Provided by: crossfire-client-gtk_1.10.0-1build1_i386 bug


       gcfclient - gtk client program for crossfire servers.


       gcfclient   [-server   server]   [-port   number]   [-display  display]
       [-split|-nosplit]   [-download_all_faces]   [-echo]   [faceset    name]
       [-showicon]  [-scrollines  number]  [-sync]  [-help]  [-cache|-nocache]
       [-darkness|-nodarkness]   [-nosound]   [-nosplash]    [-updatekeycodes]
       [-nopopups]  [-splitinfo]  [-mapsize xXy] [-sdl] [-mapscale percentage]
       [-iconscale percentage] [-triminfo] [-timemapredraw]


       gcflient is  an  gtk  program  for  connecting  to  crossfire  servers.
       Crossfire  is a multiplayer graphical adventure game that mixes aspects
       of Gauntlet (TM), nethack, moria, and Ultima (TM).

       This man page  describes  options  for  the  gtk  client  of  crossfire
       (gcfclient).   Other  clients  of  crossfire  may not support all these
       options or may support other options -  man  pages  specific  to  those
       versions should be referenced.


              Determines  if  the  client  will  cache images for future runs.
              With -nocache, when the server is about to  referance  an  image
              that the client has yet to receive, it sends that image along to
              the client.  These downloaded  images  are  discarded  once  the
              client  exists.  With -cache, the server sends information about
              the image it is about to referance.  The client can  then  check
              its  local cache (stored in ~/.crossfire/images) - if it has the
              image, it creates it off the disk.  If it does not have  it,  it
              requests it from the server and then stores it in its cache.  In
              the brief time between the request of the image and it  actually
              receives it, that image will be represented by a ? in the map.

              -cache  option is strongly recommended anytime when your link to
              the server is slower than home directory access - this is likely
              to be the case except in case of nfs mounted home directories on
              the server on the local lan.

              Controls whether the server sends darkness  information  to  the
              client  or  not.   Turning off darkness results in a savings off
              bandwidth for maps that use darkness code (currently,  very  few
              maps  use  darkness  code).   Turning  off  darkness may also be
              desirable as in some graphics mode the quality of  darkness  may
              not add much to the map.

       -display <display>
              The  display  to  open  the  windows  on.  If this option is not
              given,  it  will  use  the  DISPLAY  environmental  variable  to
              determine the display.

              The  client  will  get  all  the  checksums from the server, and
              download any images necessary before starting play.  This  saves
              a  small  amount  of  bandwidth,  but  more  importantly reduces
              possible latency during  important  play  when  it  may  not  be

              Echo  commands as they are entered.  Normally, commands bound to
              keys are just sent to the server  without  any  echoing  on  the
              client  of  what  that command actually was.  This option causes
              the commands to also be printed in  the  information  window  as
              they are sent to the server.

       -faceset <name>
              Uses  faceset  <name> if available on the server.  What facesets
              are available on  each  server  may  differ.   The  client  will
              request  the  information about the different facesets available
              on the server, and try to find the one that matches  best.   The
              default  is the standard set.  At current time (March 2002), the
              only one typically available is the classic set.

       -fog   Enables fog of war code.  In this mode, spaces which  have  been
              seen before but are no longer visible will still be shown on the
              game window half darkened.  The data in these spaces is  not  up
              to  date  since it is currently out of site.  This has no effect
              on bandwidth, but may consume more cpu time.

       -help  Prints out a  brief  description  of  the  options  to  standard

              Causes  the  images  for  the  inventory icons to be scaled some
              percentage value.  Minimum value is 25%.  Setting this to 50% is
              very  useful  -  doubles amount of data visible in the inventory

              Causes the client not to download upated images from the  server
              if  it  already has an image of the same name previously cached.
              By default, if the server has a newer  image,  the  client  will
              download  it and replace the cached version with it.  Using this
              option can be useful if your cache has been populated with a set
              of  images you prefer over the one on the server, or if you play
              on multiple servers and they have different image sets  and  you
              don’t want to keep downloading the images over and over again as
              you switch between servers.

              Causes the images for the map surface (-mapscale) to  be  scaled
              some  percentage  value.  Minimum value is 25%.  This value does
              not need to be the same as the iconscale  value.   Scaling  down
              the  size  of  the  map images can be useful when playing on low
              resolution screens.  Smaller images will also consume  less  cpu
              as it will be less information to draw.

