Provided by: crossfire-client_1.71.0-1.1_amd64 bug


       crossfire-client-gtk2 - second generation GTK client for Crossfire servers.


       crossfire-client-gtk2   [-cache|-nocache]   [-darkness|-nodarkness]   [-display   display]
       [-download-all-faces] [-echo|-noecho] [-faceset name] [-fasttcpsend|-nofasttcpsend] [-fog]
       [-help]  [-iconscale  percentage]  [-loglevel level] [-mapscale percentage] [-mapsize xXy]
       [-opengl|-pixmap|-sdl]  [-port  number]  [-server  name]  [-showicon]  [-smooth|-nosmooth]
       [-sound|-nosound] [-sound_server executable] [-splash|-nosplash] [-resists value] [-split]
       [-splitinfo]   [-timemapredraw]   [-triminfowindow|-notriminfowindow]    [-updatekeycodes]
       [-window_xml path] [-dialog_xml path]


       crossfire-client-gtk2  is a GTK program for connecting to Crossfire servers.  Crossfire is
       a multiplayer graphical adventure game that  mixes  aspects  of  Gauntlet  (TM),  Nethack,
       Moria, and Ultima (TM).

       This  man  page  describes options for the second generation gtk client (crossfire-client-
       gtk2) for the Crossfire game server.  There are many other clients, and  each  is  unique.
       This documentation is not intended to cover them.


              Determines  if  the  client will cache images for future runs.  With -nocache, when
              the server is about to reference an image that the client has yet  to  receive,  it
              sends  that  image along to the client.  These downloaded images are discarded once
              the client exists.  With -cache, the server sends information about the image it is
              about  to  reference.   The  client  can  then  check  its  local  cache (stored in
              ~/.crossfire/image-cache) - if it has the image, it creates it off the disk.  If it
              does  not  have it, it requests it from the server and then stores it in its cache.
              In the brief time between the request of the image and  it  actually  receives  it,
              that image will be represented by a ? in the map.

              -cache  option  is  strongly  recommended  anytime  when your link to the server is
              slower than home directory access - this is likely to be the case except in case of
              NFS mounted home directories on the server on the local LAN.

              Controls  whether  the  server  sends  darkness  information  to the client or not.
              Turning off darkness results in a savings off bandwidth for maps that use  darkness
              code  (currently,  very few maps use darkness code).  Turning off darkness may also
              be desirable as in some graphics mode the quality of darkness may not add  much  to
              the map.

       -display <display>
              The  display  to open the windows on.  If this option is not given, it will use the
              DISPLAY environmental variable to determine the display.

              The client will get all the checksums from the  server,  and  download  any  images
              necessary  before  starting play.  This saves a small amount of bandwidth, but more
              importantly reduces possible latency during important  play  when  it  may  not  be

              Echo  commands as they are entered.  Normally, commands bound to keys are just sent
              to the server without any echoing on the client of what that command actually  was.
              This  option  causes  the  commands to also be printed in the information window as
              they are sent to the server.

       -faceset <name>
              Uses faceset <name> if available on the server.  What  facesets  are  available  on
              each  server  may  differ.   The  client  will  request  the  information about the
              different facesets available on the server, and try to find the  one  that  matches
              best.  The default is the standard set.  At current time (March 2002), the only one
              typically available is the classic set.

              Send or do not send data immediately to the  server.   This  setting  may  decrease
              latency if set at the expense of greater outgoing bandwidth use.

       -fog   Enables  fog of war code.  In this mode, spaces which have been seen before but are
              no longer visible will still be shown on the game window half darkened.   The  data
              in  these  spaces is not up to date since it is currently out of site.  This has no
              effect on bandwidth, but may consume more CPU time.

       -help  Prints out a brief description of the options to standard output.

       -iconscale percentage
              Causes the images for the inventory icons  to  be  scaled  some  percentage  value.
              Minimum  value is 25%.  Setting this to 50% is very useful - doubles amount of data
              visible in the inventory window.

       -loglevel level
              Set default logging level with 0 being most verbose.

       -mapscale percentage
              Causes the images for the map surface (-mapscale)  to  be  scaled  some  percentage
              value.   Minimum  value  is  25%.   This  value does not need to be the same as the
              iconscale value.  Scaling down the size of  the  map  images  can  be  useful  when
              playing  on  low  resolution screens.  Smaller images will also consume less CPU as
              there will be less information to draw.

       -mapsize XxY
              Sets the desired viewable map window.  X and Y are  number  of  tiles.   Note  that
              larger  map  sizes  are likely to consume more bandwidth, CPU time, as well as just
              screen real estate.

              The maximum map size may vary server to server.  The client will try  to  negotiate
              the largest viewable map in each dimension.  Note that there is no requirement that
              the viewable map be square.

