Provided by: xpilot-ng-server_4.7.3-1.2_i386 bug

NAME

       xpilot-ng-server - server for multiplayer space war game.

SYNOPSIS

       xpilot-ng-server [ options ]

DESCRIPTION

              Copyright ? 1991-2005 by Bj?rn Stabell, Ken Ronny Schouten, Bert
              Gijsbers, Dick Balaska, Uoti Urpala,  Juha  Lindstr?m,  Kristian
              S?derblom  and  Erik  Andersson.   XPilot  NG  4.7.3  comes with
              ABSOLUTELY NO WARRANTY; for details  see  the  provided  COPYING
              file.

       Option  flags  specify  where  an  option can be used and whether it is
       visible or not.  Default flags are "any" if not otherwise specified  by
       one or more of these keywords:

       command        May be specified on the command-line.  passwordfile  May
       be specified in the password file.  defaults      May be  specified  in
       the  defaults  file.   any            May be specified in the map file,
       defaults file,

              or on the command line.

       invisible     Is not displayed when a list of options is

              requested from the server by an operator.

       The possible options include:

       -help

              Print out this help message.

       -version

              Print version information.

       -dump

              Print all options  and  their  default  values  in  defaultsfile
              format.

       -expand <list>

              Expand  a  comma  separated  list of predefined settings.  These
              settings can be defined in either the defaults file or in a  map
              file  using the "define:" operator.  [ Flags: command, invisible
              ]

       -gravity <real>

              Gravity strength.

       -shipMass <real>

              Mass of fighters.

       -ballMass <real>

              Mass of balls.

       -minItemMass <real>

              The minimum mass per item when carried by a ship.

       -shotMass <real>

              Mass of bullets.

       -shotSpeed <real>

              Maximum speed of bullets.

       -shotLife <real>

              Life of bullets in ticks.

       -/+treasureCollisionKills or treasureKills

              Does a player die when hitting a ballarea?

       -ballCollisionFuelDrain or ballFuelDrain <real>

              How much fuel does a ball collision cost?

       -playerCollisionFuelDrain or playerFuelDrain <real>

              How much fuel does a player collision cost?

       -/+shotHitFuelDrainUsesKineticEnergy or kineticEnergyFuelDrain

              Does the fuel drain from shot hits  depend  on  their  mass  and
              speed?  This should be set to false on Blood’s Music maps.

       -fireRepeatRate or fireRepeat <real>

              Number of ticks per automatic fire (0=off).

       -pulseSpeed <real>

              Speed of laser pulses.

       -pulseLife <real>

              Life of laser pulses shot by ships, in ticks.

       -pulseLength <real>

              Max length of laser pulse.

       -laserRepeatRate or laserRepeat <real>

              Number of ticks per automatic laser pulse fire (0=off).

       -maxRobots or robots <integer>

              The  maximum  number of robots wanted.  Adds robots if there are
              less than maxRobots players.

       -minRobots <integer>

              The minimum number of robots wanted.  At least minRobots  robots
              will be in the game, if there is room.

       -robotFile <string>

              The  file  containing  parameters  for  robot details.  [ Flags:
              command, defaults, invisible ]

       -/+robotsTalk

              Do robots talk when they kill, die etc.?

       -/+robotsLeave

              Do robots leave the game?

       -robotLeaveLife <integer>

              After how many deaths does a robot want to leave? (0=off).

       -robotTeam <integer>

              Team to use for robots.

       -/+restrictRobots

              Are robots restricted to their own team?

       -/+reserveRobotTeam

              Is the robot team only for robots?

       -robotUserName or robotRealName <string>

              What is the robots’ apparent user name?

       -robotHostName <string>

              What is the robots’ apparent host name?

       -tankUserName or tankRealName <string>

              What is the tanks’ apparent user name?

       -tankHostName <string>

              What is the tanks’ apparent host name?

       -tankScoreDecrement or tankDecrement <real>

              How much lower is the tank’s score than the player’s?

       -/+selfImmunity

              Are players immune to their own weapons?

       -defaultShipShape <string>

              What is the default ship shape for people who do not have a ship
              shape defined?

       -tankShipShape <string>

              What is the ship shape used for tanks?

       -maxPlayerShots or shots <integer>

              Maximum number of shots visible at the same time per player.

       -/+shotsGravity

              Are shots affected by gravity.

       -/+Log

              Log major server events to log file?

       -/+idleRun or rawMode

              Does  server calculate frames and do robots keep on playing even
              if all human players quit?  [ Flags: command, defaults ]

       -/+noQuit

              Does the server wait for new human players to show up after  all
              players have left.  [ Flags: command, defaults ]

       -/+logRobots

              Log  the  comings  and  goings  of  robots.   [  Flags: command,
              defaults ]

       -mapWidth <integer>

              Width of the world in pixels.

       -mapHeight <integer>

              Height of the world in pixels.

       -mapFileName or map <string>

              The filename of the map to use.   [  Flags:  command,  defaults,
              invisible ]

       -mapName <string>

              The title of the map.

       -mapAuthor <string>

              The name of the map author.

       -mapData <string>

              Block map topology.  [ Flags: command, any, invisible ]

       -contactPort or port <integer>

              The server contact port number.  [ Flags: command, defaults ]

       -serverHost <string>

              The server’s fully qualified domain name (for multihomed hosts).
              [ Flags: command, defaults ]

       -greeting or xpilotGreeting <string>

              Short greeting string for players when they login to server.

