}
			  Browsing up in the history of the talk window.

	      keyTalkCursorDown {Down}
			  Browsing down in the history of the talk window.

	 Mouse control
	     There are up to five mouse buttons available to define as keys:

	      pointerButton1 {keyFireShot}
			  Define which keys are pressed when mouse button one
			  is pressed.

	      pointerButton2 {keyThrust}
			  Define which keys are pressed when mouse button two
			  is pressed.

	      pointerButton3 {keyShield}
			  Define which keys are pressed when mouse button
			  three is pressed.

	      pointerButton4 {}
			  Define which keys are pressed when mouse button four
			  is pressed.

	      pointerButton5 {}
			  Define which keys are pressed when mouse button five
			  is pressed.

X RESOURCES
       At startup xpilot will look for X resources in several places.  First
       it looks in the INSTLIBDIR (as defined during compilation, mostly as
       something like /usr/local/games/xpilot/lib/) for the file named xpilot.
       After that it looks for more resources in /usr/lib/X11/$LANG/app-
       defaults/xpilot, $XUSERFILESEARCHPATH/xpilot, $XAPPLRESDIR/$LANG/xpi‐
       lot, $HOME/app-defaults/$LANG/xpilot, resources set using xrdb or else
       $HOME/.Xdefaults, host specific resources in the file pointed to by
       $XENVIRONMENT or else in $HOME/.Xdefaults-hostname and finally in
       $HOME/.xpilotrc.	 If the LANG environment variable is undefined or if
       that file doesn't exist then it will look for the file as if LANG had
       been undefined.	Resources defined in files listed later will override
       resources in files listed earlier.  If the XPILOTRC environment vari‐
       able is defined then its value is used instead of $HOME/.xpilotrc.  All
       of these resources can be overridden by their corresponding command
       line arguments.

	    name	Nick name of your player.

	    team	Preferred team number.

	    port	Set the port number of the server.  Almost all servers
			use the default port, which is the recommended policy.
			You can find out about which port is used by a server
			by querying the xpilot Meta server.

	    power	Primary power setting of your engine.  Primary in this
			context means that it is part of the default setting,
			secondary means the other setting (two different set‐
			tings are available, pressing Esc will switch between
			them).	You may change "sensitivity" of your ship by
			adjusting these parameters.  Often you would like one
			setting to be more "rough" than the other - one set‐
			ting for fine maneuvering and one for racing. (Default
			45.0)

	    turnSpeed	Primary turnspeed setting of your ship. (Default 30.0)

	    turnResistance
			Primary turnresistance setting of your ship.  This
			value determines how fast your ship will stop rotat‐
			ing, i.e. the rotating speed of your ship is set equal
			to itself multiplied by this value.  Obviously the
			value has to lie between 0.0 (exclusive) and 1.0
			(inclusive).  (Default 0.12)

	    altPower	Secondary power setting of your engine. (Default 35.0)

	    altTurnSpeed
			Secondary turnspeed setting of your ship. (Default
			25.0)

	    altTurnResistance
			Secondary turnresistance setting of your ship.
			(Default 0.12)

	    shipShape	Define the ship shape to use.  Because the argument to
			this option is rather large (up to 500 bytes) the rec‐
			ommended way to set this option is in the .xpilotrc
			file in your home directory.  The exact format is
			defined in the file README.ships in the xpilot distri‐
			bution.	 Note that there is a nifty tool called editss
			for easy ship creation.	 See the xpilot FAQ for
			details.  See also the shipShapeFile option.

	    shipShapeFile
			An optional file where shipshapes can be stored.  If
			this resource is defined and it refers to an existing
			file then shipshapes can be referenced to by their
			name.  For instance if you define shipShapeFile to be
			/home/myself/.shipshapes and this file contains one or
			more shipshapes then you can select the shipshape by
			starting xpilot as:

			xpilot -shipShape myshipshapename

			Where "myshipshapename" should be the "name:" or "NM:"
			of one of the shipshapes defined in
			/home/myself/.shipshapes.  Each shipshape definition
			should be defined on only one line.  All characters up
			to the first left parenthesis are ignored.

