Liquidwar 6
Liquidwar 6
Liquidwar 6
Table of Contents
1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.1 In a nutshell . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 Project status . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2.1 What works, and what does not (yet) . . . . . . . . . . . . . . . . . . . . . . 1
1.2.2 What has changed since Liquid War 5.x? . . . . . . . . . . . . . . . . . . 2
1.2.3 Revision history . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.2.4 Road map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.3 How you can help . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.3.1 Help GNU . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.3.2 Todo list . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
2 User’s manual . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2.1 Mailing lists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2.1.1 General discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2.1.2 Announcements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2.1.3 Bugs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2.1.4 IRC channel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2.2 Getting the game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.2.1 Download source . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.2.2 Download binaries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.2.3 GIT repository . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.2.4 Daily snapshots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.2.5 Check integrity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
2.3 Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
2.3.1 Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
2.3.2 Optional libraries. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
2.3.3 Optional tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
2.3.4 Installing requirements using RPM/DEB packages . . . . . . . . 10
2.3.5 Compiling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
2.4 Extra maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
2.4.1 The extra maps package . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
2.4.2 Install extra maps on GNU/Linux and POSIX systems. . . . 12
2.4.3 Raw install of extra maps (all-platforms) . . . . . . . . . . . . . . . . . 12
2.5 Troubleshooting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
2.5.1 Compilation problems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
2.5.2 Check installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
2.5.3 Problems running the game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
2.6 Quick start . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
2.6.1 Quick start. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
2.7 Strategy tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
2.8 User interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
2.8.1 A reduced set of keys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
2.8.2 Combining mouse, keyboard and joysticks . . . . . . . . . . . . . . . . 15
ii Liquid War 6
3 Hacker’s guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
3.1 Designing levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
3.1.1 Why is level design so important? . . . . . . . . . . . . . . . . . . . . . . . . 23
3.1.2 Format overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
3.1.3 Resolution (map size) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
3.1.4 Metadata . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
3.1.5 map.png . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
3.1.6 layer2.png ... layer7.png . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
3.1.7 texture.png, texture.jpeg and texture-alpha.jpeg . . . . . . . . . . 25
3.1.8 glue.png and boost.png . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
3.1.9 danger.png and medicine.png . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
3.1.10 one-way-<direction>.png . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
3.1.11 cursor.png and cursor-color.png . . . . . . . . . . . . . . . . . . . . . . . . . 27
3.1.12 rules.xml . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
3.1.13 hints.xml . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
3.1.14 style.xml . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
3.1.15 teams.xml. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
3.1.16 Resampling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
3.1.17 Music . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
3.1.18 Experience (“exp”) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
3.2 Translating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
3.2.1 Using gettext . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
3.2.2 Formatted strings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
3.2.3 Partial translation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
3.3 Architecture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
3.3.1 C + Guile. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
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4 Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
4.1 Basic options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
4.1.1 about . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
4.1.2 audit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
4.1.3 copyright. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
4.1.4 credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
4.1.5 debug . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
4.1.6 defaults . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
4.1.7 help . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
4.1.8 host. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
4.1.9 list . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
4.1.10 modules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
4.1.11 pedigree . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
4.1.12 test . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
4.1.13 version . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
4.2 Doc options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
4.2.1 example-hints-xml . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
4.2.2 example-rules-xml . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
4.2.3 example-style-xml . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
4.2.4 example-teams-xml . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
4.2.5 list-advanced . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
4.2.6 list-aliases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
4.2.7 list-doc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
4.2.8 list-funcs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
4.2.9 list-graphics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
4.2.10 list-hooks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
4.2.11 list-input. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
4.2.12 list-map. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
4.2.13 list-map-hints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
4.2.14 list-map-rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
4.2.15 list-map-style . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
4.2.16 list-map-teams . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
4.2.17 list-network . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
4.2.18 list-path . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
4.2.19 list-players . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
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4.2.20 list-quick . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
4.2.21 list-show . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
4.2.22 list-sound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
4.2.23 list-team-colors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
4.2.24 list-weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
4.3 Show options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
4.3.1 show-build-abs-srcdir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
4.3.2 show-build-bin-id . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
4.3.3 show-build-bugs-url . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
4.3.4 show-build-cflags . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
4.3.5 show-build-codename . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
4.3.6 show-build-configure-args . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
4.3.7 show-build-copyright . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
4.3.8 show-build-datadir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
4.3.9 show-build-date . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
4.3.10 show-build-docdir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
4.3.11 show-build-enable-allinone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
4.3.12 show-build-enable-console . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
4.3.13 show-build-enable-fullstatic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
4.3.14 show-build-enable-gcov . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
4.3.15 show-build-enable-gprof . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
4.3.16 show-build-enable-gtk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
4.3.17 show-build-enable-instrument. . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
4.3.18 show-build-enable-mod-caca . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
4.3.19 show-build-enable-mod-csound . . . . . . . . . . . . . . . . . . . . . . . . . . 73
4.3.20 show-build-enable-mod-gl1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
4.3.21 show-build-enable-mod-gles2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
4.3.22 show-build-enable-mod-http . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
4.3.23 show-build-enable-mod-ogg . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
4.3.24 show-build-enable-mod-soft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
4.3.25 show-build-enable-openmp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
4.3.26 show-build-enable-optimize . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
4.3.27 show-build-enable-paranoid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
4.3.28 show-build-enable-profiler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
4.3.29 show-build-enable-valgrind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
4.3.30 show-build-endianness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
4.3.31 show-build-gcc-version . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
4.3.32 show-build-gnu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
4.3.33 show-build-gp2x. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
4.3.34 show-build-home-url. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
4.3.35 show-build-host-cpu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
4.3.36 show-build-host-os . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
4.3.37 show-build-hostname . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
4.3.38 show-build-includedir. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
4.3.39 show-build-ldflags . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
4.3.40 show-build-libdir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
4.3.41 show-build-license . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
4.3.42 show-build-localedir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
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4.3.43 show-build-mac-os-x. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
4.3.44 show-build-md5sum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
4.3.45 show-build-ms-windows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
4.3.46 show-build-package-id . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
4.3.47 show-build-package-name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
4.3.48 show-build-package-string . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
4.3.49 show-build-package-tarname . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
4.3.50 show-build-pointer-size . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
4.3.51 show-build-prefix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
4.3.52 show-build-stamp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
4.3.53 show-build-time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
4.3.54 show-build-top-srcdir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
4.3.55 show-build-unix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
4.3.56 show-build-version . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
4.3.57 show-build-version-base . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
4.3.58 show-build-version-major . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
4.3.59 show-build-version-minor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
4.3.60 show-build-x86 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
4.3.61 show-config-file . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
4.3.62 show-cwd . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
4.3.63 show-data-dir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
4.3.64 show-default-config-file . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
4.3.65 show-default-data-dir. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
4.3.66 show-default-log-file . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
4.3.67 show-default-map-dir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
4.3.68 show-default-map-path . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
4.3.69 show-default-mod-dir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
4.3.70 show-default-music-dir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
4.3.71 show-default-music-path . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
4.3.72 show-default-prefix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
4.3.73 show-default-script-file . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
4.3.74 show-default-user-dir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
4.3.75 show-log-file. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
4.3.76 show-map-dir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
4.3.77 show-map-path. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
4.3.78 show-mod-dir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
4.3.79 show-music-dir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
4.3.80 show-music-path . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
4.3.81 show-prefix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
4.3.82 show-run-dir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
4.3.83 show-script-file . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
4.3.84 show-user-dir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
4.4 Path options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
4.4.1 config-file . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
4.4.2 data-dir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
4.4.3 log-file . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
4.4.4 map-dir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
4.4.5 map-path . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
vii
4.4.6 mod-dir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
4.4.7 music-dir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
4.4.8 music-path . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
4.4.9 prefix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
4.4.10 script-file . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
4.4.11 user-dir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
4.5 Players options. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
4.5.1 player1-control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
4.5.2 player1-name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
4.5.3 player1-status . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
4.5.4 player2-control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
4.5.5 player2-name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
4.5.6 player2-status . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
4.5.7 player3-control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
4.5.8 player3-name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
4.5.9 player3-status . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
4.5.10 player4-control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
4.5.11 player4-name. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
4.5.12 player4-status . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
4.6 Input options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
4.6.1 auto-release-delay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
4.6.2 click-to-focus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
4.6.3 cursor-sensitivity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
4.6.4 custom-alt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
4.6.5 custom-ctrl. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
4.6.6 custom-down . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
4.6.7 custom-enter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
4.6.8 custom-esc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
4.6.9 custom-left . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
4.6.10 custom-pgdown . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
4.6.11 custom-pgup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
4.6.12 custom-right . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
4.6.13 custom-up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
4.6.14 double-click-delay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
4.6.15 max-cursor-speed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
4.6.16 mouse-sensitivity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
4.6.17 repeat-delay. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
4.6.18 repeat-interval . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
4.6.19 use-double-click . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
4.6.20 use-esc-button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
4.6.21 zoom-step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
4.6.22 zoom-stick-delay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
4.7 Graphics options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
4.7.1 capture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
4.7.2 fullscreen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
4.7.3 gfx-backend . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
4.7.4 gfx-quality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
4.7.5 height . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
viii Liquid War 6
4.7.6 width . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
4.7.7 windowed-mode-limit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
4.8 Sound options. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
4.8.1 ambiance-exclude . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
4.8.2 ambiance-file . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
4.8.3 ambiance-filter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
4.8.4 fx-volume . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
4.8.5 music-volume . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
4.8.6 snd-backend . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
4.8.7 water-volume. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
4.9 Network options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
4.9.1 bind-ip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
4.9.2 bind-port . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
4.9.3 broadcast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
4.9.4 cli-backends . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
4.9.5 known-nodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
4.9.6 node-description. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
4.9.7 node-title . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
4.9.8 password . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
4.9.9 public-url . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
4.9.10 skip-network . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
4.9.11 srv-backends . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
4.10 Map parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
4.10.1 chosen-map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
4.10.2 force . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
4.10.3 use-cursor-texture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
4.10.4 use-hints-xml . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
4.10.5 use-music-file . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
4.10.6 use-rules-xml . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
4.10.7 use-style-xml . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
4.10.8 use-teams-xml . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
4.10.9 use-texture. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
4.11 Map rules.xml . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
4.11.1 boost-power. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
4.11.2 color-conflict-mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
4.11.3 cursor-pot-init . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
4.11.4 danger-power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
4.11.5 exp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
4.11.6 fighter-attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
4.11.7 fighter-defense . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
4.11.8 fighter-new-health . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
4.11.9 fighter-regenerate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
4.11.10 frags-fade-out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
4.11.11 frags-mode. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
4.11.12 frags-to-distribute . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
4.11.13 glue-power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
4.11.14 highest-team-color-allowed . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
4.11.15 highest-weapon-allowed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
ix
5 C API . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215
5.1 libliquidwar6 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215
5.1.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215
5.1.2 API. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215
5.2 libbot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215
5.2.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215
5.2.2 API. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215
5.3 mod-brute . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
5.3.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
5.3.2 API. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
5.4 mod-follow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
5.4.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
5.4.2 API. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
5.5 mod-idiot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
5.5.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
5.5.2 API. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
5.6 mod-random . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
5.6.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
xxiv Liquid War 6
1 Introduction
Read this chapter to discover Liquid War 6.
1.1 In a nutshell
Liquid War 6 is a unique multiplayer wargame. Your army is a blob of liquid and you have
to try and eat your opponents. Rules are very simple yet original, they have been invented
by Thomas Colcombet. It is possible to play alone against the computer but the game is
really designed to be played with friends, on a single computer, on a LAN, or on Internet.
An older version, Liquid War 5, is available, but is not part of the GNU Project. Only
Liquid War 6 is part of the GNU Project, it is a complete rewrite.
The official page of Liquid War 6 is http://www.gnu.org/software/liquidwar6/. For
more information, you can read the Wikipedia article about Liquid War.
2 User’s manual
The Liquid War 6 user’s manual hopefully contains any usefull information to install the
program and play the game. If you just want to enjoy Liquid War 6 without diving into
map creation and programming, this is just for you.
2.1.2 Announcements
Announcements about LiquidWar 6 are made on <[email protected]>. Subscribe to
it to be informed of major releases, and other significant news.
To subscribe to it, please send an empty mail with a Subject: header line of just "sub-
scribe" to the -request list, that is <[email protected]>.
You can also subscribe to the list using the Mailman web interface for info-liquidwar6
and consult info-liquidwar6 archives.
Please also consider reading the latest news on Savannah.
2.1.3 Bugs
There is also a special list used for reporting bugs, <[email protected]>. Please try
and describe the bug as precisely as possible. The more accurate the description, the more
chances it will get to be fixed.
While this is the standard GNU way of reporting bugs, modern SPAM standards make
it very hard to filter real bug reports from junk on this list. It is more convenient to
use a web interface, the URL is: http: / /savannah .gnu .org /bugs / ?func=additem &
group=liquidwar6 and you’re really encouraged to use it instead of sending emails.
Please take a look at the bug list before submitting new bugs.
Beware of revision numbers, snapshots can make you believe version X.Y is out when
it’s only a release candidate at best, and most of the time just a work-in-progress.
Still, if you want bleeding edge versions, this is the way to go.
Documentation is automatically updated as well, and available on http://www.ufoot.
org/liquidwar/v6/doc/.
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• 2048R/406FFCAB 2013-07-12 Jenkins Daemon (Christian Mauduit) <jenk-
[email protected]>
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8 Liquid War 6
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2.3 Installation
This section covers installation from source. Other ways of installing the program are not
described here.
2.3.1 Requirements
All these libraries are mandatory to compile the game. Liquid War 6 won’t compile, let
alone run, without them. Some of them could probably be replaced by equivalent tools,
but this would certainly require a programming effort and some changes in Liquid War 6
source code.
• GCC. Liquid War 6 does require the GNU C Compiler to build, while other compilers
might be able to build the game, this is untested.
• Gomp. Liquid War 6 uses OpenMP #pragma directives, this should help the game run
faster on SMP systems.
• GNU Make. Liquid War 6 might and certainly does use GNU Make extensions.
• GNU C library. Sounds obvious, but you need a standard C library. It happens that
glibc has some rather usefull extensions (yes, as of 2006, some vendors continue to
offer C libraries without snprintf...) and Liquid War 6 might use them. In a general
manner, Liquid War 6 is part of and designed for GNU. You might however manage
to compile it with limited libc support, this is the case with mingw32 for instance but,
do it at your own risk.
• Perl. Some Makefile commands require Perl. You don’t need any Perl devel packages,
and you can probably use any Perl 5.x version, since no fancy recent feature of Perl is
used. Just plain Perl.
• Guile. Possibly the most required library, since Liquid War 6 is a scheme program
which uses a set of functions coded in standard C. You need at least Guile 1.8.
Chapter 2: User’s manual 9
• GNU MP. GMP is a free library for arbitrary precision arithmetic, required by Guile.
• libgc. This is a a garbage collector library, recent versions of Guile might require this
so in case your version of Guile requires it, then Liquid War 6 will need it too.
• ltdl. This library, which comes with libtool, provides a portable alternative to dlopen
and dlclose. Check that you have a /usr/include/ltdl.h file, or install the corre-
sponding package.
• zlib. Required by other libraries, but can also be used directly by Liquid War 6 to
compress network messages for instance.
• expat. Used to read and write XML files, which contain constants and configuration
data.
• libpng. Liquid War 6 uses libpng to read levels (maps), not to speak of other optional
libraries (SDL and the rest) who need it themselves.
• libjpeg. Maps can also be provided as jpeg files, so libjpeg is required as well.
• SQLite 3. Used to handle the list of available servers.
2.3.5 Compiling
Liquid War 6 uses GNU Automake, Autoconf and GNU Libtool.
12 Liquid War 6
2.5 Troubleshooting
Chapter 2: User’s manual 13
• Run liquidwar6 --test. This should run a complete test suite, many functions in the
game will be tested automatically, and errors reported.
• Run liquidwar6 --show-script-file. Are you really running the right code?
• Game segfaults: try make uninstall && make clean && make && make install. Many
problems can come from using a wrong shared module. You can also launch the game
with the --trap-errors=false switch, this will disable the custom popup window and
allow you to get the real error.
• Game (still) segfaults: try gdb liquidwar6. Type run --trap-errors=false and
watch output.
• The dynamic library loader can sometimes have problemes, and does not always report
explicit messages on stdout or stderr. You can change this by modifying some envi-
ronment variables: export LD_DEBUG=all. This is very verbose but does help finding
bugs.
• Consider compiling the game using ./configure --enable-valgrind and then run it
using Valgrind.
• Try find / -type d -a -name "liquidwar6*" 2> /dev/null to ensure you don’t have
an old version of Liquid War 6 somewhere else...
A final word about joystick buttons: there’s no such thing as standard joystick buttons,
some will come with A,B,C,D, others will have A,B,start,select,L,R, there’s no way to
know. By default, the game will use the buttons with the lowest indexes (returned by your
16 Liquid War 6
driver) for the most usefull functions. Validate menu entries is the most usefull action,
zooming in and out the one you can live without.
2.9.3 Weapons
Additionnally, when profiles are used, each team has two weapons, a primary weapon and
an alternate one. Think of weapons as special (usually nasty) tricks you can play on your
opponents.
Here’s a description of available weapons:
Chapter 2: User’s manual 17
• atomic: nuclear explosion, all fighters arround your cursor are about to die
• attract: all fighters from all teams are packed near your cursor
• berzerk: super-strong attack for a limited time, crush your enemies
• control: you take the control of all other teams while your cursor stays in place
• crazy: all your opponents go crazy for some time, acting with no logic
• disappear: you disappear for some time from the battlefield, to reappear later, some-
where else
• escape: fighters placed as far as possible from cursor, magically escape from any grip
• fix: all other teams are freezed, you can move but not attack them
• invincible: no damage for a limited time, move untouched
• kamikaze: you die along with the strongest team on the battlefield, requires at least 3
teams
• mix: fighters exchange position, their properties being preserved
• permutation: will exchange colors, randomly, requires at least 3 teams (double edged
weapon)
• plague: general disease, all fighters mysteriously loose health
• reverse: fighters continue to move normally, but attacks are done in reverse mode,
backwards
• rewind: make the battlefield be like it was a few seconds ago
• scatter: every fighters of every team scattered in random places
• shrink: reduces the number of fighters on the map
• steal: steals some fighters to other teams
• teleport: fighters placed as close as possible to cursor
• turbo: move faster for a limited time
Note that this is in progress, some of them are NOT IMPLEMENTED YET.
