Provided by: bzflag-data_2.0.16.20100405ubuntu1_all bug


       BZFlag - a tank battle game


       bzflag  [-3dfx] [-no3dfx] [-anonymous] [-config filename] [-configdir directoryname] [-d |
       -debug]    [-dir    |    -directory    directory]    [-echo]    [-echoAnsi]     [-geometry
       widthxheight[{+|-}x{+|-}y]]  [-latitude latitude] [-list list-server-url] [-locale locale]
       [-longitude longitude] [-multisample] [-mute] [-nolist]  [-solo  number-of-robots]  [-team
       {automatic  |  red  | green | blue | purple | rogue}] [-version] [-view {normal | stereo |
       stacked    |    three    |    anaglyph}]    [-window]    [-zbuffer     {on     |     off}]


       BZFlag  is a 3D multi-player tank battle game that allows users to play against each other
       in a networked environment.  There are five teams:  red, green,  blue,  purple  and  rogue
       (rogue  tanks  are  black).  Destroying a player on another team scores a win, while being
       destroyed or destroying a teammate scores a loss.  Rogues  have  no  teammates  (not  even
       other rogues), so they cannot shoot teammates and they do not have a team score.

       There are three main styles of play:  capture-the-flag, free-for-all, and rabbit-hunt.  In
       capture-the-flag, each team (except rogues) has a team base and each team  with  at  least
       one  player has a team flag.  The object is to capture an enemy team's flag by bringing it
       to your team's base.  This destroys every player on the captured team, subtracts one  from
       that  team's score, and adds one to your team's score.  In free-for-all, there are no team
       flags or team bases.  The object is simply to  get  as  high  a  score  as  possible.   In
       rabbit-hunt,  the  lead  player  is  chosen  as the target for all other players. When the
       rabbit (target) is destroyed, the live player with the  next  highest  score  becomes  the
       rabbit.  The  object is to remain the rabbit for as long as possible. The rabbit is marked
       as a white tank.

   Joining a Game
       To get quickly started, select the "Join Game" menu in the BZFlag client using  the  arrow
       keys on your keyboard.  Choose the "Select a Server" link and pick one of the servers near
       the top of the menu.  This should take you back to the "Join Game" menu where  you  should
       then  provide  a  callsign.   Select the "Connect".  Within a few seconds you should be on
       that server ready to play.

       BZFlag includes a global registration system that allows players to  register  a  callsign
       that  defines  them uniquely on the BZFlag network.  Some servers require registration for
       all users, some require it to obtain administrative abilities.  If you attempt  to  use  a
       callsign  that  is  already  registered,  you  may  be  denied  access  to  a server.  See
       http://my.B for details regarding callsign  registration  and  to  check  on
       available  names.  Once registered, you will be able to provide your password in the "Join
       Game" menu and have it used for authentication.   You  are  encouraged  to  register  your

       There  are  generally public BZFlag servers running around the clock all around the world,
       available over the Internet.  Similarly, private servers can be set up for  running  local
       network  games.   See  the bzfs manual page (bzfs.6) for details on starting a new server,
       public or private.

       -3dfx          For Mesa users with a pass-through 3Dfx card, e.g. a  Voodoo  or  Voodoo  2
                      based  card.   This  sets  the  MESA_GLX_FX  environment  variable  to  use
                      fullscreen pass-through mode.  Use -geometry to use a resolution other than
                      640x480  on  the  pass-through  card.   You should not use this option with

       -no3dfx        For Mesa users with a pass-through 3Dfx card, such as Voodoo  or  Voodoo  2
                      based  cards.  This unsets the MESA_GLX_FX environment variable so that the
                      pass-through card isn't used.  Use this option if MESA_GLX_FX  is  normally
                      set  in  your environment and you don't want bzflag to use the pass-through
                      card.  This option is only a convenience;  you can achieve the same  effect
                      by unsetting MESA_GLX_FX in your environment.

       -anonymous     Uses the email address anonymous instead of username@hostname.

       -d or -debug   Adds  some  diagnostic  output. Can be specified multiple times to increase

       -dir or -directory directory
                      Looks for data files in directory first.   This  defaults  to  a  directory
                      named  data  in  the current directory.  If not found there, the game looks
                      for data files in the current directory, then in the  default  installation
                      location /usr/share/bzflag.

