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XPILOT(6)			 Games Manual			     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 (op-
       tionally	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 op-
		      tional.

       -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 in-
		      stead 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 ap-
			pear 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 at-
			tempt in its own thread	and therefore blocks the  cur-
			rent  execution	thread and will	not update the display
			or respond to button presses until a connection	is es-
			tablished 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 window, 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 ap-
			pear 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  di-
			     rectory.

		 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  in-
       formation 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 de-
       stroy 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  de-
			scription  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 be-
			come 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 `Au-
			topilot' 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 ex-
			tra shield capability is toggled on and	off by a sepa-
			rate  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 in-
			  visible 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  nu-
			  clear	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  de-
		     pletes 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 ex-
		     plosive 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 re-
			  maining 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-de-
       faults/xpilot,  $XUSERFILESEARCHPATH/xpilot, $XAPPLRESDIR/$LANG/xpilot,
       $HOME/app-defaults/$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  (in-
			clusive).  (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.  (De-
			fault 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  de-
			fined in the file README.ships in the xpilot distribu-
			tion.	Note  that there is a nifty tool called	editss
			for easy ship creation.	 See the xpilot	 FAQ  for  de-
			tails.	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/my-
			self/.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. (De-
			fault false)

	    horizontalHUDLine
			Should the horizontal lines in the HUD be drawn.  (De-
			fault true)

	    speedFactHUD
			Should	the  HUD me moved, to indicate the current ve-
			locity.	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 be-
			low them.

	    showMineName
			Should the name	of the owner of	the mine be drawn  be-
			low 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.  (De-
			fault false)

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

	    backgroundPointSize
			Specifies  the size of the background points.  The de-
			fault 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  vi-
			suals your display supports by running:	xpilot -visual
			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.  De-
			fault 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 ma-
       chines 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  ad-
       just  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	Bjrn 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 (un-
       proto, 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 Bjrn 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)

Want to link to this manual page? Use this URL:
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