Provided by: crossfire-client-x11_1.12.0-2_i386
crossfire-client-x11 - X11 client program for crossfire servers.
client [-server server] [-port number] [-display display]
[-split|-nosplit] [-echo] [-pix|-xpm|-png] [-showicon] [-scrollines
number] [-sync] [-help] [-cache|-nocache]
crossfire-client-x11 is an X11 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 X11 client of crossfire
(crossfire-client-x11). Many of these options should also be valid for
the gtk versions of the client (crossfire-client-gtk and crossfire-
client-gtk2). The configure/make process will build the gtk version if
it finds the necessary libraries, otherwise it will build the X11
Sets the server to play on. If no option is given, it will
default to localhost.
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.
The display to open the windows on. If this option is not
given, it will use the DISPLAY environmental variable to
determine the display.
-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).
Use the given font instead of the default 8x13. Only fixed
width fonts will work properly.
Disable autorepeat on directional keys. This may be useful when
playing on a distant remote server. This flag may be toggled
while playing with the ’autorepeat’ command.
-echo 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.
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
experimentation is done with this value to find a size that gets
acceptable performance (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 determines the graphic image types to use. -pix uses
pixmap images - these are two color images with no masking (one
image per space.). -xpm uses XPM format images - these are
multi colored images with masking, so multiple images per space
can be displayed. XPM images require more local processing
power (unless you are on a very old machine, this should not be
an issue), the installation of the XPM library, and also require
more bandwidth to download (however, see the -cache option
further down.) Png have all the same features of XPM, but are
slightly larger (32x32 instead of 24x24), appear better, and do
the the efficiency of the png format, actually take less
bandwidth to transmit than the xpm images. Using the png images
require that the client has been compiled with png support.
GTK clients only. This option is only meaningful if png
graphics are being used. It uses a GdkRgb structure - this
allows much better effects (especially darkness). 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
-sdl GTK clients only. Will only be available if the SDL library was
available when the client was compiled. This is similar to
-pngximage above - it still uses png images, but uses the SDL
library to actually draw them to the screen. This is slightly
faster than -pngximage - if you have SDL, you should use this
instead of -pngximage.
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
This is the number of lines to use in the information window.
By default, the size of the window is used (no scrollback
ability). With this option, a scrollbar will be created and it
is then possible to scroll back through old messages. It is
strongly recommended you set this to some value, since some
areas output more data than will fit in the output window at one
-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.
-help Prints out a brief description of the options to standard
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
-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.
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.
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 the server,
port, image type, split windows mode, scrolllines, showicon, and cache
options into ~/.crossfire/defaults.
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 loads these values and resize and move the windows as
PLAYING WITH THE CLIENT
This far from a complete tutorial of gameplay, but provides a basic
introduction to logging in and doing a few very basic actions.
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
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.
USEFUL EXTENDED COMMANDS
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 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.
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.
Toggle the autorepeat handling for directional keys. When
disabled artifical keystrokes generated by the autorepeat of the
X-server are not sent to the Crossfire server.
This is a directory that is created that is used to store
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) 1994,2000 Mark Wedel (email@example.com) GTK port by David
Sundqvist (firstname.lastname@example.org) SDL support added by Scott MacFiggen
There are a great many other contributors to both the client and server
that are not mentioned here.