       -config        Specify the configuration file to load. The name is relative to the default
                      configuration directory. This is usually only used by developers.

       -configdir     Specify the configuration directory to use. This will be the default config
                      directory  used  by this instance of the game. This is realy only needed if
                      you can not use the default directory.

       -echo          Copies all message  window  output  to  the  shell  on  *nux  and  OSX,  to
                      stdout.txt on windows

       -echoAnsi      Copies  all  message  window  output  like  -echo preserving the ANSI color
                      coding on *nix, same as -echo on windows.

       -geometry widthxheight[{+|-}x{+|-}y]
                      This specifies the size and, optionally, the position of the window. It can
                      be used with or without the -window option. It may be necessary to use this
                      on some systems when bzflag cannot correctly determine the display size.

       -latitude latitude
                      Uses latitude when computing celestial object positions.

       -list url      Look for list servers using url.  A built-in url is used  by  default  (the
                      same url is the default for bzfs).  If url is default then the url is reset
                      to the built-in url (the url is remembered across invocations  of  bzflag).
                      list  servers  keep a list of bzfs servers accessible from the internet and
                      are queried when using the Find Server menu.

       -locale locale Set the locale used to display messages, menus, hud alerts, etc.

       -longitude longitude
                      Uses longitude when computing celestial object positions.

       -multisample   Uses a multisample buffer for rendering.  If multisampling isn't  available
                      then the application will terminate.

       -mute          Disables sound.

       -nolist        Disables list server querying.  See -list.

       -solo number-of-robots
                      When  you  join  a  game, you'll also cause number-of-robots robots to join
                      too.  This is an experimental option and the robots  are  extremely  stupid
                      players.  Robots are added to teams at random.

       -team team-name
                      Chooses  the  player's  team.  If there are no team positions available and
                      the team-name is set to be automatic, the player will try  to  join  as  an

       -version       Prints the version number of the executable.

       -view {normal | stereo | stacked | three | anaglyph}
                      Chooses  one  of the possible display options.  Normal will render a single
                      view  to  the  entire  screen.   Stereo  will  try  to  allocate  a  stereo
                      (in-a-window)  capable  buffer and then draw a single view in stereo.  Your
                      system must support stereo-in-a-window  buffers.   Three  will  render  the
                      front  view  to the upper right quadrant of the display, a left view to the
                      lower left quadrant, and a right view to the lower right quadrant.  This is
                      intended  for  systems  capable  of  driving multiple monitors from various
                      areas of the display surface, yielding a wrap  around  view.  stacked  will
                      render the two right eye view on the upper half of the display and the left
                      eye on the lower half. anaglyph supports red-cyan stereo  viewing  glasses.
                      Note  that setting an unsupported view option will often lead to BZFlag not
                      running successfully. To correct this, run with -view normal.

       -window        Runs the application in a window instead of full screen.

       -zbuffer {on | off}
                      When off is chosen the game will not attempt to allocate a depth (z) buffer
                      and  will  use  a different rendering technique for hidden surface removal.
                      Some systems may be capable of using a higher screen resolution if a  depth
                      buffer isn't allocated.

                      Specifies  the  callsign  you  want,  and the host running the bzfs server.
                      Multiple independent games can be run on  a  single  network,  or  even  on
                      different  ports  on  a  single  computer. Which server and port you choose
                      decides which game you enter.  The callsign and the port are  optional.  If
                      you  don't specify a port the standard server port will be used, and if you
                      don't specify a callsign the callsign used for the previous game  is  used.
                      If  that  cannot  be  found  then the callsign is the value of the BZFLAGID
                      environment variable.  If BZFLAGID is empty or undefined then  bzflag  will
                      prompt for a callsign when joining a game.

       Tanks  are  controlled  by  moving the mouse within the large yellow box in the main view.
       When the mouse is inside the small yellow box, the tank is motionless.  The large  box  is
       the limit of the tank's speed.

       Shots  are  fired by pressing the R left mouse button .  The type of shot fired depends on
       what flag the tank has.  Normal shots last about 3.5 seconds.  Reloading  also  takes  3.5
       seconds for normal shots.