2.10.4 Communities
Once a node is connected to another one, they’ve started a “community”. Formally, a
stand-alone node accepting for connection is already a community, even if it has only one
member, but the only really interesting communities are those formed with several nodes.
A community can’t be reached through a given server, to connect to one you just need
to connect on one of its member nodes. All nodes are equivalent, there’s no master, no
root node, nodes collaborate to share the same real-time information and maintaine an
up-to-date game state.
Of course, conflicts can arise, and in that case nodes need to agree on an acceptable
solution. Normally, the program takes decisions automatically (for instance, it could decide
to “kick” a node out of the community) so the player does not have to care about this,
but this is expected to be one of the most tricky (and passionating) part of Liquid War 6
hacking.
Here’s an example of a typicall iptables configuration which allows you to play the game
full-featured. It’s assumed that by default all packets are dropped, this configuration will
just open the necessary ports.
# outgoing TCP on port 8056 (liquidwar6)
iptables -A OUTPUT -p tcp --dport 8056 -m state --state NEW,ESTABLISHED -j ACCEPT
iptables -A INPUT -p tcp --sport 8056 -m state --state ESTABLISHED -j ACCEPT
# incoming TCP on port 8056 (liquidwar6)
iptables -A INPUT -p tcp --dport 8056 -m state --state NEW,ESTABLISHED -j ACCEPT
iptables -A OUTPUT -p tcp --sport 8056 -m state --state ESTABLISHED -j ACCEPT
# outgoing UDP on port 8056 (liquidwar6)
iptables -A OUTPUT -p udp --dport 8056 --sport 1024:65535 -j ACCEPT
iptables -A INPUT -p udp --sport 8056 --dport 1024:65535 -j ACCEPT
# incoming UDP on port 8056 (liquidwar6)
iptables -A INPUT -p udp --dport 8056 --sport 1024:65535 -j ACCEPT
iptables -A OUTPUT -p udp --sport 8056 --dport 1024:65535 -j ACCEPT
If you can’t change firewall settings and only have access to the web through a web
proxy, it can still be possible to play (with some restrictions such as your node not being
seen by others) if mod-http is available. This in turn depends on wether libcurl support
was activated when compiling the game. To use the proxy, you can set the http_proxy
environment variable. For detailed informations, please refer to libcurl doccumentation.
• the built-in web server is not a general purpose web server which will end up revealing
some of your private files, it can only serve game-related pages;
• the very fact that the game has no central server makes it hard to attack it, because
if someone wants to play “Oscar” annoying “Alice” and “Bob” he well need to fool all
the nodes participating in a game, sending wrong informations to a single node won’t
have much effect.
This being said, Liquid War 6 does not use any strong encryption library to protect the
data it sends. All the checksum machinery might be vulnerable to a brute-force and/or
strong cryptographic attack, so in theory it’s possible to fool the program.
In practise, if you want real privacy, play over a VPN (Virtual Private Network).
2.11 Graphics
2.11.1 Standard, high and low resolution
Liquid War 6 will try and pick up a default resolution when the game is launched the
first time. It won’t use your maximum screen resolution but will instead list all available
fullscreen modes, and pick up one which is usually something like two thirds of the highest
mode. This is to allow switching back and forth between fullscreen and windowed mode
using the same settings. This automatically picked-up resolution really depends on your
hardware and driver. It is called “standard” in the graphics options menu.
Then it is possible to automatically select the minimum and maximum resolution your
hardware allows in fullscreen mode. These are called “low” and “high” in the graphics
options menu. Just click on the button that display the resolution, it will change and use
the next setting. In windowed mode, the game won’t accept the highest available mode but
will instead use a percentage of it, defined by the --windowed-mode-limit parameter.
You might still be in a case where this is not enough. For instance your maximum
resolution is 1600x1200, Liquid War 6 picks a default mode of 1280x960 for you but for some
reason you want to play in 800x600, fullscreen. In this case, simply switch to windowed
mode, resize the window with the mouse (the resolution button will show you the current
resolution) and just choose a resolution near 800x600. It does not even need to be exactly
800x600, 798x603 would probably fit. Then when switching back to fullscreen, you’ll be in
800x600, the game will automatically pick up the fullscreen mode which is closest to the
current windowed mode resolution.
system, this is probably useless since the game is threaded and has a dedicated thread for
display purposes. The command line option to reduce the number of frames per second is
--target-fps.
Additionnally, the parameter --gfx-cpu-usage allows you to force the display thread
to “take a rest” and go idle for some time. This is advanced settings, most users won’t
touch this.
2.14 Logs
Liquid War 6 uses stdout to output important messages, and stderr to log warnings and
errors. It will also use syslog if available.
Additionnally, a verbose log is available in $HOME/.liquidwar6/log.csv on
GNU/Linux and POSIX systems, in C:\Documents and Settings\<username>\Liquid
War 6\log.csv on Microsoft Windows and in /Users/<username>/Library/Application
Support/Liquid War 6/log.csv on Mac OS X.
You can read this using any spreadsheet software capable of reading csv file. It uses the
tab (\t) character as a separator. It contains valuable informations including version and
22 Liquid War 6
most default values for the game, and for each line logged, it says where in the code the log
function was called. A must-have for debugging.
3 Hacker’s guide
This hacker’s guide is for anyone who is curious about the game, and wants to know how it
works. It covers many aspects from simple map creation to technical program internals. A
great effort has been done in Liquid War 6 so that it should be much more hackable than
previous versions. Any feedback is welcome.
The texture can be somewhat bigger than the logical map, this allows for pretty levels
while limiting the horsepower needed to move the fighters and animate everything. Note
that you could technically feed the game with a map.png that is bigger than the logical map
limit, only it will be downscaled when being loaded.
The texture limits are generous enough to accept a full-HD 1920x1080 image, or a 4/3
1600x1200 image, while the “one million pixels” logical map limit is enough to store a 16/9
1280x720 map or a 4/3 1024x768.
Keep in mind that the logical map (map.png) will probably be scaled whatsoever, even
if it’s within the absolute limits (the game adapts the resolution to your computer speed)
and your texture will rarely appear in its native resolution, will probably be distorted, and
so on.
3.1.4 Metadata
Older versions of Liquid War 6 used to load a plain README file and use this as metadata.
Title was take from map directory name. This is still supported, but it now also supports
the addition of a metadata.xml file in which you can describe your map.
The following files can be defined:
• title: map title, what will appear in the menus
• author: map author
• description: description of the map, to help players when browsing folders
• license: map license (short version, just a simple one-liner, don’t use lenghtly copy-
right notices here, the README file would be the file to put long legal sections)
3.1.5 map.png
This is the only required file in a level.
In fact, the existence of map.png makes a directory a level. When checking wether a
directory is a correct level, Liquid War 6 simply tests the existence and validity of map.png.
This image is a simple black & white area, where white zones are the background, the
sea, the places where fighters can move, and black zones are the foreground, the walls, the
places where fighters can’t go.
This informations can be stored in a 2-color indexed file, or in a grayscaled or even
truecolor RGB file, but color information won’t be used. Internally, Liquid War 6 will
read the color of every point. If it is over 127 on a 0 to 255 scale, it will be considered as
background, if it is below 127, it will be considered as foreground.
There can be, at the same place, some gray or black in both boost.png and glue.png.
How this will behave exactly is not really clear at this stage, the recommendation is not to
do this (it does not really make sense anyway) but if you do it, game won’t complain.
It’s also wise not to abuse of boost.png for obviously, a map filled with “boosted” zones
at a X10 pace will require much more CPU than the same map with no such setting. This
might fool the automatic resampling algorithm and lead to maps that are unplayable. The
spirit of boost.png is just to make a few spots go faster.
It’s also important to note that behaving faster or slower means moving faster or slower
but also attacking faster or slower, and, in a general manner doing any action with a different
pace.
There can be, at the same place, some gray or black in both medicine.png
and danger.png. How this will behave exactly is not really clear at this stage, the
recommendation is not to do this (it does not really make sense anyway) but if you do it,
game won’t complain.
Chapter 3: Hacker’s guide 27
3.1.10 one-way-<direction>.png
The four files:
• one-way-north.png (AKA “up”)
• one-way-east.png (AKA “right”)
• one-way-south.png (AKA “down”)
• one-way-west.png (AKA “left”)
can be used to force the fighters to go in one given direction, on some parts of the map.
If an area is black on one of this meta-layers, then fighters will go in the given direction.
For instance, a black zone in one-way-north will make fighters go to the north (AKA
“up” direction) regardless of the cursor position. The fact that this is a one-way path is
understood by fighters and they will take this in account when choosing the shortest path
to go somewhere. You can combine vertical and horizontal one-way informations, making
diagonal one-way paths.
3.1.12 rules.xml
Whereas style.xml is only about the appearance of the map, rules.xml allows the map
designer to change pretty much any parameter.
Ultimately, the player can still ignore these settings and overide them with its own values,
but the idea is: most game options are only pertinent in a given context. For instance, on
some maps it’s interesting to move slowly, on some other it’s interesting to move fast. Some
maps might be playable packed with fighters everywhere, some other might be much more
fun with almost nobody on them.
The approach in Liquid War 5 was to make the options available, but let the player
himself find the right settings for the right map. The consequence is that no one ever
used all those cryptic options in the advanced options menu, and probably 99% of the
players ended up playing with default settings. This is not that bad, but given the fact that
28 Liquid War 6
changing a few parameters one can totally transform the gameplay, it has decided been that
in Liquid War 6, the map designer suggests the right options that matches his map.
This does not prevent the player from toying with options himself, he can still do it.
There’s also one important point to note: all these options are technically implemented
as integer parameters. We certainly do not want any float here, since, and it is a Liquid
War specific behavior, the game must be 100,00% predictable and behave the same on every
platform. As there is nothing like exactness when speaking of floats, those are forbidden
here. As for strings, we are dealing here with low-level internals, and this section is not
about telling a story. They are technical options only. Booleans are implemented with
the usual false = 0 and true = 1 convention. Note that other config files in Liquid War 6
might rely on floats, strings, and booleans with conventionnal true and false values, but
not this one. rules.xml is special.
This rules.xml file is a direct image of the internal “rules” structure, so it contains
technical, sometimes not very user-friendly parameters. While hacking rules.xml directly
is a good way to test things, most of the time, the other file hints.xml contains more
high-level informations that do the job the right way. A typicall example is speed.
See Section 4.11 [Map rules.xml], page 100.
3.1.13 hints.xml
This parameter is only used by the map loader. The map itself contains none of these
parameters, they are only clues (hints, in fact..) on “how to load the map” which are
passed to the loader.
Let’s take an example : speed. This rules.xml file has a (rather) easy to use “speed”
parameter, which will do all the job of finding the right resolution for your map, the right
“rounds-per-sec” and “moves-per-round” parameters, in short, it will set many other pa-
rameters to fit your needs.
As far as the map designer is concerned, rules.xml and hints.xml could have been
merged (but so would have style.xml) but internally they are very different: rules.xml
contains the real parameters, the one used by the algorithm whereas hints.xml contains
only instructions which are used once when loading the map and then disappear. The core
algorithm has no idea of what was in hints.xml, once it’s loaded.
See Section 4.12 [Map hints.xml], page 135.
3.1.14 style.xml
This is a simple XML file defining various appearance parameters. It has absolutely no
effect on gameplay. These settings can ultimately be overriden by the player, but the idea
is that if the map designer thinks this level looks better with this or that option, let him
say it in this file.
See Section 4.13 [Map style.xml], page 141.
3.1.15 teams.xml
In this file one can specify per-map team settings. In short, this is where you can say how
many bots you want, which color, and so on. This can be on a per-map basis, so that each
map has different customized settings, some maps might be fun with only one bot, some
other maps might be fun packed with 8 opponents.
Chapter 3: Hacker’s guide 29
Technically, teams.xml will allow you to define up to 4 players and 9 bots. This is an
awfull lot considering there are only 10 colors. Basically, it’s OK to simply define:
• 2 players (player1 and player2)
• 4 bots (bot1 and bot2)
It might also be a clever idea to just set up player2 and bot1 being the same color,
in case of a conflict the game will pick up another color, but in practice those two entries
often correspond to “the second player, bot or human, coming on the battlefield”.
All in all, this represents 5 entries to set up (main player, other player or first bot which
can be the same, then 3 more bots), it’s OK to have the rest undefined or set to defaults.
Note that this can also simply be unset, and in that case the game defaults will apply,
and the user will be able to change them, whereas if you set these up, the player will
somewhat force to used the map settings.
See Section 4.14 [Map teams.xml], page 154.
3.1.16 Resampling
This is a very important point. Liquid War almost *always* resamples maps, unless you
ask it not to do it. This is not recommended, it is believed in the general case, letting the
internal algorithm make its own decisions is better than trying to figure out oneself “which
is the best resolution”.
The reason is, the right resolution (we’re talking here of the logical resolution, how many
fighters wide is the battlefield) often depends on the speed and general ressources the of the
computer the program is running on. The map designer does not have this information.
The program does. It runs a bench at startup. So this way it can choose, at runtime, the
resolution which fits best.
The recommended way of doing things is not to try to be too picky about rules.xml
parameters related to speed and also let the default map size limits in hints.xml to their
defaults. Do not use them unless debugging stuff. Then the program will resample the map
so that the player can play on it at a reasonnable speed. If map is too big, and it’s often the
case, then it will downsize it until there are sufficiently few fighters so that the CPU can
handle the job. This, of course, is not rocket science. The bench calculation is a somewhat
brute-force approach of doing things. Formally, we would have to run the map for good to
figure out what is the right speed. Still, this bench gives good approximations.
Previous versions of the game relied heavily on ’fighter-scale’ to resample maps, but
this is not the case anymore. The ’fighter-scale’ is now a minor parameter which is used
to upsize maps if they are too small. In 99.9% of the cases, the map is first upsized by
’fighter-scale’ for this parameter is by default set low (1.0) then downsized by ’bench-value’
for real-life personnal computers can’t handle 1600x1200 maps in real-time. Not yet.
There are a bazillion options to control map size, including ’min-map-surface’. They are
here because it’s important that, ultimately, people can do whatever they want with the
game. But for map design, this is another story. Don’t use them. Rely on ’bench-value’
and just care about game speed. This is achieved by changing the “speed” parameter.
3.1.17 Music
It is possible to store your own custom music file within the map directory. You can call
it whatever you want (you can keep its original name, which is something music authors
30 Liquid War 6
usually appreciate, even if there’s no strong “attribution” clause on the license, it can be
considered fair use not to fiddle to much with the name) you just have to place it in the
same directory than the other files like map.png or texture.jpeg.
The following formats are known to work with the default SDL mixer based mod_ogg
backend:
• ogg (Ogg Vorbis files)
• wav
• midi (extensions .mid and .midi should both work)
• mod, s3m and xm files, AKA “modules”.
As a final word, yes, it’s possible to cheat, fool the exp system, but it’s believed this is
moot and lame.
Chapter 3: Hacker’s guide 31
3.2 Translating
3.2.1 Using gettext
Liquid War 6 uses GNU gettext for all its messages. There’s an online manual about this
tool. In practice, what you have to do as a translator is to edit the po/xx.po file with xx
being your language / country code. For instance, to translate the game in French, one
needs to edit po/fr.po.
3.3 Architecture
3.3.1 C + Guile
Technically, Liquid War 6 is a collection of C functions which are exported to Guile. The
main binary embeds a Guile interpreter, which will run a Guile script. This script calls the
exported C functions, and glues them together.
It should be possible to implement the game without using Guile at all, using C code
to make the various modules communicate together. This might seem an easier way to go,
not involving several languages. However, using this script level is a good way to achieve
several important goals:
• it’s possible, at any time, to query the game about its internal state, dump objects,
take actions. That’s what the console is about. It’s a bit like having an embedded
debugger, it’s really a very convenient tool to develop, make experiments and track
problems.
• many hacks can be done without recompiling anything at all. Simply edit a few files
with an editor, and your patch is running. Once the binary base is set up, hacking
scripts on top of it is (almost) a piece of cake.
• forcing the program to use scripts to transfer informations from a module to another
is a good way to avoid “spaghetti” code, when modules cross-use each other in an
uncontrollable way. Of course in some cases, modules communicate directly, especially
when performance is important. But for many tasks, it’s just very comfortable and
safe to have module A send orders to module B through a high-level script API.
Having Guile to implement high-level stuff also decreases, to some extent, the need for
object-oriented features of C++. The big picture is : low level code that require speed,
optimized data processing, is written in C. Code which is more high level and requires
abstraction is written in scheme.
turned on and can theorically use even more threads and be efficient on very big maps
but well, it’s rather untested and still has to prove its real efficiency.
• a thread to handle map loading. This one is not active all the time, it’s just here to
keep a preemptive interface while loading complex maps.
• network code can also fire threads, especially when connecting on remote systems.
So globally, if you have an SMP system, the game will be happy with it. It will also
run on a single processor, as the program uses POSIX pthreads it’s capable to run on any
computer which has pthreads implemented for it.
But, and this is a strong limitation, without pthreads, the game won’t run. At all. Or
at least, not unless it’s almost completely rewritten.
Current bots are really basic. Additionnally, libsim will run dummy fight simulations to
find out wether some team has a real advantage on another one, speaking of team profiles
depending on colors.