       -/+allowPlayerCrashes

              Can players overrun other players?

       -/+allowPlayerBounces

              Can players bounce with other players?

       -/+allowPlayerKilling or killings

              Should players be allowed to kill one other?

       -/+allowShields or shields

              Are shields allowed?

       -/+playerStartsShielded or playerStartShielded

              Do players start with shields up?

       -/+shotsWallBounce

              Do shots bounce off walls?

       -/+ballsWallBounce

              Do balls bounce off walls?

       -/+ballCollisionDetaches or ballHitDetaches

              Does a ball get freed by a collision with a player?

       -/+ballCollisions

              Can balls collide with other objects?

       -/+ballSparkCollisions

              Can balls be blown around by exhaust? (Needs ballCollisions too)

       -/+minesWallBounce

              Do mines bounce off walls?

       -/+itemsWallBounce

              Do items bounce off walls?

       -/+missilesWallBounce

              Do missiles bounce off walls?

       -/+sparksWallBounce

              Do  thrust  spark  particles  bounce  off walls to give reactive
              thrust?

       -/+debrisWallBounce

              Do explosion debris particles bounce off walls?

       -/+asteroidsWallBounce

              Do asteroids bounce off walls?

       -/+pulsesWallBounce

              Do laser pulses bounce off walls?

       -/+cloakedExhaust

              Do engines of cloaked ships generate exhaust?

       -maxObjectWallBounceSpeed or maxObjectBounceSpeed <real>

              The maximum allowed speed for objects to bounce off walls.

       -maxSparkWallBounceSpeed or maxSparkBounceSpeed <real>

              The maximum allowed speed for sparks to bounce off walls.

       -maxShieldedWallBounceSpeed or maxShieldedBounceSpeed <real>

              The max allowed speed for a shielded player to bounce off walls.

       -maxUnshieldedWallBounceSpeed or maxUnshieldedBounceSpeed <real>

              Max  allowed speed for an unshielded player to bounce off walls.

       -playerWallBounceType or wallBounceType <integer>

              What kind of ship wall bounces to use.

              A value of 0 gives the old XPilot wall bounces, where  the  ship
              velocity  in the direction perpendicular to the wall is reversed
              after which the velocity is  multiplied  by  the  value  of  the
              playerWallBounceBrakeFactor option.

              A value of 1 gives the "separate multipliers" implementation.

              A  value  of  2 causes Mara’s suggestion for the speed change in
              the direction parallel to the wall  to  be  used.   Vtangent2  =
              (1-Vnormal1/Vtotal1*wallfriction)*Vtangent1

              A  value  of  3  causes  Uau’s suggestion to be used: change the
              parallel one by MIN(C1*perpendicular_change,  C2*parallel_speed)
              if you assume the wall has a coefficient of friction C1.  .

       -playerWallBounceBrakeFactor or playerWallBrake <real>

              Factor  to slow down ship in direction perpendicular to the wall
              when a wall is hit (0 to 1).

       -playerBallBounceBrakeFactor or playerBallBrake <real>

              Elastic or inelastic properties of the player-ball  collision  1
              means fully elastic, 0 fully inelastic.

       -playerWallFriction or wallFriction <real>

              Player-wall friction (0 to 1).

       -objectWallBounceBrakeFactor or objectWallBrake <real>

              Factor to slow down objects when they hit the wall (0 to 1).

       -objectWallBounceLifeFactor <real>

              Factor to reduce the life of objects after bouncing (0 to 1).

       -afterburnerPowerMult or afterburnerPower <real>

              Multiplication factor for afterburner power.

       -wallBounceDestroyItemProb <real>

              The  probability  for  each  item a player owns to get destroyed
              when the player bounces against a wall.

       -/+reportToMetaServer or reportMeta

              Keep the meta server informed about our game?  [ Flags: command,
              defaults ]

       -metaUpdateMaxSize <integer>

              Maximum size of meta update messages.

       -/+searchDomainForXPilot

              Search  the  local domain for the existence of xpilot.domain?  [
              Flags: command, defaults ]

       -denyHosts <string>

              List of network addresses of computers which are denied service.
              Addresses  may  be  followed  by  a slash and a network mask.  [
              Flags: command, defaults ]

       -/+limitedVisibility

              Should the players have a limited visibility?

       -minVisibilityDistance or minVisibility <real>

              Minimum block distance for limited visibility, 0 for default.

       -maxVisibilityDistance or maxVisibility <real>

              Maximum block distance for limited visibility, 0 for default.

       -/+limitedLives

              Should players have limited lives?  See also worldLives.

       -worldLives or lives <integer>

              Number of lives each player has (no sense without limitedLives).

       -/+reset

              Does  the  world  reset  when the end of round is reached?  When
              true all mines, missiles, shots and explosions will  be  removed
              from  the  world and all players including the winner(s) will be
              transported back  to  their  homebases.   This  option  is  only
              effective when limitedLives is turned on.

