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<META NAME="Created" CONTENT="Sat Jan 10 20:39:20 1998">
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<META NAME="Source" CONTENT="cow.txt">
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<META NAME="Author" CONTENT="Kurt Siegl">
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<TITLE>COW Reference Manual</TITLE>
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<h1>COW Reference Manual</h1>
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/ ____\ / ___ \ || || ||
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| |___ | |_| | \\//\\//
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\_____/ o \_____/ o \/ \/ o
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R E F E R E N C E M A N U A L
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COW Written by: Chris Guthrie, Ed James, Scott Silvey, and Kevin Smith,
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Tedd Hadley, Andy McFadden, Eric Mehlhaff, J. Mark Noworolski,
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Nick Trown, Lars Bernhardsson, Sam Shen, Rick Weinstein,
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Jeff Nelson, Jeff Waller, Robert Kenney, Steve Sheldon,
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Jonathan Shekter, Dave Gosselin, Heiko Wengler, Neil Cook, Kurt Siegl
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<dt>Manual compiled by:
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<dd>Jonathan Shekter (jshekter@interlog.com)
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<dt>With Material From:
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<dd>Jeff Nelson, Dave Gosselin, Kevin Powell,
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<dd>and the Anonymous but Fabulous COW Documentation Team
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<dt>BETA revision, September 1995
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<li> <a href="#intro">Introduction</a>
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<ol><li> <a href="#ack">Acknowlegments</a> </ol>
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<li> <a href="#CommandLine">Command Line Options</a>
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<li> <a href="#CommandRef">Complete Command Reference</a>
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<li> <a href="#Features">Features</a>
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<li> <a href="#ConFeature">Connection and Utility Features</a>
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<li> <a href="#DisplayFeature">Display Features</a>
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<li> <a href="#InterestFeature">Interesting Features</a>
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<li> <a href="#XtrekrcOpt">Xtrekrc Options</a>
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<li> <a href="#Keymaps">Keymaps</a>
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<li> <a href="#CKeymaps">CKeymaps</a>
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<li> <a href="#Colors">Colors</a>
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<li> <a href="#Messages">Messages And Macros</a>
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<li> <a href="#BasicMacro">Your Basic Macro</a>
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<li> <a href="#Newmacro">Newmacro</a>
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<li> <a href="#RCD">RCD</a>
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<li> <a href="#RCM">RCM</a>
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<li> <a href="#Distress">Default Macros And Distresses</a>
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<li> <a href="#XtrekrcRef">Xtrekrc Reference</a>
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<li> <a href="#XtrekrcEx"> Example .xtrekrc</a>
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<a name="intro"><h2>1. Introduction</h2>
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Welcome to COW, the Client Of Win, the best Netrek client you ever had.
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This document is the COW reference manual. It does NOT teach one how to play
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Netrek; for that, please see the Netrek Newbie Guide.
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COW is a rather feature-laden (some would say "bloated") client. There
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are also a lot of things that can be configured. This manual includes a complete
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xtrekrc reference and a list of every keyboard command. If you want to
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know something about COW in particular, you'll find it here. (Incidentally,
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more than 90% of the information here is also applicable to other clients,
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so this file makes a good general-purpose client manual.)
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Sit back, take your socks off, and enjoy!
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<a name="ack"><h3>1.1 Acknowledgements</h3>
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Many people have contributed to COW and many many others contributed
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to its ancestor clients. Here is an undoubtedly incomplete list of credits
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presented in no particular order. Where possible their typical netrek name is
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provided in the hope that you will ogg them:
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J. Mark Noworolski Passing Wind
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Tedd Hadley pteroducktyl
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Heiko Wengler Musashi
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Andy McFadden ShadowSpawn
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Nick Trown Netherworld
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Lars Bernhardsson lab
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Jeff Nelson Miles Teg
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Robert Kenney Zhi'Gau
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Dave Gosselin Tom Servo
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Jonathan Shekter KillThemAll!
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<a name="CommandLine"><h2>2. Command Line Options</h3>
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Summary of command line options available for COW:
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u (existance) prints usage information for the client
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C (string of chars) name to auto-login with
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A (string of chars) password to auto-login with
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c (existance) checking - this will check server_port-1 and spew out
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a list of all players currently playing on that server - not all
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servers are intelligent enough to do this
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s (integer) passive port to use, useful to attempt a manual reconnect
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after a ghostbust. Used in conjuction with -G, see section 4.5
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G (integer) passive player slot to use, useful to attempt a manual reconnect
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after a ghostbust. Used in conjuction with -s, see section 4.5
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f (filename) file to record packets in
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l (filename) file to log messages
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p (integer) port to connect to server
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d (string of chars) display name
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m (existance) use meta window instead of selecting a server with
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command line options - See section 4
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k (existance) use known server window instead of selecting a server
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with command line options.
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o (existance) use reserved.c blessing for client authentification
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R (existance) use RSA blessing for client authentification (default)
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h (string of chars) server name
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H (string of chars) Gateway name
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P (existance) log packets, generally don't want to use this
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t (string of chars) title- the name of the window the client makes
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r (filename) netrek default file, instead of .xtrekrc
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D (existance) debug mode
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v (existance) display version/expiration info then exit
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<a name="CommandRef"><h2>3. Complete Command Reference</h2>
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The following is the complete list of commands you can use while in
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play. Note that all commands are case sensitive, and a ^ denotes a control
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key, e.g. ^a means control+a, which is different from ^A, which is
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control+A (control+shift+a, in other words.)
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<h3>Combat Functions:</h3>
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c Toggle cloak. <BR>
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{ Turn cloak on. <BR>
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} Turn cloak off.
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d Detonate enemy torps. All enemy torps within a certain range will
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explode. They do as little as a quarter of their normal damage at maximum
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det range. Detting is useful for protecting another ship, causing damage to
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other ships (if you can manage to det enemy torpedos fired by one enemy
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over another) or preventing torps from hitting you. Use it carefully,
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though: if there are many torps nearby and only one or two will actually
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hit you, it is better to let them hit than det, as one direct hit will do
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less damge than say, 5 detted torps, each at minimally 1/4 normal damage,
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D Detonate your torps. It does not do damage to anyone.
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But it will enable you to fire again if you have 8 torps active
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(the maximum.) This is not a very good idea however as you will be wastring
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gobs of fuel firing and then detting useless torps.
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f Fire plasma torpedo. You need at least 2 kills, and must be flying a
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BB/DD/CA to do this. Plasma torpedos are tracking, but they can be shot
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down fairly easily by phaser. They do a lot of damage but use a lot of
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fuel. Note also that when they are shot down they explode and ships that
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are too close can take damage.
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p Fire phaser. The mouse cursor specifies direction.
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s Toggle shields <BR>
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[ Shields down <BR>
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] Shields up
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t Fire photon torpedo. The mouse cursor specifies direction.
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u Toggle shields
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T Toggle tractor beam. The mouse indicates the target. This pulls the
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target towards you but uses a lot of fuel and raises your engine temp.
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Since tractors are very useful and hitting shift-T is inconvenient, many
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players map lowercase t to this function (see the section on keymaps.)
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y Toggle pressor beam. Same as tractor (see 'T') but pushes.
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_ (underscore) Turn tractor beam on. Mouse indicates target.
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^ Turn pressor beam on. Mouse indicates target.
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$ Turn tractor or pressor beam off.
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<h3> Movement And Navigation Functions:</h3>
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0-9 Set speed to 0..9 <br>
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( or ) Set speed to 10 <br>
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! Set speed to 11 <br>
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@ Set speed to 12 <br>
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# Set speed to half of your maxwarp <br>
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% Set speed to max <br>
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> Increase speed by one <br>
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< Decrease speed by one
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k Set course. The mouse cursor specifies direction.
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l Lock onto object. The mouse cursor specifies what; it can be either a
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ship or a planet. A small triangle indicates the lock, and you will fly
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towards that object. If it is a planet or SB you will orbit / dock when you
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; Like l but only locks onto planets and starbases (things you can orbit
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* Send in practice robot, if there's no one else playing. On many
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servers, this is also the key for starbase transwarp. This is Really Cool.
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Lock onto your SB, go no faster than warp 2, hit transwarp, and you will go
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warp 99 until you reach the SB (at which point you will dock), run out of
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fuel, or die. This is handy for reaching the front lines fast. Not all servers
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<h3> Planet Functions:</h3>
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b Bomb planet. You must be orbiting an enemy planet and in T-mode to do
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this. You only need to press it once and you will continue bombing untill
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the planet reaches 4 or less armies.
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C Try to coup your home planet. This is a way to get back your home planet
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if you have no other planets. Only possible after a genocide without a server
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reset, then everyone leaves, losing T, and people join the team that lost
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again. You must have kills and be orbiting it.
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o Enter orbit or dock. You must be going no faster than warp 2 and be on
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top of a planet or starbase.
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x Beam armies down to planet (yours or enemy) or a starbase. You must be
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orbiting or docked to the planet or stabase in question.
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z Beam armies up from friendly planet or starbase. Again, you must orbit
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<h3> Message Functions</h3>
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E Send generic distress call.
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F Send armies carried report
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m Start sending message. After hitting this key type the destination
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(0..9 and a..j = specific player, F/R/K/O = specific team, T = your team,
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A = all) and then the body of the message. Hit enter to send or escape to
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X Enter macro mode. After pressing the macro key, you can send the
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macros you have assigned to those keys. See the section on macros. You also
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have available all the standard distress calls. Both the distress format
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and key can be changed (see: RCD). See the sections on Macros and RCD for
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specifics, including what the default macros are.
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The distress calls are all mapped to similar control keys. For
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example, instead of pressing <macro>0 to send an armies carried report, you
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can use ^0. See the section on RCDs for available distress calls / reports.
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<h3> Misc. Functions </h3>
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e Toggle docking permission (when playing a starbase). This allows or
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disallows other players to dock on you and repair, refuel, beam up/down
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armies, etc. If you turn off docking while players are docked, they will be
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ejected, hence the assigned key.
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i or I Get information on object near mouse. Uppercase shows different
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info than lowercase. You can use this to, for example, find out how many
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armies are on a planet, where a player is logged in from, how many kills
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they have, or whether a planet is agricultural.
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K Show Kathy Ireland
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N Toggle short/long planet Names display on tactical window.
