Skip site navigation (1)Skip section navigation (2)

FreeBSD Manual Pages

  
 
  

home | help
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 Gravi-
     tar and Asteriods (not a misspelling) - they were the  originals.	 Several
     clones  have appeared for various computers, among others Gravity 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  per-
		    formed to locate a server on the local network.

     -list	    A broadcast query is performed on the local network and sta-
		    tus 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  instead
		    of	the new Welcome Window.  If no server-host is specified,
		    a broadcast query is performed to locate a server on the lo-
		    cal network.  If a server-host is specified,  -text  is  im-
		    plied.

     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 success-
		    ful and -join is not specified, you are presented  with  the
		    command prompt.

		    If	neither server-host nor -join are specified, the Welcome
		    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 pre-
     sented 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 bot-
     tom 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 initially 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 milliseconds).  If
		      the server is not reachable, none will appear in this col-
		      umn.  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 button to
		      join that server.

		      The button is highlighted when the program  is  attempting
		      to  establish  a	connection to the server.  If the server
		      cannot be contacted after two retries, the button will re-
		      vert 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  execu-
		      tion  thread and will not update the display 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 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  established
		      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 per-
		      mit access) that prevents contact.

     The columns of the Internet server table, from left to right  are	as  fol-
     lows:

	  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 win-
     dow 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 flashing small dots.  If nu-
		      clear 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') currently 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 in-
		      formation  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, hope-
		      fully you won't see any shots or explosions yet!

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

	       Bonus items
			   You may notice some symbols and numbers on  the  left
			   side of the HUD, these indicate which, and what quan-
			   tity,  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 dangerously 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 direction, 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 corner of the HUD,  it  is
			   measured in `blocks'.

	       Velocity    (Optional)  The  position of the HUD changes with the
			   current velocity.  The distance from  the  center  of
			   your screen is proportional to your velocity.  Moving
			   to the top moves the HUD to the bottom.

			   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  exclusivly
			   (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  dis-
			   played 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  depic-
		      tion of them.

	  Menu	      The  Menu button pops up a pull down menu with the follow-
		      ing buttons:

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

	       Config	   Changes the Rating list into a window with a list  of
			   most  of the options.  The options can be changed in-
			   teractively.  Pushing the Save  configuration  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  Rating
			   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  configurable.
     However,  below  you  will find short descriptions of some of the main con-
     cepts of the game.

   Gravity
     All objects in the game are affected by gravity - that is, they will accel-
     erate in the direction the gravity is strongest.  The strength  and  direc-
     tion  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  wormhole,
     you'll  come  out at the nearest wormhole in the direction you were travel-
     ling.  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 sec-
     tion) 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  `blast-
     ing  away'  on enemy fighters (human or robot controlled) and cannons.  All
     will naturally fire back at you, so you will also need some nifty	piloting
     skills  and/or  some heavy equipment to really enjoy living.  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  speci-
     fied 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  considered
     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  im-
     mediately 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 keyDropBall, 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  ap-
     pear  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  to-
     day, 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.   Having
		      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.  Usu-
		      ally these explode on impact with a  small  debris  explo-
		      sion.   However,	if enabled, nuclear and/or cluster vari-
		      ants of each may be possible.  See the description of key-
		      ToggleNuclear, 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, caus-
		      ing  a  large  debris explosion.	However, if enabled, nu-
		      clear 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 ecmsReprogramMines is  false).	 If  you
		      get  close enough to a mine, you will be able to sense who
		      the mine is currently 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 com-
		      plicated 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  de-
		      tached,  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  confuse
		      and  re-target  smart  missiles  within a certain range of
		      your ship.  When missiles are zapped by ECM, they will be-
		      come 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 cer-
		      tain range to either explode or be  more	likely	be  tem-
		      porarily	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  transporters
		      range.   You activate the transporter by pressing the key-
		      Transporter 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,  equivalent
		      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 running 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 remaining 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 autopi-
		      lot computer will bring the ship to a hover by the  quick-
		      est  (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  to-
		      wards  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  im-
     portant.	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 Xre-
     sources 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  pi-
			lots.

	    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	probably
			want  more  power  and a larger turn rate in combat than
			when you're doing some critical maneuvering.

	    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 autopilot and cannot be unpaused un-
			til 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 pointing.
			Lasers have limited range and use a  lot  of  fuel,  but
			they  are  instantaneous  and therefore much more deadly
			than normal shots.  The precise  electronics  of  lasers
			can  be  irretrivially damaged by the high energy inter-
			ference generated by enemy ECMs.

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

			N   All missiles or mines launched from now are  limited
			    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 de-
		   plete your stock by eight missiles or four mines.

