Provided by: crossfire-client-gtk_1.12.0-2_i386 bug


       crossfire-client-gtk - gtk client program for crossfire servers.


       crossfire-client-gtk [-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]


       crossfire-client-gtk is a  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 legacy GTK  client  (crossfire-
       client-gtk)  for  the crossfire server.  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  reference  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 reference.  The client can  then  check
              its local cache (stored in ~/.crossfire/image-cache) - 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 updated 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 separate 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/gwinpos.  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 slightly 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.   ´help bind gives much more detailed information.  Once a
              command is bound, it is stored in ~/.crossfire/keys and will  be
              used in future plays.

       scroll crossfire-client-x11 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 coming to them.


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

              This contains default settings.  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.