Provided by: xpilot-ng-server_4.7.3-1.4_amd64 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