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r Refit. Use this to change your ship type. You must be orbiting your
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home planet (Earth for Fed, Romulus for Rom, Klingus for Kli, Orion for
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Ori) or your team's SB. After pressing r, press the key corresponding to
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the ship type you want (s=scout, d=destroyer, c=cruiser, b=battleship,
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a=assault, o=starbase/outpost)
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R Enter repair mode. This sets you at warp 0, and turns off shields and
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cloaking. Damage is repaired faster than normal in this state, but you
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cannot fire. To exit repair mode, raise shields or start moving. The
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fastest way to repair yourself is to do this while orbiting a repair
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planet or docked on an SB. When you are in repair mode a little R will
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appear in your flags and you will not be able to fire or cloak.
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w Change war declarations. This is important. Your weapons will not lock
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or explode on ships belonging to races which you are not at war with, and
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you will take damage if you orbit planets of hostile races. So, declare war
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with your enemy and peace with everyone else (so you can use their fuel and
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repair planets.) Note that if you change your war settings while an enemy
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is on the screen you will be unable to do anything for about ten seconds
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while "the computers get reprogrammed." The moral of this is: declare war
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before you go into battle. Note that you start out hostile to everyone, so
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if you forget before your first engagement it's not too critical.
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q Quit, don't re-read MOTD ("fastquit").<br>
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Q Quit, exiting to MOTD screen. If you hit either of these in red alert,
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a self destruct timer will start. This is so you can blow up over your
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enemy. While the countdown is in progress, any input cancels it.
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: Toggle message logging. Saves all messages to a file so you can laugh
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- Request partial update (see the section on UDP and Short Packets)
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= or | Request full update (see the section on UDP and Short Packets)
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& Re-read xtrekrc file
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<h3> Window And Display Functions:</h3>
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B Cycle through galactic map planet display options. Possible options
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are show nothing, show owner, or show resources (the most useful, as on a
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color display you can tell owner by color.)
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h Toggle help window. Display a brief summary of these commands, as well
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as what key each command is currenly assigned to.
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L Toggle player window. This lets you see the names of the players,
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their stats, and, most importantly for defending planets, their kills.
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/ Toggle between new and old playerlist format
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M Toggle tools window
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O Toggle options window. There are many neat things here, most of which
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are configurable via the xtrekrc file. Experiment! This is a really useful
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P Bring up the Planet window. Lists all planets, owner, who has info on
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them, number of armies, and facilities at each.
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S Toggle stats window. This is a larger version of your dashboard, sort
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of. Kind of big and annoying and I don't like it but you might.
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U Toggle rank window. Shows you what ratings you need for promotion.
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V Cycle through tactical planet display options. Possible options are
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show nothing, show owner, or show resources (the most useful, as on a color
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display you can tell owner by color.)
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~ Toggle sound control window
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. Toggle network stats window
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\ Toggle lagmeter
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, Toggle ping stats window
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` Toggle short packets control window
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+ Toggle UDP control window.
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? Cycle through show nothing / show one big message window / show three
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<space> Turn off all special windows (planet, rank, help, udp, etc.)
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<a name="Features"><h2>4. Features</h2>
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This section describes in detail some of the newer, more interesting
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features of COW. There are many! Here is a mini index of this section:
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4.1. Connection and Utility Features
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4.1.1. The Metaserver
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4.1.2. GhostBusts and Restarts
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4.2. Display Features
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4.2.1. PlayerList Configuration
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4.2.3. Warning Shields
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4.3. Interesting Features
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4.3.2. Customizable Cursors
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<a name="ConFeature"><h3>4.1 Connection and Utility Features</h3>
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In this section we have:
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Ghostbusts and Restarts
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<h4>4.1.1. The Metaserver</h4>
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The MetaServer and the MetaServerCache are provided to help
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you find a netrek game to join. Both services provide a list of the
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popular netrek servers. The MetaServer is neat because provides information
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on the number of players at each site. The MetaServerCache is neat
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because it is much faster if you can guess where a game will be.
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To access the MetaServer, use the command line switch "-m". For
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example "cow -m". To access the MetaServerCache, use the "-k" switch
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1) Where to find the MetaServer:
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You can use the options "metaport" and "metaserver" to point COW
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to a new MetaServer. The defaults for these options are:
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metaserver: metaserver.ecst.csuchico.edu
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2) How to create a list of known servers for the MetaServerCache:
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Before you can use the MetaServerCache, you must give COW a file in
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which to cache the information from the MetaServer. Use the .xtrekrc
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option "metaCache" to specify this file. The files path will be
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relative to your home directory unless you start the file name with a
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For example, to set the cache file to "~/.metaCache" use:
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metaCache: .metaCache
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Unlike the MetaServer, the MetaServerCache will not show the number of
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people playing at a server. If a server is contactable, it will be
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shown as "Active".
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Warning: If "metaCache" is set, COW will also use a second, temporary
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file. This file with have the name of the metaCache file with the
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last character changed to either a 'T' or an 'R'. Eg, ".metaCache"
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becomes ".metaCachT" and "BEAST" becomes "BEASR". Ensure that this
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temporary file does not overwrite something important.
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3) How much information will be shown:
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You can now control the amount of information that the MetaServer
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displays for you by setting the "metaStatusLevel" flag. The default
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The status levels are coded as follows:
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0 Servers which have players but not a wait queue.
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1 + Servers with a wait queue.
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2 + Servers with nobody playing. (see NOTE1).
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3 + Servers which have Timed Out for the MetaServer (see NOTE2).
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4 + Servers which the MetaServer has not been able to connect to.
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NOTE1: When using the MetaServerCache, "metaStatusLevel" values of
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less than 3 are treated as the value 3. This minimum is enforced
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because the cache does not attempt to show the number of people
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NOTE2: If you are a long way from the MetaServer, you are advised to
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ignore TimeOut errors. For example, the MetaServer in America may
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have difficulty contacting to a server in Holland while the link from
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England to Holland is very good.
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If you attempt to contact the MetaServer, and the connection times
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out, COW will try to show the MetaServerCache instead.
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Similarly, if you attempt to use the MetaServerCache, and your
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"metaCache" file does not exist, COW will attempt to call
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<h4>4.1.2. GhostBusts and Restarts </h4>
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After a client dies, or even if you kill the client on purpose,
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you can recover the game and continue playing. In fact the
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server won't have any idea that anything but bad lag (called
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a ghostbust) has occurred.
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The benefits of this feature include the ability to change
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displays, recompile code (if you happen to be a code hack),
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or simply recover from a core dump.
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In order to use it, you have to pay attention to two numbers
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which are displayed when you connect to the server. A line
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like this appears:<br>
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*** socket 11323, player 0 ***
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This indicates which player slot you have been assigned, and
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which socket number has been chosen as your ghostbust socket.
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Now in order to restart, just do:<br>
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The important options are -G followed by the player slot you
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occupy, and -s followed by the ghostbust socket. Notice that
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you don't even specify a server!
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This feature may NOT work on all servers. Many server gods use
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server code which is too old to support this feature. Also,
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keep an eye out for small details that are off. It is NOT
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logically possible to account for everything with this feature.
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Such things as the motd are not resent by the server when you
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connect, so you won't have that around anymore. Further, the
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client won't know who it is even connected to (see above), thus
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don't be shocked if the client claims you are connected to a
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WARNING: Some servers have *very* short ghostbust timeout
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periods. You must reconnect before this timeout expires or
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your slot will be given to someone else, you won't be able
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to reconnect. On most servers it is around 6 minutes long.
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Note to experts: The server will reverify clients using whatever
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available means it has, including RSA or reserved.c when a ghostbust
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occurs and therefore whenever this feature is used.
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<a name="DisplayFeature"><h3>4.2. Display-ish Features</h3>
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In this section we have features which all control some visual aspect,
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i.e. something you see or the way information is presented.
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<h4>4.2.1. Playerlist Configuration</h4>
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[ Originally by: dave, gosselin@ll.mit.edu ]
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There is an .xtrekrc option called "playerlist". What it allows
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you to do is specify which columns of the player list you want to show
581
and in what order. The following is a table of the available columns.
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--- --- -------------------- -------------------
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3 'n' Ship Number " No"
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3 'T' Ship Type " Ty"
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11 'R' Rank " Rank "
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17 'N' Name " Name "
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6 'K' Kills " Kills"
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17 'l' Login Name " Login "
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6 'O' Offense " Offse"
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6 'W' Wins " Wins"
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6 'D' Defense " Defse"
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6 'L' Losses " Loss"
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6 'S' Total Rating (stats) " Stats"
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6 'r' Ratio " Ratio"
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8 'd' Damage Inflicted(DI) " DI"
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1 ' ' White Space " "
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6 'B' Bombing " Bmbng"
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6 'b' Armies Bombed " Bmbed"
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6 'P' Planets " Plnts"
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6 'p' Planets Taken " Plnts"
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17 'M' Display/Host Machine " Host Machine "
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7 'H' Hours Played " Hours "
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6 'k' Max Kills " Max K"
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6 'V' Kills per Hour " KPH"
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6 'v' Deaths per Hour " DPH"
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So for example if you just wanted to see names and rank you'd add this
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line to your .xtrekrc:
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NOTE ON SB STATS :<br>
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On servers which support the SBHOURS .feature, you will see slightly
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different things when you info a SB, or show the SB player on the
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playerlist. The usual offense and defense lines are replaced with SB
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kills/hour and deaths/hour. The kills, deaths, hours and ratio entries
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are all the player's SB stats as long as he is in the SB, and his normal
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1) Predefined "playerlist" styles:
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For your viewing pleasure we have predefined some playerlist layouts
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that you might like to try. These predefined styles can be selected
628
using the "playerListStyle" option in your .xtrekrc or by using the
629
options menu (shift-O).
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The "playerListStyle" options are:
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0: Custom style = playerlist
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1: Old style = "nTRNKWLr O D d "
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2: COW style = "nTR N K lrSd"
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3: Kill watch style = "nTK RNlr Sd"
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4):BRMH style = "nTR N K l M"
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For backward compatability, the option "newPlist" will still select
641
between the old style playerlist (off) and the COW style playerlist
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(on) if the "playerListStyle" option does not appear in your .xtrekrc.
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2) The "partitionPlist" option:
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Lets face it, the main role of the player list is so that you can keep
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track of who has kills.
650
To make life easier, the player list is sorted so that enemy and
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friendly teams are always in the same place in the list. However, in
652
mono it is not immediatly obvious where one team starts and another
653
team ends. If the "partitionPlist" option is "on", white space will
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be added to the player list to separate your teams from the other
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teams and the players entering the game. In color, this option is not
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usually required because the teams are distinct anyway.
