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  1.  
  2.  
  3.  
  4.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  5.  
  6.  
  7.  
  8.      NNNNAAAAMMMMEEEE
  9.           xpilot - XPilot/UX  Multiplayer gravity war game client
  10.  
  11.  
  12.  
  13.      SSSSYYYYNNNNOOOOPPPPSSSSIIIISSSS
  14.           xxxxppppiiiillllooootttt [[[[----hhhheeeellllpppp]]]] [[[[----vvvveeeerrrrssssiiiioooonnnn]]]] [[[[----nnnnaaaammmmeeee _n_i_c_k_n_a_m_e] [[[[----tttteeeeaaaammmm _t_e_a_m-
  15.           _n_u_m_b_e_r] [[[[----jjjjooooiiiinnnn]]]] [[[[----lllliiiisssstttt]]]] [[[[----sssshhhhuuuuttttddddoooowwwwnnnn [[[[_m_e_s_s_a_g_e]] [[[[----ddddiiiissssppppllllaaaayyyy
  16.           _s_t_r_i_n_g] [[[[----ppppoooorrrrtttt _p_o_r_t-_n_u_m_b_e_r] [[[[_c_o_n_f_i_g_u_r_a_t_i_o_n-_o_p_t_i_o_n_s]
  17.           [[[[_s_e_r_v_e_r-_h_o_s_t ...]
  18.  
  19.  
  20.  
  21.      OOOOVVVVEEEERRRRVVVVIIIIEEEEWWWW
  22.           XPilot is a multiplayer game which looks a bit like Thrust
  23.           for the Commodore 64.  Thrust has some similarities with
  24.           Atari's coin-up games Gravitar and Asteriods (not a
  25.           misspelling) - they were the originals.  Several clones have
  26.           appeared for various computers, among others Gravity Force
  27.           for the Commodore Amiga.
  28.  
  29.           The main objective of the game varies as you can choose
  30.           different game modes, although the only modes supported as
  31.           of today are ccccoooommmmbbbbaaaatttt (optionally with teams and/or limited
  32.           lives) and rrrraaaacccceeee.  The former mode focuses more strongly on
  33.           shooting each other down, while the latter is more a
  34.           piloting test than anything else.
  35.  
  36.           To start playing, you need to connect to a sssseeeerrrrvvvveeeerrrr by using a
  37.           cccclllliiiieeeennnntttt program called _x_p_i_l_o_t.  If there are no servers
  38.           running, you will have to start one of your own (see man-
  39.           page _x_p_i_l_o_t_s(_6)).
  40.  
  41.  
  42.  
  43.         OOOOppppttttiiiioooonnnnssss
  44.           ----hhhheeeellllpppp          Prints some help, including commandline
  45.                          options.
  46.  
  47.           ----vvvveeeerrrrssssiiiioooonnnn       Prints the current version.
  48.  
  49.           ----nnnnaaaammmmeeee _p_l_a_y_e_r-_n_a_m_e
  50.                          Lets you use an alternative name during the
  51.                          play (may be handy :).  If this option isn't
  52.                          specified, and you haven't set the X resource
  53.                          name, you will be known by your _l_o_g_i_n _n_a_m_e.
  54.  
  55.           ----tttteeeeaaaammmm _t_e_a_m-_n_u_m_b_e_r
  56.                          Joins team number tttteeeeaaaammmm----nnnnuuuummmmbbbbeeeerrrr.  See below for
  57.                          notes about team play.  When the server is
  58.                          not configured for team mode, this option has
  59.                          no effect.
  60.  
  61.  
  62.  
  63.      Page 1                              XPilot Release 3.0: July 1993
  64.  
  65.  
  66.  
  67.  
  68.  
  69.  
  70.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  71.  
  72.  
  73.  
  74.           ----hhhheeeellllpppp          Prints a small usage message.
  75.  
  76.           ----vvvveeeerrrrssssiiiioooonnnn       Prints version information.
  77.  
  78.           ----jjjjooooiiiinnnn          Automatically joins the first server you get
  79.                          response from.
  80.  
  81.           ----lllliiiisssstttt          Queries status information from all servers
  82.                          found.
  83.  
  84.           ----sssshhhhuuuuttttddddoooowwwwnnnn [[[[_m_e_s_s_a_g_e]]]]
  85.                          Sends a shutdown to the server, the message
  86.                          part is optional.
  87.  
  88.           ----nnnnaaaammmmeeee _n_i_c_k     Specifies your nick name.
  89.  
  90.           ----tttteeeeaaaammmm _n_u_m_b_e_r   Specifies your wanted team number.
  91.  
  92.           ----ddddiiiissssppppllllaaaayyyy _d_i_s_p_l_a_y-_s_t_r_i_n_g
  93.                          Specifies which X server to contact.
  94.  
  95.           ----ppppoooorrrrtttt _n_u_m_b_e_r   Specifies the port number to use when
  96.                          contacting a server.
  97.  
  98.           _c_o_n_f_i_g_u_r_a_t_i_o_n-_o_p_t_i_o_n_s
  99.                          All the X resource values can be configured
  100.                          seperately from the command line.  For
  101.                          example to change the ecm key to just `z'
  102.                          use; ----kkkkeeeeyyyyEEEEccccmmmm zzzz
  103.  
  104.           _s_e_r_v_e_r-_h_o_s_t    Tries to connect to server at host _s_e_r_v_e_r-
  105.                          _h_o_s_t.  The default is to send a broadcast
  106.                          query on your attached network.
  107.  
  108.  
  109.      PPPPRRRROOOOMMMMPPPPTTTT CCCCOOOOMMMMMMMMAAAANNNNDDDDSSSS
  110.           When you startup xxxxppppiiiillllooootttt without the ----jjjjooooiiiinnnn option, you will
  111.           get a prompt asking you for directions.  You may type hhhh or ????
  112.           to list the available commands.  These are quite obvious and
  113.           deal with communication to the current server only.  You may
  114.           enter the game by pressing CR (Return/Enter).
  115.  
  116.           If you are the owner of the server you will have a few extra
  117.           options.  See _x_p_i_l_o_t_s(_6).
  118.  
  119.  
  120.  
  121.      TTTTHHHHEEEE GGGGRRRRAAAAPPPPHHHHIIIICCCCAAAALLLL UUUUSSSSEEEERRRR IIIINNNNTTTTEEEERRRRFFFFAAAACCCCEEEE
  122.           When you enter a game you will hopefully be presented a
  123.           window.  This window is divided into three major areas:
  124.  
  125.                RRRRaaaaddddaaaarrrr       (Top left) This area shows the map the
  126.  
  127.  
  128.  
  129.      Page 2                              XPilot Release 3.0: July 1993
  130.  
  131.  
  132.  
  133.  
  134.  
  135.  
  136.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  137.  
  138.  
  139.  
  140.                            server you are playing on is using as well
  141.                            as the position of your fellow players (if
  142.                            they aren't cloaked).  In race mode the
  143.                            radar also outputs the position of the
  144.                            control posts.  Players are shown as small
  145.                            rectangles The player you are currently
  146.                            locked onto is shown as a flashing
  147.                            rectangle.
  148.  
  149.                            The server can optionally display missiles,
  150.                            mines and/or bombs (moving mines) on this
  151.                            radar, and will display them using
  152.                            different symbols; missiles are quick
  153.                            flashing small dots, mines and bombs slow
  154.                            flashing small dots.  If nuclear mines or
  155.                            missiles are launched the radar can detect
  156.                            the high energy radation emiited and will
  157.                            show these types of weapons on the radar as
  158.                            alternating small and large rectangles.
  159.                            The radar always has a limited range for
  160.                            these objects, due to their small size.
  161.                            The maximum range depends on how much fuel
  162.                            you are carrying.
  163.  
  164.  
  165.                RRRRaaaattttiiiinnnngggg lllliiiisssstttt (Bottom left) This area shows the list of
  166.                            players (sorted with respect to their
  167.                            rrrraaaattttiiiinnnngggg, or `score') currently logged on the
  168.                            server.  The player with the highest
  169.                            <rating>/<num of times died> ratio - that
  170.                            is, the most `deadly' player - is
  171.                            underlined with a stipled line.
  172.  
  173.                            First on each line, you might find a letter
  174.                            which gives you some information about the
  175.                            status of the player: RRRR means the player is
  176.                            a robot, TTTT means the player is not a player
  177.                            but a detached tank, DDDD means player is dead
  178.                            (only possible in limited lives mode), PPPP
  179.                            means the player is paused and WWWW means the
  180.                            player is waiting to join the game after
  181.                            login (in limited lives mode).
  182.  
  183.                            Depending on the current game mode, you
  184.                            will also find information about which
  185.                            teams each player belong to and how many
  186.                            lives each player has left.
  187.  
  188.  
  189.                GGGGaaaammmmeeee aaaarrrreeeeaaaa   (Right) This is where the action is.  Most
  190.                            notably you will see your fighter in the
  191.                            middle of the screen, hopefully you won't
  192.  
  193.  
  194.  
  195.      Page 3                              XPilot Release 3.0: July 1993
  196.  
  197.  
  198.  
  199.  
  200.  
  201.  
  202.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  203.  
  204.  
  205.  
  206.                            see any shots or explosions yet!
  207.  
  208.                            You may also see some strange blue drawings
  209.                            surrounding your fighter - this is the HHHHUUUUDDDD
  210.                            (Head Up Display) which greatly simplifies
  211.                            and compresses the information you need to
  212.                            know.  Currently, the HUD displays the
  213.                            following information:
  214.  
  215.                     BBBBoooonnnnuuuussss iiiitttteeeemmmmssss You may notice some symbols and
  216.                                 numbers on the left side of the HUD,
  217.                                 these indicate which, and what
  218.                                 quantity, of extra equipment you have.
  219.                                 This list can be turned off using the
  220.                                 `o' key, then only items which you
  221.                                 gain or loose will be briefly shown on
  222.                                 the HUD.  Pressing `o' again will
  223.                                 constantly show owned items.
  224.  
  225.                     FFFFuuuueeeellll        A fuel meter will appear on the right
  226.                                 side of the HUD when you are getting
  227.                                 low on fuel, it will start flashing
  228.                                 when your fuel level gets dangerously
  229.                                 low.  The fuel is numerically
  230.                                 displayed on the bottom right corner
  231.                                 of the HUD.
  232.  
  233.                     LLLLoooocccckkkk        The name of the player you have
  234.                                 currently locked on is shown on the
  235.                                 top of the HUD.  The distance and
  236.                                 bearing to that same player is
  237.                                 visualized by a dot where placement of
  238.                                 the dot gives the direction, and the
  239.                                 size of the dot gives the distance.
  240.                                 The dot will be filled if the player
  241.                                 is not on the same team as you.  The
  242.                                 distance to the player also
  243.                                 numerically displayed on the top right
  244.                                 corner of the HUD, it is measured in
  245.                                 `blocks'.
  246.  
  247.                     VVVVeeeelllloooocccciiiittttyyyy    (Optional) The position of the HUD
  248.                                 changes with the current velocity.
  249.                                 The distance from the center of your
  250.                                 screen is proportional to your
  251.                                 velocity.  Moving to the top moves the
  252.                                 HUD to the bottom.
  253.  
  254.                                 In addition to the moving HUD, you can
  255.                                 display a line from the center of the
  256.                                 HUD to the center of your ship.
  257.  
  258.  
  259.  
  260.  
  261.      Page 4                              XPilot Release 3.0: July 1993
  262.  
  263.  
  264.  
  265.  
  266.  
  267.  
  268.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  269.  