       -resetOnHuman or humanReset <integer>

              Normally,  new  players  have  to wait until a round is finished
              before they can start playing. With this  option,  the  first  N
              human players to enter will cause the round to be restarted.  In
              other words, if this option is set to 0, nothing special happens
              and you have to wait as usual until the round ends (if there are
              rounds at all, otherwise this option doesn’t do anything). If it
              is  set  to  1,  the  round is ended when the first human player
              enters. This is useful if the  robots  have  already  started  a
              round  and  you don’t want to wait for them to finish.  If it is
              set to 2, this also happens for the second human  player.   This
              is  useful when you got bored waiting for another player to show
              up and have started playing against  the  robots.  When  someone
              finally joins you, they won’t have to wait for you to finish the
              round before they can play too. For higher numbers it works  the
              same.  So  this  option gives the last human player for whom the
              round is restarted. Anyone who enters after that  does  have  to
              wait until the round is over.

       -/+allowAlliances or alliances

              Are  alliances  between  players  allowed?   Alliances  are like
              teams, except they can be formed  and  dissolved  at  any  time.
              Notably,  teamImmunity  works  for  alliances  too.   To  manage
              alliances, use the ’/ally’ talk command: ’/ally  invite  <player
              name>’  to invite another player to join you.  ’/ally cancel’ to
              cancel such an invitation.   ’/ally  refuse  <player  name>’  to
              decline  an invitation from a player.  ’/ally refuse’ to decline
              all the invitations you received.  ’/ally accept <player  name>’
              to  join  the  other  player.   ’/ally accept’ to accept all the
              invitations you received.  ’/ally leave’ to leave  the  alliance
              you  are  currently  in.  ’/ally list’ lists the members of your
              current alliance.  If members from different alliances join, all
              their allies do so.

       -/+announceAlliances

              Are  changes  in  alliances  made public?  If this option is on,
              changes in alliances are sent to all players and  all  alliances
              are shown in the score list. Invitations for alliances are never
              sent to anyone but the invited players.

       -/+teamPlay or teams

              Is the map a team play map?

       -/+lockOtherTeam

              Can you watch opposing players when rest of your team  is  still
              alive?

       -/+teamFuel

              Do fuelstations belong to teams?

       -/+teamCannons

              Do cannons belong to teams?

       -cannonSmartness <integer>

              0: dumb (straight ahead), 1: default (random direction), 2: good
              (small error), 3: accurate (aims at predicted player  position).
              Also influences use of weapons.

       -/+cannonsPickupItems

              Do cannons pick up items?

       -/+cannonFlak or cannonAAA

              Do cannons fire flak or normal bullets?

       -cannonDeadTicks <real>

              How   many   ticks   do  cannons  stay  dead?   Replaces  option
              cannonDeadTime.

       -cannonShotSpeed <real>

              Speed of cannon shots.

       -minCannonShotLife <real>

              Minimum life of cannon shots, measured in ticks.  If this is set
              to    a    value    greater    than    maxCannonShotLife,   then
              maxCannonShotLife will be set to that same value.

       -maxCannonShotLife <real>

              Maximum life of cannon shots, measured in ticks.  If this is set
              to  a  value less than minCannonShotLife, then minCannonShotLife
              will be set to that same value.

       -cannonInitialFuel <integer>

              How much fuel cannons start with.

       -cannonInitialTanks <integer>

              How many tanks cannons start with.

       -cannonInitialECMs <integer>

              How many ECMs cannons start with.

       -cannonInitialArmor or cannonInitialArmors <integer>

              How much armor cannons start with.

       -cannonInitialMines <integer>

              How many mines cannons start with.

       -cannonInitialMissiles <integer>

              How many missiles cannons start with.

       -cannonInitialCloaks <integer>

              How many cloaks cannons start with.

       -cannonInitialSensors <integer>

              How many sensors cannons start with.

       -cannonInitialWideangles <integer>

              How many wideangles cannons start with.

       -cannonInitialRearshots <integer>

              How many rearshots cannons start with.

       -cannonInitialAfterburners <integer>

              How many afterburners cannons start with.

       -cannonInitialTransporters <integer>

              How many transporters cannons start with.

       -cannonInitialMirrors <integer>

              How many mirrors cannons start with.

       -cannonInitialDeflectors <integer>

              How many deflectors cannons start with.

       -cannonInitialHyperJumps <integer>

              How many hyperjumps cannons start with.

       -cannonInitialPhasings <integer>

              How many phasing devices cannons start with.

       -cannonInitialLasers <integer>

              How many lasers cannons start with.

       -cannonInitialEmergencyThrusts <integer>

              How many emergency thrusts cannons start with.

       -cannonInitialTractorBeams <integer>

              How many tractor/pressor beams cannons start with.

       -cannonInitialAutopilots <integer>

              How many autopilots cannons start with.

       -cannonInitialEmergencyShields <integer>

              How many emergency shields cannons start with.

       -/+keepShots

              Do shots, mines and missiles remain after their owner leaves?

       -/+teamImmunity

              Should other team members be  immune  to  various  shots  thrust
              etc.?  This works for alliances too.

       -/+ecmsReprogramMines

              Is it possible to reprogram mines with ECMs?

       -/+ecmsReprogramRobots

              Are robots reprogrammed by ECMs instead of blinded?

       -/+targetKillTeam

              Do team members die when their last target explodes?

       -/+targetTeamCollision or targetCollision

              Do team members collide with their own target or not.

       -/+targetSync

              Do all the targets of a team reappear/repair at the same time?