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<h4>4.2.2. BeepLite</h4>
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Local weenies cheat. They talk to each other. Those of us who have
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never met another netrek player are forced to rely heavily on the
665
In order to even the playing field, the current feature was proposed.
666
This feature causes certain types of RCD messages to beep or even
667
highlite specific objects on the screen. This is done via a
668
macro-like interface which is highly configurable. Further, bitmaps
669
used to highlite can be substituted with your preferences.
671
1) Turning Beeping and Highliting on
673
In order to turn message beeping and highliting on, you must include
674
the following in your .xtrekrc.
678
The above leaves you with the feature on, but nothing is automatically
679
setup. If you want to configure it yourself, go to the "CONFIGURING
680
VIA XTREKRC" section. You can include a set of reasonable defaults,
681
instead of bothering to learn to configure it yourself by including
686
At any time, you can extend these simply by including some of the
687
configuration syntax in your .xtrekrc as described in the "CONFIGURING VIA
688
XTREKRC" section.
690
WARNING: Use beep _sparingly_, people (including you) will get sick
691
very quickly of hearing your workstation beep every 5 seconds.
694
2) Configuring via xtrekrc
696
Message beeps are configured as on and off. They are turned on
697
if the proper line is in your .xtrekrc. Otherwise they are left off.
699
Message lites are configured in a way very similar to macros.
700
However, in addition to the original set of macro arguments, a new
701
class of arguments is introduced to handle the highliting.
703
To configure message highliting, include something like the line
704
below. Here "name of distress" is the RCD message type. "macro" is
705
the macro style syntax specifying what is to be highlited.
707
lite.[name of distress]: [macro]
710
Below are the configurations which are equivalent to the defaults
711
which are setup for you if using DefLite. These provide good
712
examples for how the system works.
717
lite.help: %?%S=SB%{/c%}
719
The above does the following:
721
"taking" message highlites the planet and taker
722
"base_ogg" message highlites the person to sync and your ship
723
(to REALLY get your attention)
724
"pickup" message highlites the enemy who picked up
725
"help" tests to see if the player sending the distress is a base, if so
728
You might like to change the last one to:
730
lite.help: %?%S=SB%{/c%}%?%a>0%{/c%}
732
This will highlite bases who distress AND carriers who distress.
734
Using TTS you may change the pickup macro to:
736
lite.pickup: /h/|%p++ @ %l|
738
This sends a big ++ message on the tactical map in addition to the light.
740
Note that all the MACRO parsing routines are run on these, and plain
741
text left over is ignored. Only the highlite argument matter.
743
The following are the arguments for highliting:
749
/g target friendly player
750
/h target enemy player
751
/P player nearest sender
752
/G friendly player nearest sender
753
/H enemy player nearest sender
754
/b planet nearest sender
757
The following are the arguments for sounds:
759
/0 Standard window beep (incoming message sound if sound is on)
760
/1 - /9 Play nt_message1 - nt_message9 sound.
762
Tactical Text Solution for the Tactical Tunnel Syndrome (TTS):
764
/| .. | displays Text in between via TTS.
768
planetCycleTime: highlighting time for planets
769
playerCycleTime: highlighting time for players
771
[ Note: while TTS works, thefollowing are Not Yet Implemented in WinCOW ]
772
tts_color: color of TTS message (should be dark)
773
tts_font: Font (large prefered)
774
tts_max_len: Max length of a message
775
tts_time: Time a TTS message is displayed
776
tts_pos: y location of the TTS message
779
<h4>4.2.3. WarnHull</h4>
781
The warnHull extension is a direct analogue of the varyShields extension
782
to the BRM client. Like varyShields, warnHull tries to keep the player
783
informed of the state of your hull by using a bitmap. The bitmap consists
784
of eight pixels arranged around your ship in a circle just outside you shields
785
(see diagrams below). When warnHull is on your ship looks like it has small
786
spikes sticking out of the shields.
788
The xtrekrc value warnHull enables this extension, the defaults value
791
Example xtrekrc value:
796
It works by using 8 pixels arrayed at the 4 cardinal point of the
797
compass and 4 more at equal intervals between them.
803
o o ; 100% -- neato diagram 1 :)
809
So as the hull is damaged, the pixels disappear for every 12% of
810
damage accumulated (clockwise from the top).
816
o ; <76% -- neato diagram 2 :)
824
<h4>4.2.4. Hockey Lines</h4>
826
Due to popular demand, hockey lines have been added. These
827
are used when playing Netrek Hockey. For those of you who want
828
to see a hockey rink on the tactical, just use the features menu
829
(shift-O) and toggle them on.
833
<li> Blue lines (blue)
834
<li> Center line (red)
835
<li> Side lines, i.e. the rink edges (grey)
836
<li> Goal lines (red)
837
<li> Goal boxes (the color of the team)
839
They are a little awkward at first, but once you get used to them,
840
you'll wonder how you lived without them.
842
Since this is a first pass, I'm looking for more input on what
843
would make them better. Here are some of my comments:
845
1) Lines are hard coded into the software. They should be
846
based upon planet location, so the hockey gods can move the
849
2) You either have them all or none. Perhaps the set of
850
desired lines should be configurable from the xtrekrc. Also,
851
you cannot change the colors.
853
3) Lines on the galactic would look pretty
855
If you have any comments, mail them to kantner@hot.caltech.edu
859
<a name="InterestFeature"><h3>4.3. Interesting Features</h3>
861
These are some of the more esoteric and questionable features.
862
Still, they're there!
865
<h4>4.3.1. ShellTools</h4>
867
[Note: This is not yet implemented in WinCOW ]
869
You may execute any Unix shell comand within the client. Read your mail
870
now within the client. To do so, just send a message to the destination
871
"!" and you get a shell prompt. Enter the comand and it's output will
872
be displayed in the tools window. Works also with macros to "!".
873
You may disable it in the .xtrekrc for security reasons with shellTools: off
874
CAUTION: The client will be blocked for the time the comand is executed.
875
Also some programs suspend the client if it is started in the background.
878
<h4>4.3.2. Personalized Cursors</h4>
880
[ Not implemented in WinCOW ]
882
The personalized cursor extensions allows the user to specify
883
their own cursors for the map, local, text, menus and info list windows.
885
This may now work on all machines. I know of at least one X terminal
886
which this doesn't work properly for. It works fine on my sun:)
888
For infoCursorDef, textCursorDef, arrowCursorDef an optional mask may
889
be specified. To specify a mask, first create your new cursor, say called
890
mycursor, then create the mask and call it mycursor.mask. They both need to
891
be on the same path. Cursor and mask *must* be the same size, if not the
892
cursor cannot be used (why anybody would want to do this makes no sense,
895
These are the xtrekrc values:
897
localCursorDef: /usr/me/.local.xbm
898
mapCursorDef: /usr/me/.map.xbm
899
infoCursorDef: /usr/me/.info.xbm-
900
textCursorDef: /usr/me/.text.xbm # the mask would be called /usr/me/.text.xbm.mask
901
arrowCursorDef: /usr/me/.arrow.xbm
905
<a name="XtrekrcOpt"><h2>5. Xtrekrc Options</h2>
907
<a name="Keymaps"><h3>5.1. Keymaps</h3>
909
The original key assignments were created more out of ease of
910
memorization than speed of access in combat. For example, enabling the
911
tractor beam is awkward, requiring the use of the shift key. Also, people
912
will always have their particular preferences. For this reason, almost all
913
netrek players use a keymap to change the key assignments. Its use it quite
914
simple. Simply add a line of the form "keymap:
915
<key><function><key><function><key><function>...." to your xtrekrc file.<p>
916
Each pair of characters assigns the key specified by <key> to perform the
917
function originally assigned to the key specified by <function>. For
918
example, to map toggle tractor (T) to 't', and set max warp (%) to 's', you
923
The space bar can be remapped, but it cannot be the first key to be
924
remapped in a sequence (obviously). It is often mapped to det:
928
<a name="CKeymaps"><h3>5.2. CKeymaps</h3>
930
Control keymaps (ckeymap) handles the remapping of keys in an
931
analoguous manner to the normal keymap (keymap). The control keymap
932
also allows the user to map both *upper* and *lower* case letters keys
933
when pressed with the control key. This means that ^u and ^U are
934
*different* keys when it come to mapping them.
936
Any combination of normal keys and control keys can be mapped to one
937
another. In other words, you can map from control key to control key,
938
control key to normal key, normal key to normal key, and normal key
941
New format for ckeymap is:<br>
942
c = any printable ascii character.<br>
943
^ = introduce control mapping (the key '^' not control + key.)
945
Each entry is a pair, like:
948
c^c # regular->control
949
^cc # control->regular
950
^c^c # control->control
953
ckeymap: ^a%r^b^m^ca%d5 tfDFf^^E
956
The '^' must be mapped with a double ^ ("^^") in either the bound or
957
binding key position.
960
If you experience difficulties (you shouldn't) you might wish to use a
961
normal keymap and a new ckeymap in combination. Both are read in, the
962
keymap first then the ckeymap. This means that if a key which is defined
963
in both the keymap and ckeymap, the ckeymap's definition will be the one
966
Analogously, control keys may be used for buttonmap, singleMacro and
967
all macro and RCD definitions.
970
<a name="Colors"><h3>5.3. Color</h3>
972
It is possible to set the color of various elements in COW. In
973
particular, any of the six standard colors, as well as the races, can
974
be remapped. The settable colors are:
976
#resource example value
977
#-------- --------------
978
color.white: seashell
981
color.green: chartreuse
982
color.yellow: #fff850
983
color.cyan: light blue
984
color.light grey: light grey
986
Colors can be specified as text strings, i.e. tan, chocolate, green,
987
MediumSpringGreen (all the standard X-windows colors, in other words) or as
988
the pound symbol '#' followed by six hexidecimal digits representing the red,
989
green, and blue components of the color.
991
[WinCOW only: color names should be specified without spaces]
993
Race Colors: For those of you who like different colors than the defaults
994
but are tired of going on "Purple Alert", it is possible to define race
995
colors separately from the alert colors:
997
#resource example value
998
#-------- --------------
999
color.Ind: light grey
1003
color.Ori: light steel blue
1005
If a race color is not set, it defaults to the usual. (ie, if you omit
1006
color.Ori above, the orions will be color.cyan, which defaults to cyan)
1010
<a name="Messages"><h2>6. Macros</h2>
1012
<a name="BasicMacro"><h3>6.1. Your Basic Macro</h3>
1014
Typing takes time. Time is critical in dogfighting or teamwork. Most
1015
of the messages sent in Netrek are standard warnings, distress calls,
1016
requests, notifications, etc. Also retyping that insulting message
1017
everytime you doosh someone is a drag. Hence, you can put macros in your
1018
xtrekrc, and allow a single keystroke to send a message. The format is:
1020
mac.<key>.<dest>: <text>
1022
<key> is the character you wish to assign to that macro, <dest> is a
1023
standard message destination (0-9a-j for player, F/R/K/O for teams, T for
1024
your team, A for all), and <text> is what you want to send. So, for
1025
example, if you put:
1027
mac.b.T: Bomb enemy core, please!