              Due to performance issues, it is strongly suggested that  experimentation  is  done
              with  this value to find a size that gets acceptable performance n(simple test - go
              to the start town, run in some direction, stop running and see how  long  it  takes
              before the client stops moving you).

       -opengl | -pixmap | -sdl
              The graphics drawing mode to use.  The -opengl and -sdl options may only be used of
              the client was compiled with support for those mode.  Generally,  -opengl  provides
              the best quality, followed by -sdl, and then -pixmap.

              -sdl  Using  this  option  allows  for  more complex graphics - true alpha channel,
              improved darkness handling.  Performance may be worse when using this option - this
              depends  on  many  factors.   Like  the  mapsize  option above, it is suggested the
              experimentation is done to make performance is still acceptable.  This option  does
              not affect bandwidth - it only affects CPU performance.

       -port number
              The  port  number  of the server to connect to.  By default, it will use port 13327
              (standard port).  However, certain servers may use other ports.

       -resists value
              Control look of resistances.

       -server name
              Sets the server to play on.  If no option is given, it will default to localhost.

              This shows a little icon next to items in your  inventory  that  contains  a  brief
              description  of  some  of the item properties (magic, cursed, equipped, etc.)  This
              can make spotting some items easier, but some players may not like the extra  space
              these icons take up or the

       -smooth | -nosmooth
              This option causes map tile edges to be blended together so that the map has a less
              artificially tiled appearance.  Use of this option incurs greater CPU and bandwidth

              Enable/Disables  sound  effects.  Disabling sound has a minor savings on bandwidth.
              It is most useful if you do not want sound, due to lack  of  hardware  or  lack  of
              desire for sound.  Default is sound enabled.

       -sound_server <executable>
              This is the name of the sound server process to execute.  If the path starts with a
              slash, this is the absolute path to the executable.  Otherwise, the value of BINDIR
              (install  location  of  client  executable)  will  be  prepended.  This defaults to
              cfsndserv.  Changing this value may be necessary if the default sound  daemon  does
              not work as expected.

              Note  that  the input that the executable takes is special, requiring an executable
              especially designed for crossfire to work. You can not point generic sound  playing
              programs and expect it to work.

              Enable/Disables  splash  screen.   When  enabled, a window with a Crossfire logo is
              displayed while the client is  starting  up.   Default  is  the  splash  screen  is

              -split  starts  the  windows  up  in  split windows mode.  In split windows mode, 6
              separate windows are created - these individual windows can then  be  moved  around
              and resized as desired.  -nosplit starts the game up with a single window - this is
              the default.  The option is useful if your saved defaults are set for  -split  (see
              Saved Defaults further down).

              This splits the information pane window into two sub windows.  One contains all the
              attack messages and otherwise fairly mundane information, and  the  other  contains
              important messages, like changes in protection values, levels, etc.

              Prints  out  debugging  time information to stderr.  This timing information can be
              useful when trying to find performance  problems,  or  just  how  different  client
              options change the time it takes for the map to get drawn, which is the biggest CPU
              consumer in the client.

       -triminfowindow | -notriminfowindw
              Causes the information window to get 'trimmed', eg, remove text so that  the  total
              contents  of  the information window remains roughly the same size (20,000 bytes or
              so).  As of 2001-11-03, using this option resulted in client periodically crashing.
              The  problem  appears  to be within gtk, so using this is not encouraged.  However,
              the problems in gtk may get fixed, or this may be more reliable on other  platforms
              so is included.

              The  standard  behaviour when a player uses the bind command to bind new actions is
              that they keycode is saved with that binding.  Keycodes are specific to keyboards -
              a  sun  keyboard will generate a different keycode compared to a PC style keyboard.
              In most cases, it is not always desirable to have the keycodes get updated, as this
              may   make  some  bindings  unavailable.   Using  this  option  will  force  custom
              keybindings to get updated for the current keyboard when the client is run.

       -window_xml window_layout
              This client is uses libglade to allow the main  client  window  to  be  customized.
              This  option  is  used  to  specify how the main game window looks.  Various layout
              options are usually supplied with the client.  The default window  layout  is  gtk-

       -dialog_xml window_layout
              This  client is uses libglade to allow the various client dialogs to be customized.
              This option is used to specify the appearance of the various  dialog  used  by  the
              client.   Presently there are no alternate dialog layouts supplied with the client.
              The default dialog layout setting is


       Once you have logged  onto  a  server,  you  may  enter  extended  commands  by  typing  '
       (apostrophe)  followed  by  the  extended  commands.   One  of  these extended commands is
       savedefaults.  This command saves many of the options listed above.  Note that  the  saved
       defaults  are  read  first,  so  using  the  command line switches can be used to override
       settings in the gdefaults2 file.