       -targetDeadTicks <real>

              How  many  ticks  do  targets  stay  destroyed?  Replaces option
              targetDeadTime.

       -/+treasureKillTeam

              Do team members die when their treasure is destroyed?

       -/+captureTheFlag or ctf

              Does a team’s treasure have to be safe before enemy balls can be
              cashed?

       -specialBallTeam or specialBall <integer>

              Balls  that  belong  to this team are ’special’ balls that score
              against all other teams.

       -/+treasureCollisionDestroys or treasureCollisionDestroy

              Are balls destroyed when a player touches it?

       -ballConnectorSpringConstant <real>

              What is the spring constant for connectors?

       -ballConnectorDamping <real>

              What is the damping force on connectors?

       -maxBallConnectorRatio <real>

              How much longer or shorter can a connecter get before it breaks?

       -ballConnectorLength <real>

              How long is a normal connector string?

       -/+connectorIsString

              Can the connector get shorter?

       -ballRadius <real>

              What  radius, measured in pixels, the treasure balls have on the
              server. In traditional XPilot, the ball was treated as  a  point
              (radius  = 0), but visually appeared on the client with a radius
              of 10 pixels.

       -/+multipleConnectors or multipleBallConnectors

              Can a player connect to multiple balls or just to one?

       -/+treasureCollisionMayKill or treasureUnshieldedCollisionKills

              Does a ball kill a player when the player touches it unshielded?

       -/+wreckageCollisionMayKill or wreckageUnshieldedCollisionKills

              Can ships be destroyed when hit by wreckage?

       -/+asteroidCollisionMayKill or asteroidUnshieldedCollisionKills

              Can ships be destroyed when hit by an asteroid?

       -/+ignore20MaxFPS

              Ignore client maxFPS request if it is 20 (old default, too low).
              [ Flags: command, defaults ]

       -/+tagGame or tag

              Are we going to play a game of tag?   One  player  is  ’it’  (is
              worth  more  points  when  killed  than  the others). After this
              player is killed, the one who killed them becomes ’it’,  and  so
              on.

       -tagKillItScoreMult or tagKillItMult <real>

              Score multiplier for killing ’it’ (tagGame must be on).

       -tagItKillScoreMult or tagItKillMult <real>

              Score  multiplier  when ’it’ kills an enemy player (tagGame must
              be on).

       -/+timing or race

              Enable race mode?

       -/+ballrace

              Is timing done for balls (on) or players (off)?   Only  used  if
              timing is on.

       -/+ballraceConnected

              Should  a  player  be  connected to a ball to pass a checkpoint?
              Only used if timing and ballrace are both on.

       -/+edgeWrap

              Do objects wrap when they cross the edge of the Universe?.

       -/+edgeBounce

              Do objects bounce when they hit the edge of the Universe?.

       -/+extraBorder

              Give map an extra border of wall blocks?.

       -gravityPoint <position>

              If the gravity  is  a  point  source  where  does  that  gravity
              originate?  Specify the point in the form: x,y.

       -gravityAngle <real>

              If  gravity is along a uniform line, at what angle is that line?

       -/+gravityPointSource

              Is gravity originating from a single point?

       -/+gravityClockwise

              If the gravity is a point source, is it clockwise?

       -/+gravityAnticlockwise

              If the gravity is a point source, is it anticlockwise?

       -/+gravityVisible

              Are gravity mapsymbols visible to players?

       -/+wormholeVisible

              Are wormhole mapsymbols visible to players?

       -/+itemConcentratorVisible

              Are itemconcentrator mapsymbols visible to players?

       -/+asteroidConcentratorVisible

              Are asteroidconcentrator mapsymbols visible to players?

       -wormholeStableTicks <real>

              Number of ticks wormholes will keep the same destination.

       -defaultsFileName or defaults <string>

              The filename of the defaults file to read on startup.  [  Flags:
              command, invisible ]

       -passwordFileName <string>

              The  filename of the password file to read on startup.  [ Flags:
              command, defaults, invisible ]

       -motdFileName or motd <string>

              The filename of the MOTD file to show to clients when they join.
              [ Flags: command, defaults, invisible ]

       -scoreTableFileName or scoretable <string>

              The  filename  for  the  score table to be dumped to.  This is a
              placeholder option which doesn’t do anything.  [ Flags: command,
              defaults, invisible ]

       -adminMessageFileName or adminMessage <string>

              The  name  of  the  file  where  player  messages for the server
              administrator will be saved.  For the messages to be  saved  the
              file  must  already  exist.   Players can send these messages by
              writing to god.  [ Flags: command, defaults, invisible ]

       -adminMessageFileSizeLimit or adminMessageLimit <integer>

              The maximum size in bytes of the admin message file.   [  Flags:
              command, defaults, invisible ]

       -rankFileName <string>

              The  filename  for the XML file to hold server ranking data.  To
              reset  the  ranking,  delete  this  file.   [  Flags:   command,
              defaults, invisible ]

       -rankWebpageFileName or rankWebpage <string>

              The  filename  for  the webpage with the server ranking list.  [
              Flags: command, defaults, invisible ]

       -rankWebpageCSS or rankCSS <string>

              The URL of an optional style sheet for the ranking  webpage.   [
              Flags: command, defaults, invisible ]

       -framesPerSecond or FPS <integer>

              The number of frames per second the server should strive for.