1029
in your xtrekrc file, you could then press X (or whatever key you
1030
assigned to macro mode with the macroKey option -- I like TAB) and then b,
1031
and the above message would be sent to your team.
1033
You can also send multiline macros, for example:
1035
mac.i.A: \\\\ You have just been DOOSHED!
1036
mac.i.A: (o o) Didn't that feel good?
1040
In this case the macro invoked by X,i will send the above to all.
1041
WARNING: multiline macros can be a waste of bandwidth and very annoying!
1042
Use them rarely, if at all. Some servers do not support them at all, e.g.
1043
you can send them but the server will not repeat it to the players.
1045
If there is some macro you want to activate without hitting the macro
1046
mode key first, you can add it to the singleMacro option. For example, to
1047
make the above two macros single key macros (which might be a bad idea as
1048
you would then have now way to use the info window normally activated by
1056
<a name="Newmacro"><h3>6.2. Newmacro</h3>
1058
(Documentation by Jeff Nelson 6/4/1993)
1060
Here is the idea: A player should be able to include in his/her macros
1061
whatever reasonable information is available. And configuring its display
1062
in whatever way is desired. In order to do this, the following syntax is
1063
used (while remaining completely compatible with old NBT macros).
1065
A key is assigned in the defaults file (ie .xtrekrc, etc) by a line
1068
mac.F.T Help! Carrying %a!!
1070
This defines a macro which will send a distress containing the number
1071
of armies a player is carrying to his team.
1073
Note, this is NOT printf syntax! Any attempt to use formatting will
1074
fail miserably. Maybe in the future someone will want to develop a means
1075
of formatting the variables used in macros, but the only means I can think
1076
of are both bulky and ugly.
1078
Here is another example:
1080
mac.f Help! Carrying %a!!
1082
Unlike the first, this macro will not send directly to the team,
1083
instead it requires that you give a third keystroke specifying the
1084
recipient. For example, it could be invoked by:
1086
XfT <- to your team
1087
Xf1 <- to player 1
1088
XfG <- if you are desperate, send to God
1089
XfA <- if you are stupid, send to ALL
1091
Old macros will still work in addition to these, thus be sure there
1092
are no conflicts. These generally cause suprising results. For example,
1093
if this is in your macro file:
1095
mac.E.T Help! I'm carrying!!
1096
macro.E.A You all suck!
1097
mac.E Help! I'm a twink!!
1098
mac.E.T Help! I'm carrying again!!
1099
macro.E.A You all suck even worse NOW!
1101
The suprising results would be that pressing XE would broadcast the
1102
first two messages, and then wait for the destination of the third. It
1103
would be impossible to ever use the last two. Unfortunately, multiline
1104
macros also do not work if they require a destination. There is no good
1105
reason for this, but since multiline macros annoy the hell out of me, I
1106
ain't fixing it. You can still do something like:
1114
This would properly broadcase 5 messages containing 1 character to
1115
all. If you tried to specify the destination for these by using "mac.D:",
1116
only 'D' would be sent.
1118
Also '?' can still not be used as a macro key. The following
1119
definitions will work in a macro (where 'target x' = whatever x the mouse
1120
cursor is closest to when the macro is sent):
1124
%a armies carried by sender
1125
%d sender damage percentage
1126
%s sender shield percentage
1127
%f sender fuel percentage
1128
%w sender wtemp percentage
1129
%e sender etemp percentage
1130
%t team id character of target planet
1131
%T team id character of sender team
1132
%c sender id character
1133
%n armies on target planet
1134
%E 1 if etemped, 0 if not
1135
%W 1 if wtemped, 0 if not
1136
%S sender two character ship type
1137
%p id character of target player
1138
%g id char of target friendly player
1139
%h id char of target enemy player
1140
%P id character of player nearest sender
1141
%G id char of friendly player nearest sender
1142
%H id char of enemy player nearest sender
1143
%l three character name of target planet
1144
%i sender full player name (16 character max)
1145
%u full name of target player (16 character max)
1146
%z 3 letter team id of target planet
1147
%b planet nearest sender
1148
%o three letter team name of sender
1149
%k number of kills sender has
1150
%K number of kills target player has
1151
%* if this is encountered, the macro IS NOT PRINTED
1152
%(SPACE) this is replaced by a space, mainly useful for starting a
1158
%L three character name of target planet
1159
%I sender full player name (16 character max)
1160
%U full name of target player (16 character max)
1161
%Z 3 letter team id of target planet
1162
%B sender nearest planet
1163
%O three letter team name of sender
1165
Ping stats: (may differ slightly from server '!' ping stats)
1167
%v average ping stat round trip time
1168
%V ping stat round trip standard deviation
1169
%y percent total packet loss as calculated by server formula
1173
%m the last message you sent
1174
%M the last message you sent in all caps
1176
As a further extension to NEWMACRO, a macro may now be sent to any of
1177
the following destinations:
1179
%i %I %c send message to self
1180
%u %U %p send message to player nearest mouse
1181
%t %z %Z send message to team of player nearest mouse
1182
%g send message to nearest friendly player to my ship
1183
%h send message to nearest enemy player to my ship
1193
mac.W.%t: SHUT UP, TWINKS!!
1194
mac.I.%u: %u: det when you escort!
1195
mac.O.%u: (%i) ogging
1197
What this does is allows you to send a macro to a player or team
1198
specified by your mouse location instead of requiring a 3rd character to
1199
be input. Also, it allows you to send message to yourself without having
1200
to actual sit there and figure out who you are (they tried and failed back
1203
Further, tests may be done within the macro system, the syntax for
1204
these test is as follows.
1206
%? introduces a test
1211
Expressions are evaluated on a character by character basis until the
1212
test is resolved. The text of the test is then replaced in the macro by 1
1215
Test are then fed to a syntax I call conditional text. The best way
1216
to demonstrate how this works is example.
1218
"1%{included if true%!included if false%}"
1222
"included if true"
1226
"0%{included if true%!included if false%}"
1230
"included if false"
1232
Combining the whole package, a very robust macroing system is quickly
1233
generated. One can easily design or mimic Distress calls, including the
1234
variable NBT distress of the BRM client and all the hardcoded message
1235
macroing built into my own client but never released.
1237
Here are a few more samples to work from:
1239
mac.F.T: Help! Carrying %a!!
1240
mac.f: Help! Carrying %a!!
1241
mac.c.T: %p++ near %l
1242
mac.b.T: %?%n>4%{bomb %l at %n%!bomb%}
1243
mac.d.T: %E%{%!%W%{%!I'm fine. How are you? %}%}%E%{ETEMPED!!! %}
1244
%W%{WTEMPED!!! %}Carrying %?%a>0%{%a armies!%!NO armies.%}
1245
mac.a.T: %E%{ETEMPED!!! %}%W%{WTEMPED!!! %}Carrying %?%a>0%{%a
1246
armies! %!NO armies.%}
1247
mac.R.A: I'm a %?%S=SB%{star base!%!twink!%}
1252
mac.B: bye, getting hungry/sleep/horny
1253
mac.e.T: need escort going to %l%?%a>0%{, carrying %a armies!%}
1254
mac.v.%t %T%c PING stats: Average: %v ms, Stdv: %V ms, Loss: %y%%
1261
<a name="RCD"><h3>6.3 RCD</h3>
1263
There is an even more interestring thing that you can do with macros.
1264
It's called Receiver Configurable Distress (RCD). The basic idea is that
1265
everyone likes certain standard types of messages, such as distress, pickup,
1266
carrying, etc, to appear in a certain way. Unfortunately this is usually
1267
not the way everyone else sends them. To make matters worse, everyone sends
1268
their messages in a different way and this hopelessly clutters the message
1269
window. Fortunately, there is help! You can configure the way certain
1270
standard messages and distress calls appear to you. This is an important
1271
point: you do not configure the way the messages are sent with RCD.
1272
Instead, you are configuring how they appear to _you_.
1275
9/2/93 - jmn, jn (no relation 8^)
1277
Receiver configurable distress calls have been added to the client
1278
and use a MACRO-like syntax.
1280
In order to change which key you would like a message to map to, all
1281
you have to do is use either keymap like you have always done, or ckeymap,
1282
a new feature introduced to accomodate the massive number of new functions
1283
(ie message sending) that have been added in this client. Please see the
1284
ckeymap section of this document for more information on that.
1286
In order to change *how a message appears to you* a line such as the
1287
following should be in your defaults file:
1289
dist.taking: (%i) Carrying %a to %l%?%n>-1%{ @ %n%}
1290
dist.help: Help! I've fallen! I can't get up! %a
1295
dist.[name of distress]: [macro]
1297
Arguments for the macro and SMARTMACRO syntax are exactly the same as
1298
before. Any argument can be used, but usually only those in the groups
1299
"Standard" and "FULLY CAPITALIZED" apply.
1301
You MAY NOT affect how a message appears to anyone else, this is
1302
against the basic concepts of RCD.
1304
<a name="RCM"><h3>6.4 RCM (Receiver Configurable Server Messages)</h3>
1306
Short packet kill messages may be freely configured using
1307
the macro syntax interpreter where:
1309
<li> the killed person corresponds to the sender,
1310
<li> the killer corresponds to the target player,
1311
<li> involved planet (killed by, destroyed, taken) to the target planet,
1312
<li> damage is int part of kills and shield fraction part.
1313
<li> whydead goes with wtmp.
1315
All others are undefined.
1317
The format of the messages is:
1319
msg.[name of message]: [RCM macro]
1321
Available messages and their defaults are:
1324
msg.kill:GOD->ALL %i (%S) (%T%c%?%a>0%{+%a armies%!%}) was kill
1325
%?%d>0%{%k%!NO CREDIT)%} for %u (%r%p) %?%w>0%{%W%!%}
1326
msg.planet:GOD->ALL %i (%S) (%T%c%?%a>0%{+%a armies%!%} killed by %l (%z)
1328
msg.bomb:%N->%Z We are being attacked by %i (%T%c) who is %d%% damaged.