       -mapsize XxY
              Sets  the  desired  viewable  map window.  X and Y are number of
              tiles.  Note that larger map sizes are likely  to  consume  more
              bandwidth, cpu time, as well as just screen real estate.

              The maximum map size may vary server to server.  The client will
              try to negotiate the largest viewable  map  in  each  dimension.
              Note  that  there  is  no  requirement  that the viewable map be

              Due  to  performance  issues,  it  is  strongly  suggested  that
              expirementation is done with this value to find a size that gets
              acceptable performance n(simple test - go to the start town, run
              in some direction, stop running and see how long it takes before
              the client stops moving you).

              This enables/disables pop up windows that otherwise  appear  for
              certain  input.   When  disabled,   the input will be taken from
              text entries in the basic text pane.  The default is that popups
              are enabled.

       -port <number>
              The  port  number  of  the server to connect to.  By default, it
              will use port 13327 (standard port).  However,  certain  servers
              may use other ports.

       -sdl   This  option  will  only  be  available  if  the SDL library was
              available when the client was compiles. Using this option allows
              for  more  complex  graphics  -  true  alpha  channel,  improved
              darkness handling.  Performance may be  worse  when  using  this
              option  - this depends on many factors.  Like the mapsize option
              above, it is suggested  the  experimentation  is  done  to  make
              performance  is  still  acceptable.  This option does not affect
              bandwidth - it only affects cpu performance.  If this option  is
              not used, GdkPixmaps will be used instead.

       -server <server>
              Sets  the  server  to  play  on.  If no option is given, it will
              default to localhost.

              This shows a little icon next to items in  your  inventory  that
              contains  a  brief  description  of  some of the item properties
              (magic, cursed, equipped, etc.)  This  can  make  spotting  some
              items  easier,  but  some  players  may not like the extra space
              these icons take up or the

              Enable/Disables sound effects.   Disabling  sound  has  a  minor
              savings  on  bandwidth.   It  is  most useful if you do not want
              sound, due to lack of hardware or  lack  of  desire  for  sound.
              Default is sound is enabled.

       -sound_server <executable>
              This is the name of the sound server process to execute.  If the
              path starts with a slash, this  is  the  absolute  path  to  the
              executable.  Otherwise, the value of BINDIR (install location of
              client  executable)  will  be  prepended.   This   defaults   to
              cfsndserv.   Changing this value may be necessary if the default
              sound daemon does not work as expected.

              Note that the  input  that  the  executable  takes  is  special,
              requiring  an  executable  especially  designed for crossfire to
              work. You can not  point  generic  sound  playing  programs  and
              expect it to work.

              Enable/Disables  splash  screen.   When enabled, a window with a
              Crossfire logo is displayed while the  client  is  starting  up.
              Default is the splash screen is enabled.

              -split  starts  the  windows up in split windows mode.  In split
              windows mode, 6 seperate windows are created - these  individual
              windows  can  then  be  moved  around  and  resized  as desired.
              -nosplit starts the game up with a single window - this  is  the
              default.   The  option  is useful if your saved defaults are set
              for -split (see Saved Defaults further down).

              This splits the information pane window into  two  sub  windows.
              One  contains  all  the  attack  messages  and  otherwise fairly
              mundane information, and the other contains important  messages,
              like changes in protection values, levels, etc.

       -sync  Runs  the server in synchronous display mode.  This option tends
              only to be useful in debugging purposes - using this  will  slow
              down the display and not gain anything for the typical player.

              Prints  out  debugging  time information to stderr.  This timing
              information can  be  useful  when  trying  to  find  performance
              problems,  or  just how different client options change the time
              it takes for the map to get drawn,  which  is  the  biggest  cpu
              consumer in the client.

       -triminfowindow | -notriminfowindw
              Causes  the information window to get ’trimmed’, eg, remove text
              so that the total contents of  the  information  window  remains
              roughly  the  same size (20,000 bytes or so).  As of 2001-11-03,
              using this option resulted in client periodically crashing.  The
              problem  appears  to  be  within  gtk,  so  using  this  is  not
              encouraged.  However, the problems in gtk may get fixed, or this
              may be more reliable on other platforms so is included.

              The  standard  behaviour  when a player uses the bind command to
              bind new actions  is  that  they  keycode  is  saved  with  that
              binding.   Keycodes  are  specific to keyboards - a sun keyboard
              will generate  a  different  keycode  compared  to  a  PC  style
              keyboard.  In most cases, it is not always desirable to have the
              keycodes  get  updated,  as  this   may   make   some   bindings
              unavailable.  Using this option will force custom keybindings to
              get updated for the current keyboard when the client is run.