       -gameSpeed <real>

              Rate  at  which  game events happen. The gameSpeed specifies how
              many ticks of game time elapse each second. A value of  0  means
              that the value of gameSpeed should be equal to the value of FPS.

       -/+allowSmartMissiles or allowSmarts

              Should smart missiles be allowed?

       -/+allowHeatSeekers or allowHeats

              Should heatseekers be allowed?

       -/+allowTorpedoes or allowTorps

              Should torpedoes be allowed?

       -/+allowNukes or nukes

              Should nuclear weapons be allowed?

       -/+allowClusters or clusters

              Should cluster weapons be allowed?

       -/+allowModifiers or modifiers

              Should the weapon modifiers be allowed?

       -/+allowLaserModifiers or lasermodifiers

              Can lasers be modified to be a different weapon?

       -/+allowShipShapes or ShipShapes

              Are players allowed to define their own ship shape?

       -/+playersOnRadar or playersRadar

              Are players visible on the radar.

       -/+missilesOnRadar or missilesRadar

              Are missiles visible on the radar.

       -/+minesOnRadar or minesRadar

              Are mines visible on the radar.

       -/+nukesOnRadar or nukesRadar

              Are nukes visible or highlighted on the radar.

       -/+treasuresOnRadar or treasuresRadar

              Are treasure balls visible or highlighted on the radar.

       -/+asteroidsOnRadar or asteroidsRadar

              Are asteroids visible on the radar.

       -/+distinguishMissiles

              Are different types of missiles distinguished (by length).

       -maxMissilesPerPack <integer>

              The number of missiles gotten by picking up one missile item.

       -maxMinesPerPack <integer>

              The number of mines gotten by picking up one mine item.

       -/+identifyMines

              Are mine owner’s names displayed.

       -/+shieldedItemPickup or shieldItem

              Can items be picked up while shields are up?

       -/+shieldedMining or shieldMine

              Can mines be thrown and placed while shields are up?

       -/+laserIsStunGun or stunGun

              Is the laser weapon a stun gun weapon?

       -nukeMinSmarts <integer>

              The minimum number  of  missiles  needed  to  fire  one  nuclear
              missile.

       -nukeMinMines <integer>

              The minimum number of mines needed to make a nuclear mine.

       -nukeClusterDamage <real>

              How  much each cluster debris does damage wise from a nuke mine.
              This helps to reduce the number of particles caused  by  nuclear
              mine  explosions,  which  improves server response time for such
              explosions.

       -nukeDebrisLife <real>

              Life of nuke debris, in ticks.

       -mineFuseTicks <real>

              Number of ticks after which owned mines become deadly (0=never).

       -mineLife <real>

              Life of mines in ticks.

       -minMineSpeed <real>

              Minimum speed of mines.

       -missileLife <real>

              Life of missiles in ticks.

       -baseMineRange <real>

              Minimum distance from base mines may be used (unit is blocks).

       -mineShotDetonateDistance <real>

              How  close  must a shot be to detonate a mine?  Set this to 0 to
              turn it off.

       -shotKillScoreMult <real>

              Multiplication factor to scale score for shot kills.

       -torpedoKillScoreMult <real>

              Multiplication factor to scale score for torpedo kills.

       -smartKillScoreMult <real>

              Multiplication factor to scale score for smart missile kills.

       -heatKillScoreMult <real>

              Multiplication factor to scale score for heatseeker kills.

       -clusterKillScoreMult <real>

              Multiplication factor to scale score for cluster debris kills.

       -laserKillScoreMult <real>

              Multiplication factor to scale score for laser kills.

       -tankKillScoreMult <real>

              Multiplication factor to scale score for tank kills.

       -runoverKillScoreMult <real>

              Multiplication factor to scale score for player runovers.

       -ballKillScoreMult <real>

              Multiplication factor to scale score for ball kills.

       -explosionKillScoreMult <real>

              Multiplication factor to scale score for explosion kills.

       -shoveKillScoreMult <real>

              Multiplication factor to scale score for shove kills.

       -crashScoreMult <real>

              Multiplication factor to scale score for player crashes.

       -mineScoreMult <real>

              Multiplication factor to scale score for mine hits.

       -selfKillScoreMult <real>

              Multiplication factor to scale score for killing yourself.

       -selfDestructScoreMult <real>

              Multiplication factor to scale score for self-destructing.

       -unownedKillScoreMult <real>

              Multiplication  factor  to  scale  score  for  being  killed  by
              asteroids or other objects without an owner.

       -cannonKillScoreMult <real>

              Multiplication  factor  to  scale  score  for  being  killed  by
              cannons.

       -movingItemProb <real>

              Probability for an item to appear as moving.

       -randomItemProb <real>

              Probability for an item to appear random.  Random  items  change
              their  appearance  every frame, so players cannot tell what item
              they have until they get it.

       -dropItemOnKillProb <real>

              Probability for dropping  an  item  (each  item)  when  you  are
              killed.

       -detonateItemOnKillProb <real>

              Probability for undropped items to detonate when you are killed.

       -destroyItemInCollisionProb <real>

              Probability  for  items  (some  items)  to  be  destroyed  in  a
              collision.

       -asteroidItemProb <real>

              Probability for an asteroid to release items when it breaks.