1329
msg.destroy:%N->%Z %N destroyed by %i (%T%c)
1330
msg.take:%N->%O %N taken by %i (%T%c)
1331
msg.ghostbust:GOD->ALL %i (%S) (%T%c) was kill %k for the GhostBusters
1334
BRMH formated kill windows may be optain by something like:
1336
msg.kill: %i (%S) (%T%c%?%a>0%{+%a armies%!%}) %>30 kill
1337
%?%d>0%{%k%!NO CREDIT)%} for %u (%r%p) %?%w>0%{%>65%W%!%}
1341
<a name="Distress"><h3>6.5 Default Macros And Distresses</h3>
1343
Below is a table giving the name of each distress, the key it is
1344
assigned to, and the default macro (at the time of this writing). In the
1345
table below, the first character indicates which control character each of
1346
these messages is assigned to. There are two exceptions, the generic
1347
distress call and army report are still mapped to E and F; they do not use
1348
control keys. You can also of course always hit the macro key and then the
1349
non-control version of the key indicated.
1351
All these examples assume: you are player F0 (%T%c), alias "Twinky"
1352
(%i), flying a CA (%S), carrying 3 (%a) armies, with the mouse closest to
1353
Cassiopia (%l or %L), which has 5 (%n) armies. The nearest friendly player
1354
to the mouse is player Fc (%T%g) and the nearest player of any team to the
1355
mouse cursor is player 06 (%p). You yourself are near Beta Crucis.
1361
%T%c->%O (%S) Carrying %a to %l%?%n>-1%{ @ %n%}
1362
Taking a planet. Example:
1363
"F0->FED (CA) Carrying 3 to Cas @ 5"
1367
%T%c->%O Help Ogg %p at %l
1368
Tell your team to ogg a carrier. Example:
1369
"FO->FED Help Ogg 6 at Cas"
1372
%T%c->%O %?%n>4%{bomb %l @ %n%!bomb%}
1373
Tell your team to bomb a planet. Example:
1374
"F0->FED bomb Cas @ 5"
1377
%T%c->%O Help Control at %L
1378
Request space control at specified location. Example:
1379
"F0->FED Help Control at CAS"
1382
%T%c->%O Help at %l! %?%a>0%{ (have %a arm%?%a=1 %{y%!ies%}) %}
1383
%s%% shld, %d%% dam, %f%% fuel
1384
Need help NOW to take or protect a planet. Example:
1385
"F0->FED Help at Cas! (have 3 armies) 60% shld, 13% dam, 63% fuel"
1388
%T%c->%O Sync with --]> %g <[-- OGG ogg OGG base!!
1389
That greatest of manuevres, the Ogg, as applied to an enemy SB.
1391
"F0->FED Sync with --] c [--- OGG ogg OGG base!!"
1394
%T%c->%O Help me! %d%% dam, %s%% shd, %f%% fuel %a armies.
1395
General distress. Same for help2. Example:
1396
"F0->FED Help me! 13% dam, 60%shd, 63% fuel 3 armies"
1399
%T%c->%O Help me! %d%% dam, %s%% shd, %f%% fuel %a armies.
1400
Defaults to same as above.
1403
%T%c->%O ESCORTING %g (%d%%D %s%%S %f%%F)
1404
Tells your team who you are escorting. Example:
1405
"F0->FED ESCORTING c (13%D 60%S 62%F)"
1408
%T%c->%O Ogging %h
1409
Tells your team who you are ogging. Example:
1410
"F0->FED Ogging 6"
1413
%T%c->%O Bombing %l @ %n
1414
Tells your team that you are bombing. Many players turn this message
1415
off (by inserting a %* anywhere in the message string) as they can
1416
figure out for themselves where someone is going to bomb by their
1418
"F0->FED Bombing Cas @ 5"
1421
%T%c->%O Controlling at %l
1422
Tells your team that you are space controlling somewhere. This is
1423
the art of dominating a region of space. Example:
1424
"F0->FED Controlling at Cas"
1427
%T%c->%O Anti-bombing %p near %b.
1428
Tells your team that you are doing Anti Scout (bomber) Warfare.
1430
"F0->FED Anti-bombing 6 near Bet"
1433
%T%c->%O DON'T BOMB %l. Let me bomb it (%S)
1434
Respectfully requests that you be allowed to bomb something. This is
1435
typically used if you are flying an AS as they have a much better
1436
chance of bombing a planet to a lower number, making it easier to
1438
"F0->FED DON'T BOMB Cas. Let me bomb it (CA)"
1441
%T%c->%O (%i)%?%a>0%{ has %a arm%?%a=1%{y%!ies%}%} at lal.
1442
%d%% dam, %s%% shd, %f%% fuel
1443
General information message. Example:
1444
"F0->FED (Twinky) has 3 armies at lal. 13% dam, 60% shd, 62%
1449
%T%c->%O (%i)%?%a>0%{ has %a arm%?%a=1%{y%!ies%}%} at lal.
1450
%d%% dam, %s%% shd, %f%% fuel
1451
Same as doing1, by default
1454
%T%c->%O %p is free beer
1455
Tells your team about a clueless player who is an easy kill.
1457
"F0->FED 6 is free beer"
1460
%T%c->%O %p @ %l has no gas
1461
Tells your team about someone who is out of fuel, good or bad.
1463
"F0->FED 6 @ Cas has no gas"
1466
%T%c->%O %p @ %l crippled
1467
Tells your team that someone is crippled, i.e. badly damaged.
1469
"F0->FED 6 @ Cas crippled"
1472
%T%c->%O %p++ @ %l
1473
One of the most useful macros. Use this if you see an enemy pick up
1475
"F0->FED 6++ @ Cas"
1478
%T%c->%O %l%?%n>-1%{ @ %n%}!
1479
Tells your team the number of armies on a planet or that it has
1480
popped or been bombed or dropped on recently. Example:
1481
"FO->FED Cas @ 5!"
1484
%T%c->%O %?%S=SB%{Your Starbase is c%!C%}arrying
1485
%? %a>0%{%a%!NO%} arm%?%a=1%{y%!ies%}.
1486
Tells your team the number of armies you are carrying. Example:
1487
"F0->FED Carrying 3 armies."
1490
%T%c->%O (%i)%?%a>0%{ has %a arm%?%a=1%{y%!ies%}%} at lal.
1491
(%d%%D, %s%%S, %f%%F)
1492
Another general call.
1495
%T%c->%O (%i)%?%a>0%{ has %a arm%?%a=1%{y%!ies%}%} at lal.
1496
(%d%%D, %s%%S, %f%%F)
1500
%T%c->%O Help(%S)! %s%% shd, %d%% dmg, %f%% fuel,
1501
%?%S=SB%{ %w%% wtmp,%!%}%E%{ ETEMP!%}%W%{ WTEMP!%} %a armies!
1502
General distress call. This one also reports if you are wtemped
1503
or etemped, if you are an SB. Example:
1504
"F0->FED Help(CA)! 60%shd, 13% dam, 63% fuel, 3 armies!
1507
Let's walk through two simple examples.
1509
<li> Map generic distress call (help) to 'h', make it appear as: "I'm
1510
about to die with %a of your team's armies!"
1511
<li> Map AS bombing (asbomb) to '^A', don't change the message.
1513
First try to seperate in your mind the two types of configurability
1514
that are going on here.
1516
<li> you are changing the key that sends the message
1517
<li> you are changing how the message appears to you
1519
In order to do (1), just use a keymap. Nearly everyone who has tried
1520
to configure their netrek client has generated some form of keymap.
1524
This performs the key configuration we wanted for the first example.
1526
In order to change the message,
1528
dist.help: %T%c->%O I'm about to die with %a of your team's armies!
1530
If you configure an RCD, you also must configure the header of that
1531
message. This isn't is difficult as it sounds, just add the header to the
1532
beginning of the RCD. For example, instead of
1534
dist.T.taking: Carrying %a to %l%?%n>-1%{ @ %n%}
1538
dist.T.taking: % %T%c@%b Carrying %a to %l%?%n>-1%{ @ %n%}
1540
Two headers that I recommend (the last is the default):
1545
If you want to map the asbomb distress onto control-shift-a that is
1546
slightly more difficult. The asbomb distress normally is associated with
1547
control-6. Since control keys are involved, we MUST use the control key
1548
map feature called ckeymap. The following line would perform the
1549
operation we would like.
1553
If you *also* want control-a to be asbomb, then use
1557
If you have read all the documentation, are sure you are using the
1558
right syntax, and RCD (or MACRO) still is not working, then check out the
1561
1. Did you receive RC_DISTRESS when you logged in?
1563
The server must send this to the client to tell the client that it
1564
understands RCD messages. Otherwise the client will just send the standard
1567
Some clients have a mod which shows you whether RC_DISTRESS is on by
1568
looking at the first line of the macro window. If it says, "Packages
1569
active: NBT, NEWMACRO, SMARTMACRO", you have no guarantee that RCD was
1570
turned on by the server. If it says, "Packages active: NBT, NEWMACRO,
1571
SMARTMACRO, RC_DISTRESS" then RCD is definitely on. Don't worry about #1,
1575
2. Are any MACROs assigned to the same key as the RCD you are
1578
If this occurs, you will see the macro and NOT the RCD.
1580
3. Are any other RCDs assigned to the same key as the RCD you are
1581
configuring (this includes the DEFAULT RCDS!!) ?
1583
If this occurs, you will see whichever RCD happens to be listed first
1584
when the client examines the RCD list.
1587
<a name="XtrekrcRef"><h2>7. Xtrekrc Reference</h2>
1589
Upon startup, Netrek looks for a configuration file called ".xtrekrc"
1590
(or, equivalently, ".netrekrc", in first the current directory, then the
1591
user's home directory, and then in the same directory as netrek.exe. (WinCOW
1592
note: to keep with convention, the files checked for are named xtrekrc and
1593
netrekrc -- no preceding dot -- and WinCOW also checks the HOMEDRIVE and
1594
HOMEPATH environment variables) You can also set the filename with the XTREKRC
1595
envirinment variable. Many, many things can be set in the xtrekrc file, and its
1596
proper use is essential to good Netrek play.
1598
The following is an alphabetical list of every option that can be set in the
1599
netrekrc file. The values immediately following the option names are the
1600
default value of the option if not set.
1603
<dt>askForUpdate: off
1604
<dd> Get full update from server when you enter the game. This is a good
1605
idea when using short packets and UDP.