  270.  
  271.  
  272.                                 Both indicators can be combined or
  273.                                 used exclusivly (see discussion about
  274.                                 XXXXrrrreeeessssoooouuuurrrrcccceeeessss below).
  275.  
  276.                     SSSSccccoooorrrreeee mmmmeeeessssssssaaaaggggeeeessss
  277.                                 Relevant score information is shown
  278.                                 below the HUD, as well as on the game
  279.                                 field.
  280.  
  281.                     TTTTiiiimmmmeeee lllleeeefffftttt   The amount of time the game will last
  282.                                 if the the server was started with a
  283.                                 time limit.  This is displayed in the
  284.                                 upper left corner of your HUD.
  285.  
  286.                Between the rrrraaaaddddaaaarrrr and the RRRRaaaattttiiiinnnngggg lllliiiisssstttt there are three
  287.                push buttons:
  288.  
  289.                     QQQQuuuuiiiitttt        Exits the game and the program.
  290.  
  291.                     AAAAbbbboooouuuutttt       Pressing the AAAAbbbboooouuuutttt button will popup a
  292.                                 three page help window.  It explains
  293.                                 in short the functionality of all the
  294.                                 items you may encounter together with
  295.                                 a graphical depiction of them.
  296.  
  297.                     MMMMeeeennnnuuuu        The MMMMeeeennnnuuuu button pops up a pull down
  298.                                 menu with the following buttons:
  299.  
  300.                          KKKKeeeeyyyyssss        Will popup the KKKKeeeeyyyyssss window, which
  301.                                      contains a list of all the XXXX
  302.                                      kkkkeeeeyyyyssssyyyymmmmssss that have one or more
  303.                                      xpilot actions bound to them.
  304.  
  305.                          CCCCoooonnnnffffiiiigggg      Changes the RRRRaaaattttiiiinnnngggg lllliiiisssstttt into a
  306.                                      window with a list of most of the
  307.                                      options.  The options can be
  308.                                      changed interactively.  Pushing
  309.                                      the SSSSaaaavvvveeee ccccoooonnnnffffiiiigggguuuurrrraaaattttiiiioooonnnn button
  310.                                      will save the options and the key
  311.                                      bindings to the .xpilotrc file in
  312.                                      your home directory.
  313.  
  314.                          SSSSccccoooorrrreeee       Displays the players and their
  315.                                      scores in the RRRRaaaattttiiiinnnngggg lllliiiisssstttt window.
  316.  
  317.                          PPPPllllaaaayyyyeeeerrrr      Lists the players with their
  318.                                      login name and their host address
  319.                                      in the RRRRaaaattttiiiinnnngggg lllliiiisssstttt window.
  320.  
  321.                          MMMMOOOOTTTTDDDD        Displays the Message Of The Day
  322.                                      if the server has one available.
  323.  
  324.  
  325.  
  326.  
  327.      Page 5                              XPilot Release 3.0: July 1993
  328.  
  329.  
  330.  
  331.  
  332.  
  333.  
  334.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  335.  
  336.  
  337.  
  338.      GGGGAAAAMMMMEEEE CCCCOOOONNNNCCCCEEEEPPPPTTTTSSSS
  339.           The game objective varies as the server (_x_p_i_l_o_t_s(_6)) is very
  340.           configurable.  However, below you will find short
  341.           descriptions of some of the main concepts of the game.
  342.  
  343.  
  344.  
  345.         GGGGrrrraaaavvvviiiittttyyyy
  346.           All objects in the game are affected by gravity - that is,
  347.           they will accelerate in the direction the gravity is
  348.           strongest.  The strength and direction of the gravity is
  349.           user configurable (see _x_p_i_l_o_t_s(_6)), and can even be set to
  350.           0.
  351.  
  352.           Some objects affect the gravity in a limited area, these are
  353.           called ggggrrrraaaavvvvssss and they exist in miscellaneous types
  354.           (attractive, repulsive, clockwise, anti-clockwise).  Gravs
  355.           are shown as red circles with some symbol inside which is
  356.           different for each type of grav.  (For more information on
  357.           how the affect the gravity, see _x_p_i_l_o_t_s(_6).)
  358.  
  359.  
  360.         WWWWoooorrrrmmmmhhhhoooolllleeeessss
  361.           Wormholes are shown as red rotating circles.  They will
  362.           `teleport' you to another place in the world.  Generally,
  363.           when you go through a wormhole, you'll come out at the
  364.           nearest wormhole in the direction you were travelling.  Some
  365.           wormholes are enter-only and some are exit-only.  The exit-
  366.           only ones are invisible.  Passing through a wormhole will
  367.           make you visible for a while if you were cloaked.
  368.  
  369.  
  370.  
  371.         FFFFuuuueeeellll
  372.           You will also have to worry about your ffffuuuueeeellll lllleeeevvvveeeellll as most
  373.           equipment use fuel/energy and some even work better the more
  374.           fuel you have.
  375.  
  376.           You may gain fuel by picking up special `fuel cans' (see
  377.           bbbboooonnnnuuuussss iiiitttteeeemmmmssss section) or refueling at a refuel station.
  378.           Refuel stations may be found in blocks in the world, they
  379.           differ from standard background blocks in that they have a
  380.           red/black FFFF in them, and they are partly or completely
  381.           filled with red.  The amount of red determines how much fuel
  382.           the station has at available for you.  To refuel, you must
  383.           hit the _k_e_y_R_e_f_u_e_l key (see ccccoooonnnnttttrrrroooollllssss section).
  384.  
  385.           Fuel takes up mass and will also determine how big the
  386.           explosion will be when (sorry, `if' :) you meet your
  387.           destiny.
  388.  
  389.  
  390.  
  391.  
  392.  
  393.      Page 6                              XPilot Release 3.0: July 1993
  394.  
  395.  
  396.  
  397.  
  398.  
  399.  
  400.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  401.  
  402.  
  403.  
  404.         CCCCoooommmmbbbbaaaatttt
  405.           There are two different and mutually exclusive modes which
  406.           have greatly different objectives: ccccoooommmmbbbbaaaatttt mmmmooooddddeeee and rrrraaaacccceeee
  407.           mmmmooooddddeeee.  The most extensive is the ccccoooommmmbbbbaaaatttt mmmmooooddddeeee, which also
  408.           happens to be the default.
  409.  
  410.           Here your main objective is to get as high a rating as
  411.           possible by `blasting away' on enemy fighters (human or
  412.           robot controlled) and cannons.  All will naturally fire back
  413.           at you, so you will also need some nifty piloting skills
  414.           and/or some heavy equipment to really enjoy living.  Extra
  415.           weapons are explained in the bbbboooonnnnuuuussss iiiitttteeeemmmmssss section.
  416.  
  417.  
  418.  
  419.         RRRRaaaacccceeee
  420.           In rrrraaaacccceeee mmmmooooddddeeee, your objective is to fly as fast as you can
  421.           through a specified route.  This is done by passing
  422.           checkpoints in a specified order.  The finish is reached
  423.           after three laps.
  424.  
  425.           The next checkpoint is always visible on the radar.
  426.  
  427.  
  428.  
  429.         TTTTeeeeaaaammmm ppppllllaaaayyyy
  430.           TTTTeeeeaaaammmm ppppllllaaaayyyy is useful in combination with ccccoooommmmbbbbaaaatttt mmmmooooddddeeee.  It is
  431.           different from straight ccccoooommmmbbbbaaaatttt mmmmooooddddeeee in that players on your
  432.           own team are not considered enemies.  There are some
  433.           additional objectives too.
  434.  
  435.           You can gain points if the map you are using have ttttaaaarrrrggggeeeettttssss or
  436.           ttttrrrreeeeaaaassssuuuurrrreeeessss.  The main difference is that you get points by
  437.           blowing up an enemy's target using shots or mines.  A shot
  438.           will only damage a target and if the target is completely
  439.           damaged then the next shot will blow it up.  A mine will
  440.           immediately destroy a target.  Two missile hits will also
  441.           destroy a target.
  442.  
  443.           Enemy treasures have to be stolen from the enemies and
  444.           dropped on your own treasure.  You pick up a treasure by
  445.           using _k_e_y_C_o_n_n_e_c_t_o_r when flying nearby the enemies treasure.
  446.           This will attach the treasure to your ship with a strong
  447.           rubber band. Now you have to move your ship away from the
  448.           treasure while holding the _k_e_y_C_o_n_n_e_c_t_o_r down. When you reach
  449.           a certain distance the rubber band will be drawn in a
  450.           sollied line. This means that the treasure is attached to
  451.           your ship.  It is possible (in emergency situations :) to
  452.           detach the enemy treasure by pressing _k_e_y_D_r_o_p_B_a_l_l, but this
  453.           will of course not gain you or your team any points.
  454.  
  455.           Certain maps may configure targets as passable by team
  456.  
  457.  
  458.  
  459.      Page 7                              XPilot Release 3.0: July 1993
  460.  
  461.  
  462.  
  463.  
  464.  
  465.  
  466.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  467.  
  468.  
  469.  
  470.           members, in which case they can act as wall shields for team
  471.           bases.
  472.  
  473.  
  474.         SSSShhhhiiiieeeellllddddssss
  475.           You may or may not have shields at your disposal, depending
  476.           on the server options specified.  If you have, they are
  477.           activacted with the _k_e_y_S_h_i_e_l_d key (see ccccoooonnnnttttrrrroooollllssss section).
  478.           Generally collisions with other objects (except for debris
  479.           and sparks) are lethal, but when you are hit by something
  480.           with your shields up then it will only cost you some
  481.           fuel/energy.  If you didn't have enough fuel then the
  482.           collision will be lethal again.  Having your shields up
  483.           costs fuel.
  484.  
  485.  
  486.  
  487.         BBBBoooonnnnuuuussss iiiitttteeeemmmmssss
  488.           During the game you might encounter blue triangles with red
  489.           symbols on - these are special bonus items which will make
  490.           your life easier.  As of today, these items include:
  491.  
  492.  
  493.                FFFFuuuueeeellll ccccaaaannnn    More fuel/energy.
  494.  
  495.                CCCCllllooooaaaakkkkiiiinnnngggg ddddeeeevvvviiiicccceeee
  496.                            Makes you invisible for other players, both
  497.                            on radar and on the screen.  However, when
  498.                            you are hit by a shot or missile or bounce
  499.                            with another player then you will be
  500.                            temporarily visible again.
  501.  
  502.                SSSSeeeennnnssssoooorrrrssss     Enables you to see cloakers to a limited
  503.                            extent.  Having more sensors improves this.
  504.  
  505.                RRRReeeeaaaarrrr ccccaaaannnnnnnnoooonnnn Extra rear cannon.
  506.  
  507.                FFFFrrrroooonnnntttt ccccaaaannnnnnnnoooonnnnssss
  508.                            2 extra front cannons.
  509.  
  510.                AAAAfffftttteeeerrrrbbbbuuuurrrrnnnneeeerrrr Your main engine becomes more powerful and
  511.                            uses your fuel more efficiently.
  512.  
  513.                RRRRoooocccckkkkeeeettttssss     Pack of rockets.  These may be used as
  514.                            smart missiles, heat seaking missiles, or
  515.                            just plain dumb torpedos.  Usually these
  516.                            explode on impact with a small debris
  517.                            explosion.  However, if enabled, nuclear
  518.                            and/or cluster variants of each may be
  519.                            possible.  See the description of
  520.                            _k_e_y_T_o_g_g_l_e_N_u_c_l_e_a_r, _k_e_y_T_o_g_g_l_e_C_l_u_s_t_e_r and
  521.                            _k_e_y_T_o_g_g_l_e_M_o_d_i_f_i_e_r.