The libgfx module handles all the graphics stuff. It is itself splitted in several sub-
modules, that is, it does not do anything but load a module such as mod-gl1 which will
actually contain the implementation. In an object-oriented language, it would be an abstract
class, an inteface. The implementation does not need to be thread-safe. It’s better if it is,
for theorically it could be possible to fire Liquid War 6 with two display backends running
at the same time on the same game instance, but this code has yet to be written, and it’s a
rare dual headed configuration which probably has no real-life usage. If only one graphics
backend is activated at a time, the rest of the implementation garantees there will never be
two concurrent calls to a function is this module. It is the libdsp (“display”) which handles
this. It fires a thread for rendering purposes, and sends information to this thread, detecting
automatically if it’s necessary to acquire a mutex and update rendering informations. For
the caller, this is transparent, one just has to call an update function from time to time.
The module will even perform “dirty-reads” on a game state being calculated, to render
things in real time, as soon as possible.
An experimental libvox module is under design/development and might, in the future,
provide a real-time voxel renderer. Still pre-alpha stage.
To ease up the implementation of different graphics backends, a libgui module contains
code which is meant to be used by any graphics backend. It’s just a factorisation module,
containing common code and interfaces, related to displaying things. This is where, for
instance, one can find a high level menu object. In the same spirit, libmat contains generic
math, vector and matrix code, which is commonly used in 3D interfaces.
The libsnd module handles sound. It’s also an abstract class, an interface, which uses
dynamic backends as implementations.
The libnet module is a wrapper over different network APIs, it handles Winsock and
POSIX sockets in a uniform manner. The libcli and libsrv contain network client and
server code, implementing the various protocols in dynamically loadable sub-modules. It’s
the role of libp2p to glue this together, handle the list of available servers, the message
queue, verifying nobody is cheating, and so on. All this modules share information about
current game state using code & structures defined in libnod,use message utilities (format,
parse) defined in libmsg and share code concerning connections in libcnx. Additionnally,
libdat provides facilities to store old network messages and sort them.
The libsys module contains most system and convenience functions, it handles logs,
type conversions, timer, memory allocation, it’s the fundamental module every other module
depends on. It has a compation libglb module with all the Gnulib shared code.
The libhlp is used to handle keywords and internal self-documentation (this is what
is used by --list and --about), libcfg knows how to read and save config files, libcns
handles the console, and libdyn can load .so shared files dynamically.
To glue all this, there are some Guile bindings with helper functions available in libscm
which fills two needs, one being an easy way to check if Guile linking is working correctly
without requiring all other modules to be available, and also performing automatic checks
on some actions such as registering or executing a function.
Chapter 3: Hacker’s guide 35
Finally there are small modules like libimg (to make screenshots of the game) which
have been separated because they required special libraries to link with and/or did not
really fit in existing modules for dependencies reasons.
So well, this is a lot of modules. The list might move a bit, but the big picture is here.
Each module is testable separately.
Below is a Graphviz diagram, which shows the modules dependencies.
game state, so it’s very important that every node comes with the same output given the
same input.
For this reason Liquid War 6 never uses floating point numbers for its core algorithm,
it uses fixed point numbers instead. It also never relies on a real “random” function but
fakes random behavior by using predictable pseudo-random sources, implementation inde-
pendant, such as checksums, or modulos.
There are also some optimizations which are not possible because of the predictability
requirement, for instance one can not spread a gradient and move the fighters in concurrent
threads, or move fighters from different teams in different threads.
If you read the code, you’ll find lots of checksums here and there, a global checksum not
being enough for you never know where the problem happened. The test suite uses those
facilities to garantee that the game will run the same on any platform.
Not being able to rely on a predictable algorithm would require to send whole game
states on the network, and this is certainly way too much data to transmit. A moderate
200x200 map has a memory footprint of possibly several megabytes, so serializing this and
sending it to multiple computers at a fast-paced rate is very hard, if possible at all, even
with a high bandwidth. We’re talking about Internet play here.
is just linked statically in those versions, and the modularity of the game is purely
theorical on these platforms.
This mod-gl1 module is really one of the key stones of Liquid War 6, and if you
want to change graphical things, it’s definitely the place to hack on. The source is in
src/lib/gfx/mod-gl1.
The mod-gl1 backend requires “moderate” hardware, but it still does require hardware
acceleration. Pure software rendering through mesa for instance, won’t be enough.
So if you’re running Xorg on GNU/Linux and there’s a DRI driver for your card, the
game should run fine.
On the programmer side, the counterpart is that one should not rely on fancy OpenGL
features. Textures have a maximum size of 512x512 for instance. Of course some maps
are bigger than this but this means that internally, mod-gl1 splits them into smaller
tiles, and displays those tiles one by one.
Inside the mod-gl1 backend, the src/lib/gfx/mod-gl1/gl-utils directory contains
lots of common structures, factorized functions which can (and should, if appliable) be
used.
• mod-gles2
This is under development, the idea is to provide an alternative renderer based on
OpenGL ES 2, which could be used on standard computers but also on mobile plat-
forms.
Work in progress, don’t hold your breath.
• mod-soft
This is under development, the idea is to provide a very basic rendered which can be
compiled pretty much anywhere as long as SDL is available, since it does use software
rendering only.
Work in progress, don’t hold your breath.
• mod-caca
This is under heavy development, the idea is to provide a basic yet surprising alternative
text-based renderer, using libcaca.
--allinone flag, but for the caller this is transparent, just create and destroy
backend, period.
• src/lib/gfx/mod-gl1/mod-gl1-backend.c: this is where the module actually binds
its internal functions with the callbacks defined in the lw6gfx_backend_s struct. None
of these internal functions should be called directly, code in libdsp for instance should
only refer to the lw6gfx_... bindings. Reading the code in src/lib/gfx/gfx-test.c
shows how these functions can be called, and in which order.
All the functions should be defined, but some of them are obviously more important.
The two most critical functions are:
• pump_events This is used to process inputs. The function should update a lw6gui_
input_s struct and return it to the caller. How this done is really up to the backend, it
happens that all SDL based backends (mod-gl1, mod-gles2 and mod-soft) share the
same code for this, but another backend could do this differently, there’s no real need
to use SDL.
Only, the returned input should behave correctly when queried with function from
libgui. As a consequence, one needs to have a look at libgui to understand how
input works. A look at src/lib/gfx/shared-sdl/shared-sdl-event.c is a good
example of this, as this file contains the implementation for SDL-based input.
See Section 5.19 [libgfx], page 219. See Section 5.26 [libgui], page 221.
• display By far the most complicated function, this one is called on each display loop
to render the game. It’s always used in the same thread, so need not be reentrant, and
on some platforms (eg Mac OS X) it will even be called in the main thread (this can
be of some importance regarding some libraries such as SDL).
Still, beware, the game_state object it uses can change on the fly while rendering. In
that case “changing” means that fighters can move and gradients be updated but the
global structure won’t change. So any pointer on a fighter will still be valid after it’s
been obtained, but the renderer should not expect the game to be static. In practice
this is not really a problem. If you are curious, you can look in libdsp how and when
this function is called.
A very important parameter is mask, depending on its value, the backend should, or
not, display the menu, or the map, or both, etc. The reference for this are the LW6GUI_
DISPLAY_... constants in src/lib/gui/gui.h.
As a starting point, implementing menu display before anything else is probably the
best bet, since without menus it’s hard to do anything within the game.
To test out a backend, one can either launch the full game using the “under devel-
opment” backend, or launch the test suite by typing ./liquidwar6gfx-test 1 in
./src/lib/gfx.
See Section 5.16 [libdsp], page 218.
3.7.1 Introduction
Since Liquid War 3 the algorithm to power Liquid War is pretty much unchanged, at least,
there has been no revolution, the basic principles remain the same. This has been explained
in Liquid War 5 doc, but is repeated here, along with the specific Liquid War 6 stuff.
The very important things to remember are:
• The algorithm is 100.00% predictable. This means given the same input, it will give
exactly the same output. This is very important for the network games to work cor-
rectly, therefore, the algorithm does not ever use any call to rand / random functions,
it also does not use any float value either, since different type of processors/contexts
might give slightly different results because of rounding problems.
• It’s a two-pass algorithm, the first step is to calculate the distance from any point of
the map to the closest cursor. This step is always imperfect, the shortest path is never
really found, the naive approach is to consider that if a place on the map is at distance
N of the cursor, then in the worst case, all adjacent places are at distance N+1. As of
Liquid War 6, the corresponding code is in src/lib/ker/ker-spread.c. The second
step is to move the fighters, make them act. In Liquid War 6, the corresponding code is
in src/lib/ker/ker-move.c. One can have a look at the code source for the function
lw6ker_game_state_do_round in src/lib/ker/ker-gamestate.c to see how these
are called.
See See Section 5.31 [libmap], page 222. See See Section 5.29 [libker], page 221. See See
Section 5.37 [libpil], page 223.
• --enable-headless: will allow compilation without any graphics backend. The game
is unplayable in that state but one can still wish to compile what is compilable, for
testing purposes.
• --enable-silent: will allow compilation without any sound backend. The game won’t
play any music in that state but one can still wish to compile what is compilable, for
testing purposes.
• --enable-allinone: will stuff all the internal libraries into one big executable. Very
convenient for profiling. The major drawback is that you need to have all the optional
libraries installed to compile all the optional modules. Another side effect is that with
this option there’s no more dynamic loading of binary modules, so if your platform has
a strange or buggy support for .so files, this option can help.
• --enable-fullstatic: will build a totally static binary, that is using the --static
option for gcc and the -all-static option for libtool. Currently broken, this option
could in the future allow for building binaries that run pretty much everywhere, without
requiring any dependency but a Kernel.
• --enable-gprof: will enable profiling informations. This will activate --enable-
allinone, else you would only track the time spent in functions in the main liquidwar6
executable, and exclude lots of interesting code contained in dynamic libraries.
• --enable-instrument: will instrument functions for profiling. This will turn on the
-finstrument-functions switch when compiling, so that the hooks __cyg_profile_
func_enter and __cyg_profile_func_exit are called automatically. Then you can
link against tools like cprof or FunctionCheck.
• --enable-profiler: will enable Google Performance Tools support. Basically, this
means linking against libtcmalloc and libprofiler. You could activate those by
using LD_PRELOAD or by using your own LDFLAGS but using this option will also make
the game tell you if CPUPROFILE or HEAPPROFILE are set when it starts. The pprof -gv
output is very handy. Note that on some systems pprof is renamed google-pprof.
• --enable-gcov: will enable coverage informations, to use with gcov and lcov. This is
for developpers only. It will activate --enable-allinone, else there would be some link
errors when opening dynamic libraries. The obtained information is available online:
coverage. and GNU global.
• --enable-valgrind: will enable some CFLAGS options which are suitable for the use
of Valgrind, to track down memory leaks and other common programming errors. Use
for debugging only, usually together with --enable-allinone.
make deb
• autoconf2.5-2.61-1-bin.tar.bz2
• autoconf-4-1-bin.tar.bz2
• autogen-5.9.2-MSYS-1.0.11-1-bin.tar.gz
• autogen-5.9.2-MSYS-1.0.11-1-dev.tar.gz
• autogen-5.9.2-MSYS-1.0.11-1-dll25.tar.gz
• automake1.10-1.10-1-bin.tar.bz2
• automake-3-1-bin.tar.bz2
• bash-3.1-MSYS-1.0.11-1.tar.bz2
• binutils-2.18.50-20080109-2.tar.gz
• bison-2.3-MSYS-1.0.11-1.tar.bz2
• coreutils-5.97-MSYS-1.0.11-snapshot.tar.bz2
• crypt-1.1-1-MSYS-1.0.11-1.tar.bz2
• csmake-3.81-MSYS-1.0.11-2.tar.bz2
• cvs-1.11.22-MSYS-1.0.11-1-bin.tar.gz
• diffutils-2.8.7-MSYS-1.0.11-1.tar.bz2
• findutils-4.3-MSYS-1.0.11-1.tar.bz2
• flex-2.5.33-MSYS-1.0.11-1.tar.bz2
• gawk-3.1.5-MSYS-1.0.11-1.tar.bz2
• gcc-core-3.4.5-20060117-3.tar.gz
• gcc-g++-3.4.5-20060117-3.tar.gz
• gcc-g77-3.4.5-20060117-3.tar.gz
• gcc-objc-3.4.5-20060117-3.tar.gz
• gdb-6.8-mingw-3.tar.bz2
• gdbm-1.8.3-MSYS-1.0.11-1.tar.bz2
• gettext-0.16.1-1-bin.tar.bz2
• gettext-0.16.1-1-dll.tar.bz2
• gettext-0.16.1-MSYS-1.0.11-1.tar.bz2
• gettext-devel-0.16.1-MSYS-1.0.11-1.tar.bz2
• inetutils-1.3.2-40-MSYS-1.0.11-2-bin.tar.gz
• libiconv-1.11-1-bin.tar.bz2
• libiconv-1.11-1-dll.tar.bz2
• libiconv-1.11-MSYS-1.0.11-1.tar.bz2
• libtool1.5-1.5.25a-1-bin.tar.bz2
• libtool1.5-1.5.25a-1-dll.tar.bz2
• libtool1.5-1.5.25a-20070701-MSYS-1.0.11-1.tar.bz2
• lndir-6.8.1.0-MSYS-1.0.11-1.tar.bz2
• lpr-1.0.1-MSYS.tar.gz
• lzma-4.43-MSYS-1.0.11-1-bin.tar.gz
• make-3.81-MSYS-1.0.11-2.tar.bz2
44 Liquid War 6
• mingw-runtime-3.14.tar.gz
• mingw-utils-0.3.tar.gz
• minires-1.01-1-MSYS-1.0.11-1.tar.bz2
• MSYS-1.0.11-20071204.tar.bz2
• msysCORE-1.0.11-2007.01.19-1.tar.bz2
• openssh-4.7p1-MSYS-1.0.11-1-bin.tar.gz
• openssl-0.9.8g-1-MSYS-1.0.11-2-bin.tar.gz
• openssl-0.9.8g-1-MSYS-1.0.11-2-dev.tar.gz
• openssl-0.9.8g-1-MSYS-1.0.11-2-dll098.tar.gz
• perl-5.6.1-MSYS-1.0.11-1.tar.bz2
• perl-man-5.6.1-MSYS-1.0.11-1.tar.bz2
• regex-0.12-MSYS-1.0.11-1.tar.bz2
• tar-1.19.90-MSYS-1.0.11-1-bin.tar.gz
• texinfo-4.11-MSYS-1.0.11-1.tar.bz2
• vim-7.1-MSYS-1.0.11-1-bin.tar.gz
• w32api-3.11.tar.gz
• zlib-1.2.3-MSYS-1.0.11-1.tar.bz2
This file list might contain file which are not absolutely mandatory for Liquid War 6, for
instance the Fortran 77 compiler is absolutely useless, but installing it won’t harm either.
Some packages might unzip things the right way, but some do it in a subfolder. You might
need to run commands like:
cp -r coreutils*/* .
rm -rf coreutils*
Get rid of useless files:
rm ._.DS_Store .DS_Store
It’s also mandatory to move everything that has been installed in /usr or /usr/local
to / since MSYS has some builtin wizardry which maps /usr on /. You need to do this if
you don’t unzip files from a MinGW shell, which is obviously the case when you first install
it. Usefull command can be:
mv usr/* .
rmdir usr
Next, libintl is not correctly handled/detected by LW6, and can raise an error like
"gcc.exe: C:/msys/local/lib/.libs/libintl.dll.a: No such file or directory" so
one needs to copy some libraries in /usr/local/lib/.libs/:
mkdir local/lib/.libs
cp local/lib/libintl.* local/lib/.libs/
Another step is to edit /etc/profile and add lines like:
export CFLAGS="-g -I/usr/local/include"
export LDFLAGS="-L/usr/local/lib"
export GUILE_LOAD_PATH="C:\\MSYS\\local\\share\\guile\\1.8\\"
Close and re-launch your msys shell (rxvt) so that these changes take effect. Check that
those values are correctly set:
Chapter 3: Hacker’s guide 45
The point is to have Cocoa and OpenGL support. Depending on the way you installed
SDL, you might also need to include an SDL framework support, this is mostly if you
installed SDL from .dmg binary images, and not from source with the command line. A
typical output of sdl-config --libs is:
-L/opt/extra/lib -lSDLmain -lSDL -Wl,-framework,Cocoa
Another important issue is to include SDL.h, which in turn includes SDLmain.h, in all
the .c source files defining the standard main function. This is done in liquidwar6 but should
you try to link yourself on liquidwar6 libraries and/or hack code, you must do this or you’ll
get errors when running the game. Such errors look like:
*** _NSAutoreleaseNoPool(): Object 0x420c90 of class NSCFNumber autoreleased with no pool in
The reason is that SDL replaces your main with its own version of it. One strong
implication is that all the dynamic loading of SDL, which works on sandard GNU/Linux
boxes, won’t work under Mac OS X, since SDL hard codes itself by patching main with
#define C-preprocessor commands.
A .dmg file (disk image) containing a Liquid War 6.app folder (OS X application) is
available for your convenience. It might work or not. In doubt, compile from source. The
complicated part about this package (a “bundle” is OS X language) is that it needs to
embed various libraries which are typically installed in /opt by MacPorts on a developper’s
machine. So to build this package a heavy use of the utilility install_name_tool is re-
quired, normally all libraries needed ship with the binary, remaining depedencies concern
frameworks which should be present on any working Mac OS X install. Still, this is only
theory. Needs to be widely tested.
The layout of the bundle follows:
• ./Contents/Info.plist: metadata, bundle description file
• ./Contents/MacOS: contains the main binary liquidwar6 as well as all specific low-
level libraries
• ./Contents/Resources/data: general game data, does not contain maps.
• ./Contents/Resources/music: music for the game.
• ./Contents/Resources/map: system maps, you can put your own maps (or “extra”
maps) here if you want all users to share them.
• ./Contents/Resources/script: Liquid War 6 specific scripts, the scheme scripted
part of the program.
• ./Contents/Resources/guile: common shared Guile scripts, part of Guile distribu-
tion.