	    fuelNotify	The limit when the HUD fuel bar will become visible.
			(Default 500.0)

	    fuelWarning The limit when the HUD fuel bar will start flashing.
			(Default 200.0)

	    fuelCritical
			The limit when the HUD fuel bar will flash faster.
			(Default 100.0)

	    showHUD	Should the HUD be on or off. (Default true)

	    verticalHUDLine
			Should the vertical lines in the HUD be drawn.
			(Default false)

	    horizontalHUDLine
			Should the horizontal lines in the HUD be drawn.
			(Default true)

	    speedFactHUD
			Should the HUD me moved, to indicate the current
			velocity. Negativ values will inverse the moving of
			the HUD. (Default 0.0)

	    speedFactPTR
			Uses a red line to indicate the current velocity. On
			edge of the line is the center of the ship. The other
			end is moved in the same way, as the HUD, if speed‐
			FactPTR is set.

	    charsPerSecond
			This determines the speed in which messages are writ‐
			ten, in characters per second.

	    markingLights
			Should the fighters have marking lights, just like
			airplanes?

	    sparkProb	The chance that sparks are drawn or not.  This gives a
			sparkling effect.  Valid values are in the range
			[0.0-1.0]

	    sparkSize	Size of sparks in pixels.

	    selectionAndHistory
			Provide cut-and-paste for the player messages and the
			talk window and a `history' for the talk window.

	    -maxLinesInHistory
			Number of your messages saved in the `history' of the
			talk window.  `History' is accessible with
			`keyTalkCursorUp/Down'.	 Valid values are in the range
			[1-128]. The default value is: 32.

	    shotSize	Size of shots in pixels.

	    teamShotSize
			Size of team shots in pixels.

	    showShipName
			Should all ships have the name of the player drawn
			below them.

	    showMineName
			Should the name of the owner of the mine be drawn
			below the mine.

	    showMessages
			Should messages appear on screen.

	    messagesToStdout
			Do you want messages to be sent to standard output?
			0: No, 1: Only player messages, 2: Player and status
			messages.

	    maxMessages The maximum number of messages to display.

	    showItems	Should owned items be displayed permanently on the
			HUD, or only when their amount has changed?

	    showItemsTime
			The time in seconds to display item information when
			it has changed and the showItems option is turned on.

	    clock	Display a small digital clock.

	    clockAMPM	Displays clock in 24hr or 12hr format. (Default:
			False)

	    noLocalMotd Do not display the local Message Of The Day.

	    autoServerMotdPopup
			Automatically popup the MOTD of the server on startup.

	    toggleShield
			Have the shield status be changed only by a key press
			and ignore the key release.

	    autoShield	When this option is on then shields are lowered auto‐
			matically when firing a weapon or dropping a mine.
			After the firing the shields are raised again too.

	    shieldDrawSolid
			Are shields drawn in a solid line.  Not setting a
			value for this option will select the best value auto‐
			matically for your particular display system.

	    fuelMeter	Determines if the fuel meter should be visible. This
			meter visualizes your fuel level in a different way
			than fuelGauge does.

	    fuelGauge	Determines if the fuel gauge should be visible. See
			fuelMeter.

	    turnSpeedMeter
			Should the turnspeed meter be visible at all times.
			(Default false)

	    powerMeter	Should the power meter be visible at all times.
			(Default false)

	    backgroundPointDist
			Specifies the block distance between points drawn in
			the background, used in empty map regions.  8 is
			default, 0 means no points.

	    backgroundPointSize
			Specifies the size of the background points.  The
			default is 2, 0 means no points.

	    titleFlip	Should the title bar change or not.  Some window man‐
			agers like twm may have problems with flipping title
			bars.  Hence this option to turn it off.

	    slidingRadar
			If the game is in edgewrap mode (see xpilots(6)) then
			the radar will keep your position on the radar in the
			center and draw the rest of the radar around it.  This
			requires very good X performance and a pretty fast
			workstation.  Default is off.