		   A nuclear missile or mine fired will have a mass  and  explo-
		   sive  power	equal  and usually greater than the total number
		   that were used.  Nuclear torpedos are very fast, and all  nu-
		   clear  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 indicator on
			your HUD (bottom left), only if cluster weapons are  al-
			lowed;

			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 careful when firing such  a
		   weapon.  After firing a one off cluster weapon, the `c' indi-
		   cator 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 message 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 indicator on
			your HUD (bottom left), only if modifiers are allowed;

			I   All mine and missile explosions will  be  implosions
			    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  pro-
			duce  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, successively 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 power-
			ful 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 setting will cause each missile to
			have more powerful engines, and thus be much quicker and
			more maneaverable, but at the cost of a drastically  re-
			duced  damage  capability.   However  when  coupled with
			other modifiers this can cause severe psychological  ad-
			vantages,  consider  the effect of trying to outrun four
			minuture full cluster powered up nuclear smart missiles.

	    keyClearModifiers {k}
			Clears all current modifiers in effect.

	    keyLoadModifiers1 {1}
			Loads the modifiers stored in bank 1, as set by the mod-
			ifierBank1 resource.

	    keyLoadModifiers2 {2}
			Loads the modifiers stored in bank 2, as set by the mod-
			ifierBank2 resource.

	    keyLoadModifiers3 {3}
			Loads the modifiers stored in bank 3, as set by the mod-
			ifierBank3 resource.

	    keyLoadModifiers4 {4}
			Loads the modifiers stored in bank 4, as set by the mod-
			ifierBank4 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 emer-
			gency 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  conserving  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  hit-
			ting  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 window
			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 keyboard, however you ship will no longer  re-
			spond  to  key	presses.  The following special keys are
			available;

			Return Linefeed
			    This finishes and sends the message.  The talk  win-
			    dow  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 happens that re-
			    quires you to control your ship.

		   Messages will usually be sent to every player logged in,  in-
		   cluding  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 cur-
			rently 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 recordFile
			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/xpilot,    $HOME/app-de-
     faults/$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  en-
     vironment	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 variable is defined then its value is used instead of
     $HOME/.xpilotrc.  All of these resources can be overridden by their  corre-
     sponding 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, sec-
		      ondary means the other setting (two different settings 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 setting 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 rotating, i.e. the
		      rotating	speed of your ship is set equal to itself multi-
		      plied by this value.  Obviously the value has to	lie  be-
		      tween 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 recom-
		      mended 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 distribution.   Note  that
		      there  is  a  nifty  tool called editss for easy ship cre-
		      ation.  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  in-
		      stance   if  you	define	shipShapeFile  to  be  /home/my-
		      self/.shipshapes and this file contains one or more  ship-
		      shapes  then you can select the shipshape by starting xpi-
		      lot 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.  (De-
		      fault 500.0)

	  fuelWarning
		      The  limit when the HUD fuel bar will start flashing. (De-
		      fault 200.0)

	  fuelCritical
		      The limit when the HUD fuel bar will  flash  faster.  (De-
		      fault 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. (De-
		      fault 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 speedFactPTR is set.

	  charsPerSecond
		      This determines the speed in which messages  are	written,
		      in characters per second.

	  markingLights
		      Should  the  fighters  have marking lights, just like air-
		      planes?

	  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  `keyTalkCur-
		      sorUp/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  mes-
		      sages.

	  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 automati-
		      cally 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  automatically
		      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 fuel-
		      Gauge does.

	  fuelGauge   Determines if the fuel gauge should be visible. See  fuel-
		      Meter.

	  turnSpeedMeter
		      Should  the  turnspeed meter be visible at all times. (De-
		      fault 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	managers
		      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  texture
		      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 (overload).

	  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 en-
		      abled.)

	  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 keyboard 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 -visual list.

	  mono	      Turns on mono display type.

	  colorSwitch <true/false>
		      Tells xpilot to use a color switching display technique or
		      not.   Default is true if your display hardware 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  maxCol-
		      ors.

	  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 de-
		      bris 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 win-
		      dow.  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  specify
		      colors up to color15 this way.  Black, white, blue and red
		      are  equivalent  to  color0, color1, color2 and color3 re-
		      spectively.

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 be-
     hind 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 discard the old-
     est  frame.  A better number for receiveWindowSize is three which will dis-
     card 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 dropping frames, but rather will
     it  be a buffer for small changes in network performance and computer load.
     The maximum value of receiveWindowSize 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 XPILOTHOST
     set the loginname and hostname as reported to the xpilots server.

AUTHORS
     XPilot was developed by Bjorn Stabell  <bjoern@xpilot.org>  and  Ken  Ronny
     Schouten  <ken@xpilot.org>  from  the  University	of Tromso, 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 translated  to
     K&R  C,  keep it ANSI :) If you don't have an ANSI compiler, there are sev-
     eral 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 (C) 1991-2002 by Bjorn  Stabell,  Ken	Ronny  Schouten,
     Bert  Gijsbers  &	Dick Balaska.  xpilot comes with ABSOLUTELY NO WARRANTY;
     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:
<https://man.freebsd.org/cgi/man.cgi?query=xpilot&sektion=6&manpath=FreeBSD+Ports+15.1.quarterly>

home | help