• ./Contents/Resources/doc: documentation in HTML and PDF formats.
Additionnally, the Mac OS X port uses /Users/<username>/Library/Application
Support/Liquid War 6/ to store configuration file, logs, etc. It does not use
$HOME/.liquidwar6 like the default UNIX port.
The Mac OS X port also has a special behavior, in order to load some libraries with
dlopen (SDL image does this with libpng and libjpeg) it needs to set DYLD_FALLBACK_
LIBARY_PATH to a value that contains these libraries. This is typically in the bundle dis-
tributed on the disk image. On a developper’s computer this problem does not appear for
those libs are often in places like:
48 Liquid War 6
• /usr/local/lib
• /usr/X11/lib
• /opt/local/lib
So the program sets DYLD_FALLBACK_LIBARY_PATH (but not DYLD_LIBRARY_PATH else it
breaks internal OS X stuff which relies, for instance, on libjpeg library that has the same
name but different contents) but it needs to do it before it is even run, else the various dyld
functions do not acknowledge the change. That is, calling the C function setenv(), even
before dlopen(), has no effect. So the program calls exec() to re-run itself with the right
environment variable. This is why, on Mac OS X, there are two lines (exactly the same
ones) displaying the program description when it is started in a terminal.
export CC=${OPEN2X_SYSTEM_PREFIX}/bin/arm-open2x-linux-gcc
export CPP=${OPEN2X_SYSTEM_PREFIX}/bin/arm-open2x-linux-cpp
export CXX=${OPEN2X_SYSTEM_PREFIX}/bin/arm-open2x-linux-g++
export AS=${OPEN2X_SYSTEM_PREFIX}/bin/arm-open2x-linux-as
export PATH=’’${GP2X_USER_PREFIX}/bin:${OPEN2X_SYSTEM_PREFIX}/bin:$PATH’’
In this setting, there’s a user $HOME/gp2x directory which will contain all the Liquid
War 6 related libraries while the /opt/open2x remains untouched.
Then you need to install the requirements. All these packages need to be cross-compiled.
To make things clear and non-ambiguous, even if you have CC set up in your environment
variables, pass --build and --host arguments to the ./configure script of all these pack-
ages. A typical command is:
Chapter 3: Hacker’s guide 49
With Liquid War 6, the idea is to take the time to make something stable, something
nice which will enable developpers to implement the cool features, and have fun along the
way. Of course, this is only a dream, and in the (hopefully "very") long run, Liquid War
6 will also end up as a big unmaintainable mess, like any real-life program, until then, it
should remain hackable.
To check that a commit does not break everything, a good practice is to run a make
check before committing / submitting anything.
Then, once it’s within the main GIT repository, check the Jenkins builds to see if the
program still builds correctly.
• CUnit is used for regression tests. It’s used to provide hopefully standardized output
when testing, and provide test statistics more easily. It’s a rule of thumb to try and
write tests when new features and/or bug-fixes pour in.
• lcov is run, ideally with each release - but it’s not garanteed, check the output date
and time - and the output is available online on http://www.ufoot.org/liquidwar/
v6/doc/coverage/.
• GNU global is run too, ideally with each release - again, check the output date and
time - and the output is available online on http://www.ufoot.org/liquidwar/v6/
doc/global/.
• pmccabe reports cyclomatic complexity. It shows where the code is too complex and
should probably be rewritten. Output is post-processed using pmccabe2html from
gnulib. The output is available online on http://www.ufoot.org/liquidwar/v6/
doc/cyclo/.
• Valgrind is run as well, it should report absolutely no leak on all the core sub-libraries,
eg running liquidwar6ker-test or liquidwar6ker-pil. Bits of code which depend
on other libraries are a different story, for some projects on which Liquid War 6 depends
might, for some reason, raise warnings. But as far as Liquid War 6 is concerned, the
goal is simple: zero leak.
• Liquid War 6 is referenced on Open HUB. Visit http: / / www . openhub . net / p /
liquidwar6 to get time-based statistics and facts about the source code.
Those tools certainly don’t garantee the code is perfect, but they do help improving the
quality of the program. If you hack, it’s recommended you give them a try.
(lw6-config-get-number "zoom")
While syntax (and possibly other) errors will be trapped by the interpreter, note that
if you break things inside the game by, say, changing some global value, or in a general
manner cause an error elsewhere in the code, the game will really raise a fatal error and
stop. That’s how you can “break things”.
Still, this console is a very powerfull tool, very usefull for debugging but also for tweaking
the game without restarting it and/or navigating through the menu interface.
the form http://<ip-address>:<port>/. This url is very important for it is (or at least
should be) a unique identifier of the node over the network.
Liquid War has 3 ways to communicate:
• raw TCP, this is the LW6 protocol, the easiest to implement and debug, probably the
most reliable one, but not always the fastest. This involves the two modules mod-tcp
and mod-tcpd.
• HTTP over TCP, this is a hack which allows the game to communicate through HTTP
proxies for instance. Additionnally, the fact any node is a web server enables peering
with a simple web browser. Web server facility requires mod-httpd and client part
requires mod-http which might or not be available, depending on how the game was
compiled.
• raw UDP, this is another version of the LW6 protocol, this is in theory the fastest way
to communicate, it requires mod-udp and mod-udpd to work. Using UDP only was not
an option when conceiving Liquid War since it’s interesting to have other solutions if,
for instance, a firewall does not allow you to use UDP the way you want.
On each of these channels, messages can be exchanged in two modes, an “out of band”
mode (AKA “oob”), and a regular message oriented, here we speak of “connection”.
own game state, a cheater can “only” be a nuisance by sending wrong key presses, but
in the long run it will be defeated by the fact that an attacker should intercept and
modify all messages on all channels (tcp, udp, http ...) and make sure the official, real
informations, never makes its way to the right node. This is quite hard to achieve,
very likely, an inconsistency will be detected, nodes concerned should be disconnected,
period. When sending the first messages, ticket might not be exchanged yet, so there’s
no way to calculate this, during this period, ffffffff is sent, and checksum errors are
ignored.
• <LOGICAL_TICKET_SIG>: another signature, but this one concerns the physical
sender/receiver. If the physical sender is the logical sender, and the physical receiver
is the logical receiver, that is, if physical and logical nodes are the same pair of nodes,
then it need not be defined and can be replaced by the dash character -. In fact,
in that case, the physical and logical signatures are obviously the same. However
(not implemented yet) the protocol is designed so that nodes can act as messages
forwarders, in that case they have no knowledge of the secret ticket to use, so this
ticket is here to ensure message consistency for the final, real (logical) receiver of the
message.
• <PHYSICAL_FROM_ID>: the id of the physical sender, the node that created the message.
• <PHYSICAL_TO_ID>: the id of the physical receiver, the node that should receive the
message.
• <LOGICAL_FROM_ID>: the id of the logical sender, if it’s the same than the physical
sender, can be replaced by the dash character -.
• <LOGICAL_TO_ID>: the id of the logical receiver, if it’s the same than the physical
receiver, can be replaced by the dash character -.
• <MSG>: the message itself, it might in turn be separated by spaces, or whatever the
message delimiter is. It should not be too long, as it must be sendable on the network
by UDP, so it must fit within the MTU (about 1.4 kb) with all the protocol (envelope)
stuff before it. In practice, it’s cut into 1.2 kb parts by libdat, the constant _LW6DAT_
ATOM_MAX_SIZE is used to split big messages in smaller parts.
It’s implemented in src/lib/msg/msg-envelope.c.
It has two arguments, the first one is key, a 32-bit hexa integer, which will, upon
BAR message reception, used to figure out “OK, this is the BAR message associated to
this FOO message I sent before”. The second one, serial, is used to inform the peer
that, possibly, there are new messages to fetch from us. The peer, in turn, might fire
MISS messages, but without this feature, peers could “fall asleep” and forget to pump
messages, especially on non-reliable connections.
• BAR <key> <serial>: is the response to FOO which is received on a regular basis, it’s
really the replacement of the OOB PONG message, it will update the peer status and
maintain consistent informations. It has two arguments, the first one is key, a 32-
bit hexa integer, which will, upon reception, ne matched against a corresponding FOO
messaged, used to figure out “OK, this is the BAR message associated to this FOO message
I sent before”. The second one, serial, is used to inform the peer that, possibly, there
are new messages to fetch from us. The peer, in turn, might fire MISS messages, but
without this feature, peers could “fall asleep” and forget to pump messages, especially
on non-reliable connections.
• JOIN <seq> <serial>: Used to join a game. In fact, having said HELLO and exchanged
FOO and BAR messages does not mean one has joined the game for real. The reason
for this is that those messages help establishing a stable communication channel, then
one needs to come in with the right seq and serial. There are basically two cases.
First case, seq can be zero, in that case it means we’re trying to connect on an existing
server, which will in turn send a JOIN message with a non-zero value, giving the current
seq. Second case, seq is non-zero, in that case it means we’re answering a connection
request. In both cases, serial is a serial number other peers should use as a minimum
limit, and never ask for messages with a serial lower than that.
• GOODBYE: symetric of HELLO, should be called on disconnection, however, the peers
should handle the case when no GOODBYE message is sent, this is just about being
polite. No command args.
It’s implemented in src/lib/msg/msg-cmd.c.
• it is distributed,
• it enables developpers to sign each of their contributions,
• it was already available back in 2005.
Here’s an example of an mkpatch command, and which will compute the differences
between a previous liquidwar6--beta--0.4--patch-2 snapshot and a not yet commited
latest version:
tla mkpatch {arch}/++pristine-trees/unlocked/liquidwar6/liquidwar6--beta/liquidwar6--be
This will create a my-patch directory, which can be gzipped and sent by mail.
4 Reference
This chapter is a technical reference. Most of its content is self-generated by the program
itself. That is to say, most if its content is already available to you if you have the game
installed. Running liquidwar6 --list and liquidwar6 --about=<keyword> is very likely
to give you the very same informations, the advantage being that you’ll be sure the informa-
tion is up-to-date and corresponds to the exact version of the program you have. However,
publishing this in a reader-friendly way is convenient, plus it enables web search engines to
harvest the content.
4.1.2 audit
4.1.3 copyright
4.1.4 credits
4.1.5 debug
4.1.6 defaults
--defaults [Command-line option]
Clears the config file and run the game with default settings. Use this if you suspect
you have broken something by tweaking user settings, or when upgrading the game
to a new version.
4.1.7 help
--help [Command-line option]
Returns a short help for the program.
4.1.8 host
--host [Command-line option]
Display all known system host properties, including os and cpu informations.
4.1.9 list
--list [Command-line option]
Returns the list of all keywords which can be queried for information. This includes
command-line options, environment variables, and so on. This is the companion
option of ’–about’. Results obtained with ’–list’ can be passed to ’–about’.
4.1.10 modules
--modules [Command-line option]
Tells which modules have been enabled when the game was compiled. It’s still possible
to add or remove modules afterwards, but this option allows you to know how things
were at first.
4.1.11 pedigree
--pedigree [Command-line option]
Display all build values, these are general constants which can help debugging, tracing
what binary you are running, and so on. It’s a good idea to take a look at the output
of ’pedigree’ if you have problems running the game.
4.1.12 test
--test [Command-line option]
Runs a (hopefully) complete test suite which will call most internal Liquid War 6
functions and check out wether they work, in a simple context, without any game
interference. Usefull for troubleshooting.
4.1.13 version
--version [Command-line option]
Returns the version of the program, as defined by the GNU Coding Standards.
Chapter 4: Reference 69
4.2.2 example-rules-xml
--example-rules-xml [Command-line option]
Dumps on stdout an example options.xml file. Such a file is normally shipped with
the game. It is indeed generated using this command.
4.2.3 example-style-xml
--example-style-xml [Command-line option]
Dumps on stdout an example style.xml file. Such a file is normally shipped with the
game. It is indeed generated using this command.
4.2.4 example-teams-xml
--example-teams-xml [Command-line option]
Dumps on stdout an example teams.xml file. Such a file is normally shipped with the
game. It is indeed generated using this command.
4.2.5 list-advanced
--list-advanced [Command-line option]
List advanced options which can be used for fine-tuning the game.
4.2.6 list-aliases
--list-aliases [Command-line option]
List the keyword aliases. These are here for convenience.
4.2.7 list-doc
--list-doc [Command-line option]
List documentation-related command line options. These commands allow you to list
all the keywords related to a given domain.
4.2.8 list-funcs
--list-funcs [Command-line option]
List the C-functions which are exported to Guile, thus usable in scripts.
4.2.9 list-graphics
--list-graphics [Command-line option]
List graphics options (resolution, fullscreen...).
70 Liquid War 6
4.2.10 list-hooks
--list-hooks [Command-line option]
List user-modifiable hooks.
4.2.11 list-input
--list-input [Command-line option]
List input (AKA controls) related options. Use these to change keyboard, joystick
and mouse settingds.
4.2.12 list-map
--list-map [Command-line option]
List map-related entries, excluding rules.xml, hints.xml and style.xml entries.
4.2.13 list-map-hints
--list-map-hints [Command-line option]
List ’hints.xml’ entries. These parameters enable you to modify the behavior of the
map loader.
4.2.14 list-map-rules
--list-map-rules [Command-line option]
List ’options.xml’ entries. These parameters enable you to modify the gameplay.
4.2.15 list-map-style
--list-map-style [Command-line option]
List ’style.xml’ entries. These parameters enable you to modify the aspect of the
game.
4.2.16 list-map-teams
--list-map-teams [Command-line option]
List ’teams.xml’ entries. These parameters enable you to specify which teams should
play on the map.
4.2.17 list-network
--list-network [Command-line option]
List network options.
4.2.18 list-path
--list-path [Command-line option]
List parameters which allow you to override the defaults of the game, and force the
game your own file paths and directories.
Chapter 4: Reference 71
4.2.19 list-players
--list-players [Command-line option]
List player-related entries, that is to say ’who plays’.
4.2.20 list-quick
--list-quick [Command-line option]
List quick help entries, this includes the GNU standard options and a few trou-
bleshooting tools.
4.2.21 list-show
--list-show [Command-line option]
List command-line options which begin with ’–show-...’. These will display on the
console many internal parameters. Usefull when debugging.
4.2.22 list-sound
--list-sound [Command-line option]
List sound options (volume...).
4.2.23 list-team-colors
--list-team-colors [Command-line option]
List the team colors, there should be 10 of them
4.2.24 list-weapons
--list-weapons [Command-line option]
List the available weapons.
4.3.2 show-build-bin-id
--show-build-bin-id [Command-line option]
Shows the internal ’bin-id’ value. This value does not mean anything in itself but it’s
supposed to change each time you compile the game.
4.3.3 show-build-bugs-url
--show-build-bugs-url [Command-line option]
Shows the URL to make bug reports.
72 Liquid War 6
4.3.4 show-build-cflags
--show-build-cflags [Command-line option]
Shows what value you should put in ’CFLAGS’ (environment variable) if you want
to compile programs that use Liquid War 6 as a library, and include ’liquidwar6.h’.
4.3.5 show-build-codename
--show-build-codename [Command-line option]
Shows the codename associated with this version, generally the name of someone
famous who is war-related (a general, an emperor...).
4.3.6 show-build-configure-args
--show-build-configure-args [Command-line option]
Shows the arguments that have been passed to the GNU Autoconf ’./configure’ script
when building the program. This can be very usefull if you want to know how the
program has been built.
4.3.7 show-build-copyright
--show-build-copyright [Command-line option]
Shows a very short copyright notice.
4.3.8 show-build-datadir
--show-build-datadir [Command-line option]
Shows the ’datadir’ value as passed to the GNU Autoconf ’./configure’ script when
compiling the program. Default is ’/usr/local/share’. This is the generic, non Liquid
War 6 specific data directory. Liquid War 6 related data is stored elsewhere (usually
in a sub-directory) see the ’data-dir’ switch for more information. ’datadir’ is not
’data-dir’. That’s the point.
4.3.9 show-build-date
--show-build-date [Command-line option]
Shows the date when the binary was compiled.
4.3.10 show-build-docdir
--show-build-docdir [Command-line option]
Shows the ’docdir’ value as passed to the GNU Autoconf ’./configure’ script when
compiling the program. Default is ’/usr/local/share/doc/liquidwar6’.
4.3.11 show-build-enable-allinone
--show-build-enable-allinone [Command-line option]
Shows wether the ’allinone’ option has been chosen when building the game. This
depends on parameters passed to ’./configure’.
Chapter 4: Reference 73
4.3.12 show-build-enable-console
--show-build-enable-console [Command-line option]
Shows wether the console has been enabled when building the game. This depends on
parameters passed to ’./configure’ and also on the presence of ncurses and readline.
4.3.13 show-build-enable-fullstatic
--show-build-enable-fullstatic [Command-line option]
Shows wether the ’fullstatic’ option has been chosen when building the game. This
depends on parameters passed to ’./configure’.
4.3.14 show-build-enable-gcov
--show-build-enable-gcov [Command-line option]
Shows wether the game was build with suitable informations for gcov. This depends
on parameters passed to ’./configure’.
4.3.15 show-build-enable-gprof
--show-build-enable-gprof [Command-line option]
Shows wether the game was build with suitable informations for gprof. This depends
on parameters passed to ’./configure’.
4.3.16 show-build-enable-gtk
--show-build-enable-gtk [Command-line option]
Shows wether GTK+ support has been enabled when building the game. This depends
on parameters passed to ’./configure’ and also on the presence of GTK+ headers and
libs. It uses pkg-config to detect it.
4.3.17 show-build-enable-instrument
--show-build-enable-instrument [Command-line option]
Shows wether the game was build with the ’-finstrument-functions’ GCC switch. This
depends on parameters passed to ’./configure’.
4.3.18 show-build-enable-mod-caca
--show-build-enable-mod-caca [Command-line option]
Shows wether the mod-caca graphical backend has been enabled when building the
game. This depends on parameters passed to ’./configure’ and also on the presence
of libcaca related libraries.