  522.  
  523.  
  524.  
  525.      Page 8                              XPilot Release 3.0: July 1993
  526.  
  527.  
  528.  
  529.  
  530.  
  531.  
  532.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  533.  
  534.  
  535.  
  536.                MMMMiiiinnnneeee        Pack of mines.  Can be dropped as either
  537.                            moving mine (bombing) or stationary mine
  538.                            (mining).  Usually these will explode when
  539.                            someone else comes within a few blocks,
  540.                            causing a large debris explosion.  However,
  541.                            if enabled, nuclear and/or cluster variants
  542.                            of each may be possible.  Mines have a
  543.                            little intelligence and will not explode
  544.                            for the player (or team members) who
  545.                            dropped them.  However, the targetting of
  546.                            mines can be effected by ECMs (unless the
  547.                            server option _e_c_m_s_R_e_p_r_o_g_r_a_m_M_i_n_e_s is false).
  548.                            If you get close enough to a mine, you will
  549.                            be able to sense who the mine is currently
  550.                            programmed by.  Mines dropped by different
  551.                            players have a different external
  552.                            appearance -- mines dropped by you or your
  553.                            team show up hollow.  Reprogramming does
  554.                            not change the appearance of a mine, so be
  555.                            careful because a hollow mine may not be
  556.                            safe.  See the description of
  557.                            _k_e_y_T_o_g_g_l_e_N_u_c_l_e_a_r, _k_e_y_T_o_g_g_l_e_C_l_u_s_t_e_r, and
  558.                            _k_e_y_T_o_g_g_l_e_M_o_d_i_f_i_e_r.
  559.  
  560.                TTTTaaaannnnkkkk        Additional fuel tank (perhaps with some
  561.                            spare fuel).  As you pick up more tanks,
  562.                            your weight increases and you'll have to
  563.                            compensate by picking up afterburners.  You
  564.                            can change which tank is the `active tank',
  565.                            that is the one that fuel is drained from
  566.                            (if this tank is empty, fuel is drained
  567.                            from all tanks).  Refueling is quicker with
  568.                            more tanks.
  569.  
  570.                            To ease filling several tanks in parallel,
  571.                            all the tanks drain into their left
  572.                            neighbours (0<-1<-...<-8); except your
  573.                            active tank, which is watertight (it seems
  574.                            a bit complicated at first, but trust me,
  575.                            you'll get it eventually :-).  Tanks don't
  576.                            drain if they reach a certain minimum level
  577.                            (unless of course, you use it as the active
  578.                            tank).
  579.  
  580.                            When you detach a tank it is the active one
  581.                            that is detached, unless the active tank
  582.                            happens to be your main tank, in which the
  583.                            tank with the highest number is used.  The
  584.                            detached tank will have the shape of a ship
  585.                            and will carry your name, it will
  586.                            immediately start thrusting (as long as
  587.                            fuel permits) and will fool all heat-
  588.  
  589.  
  590.  
  591.      Page 9                              XPilot Release 3.0: July 1993
  592.  
  593.  
  594.  
  595.  
  596.  
  597.  
  598.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  599.  
  600.  
  601.  
  602.                            seekers to follow it.
  603.  
  604.                EEEECCCCMMMM         Electronic Counter Measures.  ECM allows
  605.                            you to confuse and re-target smart missiles
  606.                            within a certain range of your ship.  When
  607.                            missiles are zapped by ECM, they will
  608.                            become confused for a while and then have a
  609.                            high probability of going after the player
  610.                            who you were locked onto when you used the
  611.                            ECM.  The ECM will also cause within a
  612.                            certain range to either explode or be more
  613.                            likely be temporarily be blinded such that
  614.                            they do not explode if you go near them.
  615.                            The closest mine within ECM range may be
  616.                            reprogrammed to be safe for you and your
  617.                            team members. If another ship is within
  618.                            range of the ECM, all it's sensors will
  619.                            freeze for a while and if the ship was
  620.                            cloaked, it will become visible for a
  621.                            while.  The ECM is activated by pressing
  622.                            the _k_e_y_E_C_M key.
  623.  
  624.                TTTTrrrraaaannnnssssppppoooorrrrtttteeeerrrr Enables you to steal equipment and
  625.                            energy/fuel from the closest fighter,
  626.                            provided it is within the transporters
  627.                            range.  You activate the transporter by
  628.                            pressing the _k_e_y_T_r_a_n_s_p_o_r_t_e_r key.
  629.  
  630.                LLLLaaaasssseeeerrrr       Gives you a laser weapon with limited
  631.                            range.  Having more of these increases the
  632.                            range and the repeat rate of the laser
  633.                            subsystem.
  634.  
  635.                EEEEmmmmeeeerrrrggggeeeennnnccccyyyy TTTThhhhrrrruuuusssstttt
  636.                            Gives you a limited amount of super
  637.                            thrusters, equivalent to a full complement
  638.                            of afterburners.  With a light ship this is
  639.                            equivalent to hitting hyperspace or warp
  640.                            factor 9.99.  Useful for stopping quickly
  641.                            or running away fast from a deadly
  642.                            encounter.  The extra thrust capability is
  643.                            toggled on and off by a seperate key and
  644.                            can thus be saved, the amount of time
  645.                            remaining is shown by a status bar below
  646.                            the HUD.
  647.  
  648.                AAAAuuuuttttooooppppiiiillllooootttt   Gives you a hover capability.  When engaged
  649.                            an `Autopilot' light will flash above the
  650.                            HUD.  When engaged the autopilot computer
  651.                            will bring the ship to a hover by the
  652.                            quickest (perhaps not safest) method
  653.                            possible.  It will then leave you in a
  654.  
  655.  
  656.  
  657.      Page 10                             XPilot Release 3.0: July 1993
  658.  
  659.  
  660.  
  661.  
  662.  
  663.  
  664.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  665.  
  666.  
  667.  
  668.                            hover, unless in a strong gravity field
  669.                            where your engines cannot cope.  Useful for
  670.                            hovering next to a refuel depot.
  671.  
  672.                TTTTrrrraaaaccccttttoooorrrr BBBBeeeeaaaammmm
  673.                            Not to be confused with a transporter, this
  674.                            enables you to push or pull the ship you
  675.                            are currently locked onto.  The force is
  676.                            mutual, and thus if your ship is lighter
  677.                            than your target you will move more towards
  678.                            him than him towards you.  Best used with
  679.                            heavy ships to pull then push annoying
  680.                            players into walls.
  681.  
  682.                EEEEmmmmeeeerrrrggggeeeennnnccccyyyy SSSShhhhiiiieeeelllldddd
  683.                            Gives you a limited amount of extra shield
  684.                            power, which prevents any fuel loss from
  685.                            shots, debri, player and wall collisions,
  686.                            missiles, mines, etc.  While in use, the
  687.                            ship can smash into walls at any speed and
  688.                            angle without fear of being killed.  The
  689.                            extra shield capability is toggled on and
  690.                            off by a separate key and can thus be
  691.                            saved, with the remaining amount of extra
  692.                            shield power being saved for later use.
  693.                            Once toggled on, the extra shield power
  694.                            will take effect and be used only while the
  695.                            normal shields are up.  Best used when
  696.                            confronted with cluster mines and missles
  697.                            or deadly cannons.
  698.  
  699.  
  700.      CCCCOOOONNNNTTTTRRRROOOOLLLLSSSS
  701.           The game understands quite some keys, but not all of them
  702.           are equally important.  The following keys are more or less
  703.           sorted by importance.  The name of the keys are also the
  704.           Xresources you use to redefine them, and the words inside
  705.           the curly braces {} are their default bindings.  See
  706.           XXXXrrrreeeessssoooouuuurrrrcccceeeessss section below.
  707.  
  708.             _P_r_i_m_a_r_y _k_e_y_s
  709.                 The primary keys are:
  710.  
  711.                  kkkkeeeeyyyyTTTTuuuurrrrnnnnLLLLeeeefffftttt {{{{aaaa}}}}
  712.                              Turn left (anti-clockwise).
  713.  
  714.                  kkkkeeeeyyyyTTTTuuuurrrrnnnnRRRRiiiigggghhhhtttt {{{{ssss}}}}
  715.                              Turn right (clockwise).
  716.  
  717.                  kkkkeeeeyyyyTTTThhhhrrrruuuusssstttt {{{{rrrriiiigggghhhhtttt SSSShhhhiiiifffftttt oooorrrr lllleeeefffftttt SSSShhhhiiiifffftttt}}}}
  718.                              Thrust me.
  719.  
  720.  
  721.  
  722.  
  723.      Page 11                             XPilot Release 3.0: July 1993
  724.  
  725.  
  726.  
  727.  
  728.  
  729.  
  730.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  731.  
  732.  
  733.  
  734.                  kkkkeeeeyyyyFFFFiiiirrrreeeeSSSShhhhooootttt {{{{rrrreeeettttuuuurrrrnnnn oooorrrr lllliiiinnnneeeeffffeeeeeeeedddd}}}}
  735.                              Fire normal shot.
  736.  
  737.                  kkkkeeeeyyyySSSShhhhiiiieeeelllldddd {{{{ssssppppaaaacccceeee oooorrrr CCCCaaaappppssss LLLLoooocccckkkk}}}}
  738.                              Raise shield.  Must be held down for
  739.                              continuous use.
  740.  
  741.                  kkkkeeeeyyyyRRRReeeeffffuuuueeeellll {{{{ffff oooorrrr lllleeeefffftttt CCCCttttrrrrllll oooorrrr
  742.                              Try to connect to nearest fuel station.
  743.                              Must be held down during refueling.
  744.  
  745.                  kkkkeeeeyyyyRRRReeeeppppaaaaiiiirrrr {{{{ffff}}}}
  746.                              Repair a target.
  747.  
  748.             _S_e_c_o_n_d_a_r_y _k_e_y_s
  749.                 The following commands are not always available, some
  750.                 require bonus items to have any functionality at all.
  751.  
  752.                  kkkkeeeeyyyySSSSeeeellllffffDDDDeeeessssttttrrrruuuucccctttt {{{{qqqq}}}}
  753.                              Self destruct.  At last we managed to
  754.                              include a timer, got rid of all those
  755.                              nasty I'd-rather-die-by-my-own-hands-
  756.                              than-let-you-kill-me-and-get-all- the-
  757.                              points pilots.
  758.  
  759.                  kkkkeeeeyyyyIIIIddddMMMMooooddddeeee {{{{uuuu}}}}
  760.                              Toggle the ID mode.  Instead of the score
  761.                              list it will display the list of players
  762.                              with their real names and computer
  763.                              addresses.
  764.  
  765.                  kkkkeeeeyyyyCCCCllllooooaaaakkkk {{{{BBBBaaaacccckkkkSSSSppppaaaacccceeee oooorrrr DDDDeeeelllleeeetttteeee}}}}
  766.                              Enable/disable cloaking device if
  767.                              available.  You will be invisible on both
  768.                              radar and on screen, but beware - the
  769.                              device is not foolproof, it is not cheap
  770.                              on your fuel and the only thing becoming
  771.                              invisible is your ship, i.e. the
  772.                              exhaust-flames will still be visible.
  773.  
  774.                  kkkkeeeeyyyySSSSwwwwaaaappppSSSSeeeettttttttiiiinnnnggggssss {{{{EEEEssssccccaaaappppeeee}}}}
  775.                              Toggle between two different settings.
  776.                              You'll probably want more power and a
  777.                              larger turn rate in combat than when
  778.                              you're doing some critical maneuvering.