1608
<dd> Shows a pic of Kathy Ireland when you ghostbust or
1609
take over the galaxy.
1611
<dt>buttonmap: 1t2p3k [whatever]
1612
<dd> Maps mouse buttons to key functions. Format: <button><key>... like
1616
1 = left 2 = middle 3 = right
1617
4 = Shift+Left 5 = Shift+Middle 6 = Shift+Right
1618
7 = Control+Left 8 = Control+Middle 9 = Control+Right
1619
a = Shft+Ctrl+Left b = Shft+Ctrl+Middle c = Shft+Ctrl+Right
1620
[ Windows client included netrekrc adds 4p = shift+Left for phaser. ]
1623
<dd> The characters to use to show cloaked ships on the galactic map.
1624
Other popular choices are "()" and "><". They make nice crosshairs ;-)
1627
<dd> Stat clock: 0 -- no clock, 1 -- h:m, 2 -- h:m:s.
1629
<dt>continueTractor: on
1630
<dd> If off, only shows tractors for a short time.
1632
<dt>continuousMouse: off
1633
<dd> If on, if you drag the mouse while holding a button down, it will have
1634
the same effect as clicking rapidly while you move the mouse. On is
1635
considered borgish and most servers will not allow it.
1638
<dd> Use a dashboard (LAB) style for the stats line. Try this.
1640
<dt>documentation: cow.txt
1641
<dd> File to display in documentation window
1644
<dd> Width of enemy phaser lines. Makes it MUCH easier to tell when
1645
enemies are phasering you. I use a width of 5.
1647
<dt>extraAlertBorder: on
1648
<dd> Also uses inside border to show alert status.
1650
<dt>fillTriangle: off
1651
<dd> If locks are shown, whether or not to fill the triangle.
1653
<dt>galacticFrequent: on
1654
<dd> Update galactic map frequently. This is good for plocking cloakers.
1657
<dd> Ignore the Capslock key.
1660
<dd> Maps new keys to old keys. Format: <new key><old key><new key><old
1661
key>... see section 5.1.
1664
<dd> How many updates (frames) to keep the info windows (activated by i and
1668
<dd> Keep peace with races after death. Useful so you don't have to reset
1669
your war declarations window every time you start a new ship.
1672
<dd> displays messages to stdout (i.e. writes them on the console) if set.
1674
<dt>logfile: (filename)
1675
<dd> ... or, alternatively saves messages to a text file (see above option).
1678
<dd> Name of key to use for macro escape (TAB,ESC, or <key>). I like using
1679
TAB becuase it's easy to hit, better than the default 'X' which requires two
1682
<dt>metaCache: [none]
1683
<dd> Filename of metaserver cache file; this file will be sued to display a
1684
serverlist if the metaserver is unreachable or -k is specified on the command
1687
<dt>metaserver: metaserver.ecst.csuchico.edu
1688
<dd> Computer to use as the metaserver
1691
<dd> Port to connect to metaserver on
1693
<dt>motionThresh: 16
1694
<dd> How many pixels to move (x+y) before each simulated button-press when
1695
using continuousMouse mode.
1697
<dt>newdashboard: off
1698
<dd> Use the "new" dashboard. Has graphs instead of text, now the standard.
1699
<dd> Needs dashboard on.
1701
<dt>newdashboard2: off
1702
Use new the other "new " dashboard (Cup half full vs. Cup half empty).
1705
<dd> Distress calls are right justified if this is on.
1707
<dt>newPlanetBitmaps: off
1708
<dd> Use MOO style planet bitmaps.
1711
<dd> New playerlist, instead of total kills, deaths offense and defense it
1712
shows login and stats (off+bomb+planet).
1715
<dd> (integer 0-16) Don't draw the first "phaserShrink"/16 th of your phaser.
1716
<dd>This makes it easier to see incomming torps.
1718
<dt>phaserWindow: off
1719
<dd> Show phaser-hit messages in seperate window. Equivalent
1720
to "review_phaser.mapped: on". (See section on window placements)
1723
<dd> Playerlist format. See section 4.2.
1725
<dt>playerListStyle:
1726
<dd> The style for the player list. See section 4.2. The options are:
1728
<dd> (0) Custom player list as defined by the
1729
playerlist variable above,
1730
<dd> (1) Old player list,
1731
<dd> (2) Traditional COW player list,
1732
<dd> (3) Kill watch player list,
1733
<dd> (4) BRMH Player list.
1735
If "playerListStyle" is set, newPlist is ignored.<br>
1736
Use the options menu (shift-O) to try the different styles.
1738
<dt>rejectMacro: off
1739
<dd> If on, COW automatically stops NEWMACROs from being sent when the server
1740
has turned NEWMACROs off. That is any macro in your defaults file defined by a
1741
mac.*.*: (TEXT) line.
1744
<dd> Show kill messages.
1747
<dd> Use "ROMVLVS" bitmaps for Rom team. Kinda cool. Default rom CA
1748
bitmaps are SO dorky-looking.
1751
<dd> List of macros that can be invoked with a single keypress (i.e. don't
1752
have to press the macro key first to enter macro mode.) The defualt setting
1753
puts the "carrying" and "distress" macros on single keys.
1756
<dd> If off, this disables shelling out to commands from COW.
1758
<dt>shiftedMouse: on
1759
<dd> Use shift and control for extra mouse buttons (e.g. buttons 4-c)
1761
<dt>shortKillMesg: off
1762
<dd> Shrink and line up all kill messages.
1764
<dt>showFuelOnLocal:
1765
<dd> Make border color indicate fuel status.
1768
<dd> Map window planet bitmaps display: 0 -- show owner, 1 -- show resoures,
1772
<dd> Mark independent planets with X's drawn over them.
1775
<dd> Local window planet bitmaps display: 0 -- show owner, 1 -- show
1776
resoures, 2 -- show nothing.
1779
<dd> Options for lock triangle display. 0 -- dont show lock, 1 -- show on
1780
galactic, 2 -- show on local, 3 -- show on both.
1782
<dt>showMapPlanetNames: on
1783
<dd> Show planet names on map (galactic) window
1786
<dd> Display motd if in wait queue
1788
<dt>showMySpeed: off
1789
<dd> Display your current speed next to player number on tactical display.
1791
<dt>showPlanetNames: on
1792
<dd> Show planet names on local (tactical) window
1794
<dt>showPlanetOwner: on
1795
<dd> Show planet owner on local (tactical) window
1797
<dt>showPlayerStatus: off
1798
<dd> Player list: also show players who are not alive.
1801
<dd> Show ship shields. Why would anyone want to turn this off?
1804
<dd> Show stats window . You can accomplish the same thing with
1805
"stats.mapped: <on/off>" but it's here anyway. This option is made
1806
superflous with the newdashboard options.
1808
<dt>showTractorPressor: on
1809
<dd> Show your own tractor/pressor on the screen.
1811
<dt>shrinkPhaserOnMiss: off
1812
<dd> Use "phaserShrink" and "theirPhaserShrink" even if a phaser misses.
1814
<dt>sortPlayers: off
1815
<dd> Use sorted player list.
1817
<dt>sortMyTeamFirst: off
1818
<dd> Modifies "sortPlayers" so that your team is sorted immediately before
1822
<dd> Enable sound effects
1824
<dt>sounddir: ./sounds
1825
<dd> Directory to look in for sound files
1827
<dt>theirPhaserShrink: 0
1828
<dd>"phaserShrink" for other player's ships.
1831
<dd> Use BeepLite, which highlights the planets and players that are the
1832
subject of people's messages when they use RCD.
1835
<dd> Use The Next Generation bitmaps for the Federation ships.
1837
<dt>updatespersec: 5
1838
<dd> How many frames/sec the server should send. Max is 10. Note most
1839
servers do not support update rates higher than 5/sec.
1842
<dd> Change shields bitmap to reflect your damage level.
1845
<dd> Show current alert level (green, yellow, red) as shield color
1848
<dd> Warn hull state based on damage .
1851
<dd> Warp the mouse to the message window during message send. I
1852
personally prefer this because you can move your mouse out of the window
1853
in case something happens that you need to react to without aborting the
1857
<dd> Show the motd while on the wait queue.
1859
<dt>whichNewPlanetBitmaps: 0
1860
<dd> The actually sets the same option internally as newPlanetBitmaps.
1861
1 and 2 are, presumably, the Rabbit Ear bitmaps and the ZZ Minimal
1864
<dt>zeroArgUsage: on
1865
<dd> If no arguments, print usage instead of connecting to default server.
1868
<h3>Login Options:</h3>
1872
<dd> Default ship to use on button-click entry (SC,DD,CA,BB,AS,SB).
1874
<dt>name: <your_name_here>
1875
<dd> Your default character name.
1877
<dt>password: <whatever>
1878
<dd> Your default password. If both name and password are supplied,
1879
many clients will attempt to log you in automatically.
1882
<h3>Server Options:</h3>
1883
These can be used to set up server aliases and server-specific options
1886
<dd> Default port to use.
1888
<dt>port.<x.y.z>: 2592
1889
<dd> Default port to use with server x.y.z. NOTE: if x.y.z is aliased
1890
(server.alias: x.y.z), use the alias instead.
1892
<dt>newMesgFlags: on
1893
<dd> Server-dependent. Should be on for all new servers.
1895
<dt>server: calvin.usc.edu
1896
<dd> Name of the default server to use if the -h flag isn't given.
1898
<dt>server.alias: < x.y.z>
1899
<dd> Aliases. Replace x.y.z with full server name, and specify <alias>.
1900
From then on you can specify that server by doing 'netrek -h <alias>'
1901
instead of the full name
1903
<dt>useRSA.x.y.z: on
1904
<dd> Use RSA on server x.y.z? NOTE: if x.y.z is aliased (server.alias:
1905
x.y.z), use the alias instead.