4.3.19 show-build-enable-mod-csound
--show-build-enable-mod-csound [Command-line option]
Shows wether the mod-csound audio backend has been enabled when building the
game. This depends on parameters passed to ’./configure’ and also on the presence
of the csound library.
74 Liquid War 6
4.3.20 show-build-enable-mod-gl1
4.3.21 show-build-enable-mod-gles2
4.3.22 show-build-enable-mod-http
4.3.23 show-build-enable-mod-ogg
4.3.24 show-build-enable-mod-soft
4.3.25 show-build-enable-openmp
4.3.26 show-build-enable-optimize
4.3.27 show-build-enable-paranoid
--show-build-enable-paranoid [Command-line option]
Shows wether the game was build with paranoid memory management. This is for de-
bugging purposes, the default already includes some controls, with turned it’s really...
paranoid.
4.3.28 show-build-enable-profiler
--show-build-enable-profiler [Command-line option]
Shows wether the game was build with Google Profiler support. This depends on
parameters passed to ’./configure’.
4.3.29 show-build-enable-valgrind
--show-build-enable-valgrind [Command-line option]
Shows wether the game was build with valgrind later use in mind. This depends on
parameters passed to ’./configure’.
4.3.30 show-build-endianness
--show-build-endianness [Command-line option]
Returns the endianness. ’little’ corresponds to x86-like systems, ’big’ to ppc-like
systems.
4.3.31 show-build-gcc-version
--show-build-gcc-version [Command-line option]
Returns the version of the GNU C compiler which was used to compile the program.
4.3.32 show-build-gnu
--show-build-gnu [Command-line option]
Returns 1 (true) if host OS is a GNU system, or at least has been considered as such
when compiling, 0 (false) if not.
4.3.33 show-build-gp2x
--show-build-gp2x [Command-line option]
Returns 1 (true) if host is a GP2X, 0 (false) if not.
4.3.34 show-build-home-url
--show-build-home-url [Command-line option]
Shows the URL of the program, its homepage.
4.3.35 show-build-host-cpu
--show-build-host-cpu [Command-line option]
Shows the host CPU, as defined by ’host cpu’ in GNU Autoconf.
76 Liquid War 6
4.3.36 show-build-host-os
--show-build-host-os [Command-line option]
Shows the host OS, as defined by ’host os’ in GNU Autoconf.
4.3.37 show-build-hostname
--show-build-hostname [Command-line option]
Shows the name of the host where the binary was compiled.
4.3.38 show-build-includedir
--show-build-includedir [Command-line option]
Shows the ’includedir’ value as passed to the GNU Autoconf ’./configure’ script when
compiling the program. Default is ’/usr/local/include’.
4.3.39 show-build-ldflags
--show-build-ldflags [Command-line option]
Shows what value you should put in ’LDFLAGS’ (environment variable) if you want
to link programs against libliquidwar6.
4.3.40 show-build-libdir
--show-build-libdir [Command-line option]
Shows the ’libdir’ value as passed to the GNU Autoconf ’./configure’ script when
compiling the program. Default is ’/usr/local/lib’. This is the generic, non Liquid
War 6 specific library directory. Dedicated Liquid War 6 modules are stored elsewhere
(usually in a sub-directory) see the ’mod-dir’ switch for more information.
4.3.41 show-build-license
--show-build-license [Command-line option]
Shows the license of the program (GNU GPL v3 or later).
4.3.42 show-build-localedir
--show-build-localedir [Command-line option]
Shows the ’localedir’ value as passed to the GNU Autoconf ’./configure’ script when
compiling the program. Default is ’/usr/local/share/locale’.
4.3.43 show-build-mac-os-x
--show-build-mac-os-x [Command-line option]
Returns 1 (true) if host OS is Mac OS X, 0 (false) if not.
4.3.44 show-build-md5sum
--show-build-md5sum [Command-line option]
Shows the MD5 checksum, which has been calculated from the C source files. Com-
plementary with ’show-build-stamp’.
Chapter 4: Reference 77
4.3.45 show-build-ms-windows
--show-build-ms-windows [Command-line option]
Returns 1 (true) if host OS is Microsoft Windows, 0 (false) if not.
4.3.46 show-build-package-id
--show-build-package-id [Command-line option]
Shows the package tarname with its version, that is, ’liquidwar6-<version>
4.3.47 show-build-package-name
--show-build-package-name [Command-line option]
Shows the package name, that is, ’Liquid War 6’.
4.3.48 show-build-package-string
--show-build-package-string [Command-line option]
Shows the package string, that is, ’Liquid War 6 <version>
4.3.49 show-build-package-tarname
--show-build-package-tarname [Command-line option]
Shows the package tarname, that is, liquidwar6.
4.3.50 show-build-pointer-size
--show-build-pointer-size [Command-line option]
Returns the pointer size, in bytes. Should be 4 on 32-bit systems and 8 on 64-bit
systems.
4.3.51 show-build-prefix
--show-build-prefix [Command-line option]
Shows the ’prefix’ value as passed to the GNU Autoconf ’./configure’ script when
compiling the program. Default is ’/usr/local’.
4.3.52 show-build-stamp
--show-build-stamp [Command-line option]
Shows the build stamp. A very usefull value, more precise than the version to track
down binaries. It is incremented each time the core C code is updated. It won’t
reflect all the programs for it does not take scripts in account, but if you are running
a work-in-progress version, it might be very convenient to use this to know what your
are running exactly. It’s also used as the revision number (the third number afer
MAJOR.MINOR).
4.3.53 show-build-time
--show-build-time [Command-line option]
Shows the time when the binary was compiled.
78 Liquid War 6
4.3.54 show-build-top-srcdir
--show-build-top-srcdir [Command-line option]
Shows the top source directory on the machine where the binary was compiled, as a
(possibly) relative path.
4.3.55 show-build-unix
--show-build-unix [Command-line option]
Returns 1 (true) if host OS is a UNIX system, or at least has been considered as such
when compiling, 0 (false) if not.
4.3.56 show-build-version
--show-build-version [Command-line option]
Shows the version. Note that this is different from the standard GNU ’version’ com-
mand line option which shows a complete message with a short copyright notice. This
one will just return the version, without the package tarname or anything else.
4.3.57 show-build-version-base
--show-build-version-base [Command-line option]
Shows the version base. This is basically MAJOR.MINOR and determines the level
of compatibility of the program. Two programs with the same base version should
be able to communicate on the network, share data files and even binary modules if
on the same platform.
4.3.58 show-build-version-major
--show-build-version-major [Command-line option]
Shows the major version number. This is just used to differenciate alpha/beta releases
(using 0) from stable releases (using 6).
4.3.59 show-build-version-minor
--show-build-version-minor [Command-line option]
Shows the minor version number. This is manually increased at each significant,
public release of the game.
4.3.60 show-build-x86
--show-build-x86 [Command-line option]
Tells wether the CPU belongs to the x86 family.
4.3.61 show-config-file
--show-config-file [Command-line option]
Shows the config file path. Default is ’$HOME/.liquidwar6/config.xml’.
Chapter 4: Reference 79
4.3.62 show-cwd
--show-cwd [Command-line option]
Shows the current working directory, the value that the pwd command would return.
4.3.63 show-data-dir
--show-data-dir [Command-line option]
Shows the data directory path. This is where the games searches for most of its
data,the most important exception being maps, which are stored elsewhere. Default
is ’/usr/local/share/liquidwar6-<version>/data’.
4.3.64 show-default-config-file
--show-default-config-file [Command-line option]
Shows the default config file path. Default is ’$HOME/.liquidwar6/config.xml’.
4.3.65 show-default-data-dir
--show-default-data-dir [Command-line option]
Shows the default data directory path. This is where the games searches for most
of its data,the most important exception being maps, which are stored elsewhere.
Default is ’/usr/local/share/liquidwar6-<version>/data’.
4.3.66 show-default-log-file
--show-default-log-file [Command-line option]
Shows the default log file path. Default is ’$HOME/.liquidwar6/log.csv’.
4.3.67 show-default-map-dir
--show-default-map-dir [Command-line option]
Shows the default map directory. This is where builtin maps are stored. Default is
’/usr/local/share/liquidwar6-<version>/map’.
4.3.68 show-default-map-path
--show-default-map-path [Command-line option]
Shows the default map search path. This is where the game searches for maps. It’s
the combination of command-line arguments and builtin paths. Might return more
directories than the one specified in a single ’map-path=dir1:dir2’ argument.
4.3.69 show-default-mod-dir
--show-default-mod-dir [Command-line option]
Shows the default module directory path. This is where all dynamically loaded mod-
ules are stored. Default is ’/usr/local/lib/liquidwar6-<version>’.
80 Liquid War 6
4.3.70 show-default-music-dir
--show-default-music-dir [Command-line option]
Shows the default music directory. This is where builtin musics are stored. Default
is ’/usr/local/share/liquidwar6-<version>/music’.
4.3.71 show-default-music-path
--show-default-music-path [Command-line option]
Shows the default music search path. This is where the game searches for musics. It’s
the combination of command-line arguments and builtin paths. Might return more
directories than the one specified in a single ’music-path=dir1:dir2’ argument.
4.3.72 show-default-prefix
--show-default-prefix [Command-line option]
Shows the default prefix used. This should logically be the value passed to the GNU
Autoconf ./configure script when building the game. Most other path are deduced
from this one. Default is ’/usr/local’.
4.3.73 show-default-script-file
--show-default-script-file [Command-line option]
Shows the default main script file path. This file is very important, since the pro-
gram is more or less a hudge scheme interpreter, and this file is the file loaded by
Guile. In short, it is the main program. Default is ’/usr/local/share/liquidwar6-
<version>/script/liquidwar6.scm’.
4.3.74 show-default-user-dir
--show-default-user-dir [Command-line option]
Shows the default user directory path. This is where run-time data, config files, log
files, are stored. Default is ’$HOME/.liquidwar6/’.
4.3.75 show-log-file
--show-log-file [Command-line option]
Shows the log file path. Default is ’$HOME/.liquidwar6/log.csv’.
4.3.76 show-map-dir
--show-map-dir [Command-line option]
Shows the map directory. This is where builtin maps are stored. Default is
’/usr/local/share/liquidwar6-<version>/map’.
4.3.77 show-map-path
--show-map-path [Command-line option]
Shows the map search path. This is where the game searches for maps. It’s the com-
bination of command-line arguments and builtin paths. Might return more directories
than the one specified in a single ’map-path=dir1:dir2’ argument.
Chapter 4: Reference 81
4.3.78 show-mod-dir
--show-mod-dir [Command-line option]
Shows the module directory path. This is where all dynamically loaded modules are
stored. Default is ’/usr/local/lib/liquidwar6-<version>’.
4.3.79 show-music-dir
--show-music-dir [Command-line option]
Shows the music directory. This is where builtin maps are stored. Default is
’/usr/local/share/liquidwar6-<version>/music’.
4.3.80 show-music-path
--show-music-path [Command-line option]
Shows the music search path. This is where the game searches for musics. It’s
the combination of command-line arguments and builtin paths. Might return more
directories than the one specified in a single ’music-path=dir1:dir2’ argument.
4.3.81 show-prefix
--show-prefix [Command-line option]
Shows the prefix used. This should logically be the value passed to the GNU Autoconf
./configure script when building the game. Most other path are deduced from this
one. Default is ’/usr/local’.
4.3.82 show-run-dir
--show-run-dir [Command-line option]
Shows the run directory, usually the path where the binary is. It depends on how and
where the program is launched. It is guessed from the argc/argv values at runtime.
4.3.83 show-script-file
--show-script-file [Command-line option]
Shows the main script file path. This file is very important, since the program
is more or less a hudge scheme interpreter, and this file is the file loaded by
Guile. In short, it is the main program. Default is ’/usr/local/share/liquidwar6-
<version>/script/liquidwar6.scm’.
4.3.84 show-user-dir
--show-user-dir [Command-line option]
Shows the user directory path. This is where run-time data, config files, log files, are
stored. Default is ’$HOME/.liquidwar6/’.
4.4.1 config-file
--config-file [Command-line option]
Type: string
Default value: $HOME/.liquidwar6/config.xml
Set the config file path. This enables you to use whatever config file you like, keeping
all other informations in the same place.
4.4.2 data-dir
--data-dir [Command-line option]
Type: string
Default value: /usr/local/share/liquidwar6-<version>/data
Set the data directory. By changing ths value you’ll be able to use an alternative data
directory.
4.4.3 log-file
--log-file=<value> [Command-line option]
LW6_LOG_FILE [Environment variable]
log-file [XML key]
Type: string
Default value: $HOME/.liquidwar6/log.csv
Set the log file path. This enables you to use whatever log file you like, keeping all
other informations in the same place.
4.4.4 map-dir
--map-dir [Command-line option]
Type: string
Default value: /usr/local/share/liquidwar6-<version>/map
Set the map directory path. By changing this value you’ll be able to play with your
own maps in your own directory. Note that there are other ways to achieve that, but
using this option will work. However, a side effect is that you might not see builtin
maps anymore.
4.4.5 map-path
--map-path=<value> [Command-line option]
LW6_MAP_PATH [Environment variable]
map-path [XML key]
Type: string
Default value: $HOME/.liquidwar6/map:/usr/local/share/liquidwar6-
<version>/map
Set the map search path. By changing this value you’ll be able to play with your
own maps in your own directory. This is different from ’map-dir’, since it includes
Chapter 4: Reference 83
’map-dir’, plus it adds a number of other search paths. Unlike most other param-
eters, the values given from the command-line, from the environment variables, or
from the config file, are not overwritten, but appended. That is to say if you spec-
ify a ’map-path’ with the command-line argument ’map-path=path’, but also de-
fine the ’LW6 MAP PATH’ value and finally edit ’config.xml’ to change the ’map-
path’ entry in it, you’ll end up with the game searching for maps in all these di-
rectories. Additionnally, ’map-dir’ and ’<user-dir>/map’ will always be in the list.
Any given value can itself include several pathes, separated by the path separa-
tor. This separator is ’:’ on GNU/Linux, and ’;’ on Microsoft Windows. For
instance, on a GNU/Linux box, you could use the command-line argument ’map-
path=/foo/bar/map:/home/user/map/:/map’.
4.4.6 mod-dir
--mod-dir [Command-line option]
Type: string
Default value: /usr/local/lib/liquidwar6-<version>
Set the module directory path. By changing this you will load dynamic shared libraries
(game specific modules such as the graphical backend) from an alternative place. Use
this at your own risks, for there can always be a binary incompatibility. You’ve been
warned.
4.4.7 music-dir
--music-dir=<value> [Command-line option]
LW6_MUSIC_DIR [Environment variable]
music-dir [XML key]
Type: string
Default value: /usr/local/share/liquidwar6-<version>/music
Set the music directory path. By changing this value you’ll be able to use your own
musics in your own directory. Note that there are other ways to achieve that, but
using this option will work. The major side effect is that using this option, you really
replace the existing builtin musics by your own. If you simply want to add musics
you can store them in $HOME/.liquidwar6/music or in the map directory itself.
4.4.8 music-path
--music-path=<value> [Command-line option]
LW6_MUSIC_PATH [Environment variable]
music-path [XML key]
Type: string
Default value: $HOME/.liquidwar6/music:/usr/local/share/liquidwar6-
<version>/music
Set the music search path. By changing this value you’ll be able to play with your
own musics in your own directory. This is different from ’music-dir’, since it in-
cludes ’music-dir’, plus it adds a number of other search paths. Unlike most other
84 Liquid War 6
parameters, the values given from the command-line, from the environment vari-
ables, or from the config file, are not overwritten, but appended. That is to say if
you specify a ’music-path’ with the command-line argument ’music-path=path’, but
also define the ’LW6 MUSIC PATH’ value and finally edit ’config.xml’ to change the
’music-path’ entry in it, you’ll end up with the game searching for musics in all these
directories. Additionnally, ’music-dir’ and ’<user-dir>/music’ will always be in the
list. Any given value can itself include several pathes, separated by the path sep-
arator. This separator is ’:’ on GNU/Linux, and ’;’ on Microsoft Windows. For
instance, on a GNU/Linux box, you could use the command-line argument ’music-
path=/foo/bar/music:/home/user/music/:/music’.
4.4.9 prefix
--prefix [Command-line option]
Type: string
Default value: /usr/local
Override the prefix value given to the GNU Autoconf ./configure script when building
the game. Not all path will be changed, some of them might remain the same,
for instance message translations (localedir). But most game-specific data including
maps, graphics, sounds, will be searched according to the new given parameter.
4.4.10 script-file
--script-file [Command-line option]
Type: string
Default value: /usr/local/share/liquidwar6-<version>/script/liquidwar6.scm
Set the main script file path. This file is very important, since the program is more
or less a hudge scheme interpreter, and this file is the file loaded by Guile. In short,
it is the main program.
4.4.11 user-dir
--user-dir=<value> [Command-line option]
LW6_USER_DIR [Environment variable]
user-dir [XML key]
Type: string
Default value: $HOME/.liquidwar6
Set the user directory path. This is where run-time data, config files, log files, are
stored. If you override this value, other parameters such as where the config and log
files reside, will change.
4.5.2 player1-name
--player1-name=<value> [Command-line option]
LW6_PLAYER1_NAME [Environment variable]
player1-name [XML key]
Type: string
Default value: <username>
Name of the first player, the player used by default. A default value is provided, you
can of course, change it at will.
4.5.3 player1-status
--player1-status=<value> [Command-line option]
LW6_PLAYER1_STATUS [Environment variable]
player1-status [XML key]
Type: boolean
Default value: true
Status of the first player, true if player is activated, false if idle.
4.5.4 player2-control
--player2-control=<value> [Command-line option]
LW6_PLAYER2_CONTROL [Environment variable]
player2-control [XML key]
Type: string
Default value: keyboard
Control for the second player, must be mouse, keyboard, joystick1, joystick2 or cus-
tom.
4.5.5 player2-name
--player2-name=<value> [Command-line option]
LW6_PLAYER2_NAME [Environment variable]
player2-name [XML key]
Type: string
Default value: player2-<hostname>
Name of the second player. A default value is provided, you’ll certainly want to
change it.