  779.  
  780.                  kkkkeeeeyyyyDDDDrrrrooooppppMMMMiiiinnnneeee {{{{TTTTaaaabbbb}}}}
  781.                              Drop a proximity mine.  The mine will
  782.                              detonate after a certain amount of time
  783.                              (quite large actually) or when a foe
  784.                              comes too near.
  785.  
  786.  
  787.  
  788.  
  789.      Page 12                             XPilot Release 3.0: July 1993
  790.  
  791.  
  792.  
  793.  
  794.  
  795.  
  796.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  797.  
  798.  
  799.  
  800.                  kkkkeeeeyyyyDDDDeeeettttaaaacccchhhhMMMMiiiinnnneeee {{{{bbbbrrrraaaacccckkkkeeeettttrrrriiiigggghhhhtttt}}}}
  801.                              Drop a moving mine - that is, a bomb.
  802.  
  803.                  kkkkeeeeyyyyDDDDeeeettttoooonnnnaaaatttteeeeMMMMiiiinnnneeeessss {{{{eeeeqqqquuuuaaaallll}}}}
  804.                              Detonate the mine you have dropped or
  805.                              thrown, which is closest to you.
  806.  
  807.                  kkkkeeeeyyyyEEEEccccmmmm {{{{bbbbrrrraaaacccckkkkeeeettttlllleeeefffftttt}}}}
  808.                              Fire an ECM pulse.
  809.  
  810.                  kkkkeeeeyyyyCCCChhhhaaaannnnggggeeeeHHHHoooommmmeeee {{{{HHHHoooommmmeeee oooorrrr hhhh}}}}
  811.                              Change home base.  You will need to be
  812.                              landed on the base of your choice.  (The
  813.                              HHHHoooommmmeeee key is located just right of the
  814.                              RRRReeeettttuuuurrrrnnnn key on most HP-keyboards.)  These
  815.                              keys are convenient for HP keyboards,
  816.                              also somewhat adapted to SUN keyboards.
  817.  
  818.                  kkkkeeeeyyyyTTTTaaaannnnkkkkNNNNeeeexxxxtttt {{{{eeee}}}}
  819.                              If you have additional tanks, the current
  820.                              tank will be the next tank.
  821.  
  822.                  kkkkeeeeyyyyTTTTaaaannnnkkkkPPPPrrrreeeevvvv {{{{wwww}}}}
  823.                              If you have additional tanks, the current
  824.                              tank will be the previous tank.
  825.  
  826.                  kkkkeeeeyyyyTTTTaaaannnnkkkkDDDDeeeettttaaaacccchhhh {{{{rrrr}}}}
  827.                              Detach the current tank (or the last
  828.                              additional tank).  Heat-seeking missiles
  829.                              will hopefully follow this tank.
  830.  
  831.                  kkkkeeeeyyyyPPPPaaaauuuusssseeee {{{{pppp oooorrrr PPPPaaaauuuusssseeee}}}}
  832.                              Park or paused hover mode - you can only
  833.                              park while you're landed on your own home
  834.                              base, and when you park, you cannot
  835.                              rejoin the game until the P has stopped
  836.                              blinking (to prevent users from using
  837.                              this option to run away from a battle).
  838.                              If you are not near your base and you are
  839.                              travelling very slowly the ship will be
  840.                              brought to a standstill on autopilot and
  841.                              cannot be unpaused until the `Autopilot'
  842.                              light stops blinking.
  843.  
  844.                  kkkkeeeeyyyyFFFFiiiirrrreeeeMMMMiiiissssssssiiiilllleeee {{{{bbbbaaaacccckkkkssssllllaaaasssshhhh}}}}
  845.                              Fire smart missile if available.  The
  846.                              missile will home onto the player that
  847.                              you have currently locked on.  You must
  848.                              have aaaa cccclllleeeeaaaarrrr lllloooocccckkkk on a player for this to
  849.                              work.  Requires lock.
  850.  
  851.                  kkkkeeeeyyyyFFFFiiiirrrreeeeHHHHeeeeaaaatttt {{{{sssseeeemmmmiiiiccccoooolllloooonnnn}}}}
  852.  
  853.  
  854.  
  855.      Page 13                             XPilot Release 3.0: July 1993
  856.  
  857.  
  858.  
  859.  
  860.  
  861.  
  862.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  863.  
  864.  
  865.  
  866.                              Fire a thrust controlled missile. Works
  867.                              like a smart missle, but is faster and
  868.                              ECM isn't able to confuse it. Needs the
  869.                              thrust for navigating.
  870.  
  871.                  kkkkeeeeyyyyFFFFiiiirrrreeeeTTTToooorrrrppppeeeeddddoooo {{{{qqqquuuuooootttteeeerrrriiiigggghhhhtttt}}}}
  872.                              Fire a missile without flight control. It
  873.                              runs very fast in shot direction.
  874.  
  875.                  kkkkeeeeyyyyFFFFiiiirrrreeeeLLLLaaaasssseeeerrrr {{{{ssssllllaaaasssshhhh}}}}
  876.                              Fires a laser weapon in the direction you
  877.                              are pointing.  Lasers have limited range
  878.                              and use a lot of fuel, but they are
  879.                              instantaneous and therefore much more
  880.                              deadly than normal shots.  The precise
  881.                              electronics of lasers can be
  882.                              irretrivially damaged by the high energy
  883.                              interference generated by enemy ECMs.
  884.  
  885.  
  886.                  kkkkeeeeyyyyTTTToooogggggggglllleeeeNNNNuuuucccclllleeeeaaaarrrr {{{{nnnn}}}}
  887.                              Pressing this key will toggle through the
  888.                              following indicators on your HUD (bottom
  889.                              left), only if nuclear weapons are
  890.                              allowed;
  891.  
  892.                              NNNN   All missiles or mines launched from
  893.                                  now are limited nuclear weapons.
  894.  
  895.                              FFFFNNNN  All missiles or mines launched from
  896.                                  now are full (or fusion) nuclear
  897.                                  weapons.
  898.  
  899.                                  Pressing the key again clears the
  900.                                  nuclear weapons mode.
  901.  
  902.                        You must have eight or more missiles, or four
  903.                        or more mines to launch a nuclear missile or
  904.                        mine, and perhaps enough fuel as well.  If you
  905.                        do not a message will be displayed at the
  906.                        bottom of the game area explaining why and the
  907.                        weapon will not be fired.
  908.  
  909.                        Firing a full (or fusion) nuclear weapon
  910.                        completely depletes your stock of that weapon,
  911.                        limited nuclear weapons will deplete your stock
  912.                        by eight missiles or four mines.
  913.  
  914.                        A nuclear missile or mine fired will have a
  915.                        mass and explosive power equal and usually
  916.                        greater than the total number that were used.
  917.                        Nuclear torpedos are very fast, and all nuclear
  918.  
  919.  
  920.  
  921.      Page 14                             XPilot Release 3.0: July 1993
  922.  
  923.  
  924.  
  925.  
  926.  
  927.  
  928.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  929.  
  930.  
  931.  
  932.                        weapons explode violently (this may freeze the
  933.                        server momentarily).  After firing a one off
  934.                        nuclear weapon, the `n' indicator is cleared.
  935.  
  936.                 kkkkeeeeyyyyTTTToooogggggggglllleeeeCCCClllluuuusssstttteeeerrrr {{{{cccc}}}}
  937.                             Pressing this key will toggle the
  938.                             following indicator on your HUD (bottom
  939.                             left), only if cluster weapons are
  940.                             allowed;
  941.  
  942.                             CCCC   All missiles or mines launched are
  943.                                 cluster weapons.
  944.  
  945.                         Cluster weapons explode differently from
  946.                         normal weapons.  The explode with a slower
  947.                         moving shower of killing shots and not debris,
  948.                         which may kill or deplete shields just like a
  949.                         normal shot fired by your self.   Thus, since
  950.                         cluster debris is deadly to yourself, you
  951.                         should be careful when firing such a weapon.
  952.                         After firing a one off cluster weapon, the `c'
  953.                         indicator is cleared.
  954.  
  955.                         A cluster weapon will also use an almost
  956.                         equivalent amount of fuel as if you had fired
  957.                         the shots using your cannon, and thus large
  958.                         cluster explosions will use large amounts of
  959.                         fuel.  If you do not have enough fuel a
  960.                         message saying so will be displayed at the
  961.                         bottom of the game area and the weapon will
  962.                         not be launched.
  963.  
  964.                  kkkkeeeeyyyyTTTToooogggggggglllleeeeIIIImmmmpppplllloooossssiiiioooonnnn {{{{iiii}}}}
  965.                              Pressing this key will toggle the
  966.                              following indicator on your HUD (bottom
  967.                              left), only if modifiers are allowed;
  968.  
  969.                              IIII   All mine and missile explosions will
  970.                                  be implosions instead.
  971.  
  972.                  kkkkeeeeyyyyTTTToooogggggggglllleeeeVVVVeeeelllloooocccciiiittttyyyy {{{{vvvv}}}}
  973.                              Pressing this key will toggle through VVVV1111
  974.                              through VVVV3333 and to no modifier in turn.
  975.                              It affects the speed of nuclear and/or
  976.                              cluster explosions, higher modifier
  977.                              numbers produce lower explosion
  978.                              velocities, and thus for the most
  979.                              effective nuclear cluster explosion a VVVV2222
  980.                              or VVVV3333 modifier should be used.
  981.  
  982.                  kkkkeeeeyyyyTTTToooogggggggglllleeeeMMMMiiiinnnniiii {{{{xxxx}}}}
  983.                              Pressing this key will toggle through XXXX2222
  984.  
  985.  
  986.  
  987.      Page 15                             XPilot Release 3.0: July 1993
  988.  
  989.  
  990.  
  991.  
  992.  
  993.  
  994.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  995.  
  996.  
  997.  
  998.                              through XXXX4444 and then no modifier in turn.
  999.                              The number shows how many miniture mines
  1000.                              or missiles will be fired for every key
  1001.                              press.  The sum total damage and cost of
  1002.                              using miniture weapon is equivalent to a
  1003.                              normal weapon of that type.
  1004.  
  1005.                  kkkkeeeeyyyyTTTToooogggggggglllleeeeSSSSpppprrrreeeeaaaadddd {{{{zzzz}}}}
  1006.                              Pressing this key will toggle through ZZZZ1111
  1007.                              through ZZZZ3333 and then no modifier.  The
  1008.                              higher the number the closer the spread
  1009.                              of fire for minature weapons, it also
  1010.                              affects the spread of wide and rear
  1011.                              shots, successively narrowing the stream
  1012.                              of bullets such that VVVV3333 is a single beam
  1013.                              of shots.
  1014.  
  1015.                  kkkkeeeeyyyyTTTToooogggggggglllleeeePPPPoooowwwweeeerrrr {{{{bbbb}}}}
  1016.                              Pressing this key will toggle through BBBB1111
  1017.                              through BBBB3333 and then no modifier.  The
  1018.                              higher the number the less powerful a
  1019.                              tractor beam is used, mainly for
  1020.                              conserving energy or fine adjustment in
  1021.                              pulling somebody around.  The power
  1022.                              setting also affects the engine to
  1023.                              warhead ratio in missiles, a higher
  1024.                              setting will cause each missile to have
  1025.                              more powerful engines, and thus be much
  1026.                              quicker and more maneaverable, but at the
  1027.                              cost of a drastically reduced damage
  1028.                              capability.  However when coupled with
  1029.                              other modifiers this can cause severe
  1030.                              psychological advantages, consider the
  1031.                              effect of trying to outrun four minuture
  1032.                              full cluster powered up nuclear smart
  1033.                              missiles.