       Pressing  the  R middle mouse button drops a flag.  Nothing will happen if the tank has no
       flag or is not allowed to drop the flag for some reason (e.g. it's a bad flag).  Flags are
       picked  up by driving over them.  A dropped flag gets tossed straight up;  it falls to the
       ground in about 3 seconds.

       Pressing the R right mouse button identifies the closest player centered in the view.   If
       your  tank  has  the guided missile super-flag, this will also lock the missile on target.
       However, the target must be carefully centered for the missile to lock.

       When the server allows jumping or if the tank has the jumping flag, the R Tab  key  jumps.
       Tanks  can jump onto buildings, however there is no way to shoot downward (or upward) with
       a regular shot.  The guided missile and the shock wave are two ways of destroying  a  tank
       on or from a building.

       The  current  radar  range  can be changed by pressing the R 1, R 2, or R 3 keys above the
       alphabetic keys for low, medium, and long range, respectively.  The R f  key  toggles  the
       flag  help  display,  which  describes the flag in the tank's possession.  Displaying help
       does not pause the game.

       The R Pause key pauses and resumes play.  When paused, the tank cannot  be  destroyed  nor
       can  its shots destroy other players.  The reload countdown is suspended and the radar and
       view are blanked when paused.  A paused tank has a transparent  black  sphere  surrounding
       it.  Since a paused tank is invulnerable a player could cheat by pausing just before being
       destroyed, so there's a brief delay before the pause takes effect.   This  delay  is  long
       enough  to  make  pausing  effectively  useless for cheating.  Pressing R Pause before the
       pause takes effect cancels the pause request.

       The R Delete key initiates a self destruct sequence. You will see a countdown that can  be
       stopped  by  pressing R Delete once more. Otherwise, you tank will self destruct. This can
       be useful if your tank gets stuck and there is no other tank around to shoot you.

       The list of players and scores is displayed when your tank is paused  or  dead.   Pressing
       the R s key toggles the score display when alive and not paused.

       The  R  b key toggles binoculars, which gives a close up view of distant objects.  The R 9
       key toggles Otto, the automatic pilot, on and off.  R t key toggles the frame rate display
       and  the  R y key toggle the frame time display. The time of day can be changed with the R
       plus and R minus keys, which advance and reverse the time by 5 minutes, respectively.  The
       time  of  day in the game is initialized to the system's clock.  In addition, the latitude
       and longitude are used to calculate the positions of celestial objects.

       The R Esc key shows the game menu.  Use the R Enter and arrow keys to  navigate  the  menu
       and  the  R Esc key to return to the previous menu or hide the main menu.  The menus allow
       you to start a new server, join a game,  leave  a  game  and  enter  another,  change  the
       rendering  options,  change  the  display  resolution,  change the sound volume, remap the
       meanings of keys, browse online help, and quit the game.

       The display resolution is not always available for changing.  If it is, use the R t key to
       test  a  selected  resolution;   it will be loaded for a few seconds and then the previous
       resolution restored.  Press the R Enter key to permanently select a new  resolution.  When
       you quit the game, the resolution is restored to what it was before the game started.

       Options  are  recorded  between  game  sessions  in the .bzf/<version>/config.cfg file (or
       config.cfg.${HOST} if the HOST  environment  variable  is  defined)  in  the  user's  home
       directory.   This  file  has  a  simple  name/value  pair format.  This file is completely
       rewritten by the game after each session.

       You can send typed messages to other players by pressing the R m or R n keys.  The R m key
       will  send  a  message  to your teammates only.  Rogue players cannot send these messages.
       The R n key will send a message to all the other players.  After pressing  the  key,  just
       type  your  message  and  press  enter or Control-D.  To cancel a message, you can enter a
       blank message or press Delete, Escape, or Control-C.  Be  careful  with  the  Escape  key;
       pressing  Escape  once will cancel the message, pressing it again will show the main menu.
       Backspace will delete the most recently typed character.  The Tab key doesn't add a tab to
       the  message  but  instead causes the tank to jump (as usual).  You can also send a direct
       message to a single player by pressing the R , or R .  keys. The R , key  will  send  your
       message to your 'nemesis', i.e. the last player who killed you or was killed by you. The R
       .  key will send a private message to another player. You  can  choose  the  recipient  by
       using the left and right arrow keys.  R o toggles the quick-admin interface. Use the arrow
       keys to select a command, and then fill in the necessary parameters

       An individual's score is the difference between that player's wins and losses.  A  win  is
       scored  for  each  enemy tank destroyed.  A loss is scored for each teammate destroyed and
       for each time the player is destroyed.  The score sheet displays each player's  score  and
       the number of wins and losses.

