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     XPILOT(Requires UDXPILOT(RequiressUDP/IPSandeThe X Window System)

     NAME
	  xpilot - XPilot/UX  Multiplayer gravity war game client

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

     OVERVIEW
	  XPilot is a multiplayer game which looks a bit like Thrust
	  for the Commodore 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 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()).

	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.

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	  -help		 Prints a small usage message.

	  -version	 Prints version information.

	  -join		 Automatically joins the first server you get
			 response from.

	  -list		 Queries status information from all servers
			 found.

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

	  -name nick	 Specifies your nick name.

	  -team number	 Specifies your wanted team number.

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

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

	  configuration-options
			 All the X resource values can be configured
			 seperately 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.	The default is to send a broadcast
			 query on your attached network.

     PROMPT COMMANDS
	  When you startup xpilot without the -join option, 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().

     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

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			   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 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.

	       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 stipled 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

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			   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 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 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.

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				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 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 following 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 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.

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     GAME CONCEPTS
	  The game objective varies as the server (xpilots()) is very
	  configurable.	 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()), 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().)

	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 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.

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	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 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 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 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
	  immediately destroy a target.	 Two missile hits will also
	  destroy a target.

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

	  Certain maps may configure targets as passable by team

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	  members, in which case they can act as wall shields for team
	  bases.

	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.  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.  Usually these
			   explode on impact with a small debris
			   explosion.  However, if enabled, nuclear
			   and/or cluster variants of each may be
			   possible.  See the description of
			   keyToggleNuclear, keyToggleCluster and
			   keyToggleModifier.

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	       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 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.	 Reprogramming 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-

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

	       Transporter Enables you to steal equipment and
			   energy/fuel from the closest fighter,
			   provided it is within the transporters
			   range.  You activate the transporter by
			   pressing 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, 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 autopilot computer
			   will bring the ship to a hover by the
			   quickest (perhaps not safest) method
			   possible.  It will then leave you in a

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

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

	    Primary keys
		The primary keys are:

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

		 keyTurnRight {s}
			     Turn right (clockwise).

		 keyThrust {right Shift or left Shift}
			     Thrust me.

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		 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
			     Try to connect to nearest fuel station.
			     Must be held down during refueling.

		 keyRepair {f}
			     Repair a target.

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

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

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

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

		 keySwapSettings {Escape}
			     Toggle between two different settings.
			     You'll 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.

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		 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 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}

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			     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
			     interference generated by enemy ECMs.

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

			     N	 All missiles or mines launched from
				 now are 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 deplete your stock
		       by eight missiles or four mines.

		       A nuclear missile or mine fired will have a
		       mass and explosive power equal and usually
		       greater than the total number that were used.
		       Nuclear torpedos are very fast, and all nuclear

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		       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
			    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 careful 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
			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 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

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			     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 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
			     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 reduced damage
			     capability.  However when coupled with
			     other modifiers this can cause severe
			     psychological advantages, 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 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.

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		 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
			     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 hitting
			     this key again will return you back to
			     normal shield power while conserving the
			     remaining emergency shield power.

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

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

		 keyTalk {m} Pressing this key will toggle between the
			     talk window being shown below the HUD.

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			     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 respond to key
			     presses.  The following special keys are
			     available;

			     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
				 happens 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

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			 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 constantly or for a brief period
			      after they change in amount on the HUD.

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

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		  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() 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.

	     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.

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		  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 LIBDIR (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,
	  $HOME/app-defaults/$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 variable 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
			   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 -

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			   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
			   multiplied by this value.  Obviously the
			   value has to lie between 0.0 (exclusive)
			   and 1.0 (inclusive).	 (Default 0.12)

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

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

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

	       shipShape   Define the ship shape to use.  Because the
			   argument to this option is rather large (up
			   to 500 bytes) the recommended 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
			   creation.  See the XPilot FAQ for details.
			   See also the shipShapeFile option.

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

			   xpilot -shipShape myshipshapename

			   Where "myshipshapename" should be the
			   "name:" or "NM:" of one of the shipshapes

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			   defined in /home/myself/.shipshapes.	 Each
			   shipshape definition should be defined on
			   only one line.  All characters up to the
			   first left parenthesis are ignored.

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

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

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

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

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

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

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

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

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	       shotSize	   Size of shots in pixels.

	       teamShotSize
			   Size of team shots in pixels.  Note that
			   team shots are drawn in blue.

	       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.

	       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 automatically 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.

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

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

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

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

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

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

	       titleFlip   Should the title bar change or not.	Some
			   window 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()) 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

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			   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 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 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.

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	       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 maxColors.

	       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-proportional.

	       buttonFont  The font used on all buttons.

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	       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 specify colors up to color15 this
			   way.	 Black, white, blue and red are
			   equivalent to color0, color1, color2 and
			   color3 respectively.

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

	       xpilot

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

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

	       xpilot -join lglab08

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

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

	       xpilot -name FireEater

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	  will fix the problem for you.

     NOTES
	  For credit list, see the provided CREDITS file.

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

	       xset r

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

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

	       telnet meta.xpilot.org 4400 help list

	  Or:

	       telnet meta.xpilot.org 4401

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

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

	  When you set receiveWindowSize to two then xpilot will
	  always try to read a second frame from the network and if
	  this succeeds it will discard 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 dropping frames, but rather will it be a

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     XPILOT(Requires UDXPILOT(RequiressUDP/IPSandeThe X Window System)

	  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 Bjxrn Stabell <bjoern@xpilot.org>
	  and Ken Ronny Schouten <ken@xpilot.org> from the University
	  of Tromsx, and Bert Gijsbers <bert@xpilot.org> from the
	  University of Amsterdam.

     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:

	      o The platforms the bug occurs on
	      o What kind of display you have (depth, color, type)
	      o Which Xresources you're using.
	      o The full version of XPilot, i.e., 4.0.0
	      o What the bug looks like (symptoms)
	      o 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 several utilities
	  which may help you de-ANSI-fy the code (unproto, unprotoize
	  etc), but a better solution will be to install the GNU C
	  compiler on your system.

     COPYRIGHT & DISCLAIMER
	  XPilot is Copyright ) 1991-1998 by Bjxrn Stabell, Ken Ronny
	  Schouten, Bert Gijsbers & Dick Balaska.  XPilot comes with
	  ABSOLUTELY NO WARRANTY; for details see the provided LICENSE
	  file.

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     XPILOT(Requires UDXPILOT(RequiressUDP/IPSandeThe X Window System)

     FILES
	  /usr/lib/X11/motd			  Message of the day.
	  /usr/lib/X11/sounds			  File containing the
						  sound to sound-file
						  mapping.

     SEE ALSO
	  xpilots(), xp-replay()

     Page 31					      (printed 1/7/99)

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