  1034.  
  1035.                  kkkkeeeeyyyyCCCClllleeeeaaaarrrrMMMMooooddddiiiiffffiiiieeeerrrrssss {{{{kkkk}}}}
  1036.                              Clears all current modifiers in effect.
  1037.  
  1038.                  kkkkeeeeyyyyLLLLooooaaaaddddMMMMooooddddiiiiffffiiiieeeerrrrssss1111 {{{{1111}}}}
  1039.                              Loads the modifiers stored in bank 1, as
  1040.                              set by the modifierBank1 resource.
  1041.  
  1042.                  kkkkeeeeyyyyLLLLooooaaaaddddMMMMooooddddiiiiffffiiiieeeerrrrssss2222 {{{{2222}}}}
  1043.                              Loads the modifiers stored in bank 2, as
  1044.                              set by the modifierBank2 resource.
  1045.  
  1046.                  kkkkeeeeyyyyLLLLooooaaaaddddMMMMooooddddiiiiffffiiiieeeerrrrssss3333 {{{{3333}}}}
  1047.                              Loads the modifiers stored in bank 3, as
  1048.                              set by the modifierBank3 resource.
  1049.  
  1050.  
  1051.  
  1052.  
  1053.      Page 16                             XPilot Release 3.0: July 1993
  1054.  
  1055.  
  1056.  
  1057.  
  1058.  
  1059.  
  1060.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  1061.  
  1062.  
  1063.  
  1064.                  kkkkeeeeyyyyLLLLooooaaaaddddMMMMooooddddiiiiffffiiiieeeerrrrssss4444 {{{{4444}}}}
  1065.                              Loads the modifiers stored in bank 4, as
  1066.                              set by the modifierBank4 resource.
  1067.  
  1068.                  kkkkeeeeyyyyTTTToooogggggggglllleeeeAAAAuuuuttttooooPPPPiiiillllooootttt {{{{hhhh}}}}
  1069.                              This toggles the autopilot feature.  You
  1070.                              need atleast one Autopilot item before
  1071.                              this will work.
  1072.  
  1073.                  kkkkeeeeyyyyTTTToooogggggggglllleeeeEEEEmmmmeeeerrrrggggeeeennnnccccyyyyTTTThhhhrrrruuuusssstttt {{{{jjjj}}}}
  1074.                              This toggles the emergency thrust item.
  1075.                              You need at least one emergency thrust
  1076.                              item, on first turning this on the item
  1077.                              is used up and ten seconds or so of
  1078.                              emergency thrust is placed at your
  1079.                              disposal.  The time is only used up as
  1080.                              you thrust, and hitting this key will
  1081.                              return you back to normal thrust while
  1082.                              conserving the remaining boosted thrust.
  1083.                              If you posses both Autopilot and
  1084.                              Emergency Thrust items, pressing the Meta
  1085.                              or Alt keys will give the equivalent of
  1086.                              emergency brakes.
  1087.  
  1088.                  kkkkeeeeyyyyTTTToooogggggggglllleeeeEEEEmmmmeeeerrrrggggeeeennnnccccyyyySSSShhhhiiiieeeelllldddd {{{{gggg}}}}
  1089.                              This toggles the emergency shield item.
  1090.                              You need at least one emergency shield
  1091.                              item.  When first turning on, this item
  1092.                              is used up and ten seconds or so of
  1093.                              emergency shield power is placed at your
  1094.                              disposal.  The time is only used up as
  1095.                              you use your regular shields, and hitting
  1096.                              this key again will return you back to
  1097.                              normal shield power while conserving the
  1098.                              remaining emergency shield power.
  1099.  
  1100.                  kkkkeeeeyyyyTTTTrrrraaaaccccttttoooorrrrBBBBeeeeaaaammmm {{{{ccccoooommmmmmmmaaaa}}}}
  1101.                              This will engage any tractor beam items
  1102.                              on the player who you hold a lock on, it
  1103.                              causes a mutual attractive force between
  1104.                              you and them, causing both players to
  1105.                              move towards each other.
  1106.  
  1107.                  kkkkeeeeyyyyPPPPrrrreeeessssssssoooorrrrBBBBeeeeaaaammmm {{{{ppppeeeerrrriiiioooodddd}}}}
  1108.                              This will engage any tractor beam items
  1109.                              on the player who you hold a lock on, it
  1110.                              causes a mutual repulsive force between
  1111.                              you and them, causing both players to
  1112.                              move away from each other.
  1113.  
  1114.                  kkkkeeeeyyyyTTTTaaaallllkkkk {{{{mmmm}}}} Pressing this key will toggle between the
  1115.                              talk window being shown below the HUD.
  1116.  
  1117.  
  1118.  
  1119.      Page 17                             XPilot Release 3.0: July 1993
  1120.  
  1121.  
  1122.  
  1123.  
  1124.  
  1125.  
  1126.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  1127.  
  1128.  
  1129.  
  1130.                              If your mouse pointer is outside the
  1131.                              window you will still have full control
  1132.                              of your ship and pressing the talk key
  1133.                              will disappear (the current message will
  1134.                              not be lost).  If you position your mouse
  1135.                              pointer within the window you can type a
  1136.                              message using the keyboard, however you
  1137.                              ship will no longer respond to key
  1138.                              presses.  The following special keys are
  1139.                              available;
  1140.  
  1141.                              RRRReeeettttuuuurrrrnnnn LLLLiiiinnnneeeeffffeeeeeeeedddd
  1142.                                  This finishes and sends the message.
  1143.                                  The talk window is also removed from
  1144.                                  the screen and the message text
  1145.                                  cleared.
  1146.  
  1147.                              BBBBaaaacccckkkkssssppppaaaacccceeee DDDDeeeellll
  1148.                                  These keys delete the last character.
  1149.  
  1150.                              CCCCttttrrrrllll----WWWW
  1151.                                  This deletes the last word.
  1152.  
  1153.                              CCCCttttrrrrllll----UUUU
  1154.                                  This deletes the entire line of text.
  1155.  
  1156.                              EEEEsssscccc This removes the talk window without
  1157.                                  clearing the text.  This is useful if
  1158.                                  you are typing a message and
  1159.                                  something important in the game
  1160.                                  happens that requires you to control
  1161.                                  your ship.
  1162.  
  1163.                          Messages will usually be sent to every player
  1164.                          logged in, including yourself.  Messages
  1165.                          received will always appear in the bottom of
  1166.                          the Game area, and will look like;
  1167.  
  1168.                          <<_V_i_p_e_r _s_h_o_u_t_s>> _H_e_l_l_o _w_o_r_l_d.
  1169.  
  1170.                          However you can send messages to individual
  1171.                          players or teams by starting the message with
  1172.                          the player's name (or enough character from
  1173.                          the beginning of their name to make it
  1174.                          unique) or team number followed by a colon,
  1175.                          and then the message.  Just placing a colon
  1176.                          at the start of the message will send it to
  1177.                          everyone.  For example;
  1178.  
  1179.                          _v_i_p: _H_e_l_l_o
  1180.  
  1181.                          will send a message to only one player who's
  1182.  
  1183.  
  1184.  
  1185.      Page 18                             XPilot Release 3.0: July 1993
  1186.  
  1187.  
  1188.  
  1189.  
  1190.  
  1191.  
  1192.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  1193.  
  1194.  
  1195.  
  1196.                          name begins the letters _v_i_p (the case does
  1197.                          not matter).
  1198.  
  1199.                   kkkkeeeeyyyyTTTToooogggggggglllleeeeCCCCoooommmmppppaaaassssssss {{{{yyyy}}}}
  1200.                               Turns of the HUD compass display.
  1201.  
  1202.                   kkkkeeeeyyyyLLLLoooocccckkkkCCCClllloooosssseeee {{{{SSSSeeeelllleeeecccctttt UUUUpppp}}}}
  1203.                               Will lock onto the closest player if
  1204.                               he/she is within range.
  1205.  
  1206.                   kkkkeeeeyyyyLLLLoooocccckkkkNNNNeeeexxxxttttCCCClllloooosssseeee {{{{DDDDoooowwwwnnnn}}}}
  1207.                               Will lock onto the next closest player
  1208.                               after the currently locked player.
  1209.  
  1210.                   kkkkeeeeyyyyLLLLoooocccckkkkNNNNeeeexxxxtttt {{{{NNNNeeeexxxxtttt RRRRiiiigggghhhhtttt}}}}
  1211.                               Will, if possible, lock onto the next
  1212.                               player in the game.
  1213.  
  1214.                   kkkkeeeeyyyyLLLLoooocccckkkkPPPPrrrreeeevvvv {{{{PPPPrrrriiiioooorrrr LLLLeeeefffftttt}}}}
  1215.                               Will, if possible, lock onto the
  1216.                               previous player in the game.
  1217.  
  1218.                   kkkkeeeeyyyyCCCCoooonnnnnnnneeeeccccttttoooorrrr {{{{CCCCoooonnnnttttrrrroooollll____LLLL}}}}
  1219.                               Use connector (for the moment, all this
  1220.                               is used for is picking up
  1221.                               treasures/balls).
  1222.  
  1223.                   kkkkeeeeyyyyDDDDrrrrooooppppBBBBaaaallllllll {{{{dddd}}}}
  1224.                               Drop the ball if you are carrying it.
  1225.  
  1226.                   These keys let you adjust the control sensitivity:
  1227.  
  1228.                   kkkkeeeeyyyyIIIInnnnccccrrrreeeeaaaasssseeeePPPPoooowwwweeeerrrr {{{{KKKKPPPP____MMMMuuuullllttttiiiippppllllyyyy}}}}
  1229.                               Increase engine power.
  1230.  
  1231.                   kkkkeeeeyyyyDDDDeeeeccccrrrreeeeaaaasssseeeePPPPoooowwwweeeerrrr {{{{KKKKPPPP____DDDDiiiivvvviiiiddddeeee}}}}
  1232.                               Decrease engine power.
  1233.  
  1234.                   kkkkeeeeyyyyIIIInnnnccccrrrreeeeaaaasssseeeeTTTTuuuurrrrnnnnssssppppeeeeeeeedddd {{{{KKKKPPPP____AAAAdddddddd}}}}
  1235.                               Increase turn speed.
  1236.  
  1237.                   kkkkeeeeyyyyDDDDeeeeccccrrrreeeeaaaasssseeeeTTTTuuuurrrrnnnnssssppppeeeeeeeedddd {{{{KKKKPPPP____SSSSuuuubbbbttttrrrraaaacccctttt}}}}
  1238.                               Decrease turn speed.
  1239.  
  1240.                   kkkkeeeeyyyyTTTToooogggggggglllleeeeOOOOwwwwnnnneeeeddddIIIIttttmmmmeeeessss {{{{oooo}}}}
  1241.                               Causes all owned bonus items to be shown
  1242.                               either constantly or for a brief period
  1243.                               after they change in amount on the HUD.
  1244.  
  1245.                   kkkkeeeeyyyyTTTToooogggggggglllleeeeMMMMeeeessssssssaaaaggggeeeessss {{{{0000}}}}
  1246.                               Causes messages to be shown or not
  1247.                               shown.
  1248.  
  1249.  
  1250.  
  1251.      Page 19                             XPilot Release 3.0: July 1993
  1252.  
  1253.  
  1254.  
  1255.  
  1256.  
  1257.  
  1258.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  1259.  
