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bzflagrc(6)							   bzflagrc(6)


NAME    [Toc]    [Back]

     bzflagrc -	bzflag resource	database

DESCRIPTION    [Toc]    [Back]

     The .bzflagrc file	describes hosts, game styles, and graphics subsystems.
     Bzflag attempts to	read this file from the	current	directory then the
     user's home directory and finally from
     /usr/demos/General_Demos/bzflag/data/bzflagrc (without the	leading	dot).
     If	it cannot be found, bzflag prints an error and uses its	defaults.

     The bzflagrc file contains	a collection of	named resources, which are a
     collection	of option/value	pairs.	A comment is delimited by the pound
     sign (#) and a newline.  Option/value pairs must appear on	the same line
     so	comments must be placed	after the value.

     A resource	is introduced by a resource keyword followed (on the same
     line) by a	list of	limited	regular	expressions separated by spaces, which
     are used to name the resource.  Valid resource keywords are: style, host,
     and render.  All option/value pairs up to the next	resource keyword are
     added to the resource.  Boolean options must have a value of yes or no.
     A missing boolean value defaults to yes.  Filename	options	may have a
     filename or a full	pathname as a value.  If a full	or relative pathname
     is	given, only the	given path is searched.

     The following are valid options for style resources.

	  fullscreen	 A boolean.  If	yes then the game will use the whole
			 screen, otherwise it will appear in a resizable
			 window.

	  directory	 A pathname.  Data files named in the style are
			 searched for in this directory	first, then in the
			 current directory.

	  shadows	 A boolean.  If	yes then objects cast shadows.

	  lowdetail	 A boolean.  If	yes then some objects aren't drawn in
			 full detail.

	  boxtexture	 A filename.  Names the	texture	file to	place on the
			 walls of boxes.

	  boxtoptexture	 A filename.  Names the	texture	file to	place on the
			 roofs of boxes.

	  clouds	 A filename.  Names the	texture	file to	use for
			 clouds.  A texture with an alpha channel is
			 recommended.

	  ground	 A filename.  Names the	texture	file to	use on the
			 ground.  The texture modulates	the color of the
			 ground.



									Page 1






bzflagrc(6)							   bzflagrc(6)



	  mountains	 A filename.  Names the	texture	file to	use for	the
			 background.  The texture will appear to wrap around
			 the game environment in the far distance.

	  outerwall	 A filename.  Names the	texture	file to	use on the
			 outer wall.

	  pyramidtexture A filename.  Names the	texture	file to	use on
			 pyramids.

	  teletexture	 A filename.  Names the	texture	file to	use on
			 teleporters.

	  sfxalert	 A filename.  Names the	sound file to play when	an
			 enemy grabs your team flag.

	  sfxdropflag	 A filename.  Names the	sound file to play when
			 dropping flags.

	  sfxexplosion	 A filename.  Names the	sound file to play for
			 explosions.

	  sfxfire	 A filename.  Names the	sound file to play when
			 firing.

	  sfxgrabflag	 A filename.  Names the	sound file to play when
			 grabbing flags.

	  sfxjump	 A filename.  Names the	sound file to play when
			 jumping.

	  sfxland	 A filename.  Names the	sound file to play when
			 landing.

	  sfxlaser	 A filename.  Names the	sound file to play when	firing
			 with a	laser flag.

	  sfxlost	 A filename.  Names the	sound file to play when	your
			 team flag is captured.

	  sfxpop	 A filename.  Names the	sound file to play when	tanks
			 enter the game.

	  sfxricochet	 A filename.  Names the	sound file to play when	shots
			 ricochet.

	  sfxshock	 A filename.  Names the	sound file to play when	firing
			 with a	shock wave flag.

	  sfxteleport	 A filename.  Names the	sound file to play when
			 teleporting.




									Page 2






bzflagrc(6)							   bzflagrc(6)



	  sfxwon	 A filename.  Names the	sound file to play when	your
			 team captures an enemy	flag.

     The following are valid options for host resources.

	  latitude	 A float.  Gives the latitude of the host in degrees
			 in the	range -90 to 90.  This is used when
			 calculating the sun position.	Positive values	are
			 north of the equator.

	  longitude	 A float.  Gives the longitude of the host in degrees
			 in the	range -180 to 180.  This is used when
			 calculating the sun position.	Positive values	are
			 west of the prime meridian.

     The following are valid options for render	resources.

	  abgr_ext	 A boolean.  If	yes then the ABGR OpenGL extension is
			 used if supported.  This may improve performance on
			 some systems.

	  blend		 A boolean.  If	yes then alpha blending	is performed,
			 otherwise stippling is	used to	simulate transparency.
			 Alpha blending	has higher quality so it should	be
			 enabled if its	performance is satisfactory.

	  lighting	 A boolean.  If	yes then OpenGL	lighting is enabled.

	  multisample	 A boolean.  If	yes then multisampling is enabled if
			 supported.

	  quality	 Allowed values	are fast and nice.  This is to trade
			 off high quality appearance for high performance.  If
			 fast then some	things are drawn as fast as possible
			 by sacrificing	accuracy and appearance, otherwise
			 they're drawn with a slower, better looking method.

	  smooth	 A boolean.  If	yes then OpenGL	line and point
			 antialiasing is enabled.  Note	that while OpenGL
			 blending must be on to	render antialiased lines, the
			 blend resource	is ignored when	smoothing.  That is,
			 antialiasing will occur even if the blend resource is
			 no.

	  stencil	 A boolean.  If	yes then special effects requiring the
			 stencil planes	are enabled.

	  texture	 A boolean.  If	yes then texturing is enabled.

	  zbuffer	 A boolean.  If	yes then hidden	surfaces will be
			 calculated using the zbuffer.	If no then a BSP tree
			 is used and the zbuffer is disabled.  The BSP tree



									Page 3






bzflagrc(6)							   bzflagrc(6)



			 has some artifacts and	requires more overhead,	so the
			 zbuffer should	be used	if its performance is
			 satisfactory.

     Resources are named by limited regular expressions.  All characters in
     regular expressions are interpreted literally except for:

	  _		 Matches a space.

	  ?		 Matches any single character.

	  *		 Matches any number of characters.

	  \		 Next character	is interpreted literally.

	  [...]		 Matches any single character within the brackets.
			 Ranges	are allowed, e.g. a-z.

	  [^...]	 Matches any single character not within the brackets.
			 Ranges	are allowed, e.g. a-z.	The leading ^ does not
			 count as part of the set.

     By	default, bzflag	uses the string	returned by glGetString(GL_RENDERER)
     as	the name of the	render resource	to use.	 A regular expression matching
     an	Onyx Reality Engine with small or medium pixels	and two	or four	raster
     managers is: REV/[SM]/[24]/*.

FILES    [Toc]    [Back]

	   ./.bzflagrc

	   $HOME/.bzflagrc

	  /usr/demos/General_Demos/bzflag/data/bzflagrc
			 Defines named resources for hosts, game styles, and
			 graphics systems.

SEE ALSO    [Toc]    [Back]

      
      
     bzflag(6),	bzfs(6), glGetString(3).

BUGS    [Toc]    [Back]

     \ is interpreted literally	inside a [] group, which means neither a space
     nor a ] can be matched by a group.

     - cannot be matched inside	a [] group and it must not be the first	or
     last character in the group.

AUTHOR    [Toc]    [Back]

     Chris Schoeneman, Winner of the Best Reality Engine Category for
     IndiZone3


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