bionic (6) xpilot-ng-server.6.gz

Provided by: xpilot-ng-server_4.7.3-2.3ubuntu1_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