  1260.  
  1261.  
  1262.                   kkkkeeeeyyyyRRRReeeepppprrrrooooggggrrrraaaammmm {{{{qqqquuuuooootttteeeelllleeeefffftttt}}}}
  1263.                               Reprogram a modifier bank or lock bank.
  1264.  
  1265.                   kkkkeeeeyyyyLLLLooooaaaaddddLLLLoooocccckkkk1111 {{{{5555}}}}
  1266.                               Load player lock from bank 1.
  1267.  
  1268.                   kkkkeeeeyyyyLLLLooooaaaaddddLLLLoooocccckkkk2222 {{{{6666}}}}
  1269.                               Load player lock from bank 2.
  1270.  
  1271.                   kkkkeeeeyyyyLLLLooooaaaaddddLLLLoooocccckkkk3333 {{{{7777}}}}
  1272.                               Load player lock from bank 3.
  1273.  
  1274.                   kkkkeeeeyyyyLLLLooooaaaaddddLLLLoooocccckkkk4444 {{{{8888}}}}
  1275.                               Load player lock from bank 4.
  1276.  
  1277.                   kkkkeeeeyyyyTTTToooogggggggglllleeeeRRRReeeeccccoooorrrrdddd {{{{KKKKPPPP____5555}}}}....
  1278.                               Toggle recording of session to file (see
  1279.                               the recordFile option).  This recording
  1280.                               can later be reviewed with the _x_p-
  1281.                               _r_e_p_l_a_y(_6) program
  1282.  
  1283.                   kkkkeeeeyyyyPPPPooooiiiinnnntttteeeerrrrCCCCoooonnnnttttrrrroooollll {{{{KKKKPPPP____EEEEnnnntttteeeerrrr}}}}
  1284.                               Toggle mouse pointer control.
  1285.  
  1286.  
  1287.              _M_o_u_s_e _c_o_n_t_r_o_l
  1288.                  There are up to five mouse buttons available to
  1289.                  define as keys:
  1290.  
  1291.                   ppppooooiiiinnnntttteeeerrrrBBBBuuuuttttttttoooonnnn1111 {{{{kkkkeeeeyyyyFFFFiiiirrrreeeeSSSShhhhooootttt}}}}
  1292.                               Define which keys are pressed when mouse
  1293.                               button one is pressed.
  1294.  
  1295.                   ppppooooiiiinnnntttteeeerrrrBBBBuuuuttttttttoooonnnn2222 {{{{kkkkeeeeyyyyTTTThhhhrrrruuuusssstttt}}}}
  1296.                               Define which keys are pressed when mouse
  1297.                               button two is pressed.
  1298.  
  1299.                   ppppooooiiiinnnntttteeeerrrrBBBBuuuuttttttttoooonnnn3333 {{{{kkkkeeeeyyyySSSShhhhiiiieeeelllldddd}}}}
  1300.                               Define which keys are pressed when mouse
  1301.                               button three is pressed.
  1302.  
  1303.                   ppppooooiiiinnnntttteeeerrrrBBBBuuuuttttttttoooonnnn4444 {{{{}}}}
  1304.                               Define which keys are pressed when mouse
  1305.                               button four is pressed.
  1306.  
  1307.                   ppppooooiiiinnnntttteeeerrrrBBBBuuuuttttttttoooonnnn5555 {{{{}}}}
  1308.                               Define which keys are pressed when mouse
  1309.                               button five is pressed.
  1310.  
  1311.  
  1312.      XXXX RRRREEEESSSSOOOOUUUURRRRCCCCEEEESSSS
  1313.           At startup xpilot will look for X resources in several
  1314.  
  1315.  
  1316.  
  1317.      Page 20                             XPilot Release 3.0: July 1993
  1318.  
  1319.  
  1320.  
  1321.  
  1322.  
  1323.  
  1324.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  1325.  
  1326.  
  1327.  
  1328.           places.  First it looks in the LIBDIR (as defined during
  1329.           compilation, mostly as something like
  1330.           /usr/local/games/xpilot/lib/) for the file named XPilot.
  1331.           After that it looks for more resources in
  1332.           /usr/lib/X11/$LANG/app-defaults/XPilot,
  1333.           $XUSERFILESEARCHPATH/XPilot, $XAPPLRESDIR/$LANG/XPilot,
  1334.           $HOME/app-defaults/$LANG/XPilot, resources set using xrdb or
  1335.           else $HOME/.Xdefaults, host specific resources in the file
  1336.           pointed to by $XENVIRONMENT or else in $HOME/.Xdefaults-
  1337.           hostname and finally in $HOME/.xpilotrc.  If the LANG
  1338.           environment variable is undefined or if that file doesn't
  1339.           exist then it will look for the file as if LANG had been
  1340.           undefined.  Resources defined in files listed later will
  1341.           override resources in files listed earlier.  All of these
  1342.           resources can be overridden by their corresponding command
  1343.           line arguments.
  1344.  
  1345.                nnnnaaaammmmeeee        Nick name of your player.
  1346.  
  1347.                tttteeeeaaaammmm        Preferred team number.
  1348.  
  1349.                ppppoooorrrrtttt        Set the port number of the server.  Almost
  1350.                            all servers use the default port, which is
  1351.                            the recommended policy.  You can find out
  1352.                            about which port is used by a server by
  1353.                            querying the XPilot Meta server.
  1354.  
  1355.                ppppoooowwwweeeerrrr       Primary power setting of your engine.
  1356.                            Primary in this context means that it is
  1357.                            part of the default setting, secondary
  1358.                            means the other setting (two different
  1359.                            settings are available, pressing EEEEsssscccc will
  1360.                            switch between them).  You may change
  1361.                            "sensitivity" of your ship by adjusting
  1362.                            these parameters.  Often you would like one
  1363.                            setting to be more "rough" than the other -
  1364.                            one setting for fine maneuvering and one
  1365.                            for racing. (Default 45.0)
  1366.  
  1367.                ttttuuuurrrrnnnnSSSSppppeeeeeeeedddd   Primary turnspeed setting of your ship.
  1368.                            (Default 30.0)
  1369.  
  1370.                ttttuuuurrrrnnnnRRRReeeessssiiiissssttttaaaannnncccceeee
  1371.                            Primary turnresistance setting of your
  1372.                            ship.  This value determines how fast your
  1373.                            ship will stop rotating, i.e. the rotating
  1374.                            speed of your ship is set equal to itself
  1375.                            multiplied by this value.  Obviously the
  1376.                            value has to lie between 0.0 (exclusive)
  1377.                            and 1.0 (inclusive).  (Default 0.12)
  1378.  
  1379.                aaaallllttttPPPPoooowwwweeeerrrr    Secondary power setting of your engine.
  1380.  
  1381.  
  1382.  
  1383.      Page 21                             XPilot Release 3.0: July 1993
  1384.  
  1385.  
  1386.  
  1387.  
  1388.  
  1389.  
  1390.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  1391.  
  1392.  
  1393.  
  1394.                            (Default 35.0)
  1395.  
  1396.                aaaallllttttTTTTuuuurrrrnnnnSSSSppppeeeeeeeedddd
  1397.                            Secondary turnspeed setting of your ship.
  1398.                            (Default 25.0)
  1399.  
  1400.                aaaallllttttTTTTuuuurrrrnnnnRRRReeeessssiiiissssttttaaaannnncccceeee
  1401.                            Secondary turnresistance setting of your
  1402.                            ship. (Default 0.12)
  1403.  
  1404.                sssshhhhiiiippppSSSShhhhaaaappppeeee   Define the ship shape to use.  Because the
  1405.                            argument to this option is rather large (up
  1406.                            to 500 bytes) the recommended way to set
  1407.                            this option is in the .xpilotrc file in
  1408.                            your home directory.  The exact format is
  1409.                            defined in the file README.ships in the
  1410.                            XPilot distribution.  Note that there is a
  1411.                            nifty tool called editss for easy ship
  1412.                            creation.  See the XPilot FAQ for details.
  1413.                            See also the sssshhhhiiiippppSSSShhhhaaaappppeeeeFFFFiiiilllleeee option.
  1414.  
  1415.                sssshhhhiiiippppSSSShhhhaaaappppeeeeFFFFiiiilllleeee
  1416.                            An optional file where shipshapes can be
  1417.                            stored.  If this resource is defined and it
  1418.                            refers to an existing file then shipshapes
  1419.                            can be referenced to by their name.  For
  1420.                            instance if you define shipShapeFile to be
  1421.                            /home/myself/.shipshapes and this file
  1422.                            contains one or more shipshapes then you
  1423.                            can select the shipshape by starting xpilot
  1424.                            as:
  1425.  
  1426.                            xpilot -shipShape myshipshapename
  1427.  
  1428.                            Where "myshipshapename" should be the
  1429.                            "name:" or "NM:" of one of the shipshapes
  1430.                            defined in /home/myself/.shipshapes.  Each
  1431.                            shipshape definition should be defined on
  1432.                            only one line.  All characters up to the
  1433.                            first left parenthesis are ignored.
  1434.  
  1435.                ffffuuuueeeellllNNNNoooottttiiiiffffyyyy  The limit when the HUD fuel bar will become
  1436.                            visible. (Default 500.0)
  1437.  
  1438.                ffffuuuueeeellllWWWWaaaarrrrnnnniiiinnnngggg The limit when the HUD fuel bar will start
  1439.                            flashing. (Default 200.0)
  1440.  
  1441.                ffffuuuueeeellllCCCCrrrriiiittttiiiiccccaaaallll
  1442.                            The limit when the HUD fuel bar will flash
  1443.                            faster. (Default 100.0)
  1444.  
  1445.                sssshhhhoooowwwwHHHHUUUUDDDD     Should the HUD be on or off. (Default true)
  1446.  
  1447.  
  1448.  
  1449.      Page 22                             XPilot Release 3.0: July 1993
  1450.  
  1451.  
  1452.  
  1453.  
  1454.  
  1455.  
  1456.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  1457.  
  1458.  
  1459.  
  1460.                vvvveeeerrrrttttiiiiccccaaaallllHHHHUUUUDDDDLLLLiiiinnnneeee
  1461.                            Should the vertical lines in the HUD be
  1462.                            drawn. (Default false)
  1463.  
  1464.                hhhhoooorrrriiiizzzzoooonnnnttttaaaallllHHHHUUUUDDDDLLLLiiiinnnneeee
  1465.                            Should the horizontal lines in the HUD be
  1466.                            drawn. (Default true)
  1467.  
  1468.                ssssppppeeeeeeeeddddFFFFaaaaccccttttHHHHUUUUDDDD
  1469.                            Should the HUD me moved, to indicate the
  1470.                            current velocity. Negativ values will
  1471.                            inverse the moving of the HUD. (Default
  1472.                            0.0)
  1473.  
  1474.                ssssppppeeeeeeeeddddFFFFaaaaccccttttPPPPTTTTRRRR
  1475.                            Uses a red line to indicate the current
  1476.                            velocity. On edge of the line is the center
  1477.                            of the ship. The other end is moved in the
  1478.                            same way, as the HUD, if speedFactPTR is
  1479.                            set.
  1480.  
  1481.                cccchhhhaaaarrrrssssPPPPeeeerrrrSSSSeeeeccccoooonnnndddd
  1482.                            This determines the speed in which messages
  1483.                            are written, in characters per second.
  1484.  
  1485.                mmmmaaaarrrrkkkkiiiinnnnggggLLLLiiiigggghhhhttttssss
  1486.                            Should the fighters have marking lights,
  1487.                            just like airplanes?