       -asteroidMaxItems <integer>

              The maximum number of items a broken asteroid can release.

       -itemProbMult or itemProbFact <real>

              Item Probability Factor scales all item probabilities.

       -cannonItemProbMult <real>

              Average number of items a cannon gets per minute.

       -maxItemDensity <real>

              Maximum density for items (max items per block).

       -asteroidProb <real>

              Probability for an asteroid to appear.

       -maxAsteroidDensity <real>

              Maximum  density  [0.0-1.0]  for  asteroids  (max  asteroids per
              block.

       -itemConcentratorRadius or itemConcentratorRange <real>

              Range within which an item  concentrator  can  create  an  item.
              Sensible  values  are  in  the  range  1.0  to  20.0 (unit is 35
              pixels).  If there are no item concentrators, items might  popup
              anywhere.    Some  clients  draw  item  concentrators  as  three
              rotating triangles.

       -itemConcentratorProb <real>

              The chance for an item to appear near an item concentrator.   If
              this  is less than 1.0 or there are no item concentrators, items
              may also popup where there is no concentrator nearby.

       -asteroidConcentratorRadius or asteroidConcentratorRange <real>

              Range within  which  an  asteroid  concentrator  can  create  an
              asteroid.  Sensible values are in the range 1.0 to 20.0 (unit is
              35 pixels).  If there are no such concentrators,  asteroids  can
              popup  anywhere.  Some clients draw these concentrators as three
              rotating squares.

       -asteroidConcentratorProb <real>

              The  chance  for  an  asteroid  to  appear  near   an   asteroid
              concentrator.  If this is less than 1.0 or there are no asteroid
              concentrators, asteroids may  also  appear  where  there  is  no
              concentrator nearby.

       -rogueHeatProb <real>

              Probability that unclaimed missile packs will go rogue.

       -rogueMineProb <real>

              Probability that unclaimed mine items will activate.

       -itemEnergyPackProb <real>

              Probability for an energy pack to appear.

       -itemTankProb <real>

              Probability for an extra tank to appear.

       -itemECMProb <real>

              Probability for an ECM item to appear.

       -itemArmorProb <real>

              Probability for an armor item to appear.

       -itemMineProb <real>

              Probability for a mine item to appear.

       -itemMissileProb <real>

              Probability for a missile item to appear.

       -itemCloakProb <real>

              Probability for a cloak item to appear.

       -itemSensorProb <real>

              Probability for a sensor item to appear.

       -itemWideangleProb <real>

              Probability for a wideangle item to appear.

       -itemRearshotProb <real>

              Probability for a rearshot item to appear.

       -itemAfterburnerProb <real>

              Probability for an afterburner item to appear.

       -itemTransporterProb <real>

              Probability for a transporter item to appear.

       -itemMirrorProb <real>

              Probability for a mirror item to appear.

       -itemDeflectorProb <real>

              Probability for a deflector item to appear.

       -itemHyperJumpProb <real>

              Probability for a hyperjump item to appear.

       -itemPhasingProb <real>

              Probability for a phasing item to appear.

       -itemLaserProb <real>

              Probability for a Laser item to appear.

       -itemEmergencyThrustProb <real>

              Probability for an Emergency Thrust item to appear.

       -itemTractorBeamProb <real>

              Probability for a Tractor Beam item to appear.

       -itemAutopilotProb <real>

              Probability for an Autopilot item to appear.

       -itemEmergencyShieldProb <real>

              Probability for an Emergency Shield item to appear.

       -initialFuel <integer>

              How much fuel players start with.

       -initialTanks <integer>

              How many tanks players start with.

       -initialECMs <integer>

              How many ECMs players start with.

       -initialArmor or initialArmors <integer>

              How much armor players start with.

       -initialMines <integer>

              How many mines players start with.

       -initialMissiles <integer>

              How many missiles players start with.

       -initialCloaks <integer>

              How many cloaks players start with.

       -initialSensors <integer>

              How many sensors players start with.

       -initialWideangles <integer>

              How many wideangles players start with.

       -initialRearshots <integer>

              How many rearshots players start with.

       -initialAfterburners <integer>

              How many afterburners players start with.

       -initialTransporters <integer>

              How many transporters players start with.

       -initialMirrors <integer>

              How many mirrors players start with.

       -initialDeflectors <integer>

              How many deflectors players start with.

       -initialHyperJumps <integer>

              How many hyperjumps players start with.

       -initialPhasings <integer>

              How many phasing devices players start with.

       -initialLasers <integer>

              How many lasers players start with.

       -initialEmergencyThrusts <integer>

              How many emergency thrusts players start with.

       -initialTractorBeams <integer>

              How many tractor/pressor beams players start with.

       -initialAutopilots <integer>

              How many autopilots players start with.

       -initialEmergencyShields <integer>

              How many emergency shields players start with.

       -maxFuel <integer>

              Upper limit on the amount of fuel per player.

       -maxTanks <integer>

              Upper limit on the number of tanks per player.

       -maxECMs <integer>

              Upper limit on the number of ECMs per player.

       -maxMines <integer>

              Upper limit on the number of mines per player.

       -maxMissiles <integer>

              Upper limit on the number of missiles per player.

       -maxCloaks <integer>

              Upper limit on the number of cloaks per player.

       -maxSensors <integer>

              Upper limit on the number of sensors per player.