	    outlineWorld
			Draws only the outline of all the blue map constructs.

	    filledWorld Draws the walls solid.	Needs a fast graphics system.

	    texturedWalls
			Draws the walls filled with a texture pattern.	See
			also the wallTextureFile option.  Be warned that this
			needs a very fast graphics system.

	    wallTextureFile
			Specify a XPM format pixmap file to load the wall tex‐
			ture from.

	    texturePath Optional search path for XPM texture files.  This is a
			list of one or more directories separated by colons.

	    packetSizeMeter
			Turns on a meter displaying the maximum packet size of
			the last few seconds.

	    packetLostMeter
			Turns on a meter displaying the percentage of packets
			lost in the last second due to network failure (over‐
			load).

	    packetDropMeter
			Turns on a meter displaying the percentage of packets
			dropped due to your display not being able to keep up
			with the rate at which the server is generating frame
			updates.  If possible lower the frame update rate of
			the server with the -fps option.

	    receiveWindowSize
			Specifies how big the receive window should be.	 See
			NOTES below.

	    sounds	Specifies the sound file.  (Only if sound is enabled.)

	    maxVolume	Specifies the volume to play sounds with, where 0
			turns off sound.  (Only if sound is enabled.)

	    audioServer Specifies the audio server to use.  (Only if sound is
			enabled.)

	    geometry	Specifies the geometry to use like: -geometry
			1280x1024+0+0.

	    keyboard	Set the X keyboard input if you want keyboard input
			from another display.  The default is to use the key‐
			board input from the X display.

	    recordFile	An optional file where a recording of a game can be
			made.  If this file is undefined then recording isn't
			possible.  See the keyToggleRecord option for how to
			make recordings.

	    visual	Specifies which visual to use.	You can see which
			visuals your display supports by running: xpilot -vis‐
			ual list.

	    mono	Turns on mono display type.

	    colorSwitch <true/false>
			Tells xpilot to use a color switching display tech‐
			nique or not.  Default is true if your display hard‐
			ware has enough colors available.

	    maxColors	Tells xpilot how many colors you want it to use.
			Default is 4, with a maximum of 16.  Valid values are
			4, 8 and 16.

	    targetRadarColor
			Which color number to use for drawing targets on the
			radar.	Valid values all powers of 2 smaller than max‐
			Colors.

	    hudColor	Specifies which color index to use for drawing the
			HUD.  The value for this option is a number ranging
			from 1 till the maxColors value.

	    hudLockColor
			Specifies which color index to use for drawing the
			lock dot on the HUD.  The value for this option is a
			number ranging from 1 till the maxColors value.

	    wallColor	Specifies which color index to use for drawing the
			walls.	The value for this option is a number ranging
			from 1 till the maxColors value.

	    sparkColors A list of color numbers to use for drawing sparks and
			debris of varying temperature.

	    gameFont	The font used on the HUD and for nearly all text part
			of the game field.

	    messageFont The font used for messages displayed in the bottom
			left corner of the game field.

	    scoreListFont
			The font used on the score list.  Must be non-propor‐
			tional.

	    buttonFont	The font used on all buttons.

	    textFont	The font used in the help and about windows.

	    talkFont	The font used in the talk window.

	    motdFont	The font used in the MOTD window and in the key list
			window.	 This must be a non-proportional font.

	    black	Specifies the color to use for black.  Default is
			#000000 which is equivalent to specifying Black.

	    white	Specifies the color to use for white.  Default is
			#FFFFFF which is equivalent to specifying White.

	    blue	Specifies the color to use for blue.

	    red		Specifies the color to use for red.

	    color0	Specifies the color to use for color 0.	 One can spec‐
			ify colors up to color15 this way.  Black, white, blue
			and red are equivalent to color0, color1, color2 and
			color3 respectively.

INVOCATION EXAMPLES
       The simplest invocation of the hand-shake program is to just type:

	      xpilot

       This will force the program to search after a server on all the
       machines on your attached network.