1908
<h3>Window placments:</h3>
1909
These are of the form
1911
<window>.geometry: <width>x<height>+<xpos+<ypos>
1913
Or you can specifiy just the position:
1915
<window>.geometrey: +<xpos>+<ypos>
1919
<window>.geometry: <width>x<height>
1922
Possible windows are:
1924
netrek - main window
1925
local - Main fighting window
1927
warn - warning window
1928
message - message window
1929
review - all messages window
1930
review_all - messages to all window
1931
review_team - messages to team window
1932
review_your - messages to individual window
1933
review_kill - kills messages window
1934
review_phaser - phaser hits window
1935
planet - planet list window
1936
player - playerlist window
1937
war - war declarations window
1938
fed - Fed selection window
1939
ori - Orion selection window
1940
rom - Romulan selection window
1941
kli - Klingon selection window
1942
quit - The quit countdown clock
1943
option - options menu window
1945
sound - sound options window
1946
stats - statistics window
1947
tstat - dasboard window
1949
UDP - UDP options window
1950
lagMeter - lag meter window
1951
pingStats - ping statistics window
1952
buttonkeymap - the key map window
1953
xtrekrc_help - the xtrekrc help window (duh)
1954
MetaServer List- (including the space) Metaserver window
1955
tools - the shell tools window
1956
DocWin - Documentation window
1957
xtrekrcWin - xtrekrc display window
1960
You can specify whether windows are initially mapped (displayed), like
1963
<window>.mapped: <on/off>.
1965
You can also specify parenting of windows. If one window is a child of
1966
another, when that window's parent is hidden or displayed, the child window
1967
will also be hidden or displayed. Also, a window that is not parented may
1968
have a caption on it, depending on your window manager or OS.
1970
For examples of all of these, see the example netrekrc.
1973
<h3>Technical Options:</h3>
1976
<dd> Don't attempt to start ping packets from the server.
1979
<dd> [ WinCOW only ] Force display type. This overrides the display auto-detection.
1980
<dd> 0 = monochrome or 16, color, 1 = 256 color, 2 = 16/24 bit color.
1983
<dd> Force monochrome display. (Actually, color is still used,
1984
but the colors are chosen so that they map correctly to black/white.)
1987
<dd> Lag stats update: 1 -- least often, 10 -- most often.
1990
<dd> Keep lag statistics. Bringing up the lagmeter ('l') will toggle this
1991
anyway, but it's there.
1994
<dd>if >0, does a screen refresh only every n/10 sec
1995
<dd>(useful for slow displays and high lag).
1998
<dd> Try to use UDP upon entering the game.
2001
<dd> Try using short packets upon entering the game. [Windows client: the
2002
default netrekrc file included turns this on as it really helps over SLIP. ]
2004
<dt>udpClientRecv: 1
2005
<dd> How UDP packets should be received. Possibilites are: 0 -- use TCP (no
2006
UDP), 1 -- use simple UDP, 2 -- use fat UDP. Try setting this to 2 if you
2007
are getting a lot of server to client packet loss.
2009
<dt>udpClientSend: 1
2010
<dd> How UDP packets should be sent. Possibilites are: 0 -- use TCP (no
2011
UDP), 1 -- use simple UDP, 2 -- use enforced UDP (state only), 3 -- use
2012
enforced UDP (state & weapon). The "enforced" modes will repeat the UDP
2013
packets if the client doesn't get a response from the server, on the
2014
assumption that the packet got lost. Try using 2 or 3 if you are getting a
2015
lot of client to server packet loss.
2018
<dd> Level of UDP code debugging. You may enjoy seeing debug trace messages.
2020
<dt>udpSequenceChk: on
2021
<dd> Throw out udp packets that arrive out of order. This is a good idea.
2023
<dt>updatesPerSecond: 5
2024
<dd> Number of updates (frames) per second (most servers limit to 5).
2027
<dd> Use RSA binary verification. If you turn this off you will not be able
2028
to play on many servers.
2031
<a name="XtrekrcEx"><h2>8. Example .xtrekrc</h2>
2033
Thanks to Jaime Allistair for this.
2035
This is an insanely long netrekrc (or xtrekrc, same thing). It has
2036
almost all the options available in COW in it. It is not really meant to be
2037
used as is! It is meant to be an example and to be edited down to what
2038
you need. Why shouldn't you use it? Well, you can, but there are a lot
2039
of lines that just set things to their defaults and this serves no purpose,
2040
just makes the client load slower and take up more memory.
