KOULES(6) games KOULES(6)NAME
xkoules - Action game for X11
SYNOPSIS
xkoules [-SxslMmpdh]
KOULES FROM THE TOP :
.
--- . . O
/ . .
| | . . .. ---
/ / X O
--- | O|
O/
------
. O /O O
. . . . | |
. . . /
. .X. . O ---
. . . .
. . . . ...
. . . .
. . . .
. . .
H A V E
FUN
!
DESCRIPTION
Koules is an action game. The mission is to bounce all koules fighters from your sector
OPTIONS -h for help
-s for small display(320x250) for slow machines
-l for large display(640x480) default size
-m for monochrome displays
-b for black and white mode
-p use private colormap
-y Synchronize with X use only for debugging
-f Disable palette fading
-d Disable sound support Game will run faster.
-x Disable X11 pointer Use game's own cursor when standard X11's cursor is blinking
-M DISABLE shared memory support Slow down the game. Use only if shared memory support crashes.
Network options
-C<host>
run koules as network client
-S run koules as network server
-P<port>
select port. Default is:12345
Use this in case that some other program is already using this port.
Server options-W run server in width mode-support for 320x200 svgalib and OS/2 clients.
Use this in case that server is refusing your clients.
-L<level>
select level for server
-D<number>
select dificulty for server:
0: nightmare
1: hard
2: medium(default and recomended)
3: easy
4: very easy
-K run server in deathmatch mode
Points:
Bounce something : +1
Eat extension : +10
Eat thief : -30
Eat friend : +30 At end of level
every live : +20
every lost level : -100
In deathmatch mode
every destroyed concurrent: +100
PORTABILITY
The program is written in ANSI C and uses the X11 graphics library.
BUGS /LIMITATIONS
Joystick is supported only on Linux.
SEE ALSO
http://www.paru.cas.cz/~hubicka/koules/English/koules.html
AUTHOR
Jan Hubicka
email: hubicka@paru.cas.cz
smail:
Jan Hubicka
Dukelskych bojovniku 1944
Tabor 39001
Czech Republic
Linux 28 Jul 1995 KOULES(6)
Check Out this Related Man Page
PRBOOM-GAME-SERVER(6) Games Manual PRBOOM-GAME-SERVER(6)NAME
prboom-game-server - Server for network games of PrBoom.
SYNOPSIS
prboom-game-server [ -adfnrv ] [ -e epis ] [ -l level ] [ -t ticdup ] [ -x xtics ] [ -p port ] [ -s skill ] [ -N players ] [ -c conffile-
name ] [ -w wadname[,dl_url ]]
DESCRIPTION
PrBoom is a version of the 3D shoot'em'up Doom, originally by id software. It includes, amongst other things, the ability to play with
several players connected by a tcp/ip network. prboom-game-server is the `server', that is the program that passes data between the differ-
ent players in the game.
To start a network game (often abbreviated to `netgame'), first the server is started. prboom-game-server accepts various parameters to
control the type of game (the skill level, number of players, level to play, optional WAD file(s) to load, etc).
Then each player that wishes to participate runs prboom -net hostname, where hostname is the name of the machine on which the server is
running. Each copy of prboom retrieves information about the game from the server, and when the specified number of players have joined,
the game begins.
Options-N players
Specifies the number of players in the game (default 2). The server will wait for this many players to join before starting the
game.
-e epis
The episode to play (default 1). Unless you are playing Doom 1 or Ultimate Doom, and wish to play one of the later episodes, you do
not need to change this.
-l level
The level to play (default 1).
-s skill
Specify the skill level to play (1-5).
-d Set game mode to (old) deathmatch (default is cooperative). See the original Doom docs for information about the different network
game modes.
-a Set game mode to `altdeath' (v2 deathmatch) (default is cooperative). See the original Doom docs for information about the different
network game modes.
-f Select fast mode (monsters move faster).
-n Selects nomonsters mode, i.e. there are no monsters in the game.
-r Respawn mode. If you don't know what this is, you don't want to ;-).
-c conffilename
Specifies a configuration file to read which sets parameters for the game. This is in the same format as the PrBoom configuration
file (in fact, you can ask it to read your normal PrBoom configuration file if you want). Only certain settings are acknowledged:
default_skill, default_compatibility_level, the compatibility options and some of the game settings (use -v to have the server print
the options as it recognises them).
-w wadname[,dl_url]
Specifies a WAD file to play. This is added to the internal list that the server keeps. When a client connects, the server sends the
list of WADs; PrBoom will then add this to the list of WADs specified on its command line. Optionally, an url to the file can be
given too; if when PrBoom connects it cannot find the named WAD, it will attempt to retrieve the file from the given url, extracting
it if necessary. See prboom(1) for information about the supported url types and compression formats.
-t ticdup
Reserved.
-x xtics
This causes extra information to be sent with each network packet; this will help on networks with high packet loss, but will use
more bandwidth.
-p port
Tells prboom-game-server what port number to communicate via (default 5030). Note that if you change this from the default, then
all the clients will also need to specify this number when they try to connect (the default programmed into prboom is also 5030).
-v Increases verbosity level; causes more diagnostics to be printed, the more times -v is specified.
More Informationprboom(6), boom.cfg(5)
For more information, see the README that came with PrBoom.
Doom is a registered trademark of id software (http://www.idsoftware.com/).
Author
See the file AUTHORS included with the PrBoom distribution. This man page was written by Colin Phipps (cph@moria.org.uk).
local PRBOOM-GAME-SERVER(6)