       -maxWideangles <integer>

              Upper limit on the number of wides per player.

       -maxRearshots <integer>

              Upper limit on the number of rearshots per player.

       -maxAfterburners <integer>

              Upper limit on the number of afterburners per player.

       -maxTransporters <integer>

              Upper limit on the number of transporters per player.

       -maxArmor or maxArmors <integer>

              Upper limit on the amount of armor per player.

       -maxMirrors <integer>

              Upper limit on the number of mirrors per player.

       -maxDeflectors <integer>

              Upper limit on the number of deflectors per player.

       -maxPhasings <integer>

              Upper limit on the number of phasing devices per players.

       -maxHyperJumps <integer>

              Upper limit on the number of hyperjumps per player.

       -maxEmergencyThrusts <integer>

              Upper limit on the number of emergency thrusts per player.

       -maxLasers <integer>

              Upper limit on the number of lasers per player.

       -maxTractorBeams <integer>

              Upper limit on the number of tractorbeams per player.

       -maxAutopilots <integer>

              Upper limit on the number of autopilots per player.

       -maxEmergencyShields <integer>

              Upper limit on the number of emergency shields per player.

       -gameDuration or time <real>

              The duration of the game in minutes (aka. pizza mode).

       -/+baselessPausing

              Should  paused  players  keep  their bases?  Can only be used on
              teamplay maps for now.

       -survivalScore <real>

              Multiplicator for quadratic score increase  over  time  survived
              with lowered shield

       -pauseTax <real>

              How many points to subtract from pausing players each second.

       -friction <real>

              Fraction of velocity ship loses each frame.

       -blockFriction <real>

              Fraction  of  velocity  ship  loses  each  frame  when  it is in
              friction blocks.

       -/+blockFrictionVisible

              Are friction blocks visible?  If true, friction blocks  show  up
              as decor; if false, they don’t show up at all.

       -coriolis <real>

              The  clockwise  angle  (in degrees) a ship’s velocity turns each
              time unit.

       -checkpointRadius <real>

              How close you have to be  to  a  checkpoint  to  register  -  in
              blocks.

       -raceLaps <integer>

              How many laps per race.

       -/+loseItemDestroys

              Destroy item that player drops. Otherwise drop it.

       -/+useDebris

              Are  debris  particles  created where appropriate?  Value affect
              ship exhaust sparks and cluster  debris.   To  disallow  cluster
              weapons but not sparks, set allowClusters off.

       -/+useWreckage

              Do destroyed ships leave wreckage?

       -maxOffensiveItems <integer>

              How many offensive items a player can carry.

       -maxDefensiveItems <integer>

              How many defensive items a player can carry.

       -maxRoundTime <integer>

              The maximum duration of each round, in seconds.

       -roundsToPlay or numRounds <integer>

       The number of rounds to play.
              Unlimited if 0.

       -maxVisibleObject or maxVisibleObjects <integer>

              What is the maximum number of objects a player can see.

       -/+pLockServer

              Whether  the  server  is  prevented  from  being  swapped out of
              memory.  [ Flags: command, defaults ]

       -/+sound

              Does the server send sound events to players that request sound.

       -timerResolution <integer>

              If  set  to nonzero xpilots will requests signals from the OS at
              1/timerResolution  second  intervals.   The  server  will   then
              compute  a  new  frame  FPS  times  out of every timerResolution
              signals.  [ Flags: command, defaults ]

       -password <string>

              The password needed to obtain operator privileges.  If specified
              on the command line, on many systems other users will be able to
              see the password.  Therefore, using the password file instead is
              recommended.    [   Flags:   command,   passwordfile,  defaults,
              invisible ]

       -clientPortStart <integer>

              Use UDP ports clientPortStart - clientPortEnd (for firewalls)  [
              Flags: command, defaults ]

       -clientPortEnd <integer>

              Use  UDP ports clientPortStart - clientPortEnd (for firewalls) [
              Flags: command, defaults ]

       -maxPauseTime <integer>

              The maximum time a player  can  stay  paused  for,  in  seconds.
              After  being  paused  this  long, the player will be kicked off.
              Setting this option to 0 disables the feature.

       -maxIdleTime <integer>

              The maximum time a player can  stay  idle,  in  seconds.   After
              having idled this long, the player will be paused.  Setting this
              option to 0 disables the feature.

       -maxClientsPerIP or maxPerIP <integer>

              Maximum number of clients per IP  address  allowed  to  connect.
              This  prevents  unfriendly players from occupying all the bases,
              effectively "kicking" paused players and denying  other  players
              to join.  Setting this to 0 means any number of clients from the
              same IP address can join.  [ Flags: command, defaults ]

       -playerLimit <integer>

              Allow playerLimit players to enter at once.  If set to 0,  allow
              10  more  players  than there are bases.  (If baselessPausing is
              off, more than bases cannot enter.)  During game, cannot be  set
              higher than the starting value.