2043
# xtrekrc file for Netrek
2047
# The purpose of of this xtrekrc file is to have all the options available
2048
# to anyone who wants to make a change to the xtrekrc. This file will
2049
# bring up all the message windows. This will help in the area of newbies
2050
# not reading messages because they do not know how to get a message window
2053
# If you have any changes, typos, fixes, additions, or any things
2054
# that were left out, please email me. I will try to make these files
2055
# grow with the clients, as the client grows.
2057
# EMAIL: jaime@diamondmm.com
2058
# NAME: Jaime Pirnie
2063
# /-----------------------\
2064
# | ### Login Options ### |
2065
# \-----------------------/
2067
#--------------------
2069
# Your automatic character login name
2074
#--------------------
2076
# Your default character login password
2081
#--------------------
2084
# Your default ship type
2095
# /------------------------\
2096
# | ### Server Options ### |
2097
# \------------------------/
2099
#--------------------
2100
# Default Server port
2101
# Default server port to use
2106
#--------------------
2108
# Server-dependent. Should be on for all new servers
2113
#--------------------
2115
# Name of the default server if the -h flag is not used
2117
server: factoryx.factoryx.com
2120
#--------------------
2123
# Server aliases. Syntax: [server.alias: <x.y.z>] Replace x.y.z with full
2124
# server name, and specify <alias>. From then on you can specify that
2125
# server by doing 'netrek -h <alias>' instead of the full server name.
2126
# Below is an alias for wormhole.
2128
server.wormhole: wormhole.ecst.csuchico.edu
2131
#--------------------
2132
# Use RSA on a specific server
2133
# Use RSA on server x.y.z? NOTE: if x.y.z is aliased (server.alias: x.y.z),
2134
# use the alias instead.
2135
# Below it tells it to use RSA on wormhole.
2140
# /---------------------------\
2141
# | ### Technical Options ### |
2142
# \---------------------------/
2144
#--------------------
2146
# Don't attempt to start ping packets from the server
2151
#--------------------
2152
# Force Display type
2154
# Force the display type for the client
2155
# NOTE: Windows client ONLY
2157
# 0 = monochrome or 16 colors
2159
# 2 = 16/24 bit color
2164
#--------------------
2165
# Force monochrome display
2166
# (actually, color is still used internally, but
2167
# the colors are chosen so that they map correctly to black & white.)
2172
#--------------------
2173
# Network statistics frequency
2178
# 2 = a bit more often
2188
#--------------------
2189
# Network Statistics
2191
# Keep lag statistics
2192
# (Bringing up the lagmeter ('l') will toggle this anyway, but its there)
2197
#--------------------
2199
# Try to use UDP upon entering the game
2204
#--------------------
2206
# Try using short packets upon entering the game
2207
# (Windows client: This really help for SLIP connections)
2212
#--------------------
2213
# UDP Client Receive
2215
# How UDP packets should be received
2224
#--------------------
2227
# How UDP packets should be sent
2231
# 2 = enforced UDP (state only)
2232
# 3 = enforced UDP (state & weapon)
2237
#--------------------
2238
# UDP Debugging Level
2239
# Level of UDP code debugging. You may enjoy seeing debug trace messages.
2244
#--------------------
2245
# UDP Sequence Checking
2246
# Throw out UDP packets that arrive out of order. This is a good idea.
2251
#--------------------
2252
# Updates Per Second
2253
# Number of updates (frames) per second (most servers limit to 5)
2258
#---------------------
2259
# Use RSA binary varification.
2260
# If you turn this off you will not be able
2261
# to play on many servers.
2266
#---------------------
2267
# I have no idea ????? Anybody know??!
2272
# /---------------------------\
2273
# | ### Features, options ### |
2274
# \---------------------------/
2276
#--------------------
2278
# Get full update from server when you enter the game. This is a good
2279
# idea when using UDP and/or short packets.
2283
#--------------------
2286
# Maps mouse buttons to key functions
2287
# Format: <button><key>... just like the keymap
2288
# Available buttons:
2297
# 8 = Control+Middle
2299
# a = Shft+Ctrl+Left
2300
# b = Shft+Ctrl+Middle
2301
# c = Shft+Ctrl+Right
2306
#---------------------
2308
# The characters to use to show cloaked ships on the galactic map.
2309
# Popular choices are:
2318
#---------------------
2321
# Which type of clock to show
2330
#--------------------
2331
# Continue Tractor Beam
2332
# Show tractor beam at all times when locked
2333
# If off, it will only show tractor beam for a short time.
2338
#--------------------
2340
# Allows you to hold down a mouse button, it will have the same effect if
2341
# you hit the button rapidly.
2346
#--------------------
2348
# Use a dashboard (LAB) style for the stats line.
2353
#--------------------
2354
# Use alternate dashboard
2355
# (Cup half full vs. Cup half empty) dashboard.
2356
# NOTE: Requires dashboard on.
2361
#--------------------
2362
# Use the new new dashboard
2367
#--------------------
2368
# Use the new dashboard2
2373
#--------------------
2374
# Use default BeepLite RCD highlighting (?)
2379
#--------------------
2381
# Width of enemy phaser lines. Mostly useful on mono displays so you can
2382
# distinguish your phasers from enemy phasers.
2387
#--------------------
2388
# Extra Alert Border
2389
# Use inside border for alert status
2391
extraAlertBorder: on
2394
#--------------------
2395
# Fill Lock Triangle
2396
# If locks are shown, whether or not to fill the lock triangle.
2401
#--------------------
2402
# Galactic Map Updates
2403
# Update Galactic map frequently. This is good for phaser locking cloakers.
2405
galacticFrequent: on
2408
#--------------------
2410
# Maps new keys to old keys. Format: <new key><old key><new key><old key>
2416
#--------------------
2417
# Keep Info on screen
2418
# How many updates (frames) to keep the info windows (activated by i and I)
2424
#--------------------
2425
# Keep Peace after Death
2426
# Keep peace with races after death. Useful so you dont have to reset your
2427
# war declarations window every time you start a new ship.
2432
#--------------------
2434
# Log all messages to a file.
2439
#--------------------
2441
# Name of the key used for macro escape (TAB,ESC, or <key>). I like using
2442
# ESC because it is easy to hit, butter than the default 'X' which requires
2448
#--------------------
2449
# Meta Server List level
2451
# Tells the client what to list when using the MetaServer.
2453
# 0 Servers which have players but not a wait queue.
2454
# 1 + Servers with a wait queue.
2455
# 2 + Servers with nobody playing. (see NOTE1).
2456
# 3 + Servers which have Timed Out for the MetaServer (see NOTE2).
2457
# 4 + Servers which the MetaServer has not been able to connect to.
2462
#---------------------
2464
# How many pixels (x+y) before each simulated button-press when using
2465
# continuous mause mode.
2470
#---------------------
2471
# New Planet Bitmaps
2472
# Use MOO style planet bitmaps
2474
newPlanetBitmaps: on
2477
#---------------------
2480
# 0 Custom player list
2482
# 2 Traditional COW player list
2483
# 3 Kill watch player list
2484
# 4 BRMH Player list
2489
#---------------------
2491
# Reduced stats format for the player list.
2492
# Can also be toggled with the '\' key.
2498
#---------------------
2499
# User Configurable Player List
2500
# Use ('\') to toggle between your player list, and the stock one (or
2501
# visa/versa depending on the status of newplist or newplayerlist).
2502
# With newPlayerList or newPlist set to on (depending on your client),
2503
# it will use the user configurable player list as the default. If set
2504
# to off, it will use the stock player list as the default. Again,
2505
# the ('\') key toggles between the two.
2507
# Here are the possible columns:
2509
# Spc Let Name Header
2510
# --- --- -------------------- -------------------
2511
# 3 'n' Ship Number " No"
2512
# 3 'T' Ship Type " Ty"
2513
# 11 'R' Rank " Rank "
2514
# 17 'N' Name " Name "
2515
# 6 'K' Kills " Kills"
2516
# 17 'l' Login Name " Login "
2517
# 6 'O' Offense " Offse"
2518
# 6 'W' Wins " Wins"
2519
# 6 'D' Defense " Defse"
2520
# 6 'L' Losses " Loss"
2521
# 6 'S' Total Rating (stats) " Stats"
2522
# 6 'r' Ratio " Ratio"
2523
# 8 'd' Damage Inflicted(DI) " DI"
2524
# 1 ' ' White Space " "
2525
# 6 'B' Bombing " Bmbng"
2526
# 6 'b' Armies Bombed " Bmbed"
2527
# 6 'P' Planets " Plnts"
2528
# 6 'p' Planets Taken " Plnts"
2529
# 17 'M' Display/Host Machine " Host Machine "
2530
# 7 'H' Hours Played " Hours "
2531
# 6 'k' Max Kills " Max K"
2532
# 6 'V' Kills per Hour " KPH"
2533
# 6 'v' Deaths per Hour " DPH"
2536
playerlist: nTMSBbPpHkVv
2539
#---------------------
2540
# Phaser Messages (client dependent)
2552
#---------------------
2553
# Phaser Messages in Individual Window (See also phaserwindow)
2554
# Displays the phaser hit points in the individual window.
2559
#---------------------
2561
# Show Phaser hit messages in separate window. (See also
2562
# reveiw_phaser for default mapping and geometry)
2567
#---------------------
2568
# Unknown.. Anybody know?!
2572
#---------------------
2573
# Unknown.. Anybody know?!
2578
#---------------------
2579
# Report Kill Messages
2580
# Shows kill messages
2585
#---------------------
2586
# ROMVLVS bitmaps for Rom Team
2591
#---------------------
2593
# List of macros that can be invoked with a single keypress
2594
# (i.e. dont have to press the macro key first to enter macro mode)
2599
#---------------------
2600
# Shifted Mouse buttons
2601
# Allows you to use shift and control keys for extra mouse buttons
2602
# (this would be for mouse buttons 4-c)
2608
#---------------------
2609
# Short Kill Messages
2610
# This option shirinks and lines up all the kill messages.
2611
# It makes it easyer to see if somebody was killed while carrying
2617
#---------------------
2618
# Show Fuel on Local
2619
# This makes the border color indicate fuel status
2621
showFuelOnLocal: off
2624
#---------------------
2626
# This option sets what is shown on the planet bitmaps
2629
# 1 = show recources
2635
#---------------------
2637
# This option sets what is shown on the local planet bitmaps
2640
# 1 = show recources
2646
#---------------------
2647
# Show Lock Triangle
2657
#---------------------
2658
# Show Map Planet Names
2659
# This option shows on the map (galactic) window.
2661
showMapPlanetNames: on
2664
#---------------------
2666
# This option prints your current speed next to your player number in your
2672
#---------------------
2674
# This option shows the planet names on the local (tactical) window.
2679
#---------------------
2680
# Show Player Status
2681
# This option, when on, shows players in the player list who are not alive.
2683
showPlayerStatus: on
2686
#---------------------
2688
# This option lets you see your ships shields.
2693
#---------------------
2695
# Shows the stats window. You can accomplish this same thing
2696
# with "stats.mapped: <on/off>" but its here as well.
2701
#---------------------
2702
# Show Tractor / Pressor Beams
2703
# This option lets you see your own tractor/pressor beams.
2705
showTractorPressor: on
2708
#---------------------
2710
# This option sorts the players in the player list according to team.
2715
#---------------------
2717
# This option turns on BeepLite. This highlights the planets and players
2718
# that are the subject of people's messages when they use RCD.
2723
#---------------------
2724
# Display last message
2725
# This option displays the last message in the warning message window.
2730
#---------------------
2731
# Use [T]he [N]ext [G]eneration style bitmaps
2737
#---------------------
2738
# Updates Per Second
2739
# How many frames/sec the server should send. Max is 10.
2741
updatesPerSecond: 10
2744
#---------------------
2746
# This option changes the shield bitmap to reflect your shield damage.
2751
#---------------------
2753
# Warns you on hull state based off of damage.
2758
#---------------------
2760
# Warp the mouse to the message window during message send. This
2761
# used to be useful when you have to have the mouse cursor in the message
2762
# window to type a message.
2767
#---------------------
2769
# This option shows the [M]essage [O]f [T]he [D]ay while in the wait queue.
2774
#---------------------
2775
# Which New Planet Bitmaps
2776
# This option actually sets the same option internally as newPlanetBitmaps.
2777
# 1 and 2 are, presumably, the Rabbit Ear bitmaps and the ZZ Minimal
2780
whichNewPlanetBitmaps: 2
2783
#---------------------
2784
# Zero Argument Usage
2785
# This option when on: If no arguments, print usage instead of connecting
2786
# to the default server.
2791
# /-------------------------\
2792
# | ### Window Placment ### |
2793
# \-------------------------/
2795
#---------------------
2796
# Window Placment syntax (geometry)
2798
# This displays the size, and position of the window.
2799
# <window>.geometry:<width>x<height>+<xpos>+<ypos>
2801
# This displays just the position of the window.
2802
# <window>.geometry:+<xpos>+<ypos>
2804
# ...or just the size
2805
# <window>.geometry:<width>x<height>
2807
#---------------------
2808
# This option sets whether windows are initially mapped (displayed).
2810
# <window>.mapped:<on/off>
2811
#---------------------
2812
# This option sets the parenting of windows. If one window is a child of
2813
# another, when that window's parent is hidden or displayed, the child
2814
# window will also be hidden or displayed. Also, a window that is not
2815
# parented will have a title bar at the top of the window.
2817
# <window>.parent:<parent window name>
2819
#---------------------
2820
# List of possible window names
2822
# netrek Main Window
2823
# local Main Fighting Window
2825
# warn Warning Window
2826
# message Message Window
2827
# review All Messages Window
2828
# review_all Messages to All Window
2829
# review_team Messages to Team Window
2830
# review_your Messages to Individual Window
2831
# review_kill Kill Messages Window
2832
# review_phaser Phaser hits Window
2833
# planet Planet List Window
2834
# player Player List Window
2835
# war War Declarations Window
2836
# fed Federation Selection Window
2837
# ori Orion Selection Window
2838
# rom Romulan Selection Window
2839
# kli Klingon Selection Window
2840
# quit The Quit Countdown Clock
2841
# option Option Menu Window
2843
# stats Statistics Window
2844
# sstat Dashboard Window
2846
# UDP UDP Options Window
2847
# lagMeter Lag Meter Window
2848
# pingStats Ping Statistics Window
2849
# buttonkeymap Keymap Window
2850
# xtrekrc_help The xtrekrc help Window
2851
# macro Active Macros Window
2853
#-------------------
2854
# Actual Window placments
2856
netrek_icon.geometry: +1031+0
2858
#netrek.geometry: 1018x740+0+0
2859
netrek.geometry: +0-20
2860
#local.parent: netrek
2863
#warn.parent: netrek
2864
#warn.geometry: +0+549
2866
#message.parent: netrek
2867
#message.geometry: +0+575
2869
#review.parent: netrek
2870
#review.geometry: +510+500
2871
review.geometry: +512+556
2874
#review_all.parent: netrek
2875
#review_all.geometry: +510+500
2876
review_all.geometry: +504+556
2877
#review_all.mapped: on
2879
#review_team.parent: netrek
2880
#review_team.geometry: +510+608
2881
#review_team.mapped: on
2883
#review_your.parent: netrek
2884
#review_your.geometry: +510+666
2885
#review_your.mapped: on
2887
#review_kill.parent: netrek
2888
#review_kill.geometry: +0+600
2889
#review_kill.mapped: on
2891
#review_phaser.parent: netrek
2892
#review_phaser.geometry: +0+672
2893
review_phaser.geometry: 81x5+0+800
2894
review_phaser.mapped: off
2896
#planet.parent: netrek
2898
#player.parent: netrek
2899
#player.geometry: +510+500
2900
player.geometry: 81x23+0+556
2909
#quit.parent: netrek
2910
#option.parent: netrek
2911
#rank.parent: netrek
2912
#stats.parent: netrek
2913
#tstat.parent: netrek
2914
#help.parent: netrek
2916
#lagMeter.parent: netrek
2917
#pingStats.parent: netrek
2918
#buttonkeymap.parent: netrek
2919
#xtrekrc_help.parent: netrek
2920
#macro.parent: netrek
2922
# /----------------\
2923
# | ### Macros ### |
2924
# \----------------/
2926
#----------------------
2929
# mac.<key>.<dest>:<text>
2931
# <key> is the character you wish to assign to the macro.
2932
# <dest> is a standard message destination
2933
# (0-9a-j for player, F/R/K/O for teams, T for your team, A for ALL)
2934
# <text> is the text you want to be printed when the macro is used.
2936
# Here is two examples :
2938
mac.b.T: Bomb enemy core, please!
2940
mac.i.A: \\\\ You have just been DOOSHED !!
2941
mac.i.A: (o o) Didn't that feel good?!
2945
<!-- Converted text file ends here -->
2947
For further information check:
2948
<a href="http://cow.netrek.org/">http://cow.netrek.org/</a><br>
2949
Comments, suggestions and bug reports to
2950
<a href="mailto:cow@netrek.org">cow@netrek.org</a> <br>