       A   team's  score  is  calculated  differently  depending  on  the  game  style.   In  the
       capture-the-flag style, the team score is the number of enemy  flags  captured  minus  the
       number  of times the team's flag was captured.  Capturing your own flag (by taking it onto
       an enemy base) counts as a loss.  In the free-for-all style, the team score is sum of  the
       wins  of all the players on the team minus the sum of the losses of all the players on the
       team. In the rabbit-hunt style, scoring is similar to free-for-all.

       The score sheet also lists the number times you have destroyed or been destroyed  by  each
       other  player  under the Kills heading.  This lets you compare your one-on-one performance
       against other players.

       The server can be configured to place teleporters in the game.  A  teleporter  is  a  tall
       black  transparent  object that instantaneously moves any object (tanks and shots) passing
       through it to some other teleporter.  The teleporter connections are fixed for the  entire
       game.   In  the  capture-the-flag  style  the  connections  are  always  the same.  In the
       free-for-all style the connections are random and reversible (going back through where you
       come out puts you back where you started).

       Each  side  of  a  teleporter  teleports  independently  of the other side.  However, it's
       possible for each side to go to the other.  This is a thru-teleporter and it's  almost  as
       if  it  weren't  there.   It's  also possible for a side to teleport to itself.  This is a
       reverse-teleporter.  Shooting at a reverse teleporter is likely  to  be  self-destructive.
       Shooting a laser at a reverse teleporter is invariably fatal.

       The  radar  is  displayed  on the left side of the control panel.  It provides a satellite
       view of the game.  Buildings and the outer wall are light blue.  Team bases  are  outlined
       squares  in  the  team colors.  Teleporters are short yellow lines.  Tanks are dots the in
       the tank's team color, except for rogues which are yellow.  The size of a tank's dot is  a
       rough  indication  of the tank's altitude: higher tanks have larger dots.  Flags are small
       crosses.  Team flags have the team color while super-flags are  white.   Shots  are  small
       white dots (except laser beams which are line segments and shock waves which are circles).

       The  tank always appears in the center of the radar and the radar display rotates with the
       tank so that forward is always up.  There's a small tick  mark  indicating  forward.   The
       left  and right extremes of the current view are represented by a yellow V whose tip is at
       the center of the radar.  North is indicated by the letter N.

   Heads Up Display
       The heads-up-display, or HUD, has several displays.  First, there are  two  boxes  in  the
       center  of  the  view.  As explained above, these delimit the ranges for the mouse.  These
       boxes are yellow when you have no flag.  Otherwise they take the color of the flag  you're
       holding (white for superflags).

       Above  the larger box is a heading tape showing your current heading.  North is 0, east is
       90, etc.  If jumping is allowed, an altitude tape appears to the right of the larger box.

       Small colored diamonds or arrows may appear on the heading tape.  An arrow  pointing  left
       means  that a particular flag is to your left, an arrow pointing right means that the flag
       is to your right, and a diamond indicates the heading to the flag by its position  on  the
       heading  tape.   In capture-the-flag mode a marker in your team's color is always present,
       showing you the direction to your team's flag.  A yellow  marker  shows  the  way  to  the
       antidote flag (when you have a bad flag and antidote flags are enabled).

       At  the  top  of  the  HUD are several text readouts.  At the very top on the left is your
       callsign and score, in your team's color.  At the very top on the right is the name of the
       flag  you're  holding  (or nothing if you have no flag).  In the center at the top is your
       current status: ready, dead, sealed, zoned, or reloading. If  you  have  a  bad  flag  and
       shaking  time  is  enabled  and your status is ready, the status displays how much time is
       left before the bad flag is shaken.  When reloading, the time  until  you're  reloaded  is
       displayed.  A tank is sealed when it has the oscillation overthruster flag and any part of
       the tank is inside a building. A tank is zoned when it has the phantom zone flag  and  has
       passed  through a teleporter.  When there's a time limit on the game, the time left in the
       game is displayed to the left of the status.