86 Liquid War 6
4.5.6 player2-status
--player2-status=<value> [Command-line option]
LW6_PLAYER2_STATUS [Environment variable]
player2-status [XML key]
Type: boolean
Default value: true
Status of the second player, true if player is activated, false if idle.
4.5.7 player3-control
--player3-control=<value> [Command-line option]
LW6_PLAYER3_CONTROL [Environment variable]
player3-control [XML key]
Type: string
Default value: joystick1
Control for the third player, must be mouse, keyboard, joystick1, joystick2 or custom.
4.5.8 player3-name
--player3-name=<value> [Command-line option]
LW6_PLAYER3_NAME [Environment variable]
player3-name [XML key]
Type: string
Default value: player3-<hostname>
Name of the third player. A default value is provided, you’ll certainly want to change
it.
4.5.9 player3-status
--player3-status=<value> [Command-line option]
LW6_PLAYER3_STATUS [Environment variable]
player3-status [XML key]
Type: boolean
Default value: false
Status of the third player, true if player is activated, false if idle.
4.5.10 player4-control
--player4-control=<value> [Command-line option]
LW6_PLAYER4_CONTROL [Environment variable]
player4-control [XML key]
Type: string
Default value: joystick2
Control for the fourth player, must be mouse, keyboard, joystick1, joystick2 or custom.
Chapter 4: Reference 87
4.5.11 player4-name
4.5.12 player4-status
4.6.2 click-to-focus
4.6.3 cursor-sensitivity
--cursor-sensitivity=<value> [Command-line option]
LW6_CURSOR_SENSITIVITY [Environment variable]
cursor-sensitivity [XML key]
Type: float
Default value: 1.0
Keyboard and joystick sensitivity while moving the cursor. 1.0 is the default, 0.1 is
slow, 10 is reponsive. This is used for moving the cursor during the game only, the
option has no impact on menu navigation.
4.6.4 custom-alt
--custom-alt=<value> [Command-line option]
LW6_CUSTOM_ALT [Environment variable]
custom-alt [XML key]
Type: string
Default value: (c-lw6gui-keyboard-is-pressed 110) ; SDLK n
Guile custom code associated to the ALT key equivalent.
4.6.5 custom-ctrl
--custom-ctrl=<value> [Command-line option]
LW6_CUSTOM_CTRL [Environment variable]
custom-ctrl [XML key]
Type: string
Default value: (c-lw6gui-keyboard-is-pressed 98) ; SDLK b
Guile custom code associated to the CTRL key equivalent.
4.6.6 custom-down
--custom-down=<value> [Command-line option]
LW6_CUSTOM_DOWN [Environment variable]
custom-down [XML key]
Type: string
Default value: (c-lw6gui-keyboard-is-pressed 100) ; SDLK d
Guile custom code associated to the DOWN key equivalent.
4.6.7 custom-enter
--custom-enter=<value> [Command-line option]
LW6_CUSTOM_ENTER [Environment variable]
custom-enter [XML key]
Type: string
Default value: (c-lw6gui-keyboard-is-pressed 103) ; SDLK g
Guile custom code associated to the ENTER key equivalent.
Chapter 4: Reference 89
4.6.8 custom-esc
--custom-esc=<value> [Command-line option]
LW6_CUSTOM_ESC [Environment variable]
custom-esc [XML key]
Type: string
Default value: (c-lw6gui-keyboard-is-pressed 102) ; SDLK f
Guile custom code associated to the ESC key equivalent.
4.6.9 custom-left
--custom-left=<value> [Command-line option]
LW6_CUSTOM_LEFT [Environment variable]
custom-left [XML key]
Type: string
Default value: (c-lw6gui-keyboard-is-pressed 99) ; SDLK c
Guile custom code associated to the LEFT key equivalent.
4.6.10 custom-pgdown
--custom-pgdown=<value> [Command-line option]
LW6_CUSTOM_PGDOWN [Environment variable]
custom-pgdown [XML key]
Type: string
Default value: (c-lw6gui-keyboard-is-pressed 115) ; SDLK s
Guile custom code associated to the PGDOWN key equivalent.
4.6.11 custom-pgup
--custom-pgup=<value> [Command-line option]
LW6_CUSTOM_PGUP [Environment variable]
custom-pgup [XML key]
Type: string
Default value: (c-lw6gui-keyboard-is-pressed 119) ; SDLK w
Guile custom code associated to the PGUP key equivalent.
4.6.12 custom-right
--custom-right=<value> [Command-line option]
LW6_CUSTOM_RIGHT [Environment variable]
custom-right [XML key]
Type: string
Default value: (c-lw6gui-keyboard-is-pressed 118) ; SDLK v
Guile custom code associated to the RIGHT key equivalent.
90 Liquid War 6
4.6.13 custom-up
--custom-up=<value> [Command-line option]
LW6_CUSTOM_UP [Environment variable]
custom-up [XML key]
Type: string
Default value: (c-lw6gui-keyboard-is-pressed 101) ; SDLK e
Custom keycode to be used as the UP key equivalent.
4.6.14 double-click-delay
--double-click-delay=<value> [Command-line option]
LW6_DOUBLE_CLICK_DELAY [Environment variable]
double-click-delay [XML key]
Type: integer
Default value: 333
Time, in milliseconds, determining wether two consecutive clicks make a double-click
or not.
4.6.15 max-cursor-speed
--max-cursor-speed=<value> [Command-line option]
LW6_MAX_CURSOR_SPEED [Environment variable]
max-cursor-speed [XML key]
Type: float
Default value: 10.0
Maximum cursor speed when cursor is controlled with keyboard or joystick joystick
1. Consider using cursor-sensitivity too.
4.6.16 mouse-sensitivity
--mouse-sensitivity=<value> [Command-line option]
LW6_MOUSE_SENSITIVITY [Environment variable]
mouse-sensitivity [XML key]
Type: float
Default value: 1.0
Mouse sensitivity, 1.0 is the default, 0.1 is slow, 10 is reponsive. This is used for moving
the cursor during the game only, the option has no impact on menu navigation.
4.6.17 repeat-delay
--repeat-delay=<value> [Command-line option]
LW6_REPEAT_DELAY [Environment variable]
repeat-delay [XML key]
Type: integer
Default value: 500
Time, in milliseconds, before key repeat will start, use 0 to disable.
Chapter 4: Reference 91
4.6.18 repeat-interval
--repeat-interval=<value> [Command-line option]
LW6_REPEAT_INTERVAL [Environment variable]
repeat-interval [XML key]
Type: integer
Default value: 100
Time, in milliseconds, between two repeats, once repeat has started, use 0 to disable.
4.6.19 use-double-click
--use-double-click=<value> [Command-line option]
LW6_USE_DOUBLE_CLICK [Environment variable]
use-double-click [XML key]
Type: boolean
Default value: false
Wether to use double-click feature, mostly usefull if running on a system that has
only one button (such as a tablet-PC or anything with a tactile screen), if your
mouse has three buttons, disabling this might avoid some confusion. Basically, if
enabled, double-click is equivalent to right-click (fire) and triple-click is equivalent to
middle-click (alternate fire).
4.6.20 use-esc-button
--use-esc-button=<value> [Command-line option]
LW6_USE_ESC_BUTTON [Environment variable]
use-esc-button [XML key]
Type: boolean
Default value: true
Decides wether to display an ’esc’ (escape) button in the interface. This is usefull for
people who control the game with the mouse only, and have a single buttons, or on a
touchscreen.
4.6.21 zoom-step
--zoom-step=<value> [Command-line option]
LW6_ZOOM_STEP [Environment variable]
zoom-step [XML key]
Type: float
Default value: 1.1
A value, strictly greater than 1, which will be used when zooming. The greater it is,
the more sensible the zoom is.
4.6.22 zoom-stick-delay
--zoom-stick-delay=<value> [Command-line option]
LW6_ZOOM_STICK_DELAY [Environment variable]
92 Liquid War 6
4.7.2 fullscreen
--fullscreen=<value> [Command-line option]
LW6_FULLSCREEN [Environment variable]
fullscreen [XML key]
Type: boolean
Default value: false
Force the game to fun fullscreen. Note that the graphics backend might ignore this
hint.
4.7.3 gfx-backend
--gfx-backend=<value> [Command-line option]
LW6_GFX_BACKEND [Environment variable]
gfx-backend [XML key]
Type: string
Default value: gl1
Sets the graphics backend AKA ’gfx’ to use. For now the only reasonnable choice is
’gl1’ and will use an OpenGL v1 / SDL 3D-accelerated driver.
4.7.4 gfx-quality
--gfx-quality=<value> [Command-line option]
LW6_GFX_QUALITY [Environment variable]
gfx-quality [XML key]
Type: integer
Default value: 1 Min value: 0 Max value: 2
Sets the overall quality of the graphics backend. Depending on the backend, this
can mean different things. For instance for the ’gl’ backend, this can change texture
Chapter 4: Reference 93
filtering (nearest, linear, bilinear...). This is not the same as ’pixelize’ which is a
per-map option and emulates an old school appearance.
4.7.5 height
--height=<value> [Command-line option]
LW6_HEIGHT [Environment variable]
height [XML key]
Type: integer
Default value: -1
Run the game with the given screen height.Note that the graphics backend might
ignore this hint. Use with its companion option ’width’. A negative value will force
the use of a default value.
4.7.6 width
--width=<value> [Command-line option]
LW6_WIDTH [Environment variable]
width [XML key]
Type: integer
Default value: -1
Run the game with the given screen width. Note that the graphics backend might
ignore this hint. Use with its companion option ’height’.A negative value will force
the use of a default value.
4.7.7 windowed-mode-limit
--windowed-mode-limit=<value> [Command-line option]
LW6_WINDOWED_MODE_LIMIT [Environment variable]
windowed-mode-limit [XML key]
Type: float
Default value: 0.95
When switching back from fullscreen mode to windowed mode, if we’re in maximum
resolution, then this coefficient will be applied before resizing the window. The idea
is that (obviously) a windowed mode is prefered when a little smaller that totally
fullscreen. So set this to a value just below 1.0.
4.8.2 ambiance-file
--ambiance-file=<value> [Command-line option]
LW6_AMBIANCE_FILE [Environment variable]
ambiance-file [XML key]
Type: string
Default value:
A music file which will be used to be played during the menus. If not found, game
will fallback on random files.
4.8.3 ambiance-filter
--ambiance-filter=<value> [Command-line option]
LW6_AMBIANCE_FILTER [Environment variable]
ambiance-filter [XML key]
Type: string
Default value: Chadburn
A music filter, used to select the files which are played while navigating in the menus.
It works like ’music-filter’ except this one is not related to a peculiar map. This is
not a complex regex-enabled filter, just a plain string search. Even the ’*’ wildcard
won’t work.
4.8.4 fx-volume
--fx-volume=<value> [Command-line option]
LW6_FX_VOLUME [Environment variable]
fx-volume [XML key]
Type: float
Default value: 0.3 Min value: 0 Max value: 1
Set the sound effects volume. This is a floating point value. 0 is mute. Maximum
value is 1.
4.8.5 music-volume
--music-volume=<value> [Command-line option]
LW6_MUSIC_VOLUME [Environment variable]
music-volume [XML key]
Type: float
Default value: 0.6 Min value: 0 Max value: 1
Set the music volume.This is a floating point value. 0 is mute. Maximum value is 1.
4.8.6 snd-backend
--snd-backend=<value> [Command-line option]
LW6_SND_BACKEND [Environment variable]
snd-backend [XML key]
Type: string
Chapter 4: Reference 95
4.8.7 water-volume
--water-volume=<value> [Command-line option]
LW6_WATER_VOLUME [Environment variable]
water-volume [XML key]
Type: float
Default value: 0.2 Min value: 0 Max value: 1
Set the volume for water sounds. This is a floating point value. 0 is mute. Maximum
value is 1.
4.9.2 bind-port
--bind-port=<value> [Command-line option]
LW6_BIND_PORT [Environment variable]
bind-port [XML key]
Type: integer
Default value: 8056 Min value: 1 Max value: 65535
The IP port to bind on when listening to network messages. The default should work
out of the box, and will ease up the discovery process. That is, if you use your own
settings, automatic detection of your server by other servers might not work so well.
4.9.3 broadcast
--broadcast=<value> [Command-line option]
LW6_BROADCAST [Environment variable]
broadcast [XML key]
Type: boolean
Default value: true
Allows the program to send broadcast messages on the network. It can be usefull
to disable those if you don’t use UDP node discovery and/or if there’s a sysadmin
arround who does not enjoy permanent broadcasts on his LAN.
96 Liquid War 6
4.9.4 cli-backends
--cli-backends=<value> [Command-line option]
LW6_CLI_BACKENDS [Environment variable]
cli-backends [XML key]
Type: string
Default value: tcp,udp,http
The client backends to use. Most of the time the default is fine, change it only if you
specifically want to disactivate some protocol, or if you want to activate a custom-
made client backend. It’s a comma separated list.
4.9.5 known-nodes
--known-nodes=<value> [Command-line option]
LW6_KNOWN_NODES [Environment variable]
known-nodes [XML key]
Type: string
Default value: http://ufoot.org:8056/,http://ufoot.hd.free.fr:8056/
List of known nodes, nodes which the program will try to contact first to get the list
of other nodes. This is mostly usefull when program is launched for the first time,
after this it should keep an up-to-date list of known servers in its internal database
and automatically reconnect to them next time it starts. You might want to change
this if you really want to connect to a given server which is not publically listed. The
list is comma separated.
4.9.6 node-description
--node-description=<value> [Command-line option]
LW6_NODE_DESCRIPTION [Environment variable]
node-description [XML key]
Type: string
Default value: No description.
The description of your node, that is a text that describes your server. This will
typically appear when pointing a web client on the public server URL, it is for general
information, so if there’s something special about your server, say it here.
4.9.7 node-title
--node-title=<value> [Command-line option]
LW6_NODE_TITLE [Environment variable]
node-title [XML key]
Type: string
Default value:
The title of your node, that is the name which will be displayed when listing servers.
This is different from player name, for there can be several players on a single com-
puter. By default this will be set to hostname.
Chapter 4: Reference 97
4.9.8 password
--password=<value> [Command-line option]
LW6_PASSWORD [Environment variable]
password [XML key]
Type: string
Default value:
The password to use for network games. Do not use a valuable password, as this is
stored as clear text on your hard drive. Still, the game will only send a hash/checksum
of the password on the network so eavesdropper won’t be able to read it. They can
see the hash/checksum and use it if clever, but they can’t guess the real password. A
blank password means anyone can join your games when you act like a server.
4.9.9 public-url
--public-url=<value> [Command-line option]
LW6_PUBLIC_URL [Environment variable]
public-url [XML key]
Type: string
Default value:
The public URL of your server. By default the game will pick up one for you.
In fact, the clients discovering your server should guess the public URL, probably
http://<your-ip>:<your-port>/ but you might need to use your own settings if you
are using NAT or an Apache reverse-proxy to rewrite HTTP requests.
4.9.10 skip-network
--skip-network=<value> [Command-line option]
LW6_SKIP_NETWORK [Environment variable]
skip-network [XML key]
Type: boolean
Default value: false
If set, then game won’t do anything network related. No listen, no connect, no
nothing. You are playing locally.
4.9.11 srv-backends
--srv-backends=<value> [Command-line option]
LW6_SRV_BACKENDS [Environment variable]
srv-backends [XML key]
Type: string
Default value: tcpd,udpd,httpd
The server backends to use. Most of the time the default is fine, change it only
if you specifically want to disactivate some protocol, or if you want to activate a
custom-made server backend. It’s a comma separated list.
98 Liquid War 6
4.10.2 force
--force=<value> [Command-line option]
LW6_FORCE [Environment variable]
force [XML key]
Type: string
Default value: respawn-team,color-conflict-mode
A comma separated list of options which should be ignored when reading map XML
files. For instance, if this contains ’rounds-per-sec,moves-per-round’ then whatever
values were defined for this in ’rules.xml’, then game will ignore them and use the
user’s values, stored in ’config.xml’, running the game at the requested speed. This
ultimately allows the player to control everything despite the values set by the map
designer.
4.10.3 use-cursor-texture
--use-cursor-texture=<value> [Command-line option]
LW6_USE_CURSOR_TEXTURE [Environment variable]
use-cursor-texture [XML key]
Type: boolean
Default value: true
Defines wether the cursor textures should be used. If unset, then the default builtin
cursor texture will be used instead of the map specific one.
4.10.4 use-hints-xml
--use-hints-xml=<value> [Command-line option]
LW6_USE_HINTS_XML [Environment variable]
use-hints-xml [XML key]
Type: boolean
Default value: true
If set, then hints will be picked up from the map defined hints.xml, if it exists. This
is the default.
Chapter 4: Reference 99
4.10.5 use-music-file
4.10.6 use-rules-xml
4.10.7 use-style-xml
4.10.8 use-teams-xml
4.10.9 use-texture
--use-texture=<value> [Command-line option]
LW6_USE_TEXTURE [Environment variable]
use-texture [XML key]
Type: boolean
Default value: true
Defines wether the map texture should be used. Of course if there’s no map texture,
the texture... won’t be used. But if there is one, this parameter will force the game to
ignore it and play with solid colors. This probably won’t look as nice as the textured
map in most cases, but some players might find it more readable and confortable to
play when throwing eye candy away.
4.11.2 color-conflict-mode
--color-conflict-mode=<value> [Command-line option]
LW6_COLOR_CONFLICT_MODE [Environment variable]
color-conflict-mode [XML key]
Type: integer
Default value: 1 Min value: 0 Max value: 2
How to handle color conflicts, that is, when a player requests a color, but this color is
already used, what should be done? If 0, wether a color already exists won’t affect the
color of a new cursor. If 1, then two players on the same computer will be allowed to
share the same color/team, but if another computer is already playing with a color,
any new computer will need to use another team. If 2, then it’s impossible for a new
cursor to use a pre-existing color, any new cursor will require a new color, if that
color is already used, a new color will be picked randomly.