       -recordMode <integer>

              If this is set to 1 when the server starts, the game is saved in
              the file specified by recordFileName. If set to  2  at  startup,
              the  server  replays  the  recorded  game.  Joining  players are
              spectators  who  can  watch  the  recorded  game  from  anyone’s
              viewpoint.  Can  be  set  to  0  in  the  middle  of  a  game to
              stoprecording.  [ Flags: command, defaults, invisible ]

       -recordFileName or recordFile <string>

              Name of the file where server recordings are  saved.   [  Flags:
              command, defaults, invisible ]

       -recordFlushInterval or recordWait <integer>

              If set to a nonzero value x, the server will flush all recording
              data in memory to the record file at least once every x seconds.
              This  is useful if you want to replay the game on another server
              while it is still being played. There is a small overhead  (some
              dozens of bytes extra recording file size) for each flush.

       -/+constantScoring

              Whether the scores given from various things are fixed.

       -/+zeroSumScoring or zeroSum

              Use Zero sum scoring?  [ Flags: command ]

       -/+elimination

              Race mode where the last player drops out each lap.

       -dataURL <string>

              URL where the client can get extra data for this map.

       -/+polygonMode

              Force  use  of polygon protocol when communicating with clients?
              (useful for debugging if you want to see the polygons created in
              the blocks to polygons conversion function).

       -/+fastAim

              When  calculating  a  frame,  turn the ship before firing.  This
              means you can change aim one frame faster.  Added this option to
              see how much difference changing the order would make.

       -/+ngControls

              Enable improved precision steering and aiming of main gun.

       -/+legacyMode

              Try to emulate classic xpilot behavior.

       -constantSpeed or oldThrust <real>

              Make  ship  move  forward at a constant speed when thrust key is
              held down, in addition to the normal acceleration. The  constant
              speed  is proportional to the product of the acceleration of the
              ship (varying with ship mass and afterburners) and the value  of
              this  option.  Note that this option is quite unphysical and can
              using it can cause weird effects  (with  bounces  for  example).
              Low  values  close to 0.5 (maybe in the range 0.3 to 1) for this
              option can be used if you want to increase ship agility  without
              increasing  speeds  otherwise.  This  can  improve  gameplay for
              example on the Blood’s Music map. Higher values  make  the  ship
              behaviour visibly weird.

       -turnPushPersistence or pushPersist <real>

              How much of the turnpush to remain as player velocity. (0.0-1.0)

       -turnGrip or turnPushGrip <real>

              How much of of the turnPush should pull  the  ship  sideways  by
              gripping to the friction of the wall?. (0.0-1.0)

       -thrustWidth or sprayWidth <real>

              Width of thrust spark spray 0.0-1.0 where 1.0 means 180 degrees.

       -thrustMass or sparkWeight <real>

              Weight of thrust sparks.

       -sparkSpeed or sparkVel <real>

              Multiplier  affecting  avg.  speed  (relative  ship)  of  thrust
              sparks.

       -/+ballStyles

              Send ball styles to clients.

       -/+ignoreMaxFPS

              Ignore  client maxFPS requests and always send all frames.  This
              is a hack for  demonstration  purposes  to  allow  changing  the
              server  FPS  when  there  are  old  clients  with  broken maxFPS
              handling. Those clients could be better dealt  with  separately.
              This option will be removed in the future (hopefully).

       -pausedFramesPerSecond or pausedFPS <integer>

              Maximum  FPS  shown  to  paused players. 0 means full framerate.
              Can be used to reduce server bandwidth consumption.

       -waitingFramesPerSecond or waitingFPS <integer>

              Maximum FPS shown to players in waiting  state.   0  means  full
              framerate. Can be used to limit bandwidth used.  Waiting players
              are those that have just joined a game and have  to  wait  until
              next  round  starts.  Note that in clients, a W is shown next to
              waiting players’ names in the score list.

       -deadFramesPerSecond or deadFPS <integer>

              Maximum FPS shown to  players  in  dead  state.   0  means  full
              framerate.  Can  be  used  to limit bandwidth used.  This option
              should only be used if pausedFPS and  waitingFPS  options  don’t
              limit  bandwidth usage enough.  Dead players are those that have
              played this round but have  run  out  of  lives.  Note  that  in
              clients,  a  D is shown next to dead players’ names in the score
              list.

       -/+teamcup

              Is this a teamcup match?.  [ Flags: command, any, invisible ]

       -teamcupName <string>

              The name of the teamcup (used  only  if  teamcup  is  true).   [
              Flags: command, any, invisible ]

       -teamcupMailAddress <string>

              The  mail  address  where  players should send match results.  [
              Flags: command, any, invisible ]

       -teamcupScoreFileNamePrefix <string>

              First part of file name for  teamcup  score  files.   The  whole
              filename  will  be  this followed by the match number.  [ Flags:
              command, any, invisible ]

       -teamcupMatchNumber or match <integer>

              The number of the teamcup match.  [ Flags: command ]

       -mainLoopTime <real>

              Duration of last Main_loop() function  call  (in  milliseconds).
              This option is read only.  [ Flags: command ]

       -cellGetObjectsThreshold or cellThreshold <integer>

              Use Cell_get_objects if there is this many objects or more.

              The  probabilities  are in the range [0.0-1.0] and they refer to
              the probability that an event will occur in a block per  second.
              Boolean options are turned off by using +<option>.

              Please   refer   to   the   manual  pages,  xpilot-ng-server(6),
              xpilot-ng-x11(6) and xpilot-ng-sdl(6) for more specific help.

              XPilot NG 4.7.3 comes with ABSOLUTELY NO WARRANTY;  for  details
              see the provided COPYING file.

       XPilot NG 4.7.3