       Say you know where the server is, and you don't want to be prompted
       (handy in scripts etc.), you may type for example:

	      xpilot -join lglab08

	      where lglab08 is the name of the host running the server.

       In the examples above your name would be your login name.  Let's say
       you want to be really cool and your login name is gudmari, well -
       you're in loads of trouble if you don't know about the -name option;

	      xpilot -name FireEater

       will fix the problem for you.

NOTES
       For credit list, see the provided CREDITS file.

       If the client crashes, you will be without autorepeat on your keyboard.
       To re-enable autorepeat, issue this command:

	      xset r

       Please also note that xpilot can be addictive, and strenous for both
       you and your keyboard.  We take no responsibility. :)

       There is a meta server running on meta.xpilot.org, port 4400, into
       which all servers registers.  This way you can easily check if there
       are any servers running nearby.	To use it, try:

	      telnet meta.xpilot.org 4400 help list

       Or:

	      telnet meta.xpilot.org 4401

       If you experience any problems with `jerkiness', you should try to
       adjust the receiveWindowSize Xresource.	The problem may be that your X
       server can't display as fast as the xpilot server is generating new
       frame updates.  So another option is setting the number of frames for
       the server to a lower number or get a faster X display system :)

       The receiveWindowSize resource allows you to tune the buffering of
       frame updates a little.	When set to one then there is no buffering and
       xpilot will just read the next frame and display it.  When the display
       is slower than the xpilot server this may give all sorts of problems
       like lagging behind and lack of keyboard control.

       When you set receiveWindowSize to two then xpilot will always try to
       read a second frame from the network and if this succeeds it will dis‐
       card the oldest frame.  A better number for receiveWindowSize is three
       which will discard the oldest frame out of three and therefore be less
       subject to small changes in network delivery times.  If your display is
       fast enough and can keep up with rate at which the server is generating
       frames then specifying a value bigger than one will not result in drop‐
       ping frames, but rather will it be a buffer for small changes in net‐
       work performance and computer load.  The maximum value of receiveWin‐
       dowSize is four.

ENVIRONMENT
       If XPILOTRC is set then its value is used instead of $HOME/.xpilotrc to
       find the file containing the xpilot resources.  XPILOTUSER and XPI‐
       LOTHOST set the loginname and hostname as reported to the xpilots
       server.

AUTHORS
       XPilot was developed by Bj�rn Stabell <bjoern@xpilot.org> and Ken Ronny
       Schouten <ken@xpilot.org> from the University of Troms�, Bert Gijsbers
       <bert@xpilot.org> from the University of Amsterdam, and Dick Balaska
       <dick@xpilot.org> from BuckoSoft.COM.

BUG REPORTS
       The product is seemingly stable, so bug reports are highly appreciated.
       Send email to xpilot@xpilot.org and we will see what we can do.	We
       merely ask that you remember to include the following information:

	   · The platforms the bug occurs on
	   · What kind of display you have (depth, color, type)
	   · Which Xresources you're using.
	   · The full version of xpilot, i.e., 4.5.5
	   · What the bug looks like (symptoms)
	   · When the bug usually occurs
       We would also like to receive changes you do to make the code compile
       on your machine (we would NOT like to receive the whole program trans‐
       lated to K&R C, keep it ANSI :) If you don't have an ANSI compiler,
       there are several utilities which may help you de-ANSI-fy the code
       (unproto, unprotoize etc), but a better solution will be to install the
       GNU C compiler on your system.

COPYRIGHT & DISCLAIMER
       xpilot is Copyright � 1991-2002 by Bj�rn Stabell, Ken Ronny Schouten,
       Bert Gijsbers & Dick Balaska.  xpilot comes with ABSOLUTELY NO WAR‐
       RANTY; for details see the provided LICENSE file.

FILES
       /usr/local/share/xpilot/motd	       Message of the day.
       /usr/local/share/xpilot/sounds	       File containing the sound to
					       sound-file mapping.

SEE ALSO
       xpilots(6), xp-replay(6)

			     Requires UDP and X11		     XPILOT(6)
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