Provided by: bzflag-client_2.4.26-1_amd64 bug

NAME

       BZFlag - a tank battle game

SYNOPSIS

       bzflag  [-badwords filterfile] [-config filename] [-configdir directoryname] [-d | -debug]
       [-date mm/dd/yyyy] [-dir | -directory directory] [-e | -echo]  [-ea  |  -echoAnsi]  [-h  |
       -help  | --help] [-latitude latitude] [-list list-server-url] [-locale locale] [-longitude
       longitude] [-m | -mute] [-motd URL] [-multisample] [-nolist]  [-nomotd]  [-notime]  [-solo
       number-of-robots]  [-team  {automatic  |  red  |  green  |  blue | purple | rogue}] [-time
       hh:mm:ss] [-v | -version | --version]  [-view  {normal  |  stereo  |  stacked  |  three  |
       anaglyph}]     [-window      widthxheight[{+|-}x{+|-}y]]    [-zbuffer    {on    |    off}]
       [[callsign[:password]@]server[:port]]

DESCRIPTION

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

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

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

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

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

   Options
       -badwords filterFile
                      Specify a file containing bad words to be replaced with !@#$%^&* characters
                      when they appear in chat.

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

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

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

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

       -date mm/dd/yyyy
                      Specifies  the  date  for  positioning  celestial  objects.  This option is
                      available only when bzflag is compiled with debugging enabled.

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

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

       -h, -help, --help
                      Prints a concise list of the bzflag command line options.

       -latitude latitude
                      Uses latitude when computing celestial object positions.

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

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

       -longitude longitude
                      Uses longitude when computing celestial object positions.

       -m, -mute      Disables sound.

       -motd URL      Specify an alternate URL for the message of the day displayed  when  bzflag
                      starts.  https://www.bzflag.org/motd.php is the default.  See -nomotd.

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

       -nolist        Disables list server querying.  See -list.

       -nomotd        Disables queries for the message of the day when bzflag starts.

       -notime        Removes a previously set fixed time for celestial  object  positions.   See
                      -time.

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

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

       -time hh:mm:ss Specifies the local time used for positioning celestial objects, which will
                      remain fixed rather than move through the sky as  the  day  advances.   Use
                      -notime to undo this setting.

       -v, -version, --version
                      Prints the version number of the executable.

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

       -window widthxheight
                      Runs the application in a window instead of full screen.  Specify the width
                      and height of the window after the option.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

       Options  are  recorded  between game sessions in the .bzf/<version>/config.cfg file in the
       user's home directory.  This file has a simple  name/value  pair  format.   This  file  is
       completely rewritten by the game after each session.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

       Useless (US)   It's useless!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

User Commands

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

       /bind key press action
                      Bind a key press to an action. press can be up, down or both

       /cmds          Show a list of all client and server commands

       /debug [level] Show or set the debug level to level

       /diff          List all BZDB server variables that are not set to the default value

       /dumpvars      Dump a list of all local variables and their values to the standard output

       /forceradar    Force the radar to be displayed (only works for observers)

       /highlight pattern
                      Highlight all messages containing pattern on the console

       /localset variable [value]
                      Read a local variable or set it to value

       /quit          Exit the game

       /retexture     Reload the textures of the game

       /roampos {reset|send|angle|x y z [theta [phi [zoom]]]}
                      Manipulate the observer camera (only useful in Roaming and Tracking modes).
                      Without  arguments,  it  shows  a  usage  message  and  the  current camera
                      location. reset resets the camera's location to the center of the  map  and
                      send  sends  information  about  the  camera to the server. angle moves the
                      camera outside the map at a certain angle, looking towards its center. x, y
                      and  z  are  used  to set the camera's location, theta defines the camera's
                      horizontal angle, phi defines its vertical angle and zoom sets the camera's
                      zoom level. All angles are defined in degrees.

       /savemsgs [-s] [-t]
                      Save  all  messages  to a file in your config directory. If -s is provided,
                      coloring data are stripped.  If -t is provided, timestamps are added to the
                      messages.

       /saveworld [-g] [-m] [-o] filename
                      Save  the  current world to filename. Specify -g to prevent the creation of
                      groups, -m to save some primitives as meshes and -o to create  a  WaveFront
                      OBJ file instead of a BZW one.

       /silence playerName
                      Do not display any message coming from player with playerName name

       /unsilence playerName
                      Reshow messages coming from player with playerName name

FILES

       ~/.bzf/<version>/config.cfg
                      Stores options between game sessions.

SEE ALSO

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