4.11.3 cursor-pot-init
--cursor-pot-init=<value> [Command-line option]
LW6_CURSOR_POT_INIT [Environment variable]
cursor-pot-init [XML key]
Type: integer
Chapter 4: Reference 101
4.11.4 danger-power
--danger-power=<value> [Command-line option]
LW6_DANGER_POWER [Environment variable]
danger-power [XML key]
Type: integer
Default value: 200 Min value: 0 Max value: 10000
Defines how dangerous are the black zones defined in ’danger.png’. The value is
used to decrease the fighter health at each move, so you should compare its value to
something like ’fighter-attack’. Being on a dangerous zone is a bit like being attacked
by an invisible and unknown ennemy.
4.11.5 exp
--exp=<value> [Command-line option]
LW6_EXP [Environment variable]
exp [XML key]
Type: integer
Default value: 1 Min value: 0 Max value: 99
Level of experience (AKA exp) required to play the current level. If this level is
validated (that is, won) then player will be granted with a level of exp+1 and be able
to play all the next levels. An exp of 0 means the level is playable by a pure beginner.
4.11.6 fighter-attack
--fighter-attack=<value> [Command-line option]
LW6_FIGHTER_ATTACK [Environment variable]
fighter-attack [XML key]
Type: integer
Default value: 500 Min value: 1 Max value: 10000
Defines how hard fighters will attack others, that is, in one attack, how many life-
points the attacked fighter will loose. Increasing this will cause your opponents to
melt faster when you attack them. With a low value, it will take ages to take on your
opponents. Different styles of game. Can radically change the gameplay.
4.11.7 fighter-defense
--fighter-defense=<value> [Command-line option]
LW6_FIGHTER_DEFENSE [Environment variable]
fighter-defense [XML key]
Type: integer
Default value: 50 Min value: 0 Max value: 10000
102 Liquid War 6
Defines how fast fighters will regenerate after an attack. When this parameter is set
low, an attacked fighter, which is very dark and almost dead will take a very long time
to regain energy. If the parameter is set high, it can almost instantaneously regain
energy.
4.11.8 fighter-new-health
--fighter-new-health=<value> [Command-line option]
LW6_FIGHTER_NEW_HEALTH [Environment variable]
fighter-new-health [XML key]
Type: integer
Default value: 5000 Min value: 1 Max value: 10000
Defines how healthy fighters will be when they appear on the map. This can be
either at the beginning of the game of when a fighter changes team. Setting this low
will allow battefields to switch from one side to another very fast, for freshly gained
fighters will be feeble and very likely to return to their original camp. To calibrate
this parameter, keep in mind that the absolute maximum health a fighter can have is
always 10000 (ten-thousands).
4.11.9 fighter-regenerate
--fighter-regenerate=<value> [Command-line option]
LW6_FIGHTER_REGENERATE [Environment variable]
fighter-regenerate [XML key]
Type: integer
Default value: 5 Min value: 0 Max value: 10000
Defines at which speed fighters will self-regenerate, without even begin packed to-
gether. This will allow lone fighters to regenerate a bit by hiding somewhere in the
map. This is typically a low value, might even be 0.
4.11.10 frags-fade-out
--frags-fade-out=<value> [Command-line option]
LW6_FRAGS_FADE_OUT [Environment variable]
frags-fade-out [XML key]
Type: integer
Default value: 100 Min value: 10 Max value: 100
When a player looses (in deathmatch mode) all player points will be multiplicated by
this percentage, for instance if it’s 90 and player had 50 points, then player will only
have 45 points, then points corresponding to the new death will be added/substrated
to its total. This is to avoid players with thousands of points in advance, and keep
everyone in the race. A low value will minimize the importance of game start. This
is only used in modes where frags are distributed in a proportional way.
4.11.11 frags-mode
--frags-mode=<value> [Command-line option]
Chapter 4: Reference 103
4.11.12 frags-to-distribute
--frags-to-distribute=<value> [Command-line option]
LW6_FRAGS_TO_DISTRIBUTE [Environment variable]
frags-to-distribute [XML key]
Type: integer
Default value: 100 Min value: 10 Max value: 1000
Defines how many points will be distributed when in deathmatch mode. When a
player looses, this amont of points will be substracted to its total, and the same
amount of points will be distributed to other live players, proportionnally to how
many fighters they have on the battlefield.
4.11.13 glue-power
--glue-power=<value> [Command-line option]
LW6_GLUE_POWER [Environment variable]
glue-power [XML key]
Type: integer
Default value: 20 Min value: 1 Max value: 100
Defines how sticky and powerfull the glue is. That is, if on ’glue.png’ it’s pitch black
and this parameter is set to 3, then fighters will take 3 steps to do what would
normally take only one step.
4.11.14 highest-team-color-allowed
--highest-team-color-allowed=<value> [Command-line option]
LW6_HIGHEST_TEAM_COLOR_ALLOWED [Environment variable]
highest-team-color-allowed [XML key]
Type: integer
Default value: 9 Min value: 3 Max value: 9
Id of the greatest/highest color one can use. Normally, you can leave this untouched,
the program will automatically fit this according to your exp. Setting an artificially
low value will just cause normally available colors to disappear, setting it to a high
value does nothing, if you still don’t have access to some colors, you still don’t, period.
104 Liquid War 6
4.11.15 highest-weapon-allowed
--highest-weapon-allowed=<value> [Command-line option]
LW6_HIGHEST_WEAPON_ALLOWED [Environment variable]
highest-weapon-allowed [XML key]
Type: integer
Default value: 19 Min value: 7 Max value: 19
Id of the greatest/highest weapon one can use. Normally, you can leave this un-
touched, the program will automatically fit this according to your exp. Setting an
artificially low value will just cause normally available weapons to disappear, setting
it to a high value does nothing, if you still don’t have access to some weapons, you
still don’t, period.
4.11.16 max-cursor-pot
--max-cursor-pot=<value> [Command-line option]
LW6_MAX_CURSOR_POT [Environment variable]
max-cursor-pot [XML key]
Type: integer
Default value: 1000000 Min value: 50000 Max value: 5000000
Defines the maximum cursor potential. Not really any reason to change it. Any high
value should produce the same results. Low values might reveal algorithm bugs and
inconsistencies.
4.11.17 max-cursor-pot-offset
--max-cursor-pot-offset=<value> [Command-line option]
LW6_MAX_CURSOR_POT_OFFSET [Environment variable]
max-cursor-pot-offset [XML key]
Type: integer
Default value: 100 Min value: 1 Max value: 10000
Defines the maximum cursor potential offset. The idea is that in some cases, the
potential of a cursor can increase in burst mode, for instance to make this cursor
more important than others, so that fighters rally to it, neglecting other cursors
(talking about a multi-cursor controlled team). This parameter is here to limit this
burst effect and avoid bugs.
4.11.18 max-nb-cursors
--max-nb-cursors=<value> [Command-line option]
LW6_MAX_NB_CURSORS [Environment variable]
max-nb-cursors [XML key]
Type: integer
Default value: 26 Min value: 2 Max value: 26
Defines the maximum number of cursors who can enter the game. Really makes sense
in network games. Default value is 26, the maximum.
Chapter 4: Reference 105
4.11.19 max-nb-nodes
--max-nb-nodes=<value> [Command-line option]
LW6_MAX_NB_NODES [Environment variable]
max-nb-nodes [XML key]
Type: integer
Default value: 12 Min value: 2 Max value: 15
Defines the maximum number of servers who can enter the game. Really makes sense
in network games. Default value is 10, and should fit in most cases. Can be raised
up to 26.
4.11.20 max-nb-teams
--max-nb-teams=<value> [Command-line option]
LW6_MAX_NB_TEAMS [Environment variable]
max-nb-teams [XML key]
Type: integer
Default value: 10 Min value: 2 Max value: 10
Defines the maximum number of teams who can enter the game. Really makes sense
in network games. Default value is 10, the maximum.
4.11.21 max-round-delta
--max-round-delta=<value> [Command-line option]
LW6_MAX_ROUND_DELTA [Environment variable]
max-round-delta [XML key]
Type: integer
Default value: 1000 Min value: 1 Max value: 10000
This is the companion value of ’round-delta’. Will put an absolute limit to the delta,
which (what did you think?) is of course incremented in some cases by the core
algorithm. If in doubt, don’t touch.
4.11.22 max-zone-size
--max-zone-size=<value> [Command-line option]
LW6_MAX_ZONE_SIZE [Environment variable]
max-zone-size [XML key]
Type: integer
Default value: 8 Min value: 1 Max value: 64
Defines the maximum zone size, which is an internal and rather technical parameter.
The idea is that to optimize things, Liquid War 6 divides the battlefield in squares,
where it can, and tries to make these squares as big as possible, the idea being
that everywhere in this square, fighters follow the same intructions. Just a technical
optimization. The problem is that setting it too high will reveal the optimization
and its tradeoffs to the player, who will see the fighter behave strangely, following
invisible paths. Plus, it’s ugly. Depending on your tastes (speed, look’n’feel) you’ll
prefer something nice or something fast. Note that anyways passed a certain value,
this does not optimize anything anymore. In doubt, don’t touch it.
106 Liquid War 6
4.11.23 medicine-power
--medicine-power=<value> [Command-line option]
LW6_MEDICINE_POWER [Environment variable]
medicine-power [XML key]
Type: integer
Default value: 100 Min value: 0 Max value: 10000
Defines how fast fighter will automatically regenerate on black zones defined in
’medicine.png’. The value is used to decrease the fighter health at each move, so you
should compare its value to something like ’fighter-defense’. Being on a medicined
zone is a bit like being defended by an invisible and unknown friend.
4.11.24 moves-per-round
--moves-per-round=<value> [Command-line option]
LW6_MOVES_PER_ROUND [Environment variable]
moves-per-round [XML key]
Type: integer
Default value: 2 Min value: 1 Max value: 50
Defines how many times fighters move per round. Increasing this will just make
fighters move faster, but won’t change anything for the rest, that is keyboard and
mouse responsivity, and network traffic will stay the same. Multiplying the number
of moves per round by the number of rounds per second will give the number of moves
per second, which is, in fact, how fast fighters move on the screen.
4.11.25 nb-attack-tries
--nb-attack-tries=<value> [Command-line option]
LW6_NB_ATTACK_TRIES [Environment variable]
nb-attack-tries [XML key]
Type: integer
Default value: 3 Min value: 1 Max value: 7
Defines how many tries a fighter will do before giving-up attacking and choosing
another behvior (defense). By tries we mean: how many directions it will try. Going
North? Going North-West? Setting this to a low value will make fighters somewhat
less aggressive. This idea is that they’ll prefer to switch to the next option, that is,
defense/regeneration, if there’s no opponent right in front of them.
4.11.26 nb-defense-tries
--nb-defense-tries=<value> [Command-line option]
LW6_NB_DEFENSE_TRIES [Environment variable]
nb-defense-tries [XML key]
Type: integer
Default value: 1 Min value: 1 Max value: 7
Defines how many tries a fighter will do before giving-up attacking and choosing
another behavior (do nothing). By tries we mean: how many directions it will try.
Chapter 4: Reference 107
Going North? Going North-West? Setting this to a low value, you’ll need a very
compact pack of fighters for regeneration to operate, else fighters will hang arround
unhealthy.
4.11.27 nb-move-tries
--nb-move-tries=<value> [Command-line option]
LW6_NB_MOVE_TRIES [Environment variable]
nb-move-tries [XML key]
Type: integer
Default value: 5 Min value: 3 Max value: 7
Defines how many tries a fighter will do before giving-up moving and choosing another
behvior (attack or defense). By tries we mean: how many directions it will try. Going
North? Going North-West? Setting this to a low value, your fighters will look very
stubborn and always try to move in one direction, neglecting the fact that they could
dodge. This can lead to queues of fighters and other strange behaviors. On the other
hand, setting it too high will cause fighter to always avoid the enemy, and groups of
fighters will just pass each other without any fight. Matter of taste.
4.11.28 respawn-delay
--respawn-delay=<value> [Command-line option]
LW6_RESPAWN_DELAY [Environment variable]
respawn-delay [XML key]
Type: integer
Default value: 3 Min value: 0 Max value: 30
Delay, in seconds, after which teams reappear on the battlefield, when in deathmatch
mode. 0 means team right away.
4.11.29 respawn-position-mode
--respawn-position-mode=<value> [Command-line option]
LW6_RESPAWN_POSITION_MODE [Environment variable]
respawn-position-mode [XML key]
Type: integer
Default value: 1 Min value: 0 Max value: 2
Defines how teams are set up on the map when respawning. 0 means teams respect the
pre-defined start positions. 1 means that a random position will be picked, among the
existing positions. That is, red could take green’s place. 2 means total randomness,
teams can appear anywhere.
4.11.30 respawn-team
--respawn-team=<value> [Command-line option]
LW6_RESPAWN_TEAM [Environment variable]
respawn-team [XML key]
Type: integer
108 Liquid War 6
4.11.31 round-delta
--round-delta=<value> [Command-line option]
LW6_ROUND_DELTA [Environment variable]
round-delta [XML key]
Type: integer
Default value: 1 Min value: 0 Max value: 100
Conditions by how much the cursor potential will be incremented each time gradient
is spreaded. Sounds cryptic? It is. The idea is that at each time you move your cursor
of 1 pixel, theorically, you’ll need in the worst case to move of 1 more pixel to reach
any point on the map. Of course this is not true but this is the default asumption,
and gradient spread will fix that. Only in Liquid War 6 this is not even the worst
case, for you can control your cursor with the mouse and cross walls. Whenever you
cross a wall, you might have done a great distance from the fighters’ point of view,
if the map is a maze. Thus this parameter, which corrects things, experience shows
it does give acceptable results to increase the cursor potential by more than one at
each turn. Toy arround with this if you find fighters take wrong paths on some given
map. If in doubt, don’t touch.
4.11.32 rounds-per-sec
--rounds-per-sec=<value> [Command-line option]
LW6_ROUNDS_PER_SEC [Environment variable]
rounds-per-sec [XML key]
Type: integer
Default value: 50 Min value: 1 Max value: 200
Defines the overall speed of the game. All other settings being equal, raising this
value will cause the game to behave faster. Everything will be faster, except probably
the display since your computer will calculate more game positions in a given time
and spend more CPU time. It will also increase network traffic. Values between 10
and 50 really make sense.
4.11.33 side-attack-factor
--side-attack-factor=<value> [Command-line option]
LW6_SIDE_ATTACK_FACTOR [Environment variable]
side-attack-factor [XML key]
Type: integer
Default value: 20 Min value: 0 Max value: 100
Defines how hard fighters will attack sideways. It’s an algorithm trick, fighters attack
by default the opponent right in front, but if there’s no fighter there, they will still
Chapter 4: Reference 109
try to attack someone else, maybe sideways. But doing this their attack is not as
strong. This parameter enables you to tune this. This is a percentage.
4.11.34 side-defense-factor
--side-defense-factor=<value> [Command-line option]
LW6_SIDE_DEFENSE_FACTOR [Environment variable]
side-defense-factor [XML key]
Type: integer
Default value: 20 Min value: 0 Max value: 100
Defines how fast fighters will regenerate, when being side by side instead of being
right in front of the other. This is a percentage.
4.11.35 single-army-size
--single-army-size=<value> [Command-line option]
LW6_SINGLE_ARMY_SIZE [Environment variable]
single-army-size [XML key]
Type: integer
Default value: 30 Min value: 1 Max value: 95
Defines the proportion of the whole available space, which will be occupied by an
army at the beginning of the game. You can either imagine playing with almost
empty maps, or play very crowded with almost no space left. This is a percentage,
but will be multiplied by itself to get the actual surface. That is, 50 means 50%*50%,
that is, a square of 1/2 the size of a square map, so it represents 25% (1/4) of the
total surface.
4.11.36 spread-mode
--spread-mode=<value> [Command-line option]
LW6_SPREAD_MODE [Environment variable]
spread-mode [XML key]
Type: integer
Default value: 1 Min value: 0 Max value: 2
If set to 1, then gradient spread will be slower but gain in terms of homogeneity and
consistency. You could consider setting this to 0 on very very big maps to save CPU
cycles, else the default should work fine.
4.11.37 spread-thread
--spread-thread=<value> [Command-line option]
LW6_SPREAD_THREAD [Environment variable]
spread-thread [XML key]
Type: integer
Default value: 0 Min value: 0 Max value: 1
If set to 1, the core algorithm with fire a separate thread to spread the gradient. By
default this is turned off (set to 0). Consider this as an experimental feature, the
110 Liquid War 6
program is already rather heavily threaded, turning this on will probably not offer
any significant performance gain, even on SMP systems. This might change in the
future.
4.11.38 spreads-per-round
--spreads-per-round=<value> [Command-line option]
LW6_SPREADS_PER_ROUND [Environment variable]
spreads-per-round [XML key]
Type: integer
Default value: 5 Min value: 1 Max value: 100
Defines how many times the gradient is spread per round. Gradient spread is a very
Liquid War 6 specific feature, just remember that the more often you do it, the more
accurately fighters will move. That is, you will be sure they really take the shortest
path. Usually this does not have much effect, the default value should fit in most
cases, but you might want to decrease it on very simple maps where the gradient is
obvious, or increase it on complex maps where you want fighters to be real smart.
4.11.39 start-blue-x
--start-blue-x=<value> [Command-line option]
LW6_START_BLUE_X [Environment variable]
start-blue-x [XML key]
Type: integer
Default value: 90 Min value: 0 Max value: 100
X start position for the blue team. This is a percentage of map width, value between
0 and 100.
4.11.40 start-blue-y
--start-blue-y=<value> [Command-line option]
LW6_START_BLUE_Y [Environment variable]
start-blue-y [XML key]
Type: integer
Default value: 10 Min value: 0 Max value: 100
Y start position for the blue team. This is a percentage of map height, value between
0 and 100.