  1488.  
  1489.                ssssppppaaaarrrrkkkkPPPPrrrroooobbbb   The chance that sparks are drawn or not.
  1490.                            This gives a sparkling effect.  Valid
  1491.                            values are in the range [0.0-1.0]
  1492.  
  1493.                ssssppppaaaarrrrkkkkSSSSiiiizzzzeeee   Size of sparks in pixels.
  1494.  
  1495.                sssshhhhoooottttSSSSiiiizzzzeeee    Size of shots in pixels.
  1496.  
  1497.                tttteeeeaaaammmmSSSShhhhoooottttSSSSiiiizzzzeeee
  1498.                            Size of team shots in pixels.  Note that
  1499.                            team shots are drawn in blue.
  1500.  
  1501.                sssshhhhoooowwwwSSSShhhhiiiippppNNNNaaaammmmeeee
  1502.                            Should all ships have the name of the
  1503.                            player drawn below them.
  1504.  
  1505.                sssshhhhoooowwwwMMMMiiiinnnneeeeNNNNaaaammmmeeee
  1506.                            Should the name of the owner of the mine be
  1507.                            drawn below the mine.
  1508.  
  1509.                sssshhhhoooowwwwMMMMeeeessssssssaaaaggggeeeessss
  1510.                            Should messages appear on screen.
  1511.  
  1512.  
  1513.  
  1514.  
  1515.      Page 23                             XPilot Release 3.0: July 1993
  1516.  
  1517.  
  1518.  
  1519.  
  1520.  
  1521.  
  1522.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  1523.  
  1524.  
  1525.  
  1526.                sssshhhhoooowwwwIIIItttteeeemmmmssss   Should owned items be displayed permanently
  1527.                            on the HUD, or only when their amount has
  1528.                            changed?
  1529.  
  1530.                sssshhhhoooowwwwIIIItttteeeemmmmssssTTTTiiiimmmmeeee
  1531.                            The time in seconds to display item
  1532.                            information when it has changed and the
  1533.                            showItems option is turned on.
  1534.  
  1535.                cccclllloooocccckkkk       Display a small digital clock.
  1536.  
  1537.                nnnnooooLLLLooooccccaaaallllMMMMoooottttdddd Do not display the local Message Of The
  1538.                            Day.
  1539.  
  1540.                aaaauuuuttttooooSSSSeeeerrrrvvvveeeerrrrMMMMoooottttddddPPPPooooppppuuuupppp
  1541.                            Automatically popup the MOTD of the server
  1542.                            on startup.
  1543.  
  1544.                ttttoooogggggggglllleeeeSSSShhhhiiiieeeelllldddd
  1545.                            Have the shield status be changed only by a
  1546.                            key press and ignore the key release.
  1547.  
  1548.                sssshhhhiiiieeeellllddddDDDDrrrraaaawwwwSSSSoooolllliiiidddd
  1549.                            Are shields drawn in a solid line.  Not
  1550.                            setting a value for this option will select
  1551.                            the best value automatically for your
  1552.                            particular display system.
  1553.  
  1554.                ffffuuuueeeellllMMMMeeeetttteeeerrrr   Determines if the fuel meter should be
  1555.                            visible. This meter visualizes your fuel
  1556.                            level in a different way than ffffuuuueeeellllGGGGaaaauuuuggggeeee
  1557.                            does.
  1558.  
  1559.                ffffuuuueeeellllGGGGaaaauuuuggggeeee   Determines if the fuel gauge should be
  1560.                            visible. See ffffuuuueeeellllMMMMeeeetttteeeerrrr.
  1561.  
  1562.                ttttuuuurrrrnnnnSSSSppppeeeeeeeeddddMMMMeeeetttteeeerrrr
  1563.                            Should the turnspeed meter be visible at
  1564.                            all times. (Default false)
  1565.  
  1566.                ppppoooowwwweeeerrrrMMMMeeeetttteeeerrrr  Should the power meter be visible at all
  1567.                            times. (Default false)
  1568.  
  1569.                bbbbaaaacccckkkkggggrrrroooouuuunnnnddddPPPPooooiiiinnnnttttDDDDiiiisssstttt
  1570.                            Specifies the block distance between points
  1571.                            drawn in the background, used in empty map
  1572.                            regions.  8 is default, 0 means no points.
  1573.  
  1574.                bbbbaaaacccckkkkggggrrrroooouuuunnnnddddPPPPooooiiiinnnnttttSSSSiiiizzzzeeee
  1575.                            Specifies the size of the background
  1576.                            points.  The default is 2, 0 means no
  1577.                            points.
  1578.  
  1579.  
  1580.  
  1581.      Page 24                             XPilot Release 3.0: July 1993
  1582.  
  1583.  
  1584.  
  1585.  
  1586.  
  1587.  
  1588.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  1589.  
  1590.  
  1591.  
  1592.                ttttiiiittttlllleeeeFFFFlllliiiipppp   Should the title bar change or not.  Some
  1593.                            window managers like twm may have problems
  1594.                            with flipping title bars.  Hence this
  1595.                            option to turn it off.
  1596.  
  1597.                sssslllliiiiddddiiiinnnnggggRRRRaaaaddddaaaarrrr
  1598.                            If the game is in edgewrap mode (see
  1599.                            _x_p_i_l_o_t_s(_6)) then the radar will keep your
  1600.                            position on the radar in the center and
  1601.                            draw the rest of the radar around it.  This
  1602.                            requires very good X performance and a
  1603.                            pretty fast workstation.  Default is off.
  1604.  
  1605.                oooouuuuttttlllliiiinnnneeeeWWWWoooorrrrlllldddd
  1606.                            Draws only the outline of all the blue map
  1607.                            constructs.
  1608.  
  1609.                ffffiiiilllllllleeeeddddWWWWoooorrrrlllldddd Draws the walls solid.  Needs a fast
  1610.                            graphics system.
  1611.  
  1612.                tttteeeexxxxttttuuuurrrreeeeddddWWWWaaaallllllllssss
  1613.                            Draws the walls filled with a texture
  1614.                            pattern.  See also the wallTextureFile
  1615.                            option.  Be warned that this needs a very
  1616.                            fast graphics system.
  1617.  
  1618.                wwwwaaaallllllllTTTTeeeexxxxttttuuuurrrreeeeFFFFiiiilllleeee
  1619.                            Specify a XPM format pixmap file to load
  1620.                            the wall texture from.
  1621.  
  1622.                tttteeeexxxxttttuuuurrrreeeePPPPaaaatttthhhh Optional search path for XPM texture files.
  1623.                            This is a list of one or more directories
  1624.                            separated by colons.
  1625.  
  1626.                ppppaaaacccckkkkeeeettttSSSSiiiizzzzeeeeMMMMeeeetttteeeerrrr
  1627.                            Turns on a meter displaying the maximum
  1628.                            packet size of the last few seconds.
  1629.  
  1630.                ppppaaaacccckkkkeeeettttLLLLoooossssttttMMMMeeeetttteeeerrrr
  1631.                            Turns on a meter displaying the percentage
  1632.                            of packets lost in the last second due to
  1633.                            network failure (overload).
  1634.  
  1635.                ppppaaaacccckkkkeeeettttDDDDrrrrooooppppMMMMeeeetttteeeerrrr
  1636.                            Turns on a meter displaying the percentage
  1637.                            of packets dropped due to your display not
  1638.                            being able to keep up with the rate at
  1639.                            which the server is generating frame
  1640.                            updates.  If possible lower the frame
  1641.                            update rate of the server with the -fps
  1642.                            option.
  1643.  
  1644.  
  1645.  
  1646.  
  1647.      Page 25                             XPilot Release 3.0: July 1993
  1648.  
  1649.  
  1650.  
  1651.  
  1652.  
  1653.  
  1654.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  1655.  
  1656.  
  1657.  
  1658.                rrrreeeecccceeeeiiiivvvveeeeWWWWiiiinnnnddddoooowwwwSSSSiiiizzzzeeee
  1659.                            Specifies how big the receive window should
  1660.                            be.  See NNNNOOOOTTTTEEEESSSS below.
  1661.  
  1662.                ssssoooouuuunnnnddddssss      Specifies the sound file.  (Only if sound
  1663.                            is enabled.)
  1664.  
  1665.                mmmmaaaaxxxxVVVVoooolllluuuummmmeeee   Specifies the volume to play sounds with,
  1666.                            where 0 turns off sound.  (Only if sound is
  1667.                            enabled.)
  1668.  
  1669.                aaaauuuuddddiiiiooooSSSSeeeerrrrvvvveeeerrrr Specifies the audio server to use.  (Only
  1670.                            if sound is enabled.)
  1671.  
  1672.                ggggeeeeoooommmmeeeettttrrrryyyy    Specifies the geometry to use like:
  1673.                            -geometry 1280x1024+0+0.
  1674.  
  1675.                kkkkeeeeyyyybbbbooooaaaarrrrdddd    Set the X keyboard input if you want
  1676.                            keyboard input from another display.  The
  1677.                            default is to use the keyboard input from
  1678.                            the X display.
  1679.  
  1680.                rrrreeeeccccoooorrrrddddFFFFiiiilllleeee  An optional file where a recording of a
  1681.                            game can be made.  If this file is
  1682.                            undefined then recording isn't possible.
  1683.                            See the keyToggleRecord option for how to
  1684.                            make recordings.
  1685.  
  1686.                vvvviiiissssuuuuaaaallll      Specifies which visual to use.  You can see
  1687.                            which visuals your display supports by
  1688.                            running: xpilot -visual list.
  1689.  
  1690.                mmmmoooonnnnoooo        Turns on mono display type.
  1691.  
  1692.                ccccoooolllloooorrrrSSSSwwwwiiiittttcccchhhh <<<<ttttrrrruuuueeee////ffffaaaallllsssseeee>>>>
  1693.                            Tells xpilot to use a color switching
  1694.                            display technique or not.  Default is true
  1695.                            if your display hardware has enough colors
  1696.                            available.
  1697.  
  1698.                mmmmaaaaxxxxCCCCoooolllloooorrrrssss   Tells xpilot how many colors you want it to
  1699.                            use.  Default is 4, with a maximum of 16.
  1700.                            Valid values are 4, 8 and 16.
  1701.  
  1702.                ttttaaaarrrrggggeeeettttRRRRaaaaddddaaaarrrrCCCCoooolllloooorrrr
  1703.                            Which color number to use for drawing
  1704.                            targets on the radar.  Valid values all
  1705.                            powers of 2 smaller than maxColors.
  1706.  
  1707.                hhhhuuuuddddCCCCoooolllloooorrrr    Specifies which color index to use for
  1708.                            drawing the HUD.  The value for this option
  1709.                            is a number ranging from 1 till the
  1710.  
  1711.  
  1712.  
  1713.      Page 26                             XPilot Release 3.0: July 1993
  1714.  
  1715.  
  1716.  
  1717.  
  1718.  
  1719.  
  1720.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  1721.  
  1722.  
  1723.  
  1724.                            maxColors value.
  1725.  
  1726.                hhhhuuuuddddLLLLoooocccckkkkCCCCoooolllloooorrrr
  1727.                            Specifies which color index to use for
  1728.                            drawing the lock dot on the HUD.  The value
  1729.                            for this option is a number ranging from 1
  1730.                            till the maxColors value.
  1731.  
  1732.                wwwwaaaallllllllCCCCoooolllloooorrrr   Specifies which color index to use for
  1733.                            drawing the walls.  The value for this
  1734.                            option is a number ranging from 1 till the
  1735.                            maxColors value.