              These options are obsolete.  Currently, the client only supports
              png graphics, and the other options are no longer valid.


        Once  you have logged into the server, you can enter extended commands
       by typing ’ (apostrophe) followed by the  extended  commands.   One  of
       these  extended  commands  is savedefaults.  This will save many of the
       options listed above.  Note that the saved defaults are read first,  so
       using the command line switches can be used to override settings in the
       gdefaults file.

       The settings are saved into ~/.crossfire/gdefaults.

       If you are using split windows mode, you can  enter  savewinpos  as  an
       extended  command.   This  will  save  the current window positions and
       sizes into ~/.crossfire/winpos.  Next time you run the server in  split
       mode,  it  will  load  these  values and resize and move the windows as


       This is by far a complete tutorial of gameplay.   This  section  is  to
       provide  a  basic introduction to logging in and doing a few very basic

       The first thing that will happen after the client successfully connects
       to  the  server  is  you  will  be prompted for a name.  There are some
       restrictions to the name you can choose,  but  alphanumeric  characters
       are all safe.

       After  entering  the  name,  you  will then be prompted for a password.
       When creating a new character, enter whatever you want your password to
       be.   If  you  get  a  ’login  incorrect’ someone else already has that
       character name with a different password - try another name.  If no one
       has  used  that  name,  you  will be prompted for the password again to
       confirm it.

       You now start the character creation process.  It is beyond  the  scope
       of  the document to fully describe the pros and cons of different stats
       and classes.  The creation process has different options  for  swapping
       stats and choosing a class.

       Once  you  have chosen your class, you will be in the middle of a town.
       The arrow keys will move you in the various directions.  There will  be
       a  red  building  almost directly above you - this is the inn where you
       save your character.  There are some signs  to  your  right.   To  read
       them,  move  on  top  of  them and press the ’a’ key.  This applies the
       object below you - in the case of signs, it reads it.  In the  case  of
       buildings, it will cause you to enter the building.

       To  the  left  of  the signs is a small building - this is the beginner
       dungeon.  Enter it,  and  follow  the  directions  on  the  signs.   It
       provides  a  pretty  good  tutorial  on  some  of the basic actions and
       features of the game.

       To enter extended commands, type the ’  (apostrophe)  followed  by  the
       command.   An  example  would be ’help (apostrophe followed by the help
       command).  Enter command to execute the command.


       savewinpos savedefaults
              These commands were described  in  the  SAVED  DEFAULTS  options

       scroll This  toggles whether or the information windows scrolls when it
              gets to the bottom of the window or wraps to the top.   Wrapping
              is  slighly less cpu intensive, but is generally harder to read.

       bind unbind
              bind is used to add new keybindings.  Do you want to be able  to
              press one key to cast a fireball?  This is what the bind command
              does.  is bound, it is stored in ~/.crossfire/keys and  will  be
              used in future plays.

       scroll Cfclient  only.  Toggles  between scroll and wrap mode.  In wrap
              mode, when text gets to the bottom of  the  message  window,  it
              starts new messages at the top.  Scroll is only really useful on
              very slow systems where the performance  hit  of  scrolling  the
              window is too costly.

              Displays the data from the last time the magic mapping spell was
              cast.  This information can be completely useless if you are now
              on another map.

       cwindow <number>
              Specifies the number of unprocessed commands to the server.  The
              server processes player commands as the character has actions to
              perform  them  -  having  this  number  too  high  can result in
              extended lengths of time that after you stop  entering  commands
              the  character  is  still performing actions.  Having this value
              too low on slow links can result in the character  sitting  idle
              even though they have an action comming to them.


              This  is  a  directory  that  is  created  that is used to store
              various files.

              This contains default setttings.  This file  can  in  theory  be
              edited  by  hand  -  just  be  careful to keep the same case and

              This directory is used for the image cache if  -cache  is  being

              This  contains  keybindings you have edited.  This file can also
              be theoretically edited -  changing  existing  entries  is  much
              safer than trying to figure out the syntax for new entries.

              Window  positions  and  sizes to use in split window mode.  This
              file can also be edited by hand.

       Please let me know about any bugs you find in the client.


       Copyright (C) 1994,2001 Mark Wedel &  Crossfire  Development  Team  GTK
       port  by  David  Sundqvist  (  SDL support added by
       Scott MacFiggen (smurf@CSUA.Berkeley.EDU)

       There are a great many other contributors to both the client and server
       that are not mentioned here.