       Team flags are supplied by the server in the capture-the-flag style game.  While at  least
       one  player  is  on  a  team, that team's flag is in the game.  When captured, the flag is
       returned to the team's base.  If the flag is dropped in a Bad Place,  it  is  moved  to  a
       safety  position.   Bad  Places  are:  on top of a building or on an enemy team base.  The
       flag can be dropped on a team base only by a player from a third team;  for example,  when
       a blue player drops the red flag on the green base.

       A team flag is captured when a tank takes an enemy flag onto its base or when a tank takes
       its flag onto an enemy base (even if there's no one playing on that team).  You must be on
       the ground to capture a flag.

       The  server can be configured to supply a fixed or random set of super-flags.  These flags
       are white and come in many flavors.  However, you cannot tell what a super-flag  is  until
       it's  picked  up.   There  are  two  broad categories of super-flags:  good and bad.  Good
       super-flags may be dropped and will remain for up to 4 possessions.  Bad  super-flags  are
       sticky  --  in  general, they cannot be dropped.  The server may provide a yellow antidote
       flag.  Driving over it will release the bad flag.  The server may  also  allow  a  timeout
       and/or a number of wins to shake the flag.  Scoring the required number of wins, surviving
       the required amount of time or being destroyed will  automatically  drop  the  flag.   Bad
       flags disappear after the first possession.

       Here is a brief description of each good superflag with the flag's code in parentheses:

       High Speed (V) Boosts top speed by 50%.

       Quick Turn (QT)
                      Boosts turn rate by 50%.

       Agility (A)    Improves a tank's dodging capabilities.

       Oscillation Overthruster (OO)
                      Let's  the  tank  go  through  buildings.   You cannot back up in or into a
                      building, nor can you shoot while inside.

       Rapid Fire (F) Increases shot speed and decreases range and reload delay.

       Machine Gun (MG)
                      Increases shot speed and dramatically decreases range and reload delay.

       Guided Missile (GM)
                      Shots guide themselves when locked on.  The missile can  be  retargeted  at
                      any  time during its flight (with the right mouse button).  This allows the
                      player some control over the missile's steering.

       Laser (L)      Shoots a laser, with effectively infinite speed and range.  Just point  and
                      shoot.   The  binoculars  are  handy  for  lining  up distant targets.  The
                      downside (you knew it was coming) is that the reload time is doubled.

       Ricochet (R)   Shots reflect off walls.  It is exceptionally easy to  kill  yourself  with
                      this flag.

       Super Bullet (SB)
                      Shots  can  go  through  buildings  (possibly  destroying  a  tank with the
                      oscillation overthruster flag) and can also destroy (phantom) zoned tanks.

       Stealth (ST)   Tank becomes invisible on radar but is still visible out-the-window.

       Cloaking (CL)  Tank becomes invisible out-the-window but is still visible on radar.

       Invisible Bullet (IB)
                      Shots  are  invisible  on  radar  (except  your  own).   They  are  visible
                      out-the-window.  Sort of stealth for shots.

       Tiny (T)       Tank becomes much smaller and harder to hit.

       Narrow (N)     Tank  becomes  paper  thin.   It's  very hard (but not impossible) to hit a
                      narrow tank from the front or back.  However, the tank is as long as  usual
                      so hitting it from the side has normal difficulty.

       Shield (SH)    Getting  shot  while  in  possession  of  this  flag  simply drops the flag
                      (instead of destroying the tank).  Since the flag may not disappear you may
                      want  to wait around for it to fall to the ground so you can grab it again,
                      but, be warned, the shield flag flies for an extra long time  (longer  than
                      the normal reload time).

       Steamroller (SR)
                      Tank  can  destroy other tanks by driving over them (but you must get quite

       Shock Wave (SW)
                      Tank doesn't fire shells.  Instead  it  sends  out  a  shock  wave  in  all
                      directions.   Any  tank caught in the wave is destroyed (including tanks on
                      or in buildings).

       Phantom Zone (PZ)
                      Driving through a teleporter phantom zones the tank.  A zoned  tank  cannot
                      shoot,  but can drive through buildings and cannot be destroyed except by a
                      Super Bullet or a Shock Wave (or if the team's flag is captured).

       Genocide (G)   Destroying any tank on a team destroys every player on that team.