  1736.  
  1737.                ssssppppaaaarrrrkkkkCCCCoooolllloooorrrrssss A list of color numbers to use for drawing
  1738.                            sparks and debris of varying temperature.
  1739.  
  1740.                ggggaaaammmmeeeeFFFFoooonnnntttt    The font used on the HUD and for nearly all
  1741.                            text part of the game field.
  1742.  
  1743.                mmmmeeeessssssssaaaaggggeeeeFFFFoooonnnntttt The font used for messages displayed in the
  1744.                            bottom left corner of the game field.
  1745.  
  1746.                ssssccccoooorrrreeeeLLLLiiiissssttttFFFFoooonnnntttt
  1747.                            The font used on the score list.  Must be
  1748.                            non-proportional.
  1749.  
  1750.                bbbbuuuuttttttttoooonnnnFFFFoooonnnntttt  The font used on all buttons.
  1751.  
  1752.                tttteeeexxxxttttFFFFoooonnnntttt    The font used in the help and about
  1753.                            windows.
  1754.  
  1755.                ttttaaaallllkkkkFFFFoooonnnntttt    The font used in the talk window.
  1756.  
  1757.                mmmmoooottttddddFFFFoooonnnntttt    The font used in the MOTD window and in the
  1758.                            key list window.  This must be a non-
  1759.                            proportional font.
  1760.  
  1761.                bbbbllllaaaacccckkkk       Specifies the color to use for black.
  1762.                            Default is #000000 which is equivalent to
  1763.                            specifying Black.
  1764.  
  1765.                wwwwhhhhiiiitttteeee       Specifies the color to use for white.
  1766.                            Default is #FFFFFF which is equivalent to
  1767.                            specifying White.
  1768.  
  1769.                bbbblllluuuueeee        Specifies the color to use for blue.
  1770.  
  1771.                rrrreeeedddd         Specifies the color to use for red.
  1772.  
  1773.                ccccoooolllloooorrrr0000      Specifies the color to use for color 0.
  1774.                            One can specify colors up to color15 this
  1775.                            way.  Black, white, blue and red are
  1776.  
  1777.  
  1778.  
  1779.      Page 27                             XPilot Release 3.0: July 1993
  1780.  
  1781.  
  1782.  
  1783.  
  1784.  
  1785.  
  1786.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  1787.  
  1788.  
  1789.  
  1790.                            equivalent to color0, color1, color2 and
  1791.                            color3 respectively.
  1792.  
  1793.  
  1794.  
  1795.      IIIINNNNVVVVOOOOCCCCAAAATTTTIIIIOOOONNNN EEEEXXXXAAAAMMMMPPPPLLLLEEEESSSS
  1796.           The simplest invocation of the hand-shake program is to just
  1797.           type:
  1798.  
  1799.                xxxxppppiiiillllooootttt
  1800.  
  1801.           This will force the program to search after a server on all
  1802.           the machines on your attached network.
  1803.  
  1804.           Say you know where the server is, and you don't want to be
  1805.           prompted (handy in scripts etc.), you may type for example:
  1806.  
  1807.                xxxxppppiiiillllooootttt ----jjjjooooiiiinnnn llllggggllllaaaabbbb00008888
  1808.  
  1809.                where lglab08 is the name of the host running the
  1810.                server.
  1811.  
  1812.           In the examples above your name would be your llllooooggggiiiinnnn nnnnaaaammmmeeee.
  1813.           Let's say you want to be really cool and your login name is
  1814.           gggguuuuddddmmmmaaaarrrriiii,,,, well - you're in loads of trouble if you don't know
  1815.           about the ----nnnnaaaammmmeeee option;
  1816.  
  1817.                xxxxppppiiiillllooootttt ----nnnnaaaammmmeeee FFFFiiiirrrreeeeEEEEaaaatttteeeerrrr
  1818.  
  1819.           will fix the problem for you.
  1820.  
  1821.  
  1822.  
  1823.      NNNNOOOOTTTTEEEESSSS
  1824.           For credit list, see the provided CREDITS file.
  1825.  
  1826.  
  1827.           If the client crashes, you will be without autorepeat on
  1828.           your keyboard.  To re-enable autorepeat, issue this command:
  1829.  
  1830.                xxxxsssseeeetttt rrrr
  1831.  
  1832.           Please also note that xpilot can be addictive, and strenous
  1833.           for both you and your keyboard.  We take no responsibility.
  1834.           :)
  1835.  
  1836.  
  1837.           There is a mmmmeeeettttaaaa sssseeeerrrrvvvveeeerrrr running on xxxxppppiiiillllooootttt....ccccssss....uuuuiiiitttt....nnnnoooo, port
  1838.           4444444400000000, into which all servers registers.  This way you can
  1839.           easily check if there are any servers running nearby.  To
  1840.           use it, try:
  1841.  
  1842.  
  1843.  
  1844.  
  1845.      Page 28                             XPilot Release 3.0: July 1993
  1846.  
  1847.  
  1848.  
  1849.  
  1850.  
  1851.  
  1852.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  1853.  
  1854.  
  1855.  
  1856.                tttteeeellllnnnneeeetttt xxxxppppiiiillllooootttt....ccccssss....uuuuiiiitttt....nnnnoooo 4444444400000000 hhhheeeellllpppp lllliiiisssstttt
  1857.  
  1858.           Or:
  1859.  
  1860.                tttteeeellllnnnneeeetttt xxxxppppiiiillllooootttt....ccccssss....uuuuiiiitttt....nnnnoooo 4444444400001111
  1861.  
  1862.           If you experience any problems with `jerkiness', you should
  1863.           try to adjust the _r_e_c_e_i_v_e_W_i_n_d_o_w_S_i_z_e Xresource.  The problem
  1864.           may be that your X server can't display as fast as the
  1865.           XPilot server is generating new frame updates.  So another
  1866.           option is setting the number of frames for the server to a
  1867.           lower number or get a faster X display system :)
  1868.  
  1869.           The _r_e_c_e_i_v_e_W_i_n_d_o_w_S_i_z_e resource allows you to tune the
  1870.           buffering of frame updates a little.  When set to one then
  1871.           there is no buffering and xxxxppppiiiillllooootttt will just read the next
  1872.           frame and display it.  When the display is slower than the
  1873.           XPilot server this may give all sorts of problems like
  1874.           lagging behind and lack of keyboard control.
  1875.  
  1876.           When you set _r_e_c_e_i_v_e_W_i_n_d_o_w_S_i_z_e to two then xxxxppppiiiillllooootttt will
  1877.           always try to read a second frame from the network and if
  1878.           this succeeds it will discard the oldest frame.  A better
  1879.           number for _r_e_c_e_i_v_e_W_i_n_d_o_w_S_i_z_e is three which will discard the
  1880.           oldest frame out of three and therefore be less subject to
  1881.           small changes in network delivery times.  If your display is
  1882.           fast enough and can keep up with rate at which the server is
  1883.           generating frames then specifying a value bigger than one
  1884.           will not result in dropping frames, but rather will it be a
  1885.           buffer for small changes in network performance and computer
  1886.           load.  The maximum value of _r_e_c_e_i_v_e_W_i_n_d_o_w_S_i_z_e is four.
  1887.  
  1888.  
  1889.  
  1890.      AAAAUUUUTTTTHHHHOOOORRRRSSSS
  1891.           XXXXPPPPiiiillllooootttt was developed by Bjoern Stabell
  1892.           (bjoerns@staff.cs.uit.no) and Ken Ronny Schouten
  1893.           (kenrsc@stud.cs.uit.no) from the University of Tromsoe, and
  1894.           Bert Gijsbers (bert@mc.bio.uva.nl) from the University of
  1895.           Amsterdam.
  1896.  
  1897.  
  1898.  
  1899.      BBBBUUUUGGGG RRRREEEEPPPPOOOORRRRTTTTSSSS
  1900.           The product is seemingly stable, so bug reports are highly
  1901.           appreciated.  Send email to xxxxppppiiiillllooootttt@@@@ccccssss....uuuuiiiitttt....nnnnoooo and we will see
  1902.           what we can do.  We merely ask that you remember to include
  1903.           the following information:
  1904.  
  1905.  
  1906.               o+ The platforms the bug occurs on
  1907.               o+ What kind of display you have (depth, color, type)
  1908.  
  1909.  
  1910.  
  1911.      Page 29                             XPilot Release 3.0: July 1993
  1912.  
  1913.  
  1914.  
  1915.  
  1916.  
  1917.  
  1918.      XXXXPPPPIIIILLLLOOOOTTTT((((6666))))UUUUNNNNIIIIXXXX SSSSyyyysssstttteeeemmmm VVVV ((((RRRReeeeqqqquuuuiiiirrrreeeessss UUUUDDDDPPPP////IIIIPPPP aaaannnndddd TTTThhhheeee XXXX WWWWiiiinnnnddddoooowwww SSSSyyyysssstttteeeemmmm))))XXXXPPPPIIIILLLLOOOOTTTT((((6666))))
  1919.  
  1920.  
  1921.  
  1922.               o+ Which resources you're using.
  1923.               o+ The full version of XPilot (e.g. 3.0.9)
  1924.               o+ What the bug looks like (symptoms)
  1925.               o+ When the bug usually occurs
  1926.  
  1927.           We would also like to receive changes you do to make the
  1928.           code compile on your machine (we would NOT like to receive
  1929.           the whole program translated to K&R C, keep it ANSI :) If
  1930.           you don't have an ANSI compiler, there are several utilities
  1931.           which may help you de-ANSI-fy the code (unproto, unprotoize
  1932.           etc), but a better solution will be to install the GNU C
  1933.           compiler on your system.
  1934.  
  1935.  
  1936.  
  1937.      CCCCOOOOPPPPYYYYRRRRIIIIGGGGHHHHTTTT &&&& DDDDIIIISSSSCCCCLLLLAAAAIIIIMMMMEEEERRRR
  1938.           XPilot is copyright (C) 1991-94 by the authors mentioned
  1939.           above.  XPilot comes with ABSOLUTELY NO WARRANTY; for
  1940.           details see the provided LICENSE file.
  1941.  
  1942.  
  1943.  
  1944.      FFFFIIIILLLLEEEESSSS
  1945.           ////uuuussssrrrr////llllooooccccaaaallll////ggggaaaammmmeeeessss////lllliiiibbbb////xxxxppppiiiillllooootttt////mmmmoooottttdddd        Message of the day.
  1946.           ////uuuussssrrrr////llllooooccccaaaallll////ggggaaaammmmeeeessss////lllliiiibbbb////xxxxppppiiiillllooootttt////ssssoooouuuunnnnddddssss      File containing the
  1947.                                                   sound to sound-file
  1948.                                                   mapping.
  1949.           ////uuuussssrrrr////llllooooccccaaaallll////ggggaaaammmmeeeessss////lllliiiibbbb////xxxxppppiiiillllooootttt////mmmmaaaappppssss////       Directory containing
  1950.                                                   maps.
  1951.  
  1952.  
  1953.      SSSSEEEEEEEE AAAALLLLSSSSOOOO
  1954.           xpilots(6), xp-replay(6)
  1955.  
  1956.  
  1957.  
  1958.  
  1959.  
  1960.  
  1961.  
  1962.  
  1963.  
  1964.  
  1965.  
  1966.  
  1967.  
  1968.  
  1969.  
  1970.  
  1971.  
  1972.  
  1973.  
  1974.  
  1975.  
  1976.  
  1977.      Page 30                             XPilot Release 3.0: July 1993
  1978.  
  1979.  
  1980.  
  1981.