       The settings are saved into ~/.crossfire/gdefaults2.

       You can enter savewinpos as an extended command.   By  default,  this  saves  the  current
       window  positions  and sizes to the file ~/.crossfire/gtk-v2.pos.  The actual file name is
       based on the name of the window  layout  file  (see  the  -window_xml  option).   So,  for
       example,  if  -window_xml is used, window positions are actually saved to
       ~/.crossfire/caelestis.pos.  Next time  you  run  the  client,  with  this  window  layout
       selected, it will restore the window layout as specified.


       This  is  by  far  a  complete  tutorial  of gameplay.  This section is to provide a basic
       introduction to logging in and doing a few very basic actions.

       The first thing to do after the client successfully connects to a server  is  to  enter  a
       character  name.  There are some restrictions to the name you can choose, but alphanumeric
       characters are all safe.

       After entering the name, you will then be prompted for a  password.   If  creating  a  new
       character,  enter  whatever  you want your password to be.  If you get a 'login incorrect'
       someone else already has that character name with a different password - try another name.
       If no one has used that name, you will be prompted for the password again to confirm it.

       You  now  start the character creation process.  It is beyond the scope of the document to
       fully describe the pros and cons of different stats and classes.  The creation process has
       different options for swapping stats and choosing a class.

       Once  you  have  chosen  your  class, you will find yourself in a nexus that allows you to
       select a map on which to start playing.  The best place to start is directly above you  as
       it  contains  a  miniature  map that is designed to be a tutorial on the basics of playing
       Crossfire.  More experienced players may elect to skip this training  map  and  may  start
       playing in either Scorn or Navar.  Navar is only recommended for experienced players.

       The arrow keys will move you in the various directions.

       If starting in Scorn, there will be a red building almost directly above you - this is the
       inn where you save your character.  There are some signs to your  right.   To  read  them,
       move  on  top  of  them and press the 'a' key.  This applies the object below you - in the
       case of signs, it reads it.  In the case of buildings, it will  cause  you  to  enter  the

       To  the  left  of  the  signs  are two small buildings - these are more beginner dungeons.
       Enter them, and follow the directions on the signs.   They  provide  another  pretty  good
       tutorial on some of the basic actions and features of the game.

       To  enter  extended commands, type the ' (apostrophe) followed by the command.  An example
       would be 'help (apostrophe followed by the help command).  Enter command  to  execute  the


       savewinpos savedefaults
              These commands were described in the SAVED DEFAULTS options above.

       scroll This  toggles whether or the information windows scrolls when it gets to the bottom
              of the window or wraps to the top.  Wrapping is slightly less CPU intensive, but is
              generally harder to read.

       bind unbind
              bind  is  used  to add new keybindings.  Do you want to be able to press one key to
              cast a fireball?  This is what the bind command does.  ┬┤help bind gives  much  more
              detailed  information.   Once a command is bound, it is stored in ~/.crossfire/keys
              and will be used in future plays.

       scroll crossfire-client-x11 only. Toggles between scroll and wrap  mode.   In  wrap  mode,
              when  text  gets to the bottom of the message window, it starts new messages at the
              top.  Scroll is only really useful on very slow systems where the  performance  hit
              of scrolling the window is too costly.

              Displays  the  data  from  the  last  time  the magic mapping spell was cast.  This
              information can be completely useless if you are now on another map.

       cwindow <number>
              Specifies the number of unprocessed commands to the server.  The  server  processes
              player  commands  as the character has actions to perform them - having this number
              too high can result in extended lengths  of  time  that  after  you  stop  entering
              commands  the  character is still performing actions.  Having this value too low on
              slow links can result in the character sitting idle even though they have an action
              coming to them.


              This is a directory that is created that is used to store various files.

              This  contains  default settings.  This file can in theory be edited by hand - just
              be careful to keep the same case and whitespace.

              This directory is used for the image cache if -cache is being used.

              This contains keybindings you have edited.  This file  can  also  be  theoretically
              edited  -  changing  existing  entries  is much safer than trying to figure out the
              syntax for new entries.

              Window layout positions and sizes to use.  The actual file name is based  upon  the
              name  of  the  window  layout file in use (-window_xml).  The file may be edited by

       Please let the maintainers know about any bugs found in the client.


       Copyright (C) 2008 Mark Wedel & Crossfire Development Team GTK  port  by  David  Sundqvist
       (  SDL  support  added  by  Scott  MacFiggen (smurf@CSUA.Berkeley.EDU)
       LibGlade port by Kevin Bulgrien (

       There are a great many other contributors to both the  client  and  server  that  are  not
       mentioned here.