       Jumping (JP)   Allows the tank to jump.  You cannot steer while in the air.

       Identify (ID)  Displays the identity of the closest flag in the vicinity.

       Masquerade (MQ)
                      You tank looks like a teammate when viewed out  of  the  window.   Bullets,
                      radar and targeting reveal your true identity.

       Burrow {BU}    You  tank  burrows into the ground up to your muzzle, making you impervious
                      to normal shots, as they sail above you. However  your  tank  controls  are
                      sluggish, and anyone, no matter what flag they have, can crush you like.

       Seer (SE)      See  Stealthed,  Cloaked  and  Masqueraded  tanks  as  normal,  as  well as
                      Invisible Bullets.

       Thief (TH)     Tank is small and fast, when you shoot an opponent, he is not  killed,  but
                      instead, you steal his flag.

       Useless (US)   It's useless!

       Wings (WG)     Tank  can  drive around in the air, and may be able to jump multiple times.
                      This can be useful when jumping or falling.

       A brief description of each bad superflag with the flag's code in parentheses:

       Colorblindness (CB)
                      Prevents tank from seeing any team information about other tanks.  You have
                      to be careful to avoid shooting teammates.

       Obesity (O)    The tank becomes very large and easy to hit.  It's so big that it can't fit
                      through teleporters.

       Left Turn Only (<-)
                      Prevents the tank from turning right.

       Right Turn Only (->)
                      Prevents the tank from turning left.

       Forward Only (FO)
                      Prevents the tank from going backwards.

       Reverse Only (RO)
                      Prevents the tank from going forward.

       Momentum (M)   Gives the tank a lot of inertia.

       Blindness (B)  Blanks the out-the-window view.  The radar still works.  It is  effectively
                      impossible  to  detect  any  tank  with  Stealth;   shooting a Stealth with
                      Blindness is the stuff legends are made of.

       Jamming (JM)   Disables the radar but you can still see.

       Wide Angle (WA)
                      Gives the tank a fish eye lens that's rather disorienting.

       No Jumping (NJ)
                      Tank is not allowed to jump.

       Trigger Happy (TR)
                      Tank can't stop shooting.  Watch out for that richochet.

       Reverse Controls (RC)
                      Tank driving controls are reversed from their usual behavior.

       If a server is full or if you just want to watch a battle without interfering in  it,  you
       can  use  the  observer  mode.  To join a server as an observer, select R Observer as your
       tank's team. The maximum number of observers can be restricted by the server admin, so you
       might still not be able to join a full server.

       When  in observer mode, you can freely roam the world. Using the arrow keys you can rotate
       the camera in every direction. Holding shift and using the arrow  keys  moves  the  camera
       left,  right,  forward  or back. Pressing the up or down arrow while holding the R ALT key
       will change the camera's altitude. The R F9 and R  F10  keys  change  the  camera's  focal
       lengths,  giving  a  zoom effect. The R F11 key will reset the zoom. Pressing R l lets you
       toggle the display of tank labels.

       Repeatedly  pressing  R  F8  cycles  through  different  roaming  modes:  free,  tracking,
       following,  first  person  (driving  with)  and tracking team flag.  In tracking mode, the
       camera will automatically look at a tank. You can cycle through available tanks with the R
       F6 and R F7 keys. In follow mode, the camera is positioned right behind the targeted tank,
       whereas you actually look from within the tank when using  first  person  mode.  The  last
       mode,  track team flag is only available in capture-the-flag games and will track the team
       flags. Again, use R F6 and R F7 to choose which flag to track. One special option that can
       be used with follow, tracking, and first person modes is that you can choose to do it with
       the winning tank.  This is selected by cycling through the tanks until you see the  winner
       option.  In  this mode, you will always be engaged with whoever has the best score (and is
       alive).  The default is drive with winner mode.

User Commands

       The following commands can be executed by sending a message to all and using these strings
       as the message

       SILENCE playerName
                      Does not display any message coming from player with playerName name

       UNSILENCE playerName
                      Reshow messages coming from player with playerName name

       SAVEWORLD filename
                      Save the current world to filename.


                      Stores options between game sessions.  Used when HOST is not defined.

                      Stores options between game sessions.  Used when HOST is defined.


       bzadmin(6), bzfs(6), bzw(5)