4.11.41 start-cyan-x
--start-cyan-x=<value> [Command-line option]
LW6_START_CYAN_X [Environment variable]
start-cyan-x [XML key]
Type: integer
Default value: 35 Min value: 0 Max value: 100
X start position for the cyan team. This is a percentage of map width, value between
0 and 100.
Chapter 4: Reference 111
4.11.42 start-cyan-y
--start-cyan-y=<value> [Command-line option]
LW6_START_CYAN_Y [Environment variable]
start-cyan-y [XML key]
Type: integer
Default value: 10 Min value: 0 Max value: 100
Y start position for the cyan team. This is a percentage of map height, value between
0 and 100.
4.11.43 start-green-x
--start-green-x=<value> [Command-line option]
LW6_START_GREEN_X [Environment variable]
start-green-x [XML key]
Type: integer
Default value: 90 Min value: 0 Max value: 100
X start position for the green team. This is a percentage of map width, value between
0 and 100.
4.11.44 start-green-y
--start-green-y=<value> [Command-line option]
LW6_START_GREEN_Y [Environment variable]
start-green-y [XML key]
Type: integer
Default value: 90 Min value: 0 Max value: 100
Y start position for the green team. This is a percentage of map height, value between
0 and 100.
4.11.45 start-lightblue-x
--start-lightblue-x=<value> [Command-line option]
LW6_START_LIGHTBLUE_X [Environment variable]
start-lightblue-x [XML key]
Type: integer
Default value: 35 Min value: 0 Max value: 100
X start position for the lightblue team. This is a percentage of map width, value
between 0 and 100.
4.11.46 start-lightblue-y
--start-lightblue-y=<value> [Command-line option]
LW6_START_LIGHTBLUE_Y [Environment variable]
start-lightblue-y [XML key]
Type: integer
Default value: 90 Min value: 0 Max value: 100
112 Liquid War 6
Y start position for the lightblue team. This is a percentage of map height, value
between 0 and 100.
4.11.47 start-magenta-x
--start-magenta-x=<value> [Command-line option]
LW6_START_MAGENTA_X [Environment variable]
start-magenta-x [XML key]
Type: integer
Default value: 65 Min value: 0 Max value: 100
X start position for the magenta team. This is a percentage of map width, value
between 0 and 100.
4.11.48 start-magenta-y
--start-magenta-y=<value> [Command-line option]
LW6_START_MAGENTA_Y [Environment variable]
start-magenta-y [XML key]
Type: integer
Default value: 90 Min value: 0 Max value: 100
Y start position for the magenta team. This is a percentage of map height, value
between 0 and 100.
4.11.49 start-orange-x
--start-orange-x=<value> [Command-line option]
LW6_START_ORANGE_X [Environment variable]
start-orange-x [XML key]
Type: integer
Default value: 65 Min value: 0 Max value: 100
X start position for the orange team. This is a percentage of map width, value between
0 and 100.
4.11.50 start-orange-y
--start-orange-y=<value> [Command-line option]
LW6_START_ORANGE_Y [Environment variable]
start-orange-y [XML key]
Type: integer
Default value: 10 Min value: 0 Max value: 100
Y start position for the orange team. This is a percentage of map height, value
between 0 and 100.
4.11.51 start-pink-x
--start-pink-x=<value> [Command-line option]
LW6_START_PINK_X [Environment variable]
Chapter 4: Reference 113
4.11.52 start-pink-y
--start-pink-y=<value> [Command-line option]
LW6_START_PINK_Y [Environment variable]
start-pink-y [XML key]
Type: integer
Default value: 50 Min value: 0 Max value: 100
Y start position for the pink team. This is a percentage of map height, value between
0 and 100.
4.11.53 start-position-mode
--start-position-mode=<value> [Command-line option]
LW6_START_POSITION_MODE [Environment variable]
start-position-mode [XML key]
Type: integer
Default value: 0 Min value: 0 Max value: 2
Defines how teams are set up on the map at game startup. 0 means teams respect the
pre-defined start positions. 1 means that a random position will be picked, among the
existing positions. That is, red could take green’s place. 2 means total randomness,
teams can appear anywhere.
4.11.54 start-purple-x
--start-purple-x=<value> [Command-line option]
LW6_START_PURPLE_X [Environment variable]
start-purple-x [XML key]
Type: integer
Default value: 90 Min value: 0 Max value: 100
X start position for the purple team. This is a percentage of map width, value between
0 and 100.
4.11.55 start-purple-y
--start-purple-y=<value> [Command-line option]
LW6_START_PURPLE_Y [Environment variable]
start-purple-y [XML key]
Type: integer
Default value: 50 Min value: 0 Max value: 100
Y start position for the purple team. This is a percentage of map height, value
between 0 and 100.
114 Liquid War 6
4.11.56 start-red-x
--start-red-x=<value> [Command-line option]
LW6_START_RED_X [Environment variable]
start-red-x [XML key]
Type: integer
Default value: 10 Min value: 0 Max value: 100
X start position for the red team. This is a percentage of map width, value between
0 and 100.
4.11.57 start-red-y
--start-red-y=<value> [Command-line option]
LW6_START_RED_Y [Environment variable]
start-red-y [XML key]
Type: integer
Default value: 10 Min value: 0 Max value: 100
Y start position for the red team. This is a percentage of map height, value between
0 and 100.
4.11.58 start-yellow-x
--start-yellow-x=<value> [Command-line option]
LW6_START_YELLOW_X [Environment variable]
start-yellow-x [XML key]
Type: integer
Default value: 10 Min value: 0 Max value: 100
X start position for the yellow team. This is a percentage of map width, value between
0 and 100.
4.11.59 start-yellow-y
--start-yellow-y=<value> [Command-line option]
LW6_START_YELLOW_Y [Environment variable]
start-yellow-y [XML key]
Type: integer
Default value: 90 Min value: 0 Max value: 100
Y start position for the yellow team. This is a percentage of map height, value between
0 and 100.
4.11.60 team-profile-blue-aggressive
--team-profile-blue-aggressive=<value> [Command-line option]
LW6_TEAM_PROFILE_BLUE_AGGRESSIVE [Environment variable]
team-profile-blue-aggressive [XML key]
Type: integer
Default value: 150 Min value: 5 Max value: 2000
Chapter 4: Reference 115
Defines how aggressive the blue team is. This is a percentage, if set to 200 then team
will attack twice as much as any other team with the default value. Setting this to a
high value clearly advantages this team.
4.11.61 team-profile-blue-fast
--team-profile-blue-fast=<value> [Command-line option]
LW6_TEAM_PROFILE_BLUE_FAST [Environment variable]
team-profile-blue-fast [XML key]
Type: integer
Default value: 50 Min value: 5 Max value: 2000
Changes the speed of the blue team. This is a percentage, if set to 50, then team will
move twice slower than other teams with the default parameter. Setting this high is
very likely to advantage the team.
4.11.62 team-profile-blue-handicap
--team-profile-blue-handicap=<value> [Command-line option]
LW6_TEAM_PROFILE_BLUE_HANDICAP [Environment variable]
team-profile-blue-handicap [XML key]
Type: integer
Default value: 100 Min value: 10 Max value: 1000
Defines the handicap for the blue team.
4.11.63 team-profile-blue-mobile
--team-profile-blue-mobile=<value> [Command-line option]
LW6_TEAM_PROFILE_BLUE_MOBILE [Environment variable]
team-profile-blue-mobile [XML key]
Type: integer
Default value: 0 Min value: -3 Max value: 3
Increases (or decreases if negative) the number of move/attack/defense tries for the
blue team. If set to a high value team will appear more mobile and do more things,
but it won’t change its cruising speed. It’s not obvious to tell wether this is an
advantage or not, but it clearly changes the behavior.
4.11.64 team-profile-blue-vulnerable
--team-profile-blue-vulnerable=<value> [Command-line option]
LW6_TEAM_PROFILE_BLUE_VULNERABLE [Environment variable]
team-profile-blue-vulnerable [XML key]
Type: integer
Default value: 60 Min value: 5 Max value: 2000
Defines how vulnerable the blue team is. This is a percentage, if set to 200 then team
will be attacked twice as much as any other team with the default value. Setting this
to a high value clearly disadvantages this team.
116 Liquid War 6
4.11.65 team-profile-blue-weapon-alternate-id
--team-profile-blue-weapon-alternate-id=<value> [Command-line option]
LW6_TEAM_PROFILE_BLUE_WEAPON_ALTERNATE_ID [Environment variable]
team-profile-blue-weapon-alternate-id [XML key]
Type: integer
Default value: 8 Min value: 0 Max value: 19
Id of the default alternate weapon for the blue team, see the documentation about
weapons to know what these ids mean.
4.11.66 team-profile-blue-weapon-id
--team-profile-blue-weapon-id=<value> [Command-line option]
LW6_TEAM_PROFILE_BLUE_WEAPON_ID [Environment variable]
team-profile-blue-weapon-id [XML key]
Type: integer
Default value: 14 Min value: 0 Max value: 19
Id of the default weapon for the blue team, see the documentation about weapons to
know what these ids mean.
4.11.67 team-profile-blue-weapon-mode
--team-profile-blue-weapon-mode=<value> [Command-line option]
LW6_TEAM_PROFILE_BLUE_WEAPON_MODE [Environment variable]
team-profile-blue-weapon-mode [XML key]
Type: integer
Default value: 1 Min value: 0 Max value: 2
Weapon mode for blue team. 0 means there’s no weapon, 1 means one weapon per
team, defined by the weapon-id parameter, 2 means random weapon.
4.11.68 team-profile-cyan-aggressive
--team-profile-cyan-aggressive=<value> [Command-line option]
LW6_TEAM_PROFILE_CYAN_AGGRESSIVE [Environment variable]
team-profile-cyan-aggressive [XML key]
Type: integer
Default value: 44 Min value: 5 Max value: 2000
Defines how aggressive the cyan team is. This is a percentage, if set to 200 then team
will attack twice as much as any other team with the default value. Setting this to a
high value clearly advantages this team.
4.11.69 team-profile-cyan-fast
--team-profile-cyan-fast=<value> [Command-line option]
LW6_TEAM_PROFILE_CYAN_FAST [Environment variable]
team-profile-cyan-fast [XML key]
Type: integer
Chapter 4: Reference 117
4.11.70 team-profile-cyan-handicap
--team-profile-cyan-handicap=<value> [Command-line option]
LW6_TEAM_PROFILE_CYAN_HANDICAP [Environment variable]
team-profile-cyan-handicap [XML key]
Type: integer
Default value: 100 Min value: 10 Max value: 1000
Defines the handicap for the cyan team.
4.11.71 team-profile-cyan-mobile
--team-profile-cyan-mobile=<value> [Command-line option]
LW6_TEAM_PROFILE_CYAN_MOBILE [Environment variable]
team-profile-cyan-mobile [XML key]
Type: integer
Default value: 0 Min value: -3 Max value: 3
Increases (or decreases if negative) the number of move/attack/defense tries for the
cyan team. If set to a high value team will appear more mobile and do more things,
but it won’t change its cruising speed. It’s not obvious to tell wether this is an
advantage or not, but it clearly changes the behavior.
4.11.72 team-profile-cyan-vulnerable
--team-profile-cyan-vulnerable=<value> [Command-line option]
LW6_TEAM_PROFILE_CYAN_VULNERABLE [Environment variable]
team-profile-cyan-vulnerable [XML key]
Type: integer
Default value: 12 Min value: 5 Max value: 2000
Defines how vulnerable the cyan team is. This is a percentage, if set to 200 then team
will be attacked twice as much as any other team with the default value. Setting this
to a high value clearly disadvantages this team.
4.11.73 team-profile-cyan-weapon-alternate-id
--team-profile-cyan-weapon-alternate-id=<value> [Command-line option]
LW6_TEAM_PROFILE_CYAN_WEAPON_ALTERNATE_ID [Environment variable]
team-profile-cyan-weapon-alternate-id [XML key]
Type: integer
Default value: 12 Min value: 0 Max value: 19
Id of the default alternate weapon for the cyan team, see the documentation about
weapons to know what these ids mean.
118 Liquid War 6
4.11.74 team-profile-cyan-weapon-id
--team-profile-cyan-weapon-id=<value> [Command-line option]
LW6_TEAM_PROFILE_CYAN_WEAPON_ID [Environment variable]
team-profile-cyan-weapon-id [XML key]
Type: integer
Default value: 3 Min value: 0 Max value: 19
Id of the default weapon for the cyan team, see the documentation about weapons to
know what these ids mean.
4.11.75 team-profile-cyan-weapon-mode
--team-profile-cyan-weapon-mode=<value> [Command-line option]
LW6_TEAM_PROFILE_CYAN_WEAPON_MODE [Environment variable]
team-profile-cyan-weapon-mode [XML key]
Type: integer
Default value: 1 Min value: 0 Max value: 2
Weapon mode for cyan team. 0 means there’s no weapon, 1 means one weapon per
team, defined by the weapon-id parameter, 2 means random weapon.
4.11.76 team-profile-green-aggressive
--team-profile-green-aggressive=<value> [Command-line option]
LW6_TEAM_PROFILE_GREEN_AGGRESSIVE [Environment variable]
team-profile-green-aggressive [XML key]
Type: integer
Default value: 70 Min value: 5 Max value: 2000
Defines how aggressive the green team is. This is a percentage, if set to 200 then
team will attack twice as much as any other team with the default value. Setting this
to a high value clearly advantages this team.
4.11.77 team-profile-green-fast
--team-profile-green-fast=<value> [Command-line option]
LW6_TEAM_PROFILE_GREEN_FAST [Environment variable]
team-profile-green-fast [XML key]
Type: integer
Default value: 70 Min value: 5 Max value: 2000
Changes the speed of the green team. This is a percentage, if set to 50, then team will
move twice slower than other teams with the default parameter. Setting this high is
very likely to advantage the team.
4.11.78 team-profile-green-handicap
--team-profile-green-handicap=<value> [Command-line option]
LW6_TEAM_PROFILE_GREEN_HANDICAP [Environment variable]
Chapter 4: Reference 119
4.11.79 team-profile-green-mobile
--team-profile-green-mobile=<value> [Command-line option]
LW6_TEAM_PROFILE_GREEN_MOBILE [Environment variable]
team-profile-green-mobile [XML key]
Type: integer
Default value: 0 Min value: -3 Max value: 3
Increases (or decreases if negative) the number of move/attack/defense tries for the
green team. If set to a high value team will appear more mobile and do more things,
but it won’t change its cruising speed. It’s not obvious to tell wether this is an
advantage or not, but it clearly changes the behavior.
4.11.80 team-profile-green-vulnerable
--team-profile-green-vulnerable=<value> [Command-line option]
LW6_TEAM_PROFILE_GREEN_VULNERABLE [Environment variable]
team-profile-green-vulnerable [XML key]
Type: integer
Default value: 30 Min value: 5 Max value: 2000
Defines how vulnerable the green team is. This is a percentage, if set to 200 then
team will be attacked twice as much as any other team with the default value. Setting
this to a high value clearly disadvantages this team.
4.11.81 team-profile-green-weapon-alternate-id
--team-profile-green-weapon-alternate-id=<value> [Command-line option]
LW6_TEAM_PROFILE_GREEN_WEAPON_ALTERNATE_ID [Environment variable]
team-profile-green-weapon-alternate-id [XML key]
Type: integer
Default value: 7 Min value: 0 Max value: 19
Id of the default alternate weapon for the green team, see the documentation about
weapons to know what these ids mean.
4.11.82 team-profile-green-weapon-id
--team-profile-green-weapon-id=<value> [Command-line option]
LW6_TEAM_PROFILE_GREEN_WEAPON_ID [Environment variable]
team-profile-green-weapon-id [XML key]
Type: integer
Default value: 13 Min value: 0 Max value: 19
Id of the default weapon for the green team, see the documentation about weapons
to know what these ids mean.
120 Liquid War 6
4.11.83 team-profile-green-weapon-mode
--team-profile-green-weapon-mode=<value> [Command-line option]
LW6_TEAM_PROFILE_GREEN_WEAPON_MODE [Environment variable]
team-profile-green-weapon-mode [XML key]
Type: integer
Default value: 1 Min value: 0 Max value: 2
Weapon mode for green team. 0 means there’s no weapon, 1 means one weapon per
team, defined by the weapon-id parameter, 2 means random weapon.
4.11.84 team-profile-lightblue-aggressive
--team-profile-lightblue-aggressive=<value> [Command-line option]
LW6_TEAM_PROFILE_LIGHTBLUE_AGGRESSIVE [Environment variable]
team-profile-lightblue-aggressive [XML key]
Type: integer
Default value: 200 Min value: 5 Max value: 2000
Defines how aggressive the lightblue team is. This is a percentage, if set to 200 then
team will attack twice as much as any other team with the default value. Setting this
to a high value clearly advantages this team.
4.11.85 team-profile-lightblue-fast
--team-profile-lightblue-fast=<value> [Command-line option]
LW6_TEAM_PROFILE_LIGHTBLUE_FAST [Environment variable]
team-profile-lightblue-fast [XML key]
Type: integer
Default value: 20 Min value: 5 Max value: 2000
Changes the speed of the lightblue team. This is a percentage, if set to 50, then team
will move twice slower than other teams with the default parameter. Setting this high
is very likely to advantage the team.
4.11.86 team-profile-lightblue-handicap
--team-profile-lightblue-handicap=<value> [Command-line option]
LW6_TEAM_PROFILE_LIGHTBLUE_HANDICAP [Environment variable]
team-profile-lightblue-handicap [XML key]
Type: integer
Default value: 100 Min value: 10 Max value: 1000
Defines the handicap for the lightblue team.
4.11.87 team-profile-lightblue-mobile
--team-profile-lightblue-mobile=<value> [Command-line option]
LW6_TEAM_PROFILE_LIGHTBLUE_MOBILE [Environment variable]
team-profile-lightblue-mobile [XML key]
Type: integer
Chapter 4: Reference 121
4.11.88 team-profile-lightblue-vulnerable
--team-profile-lightblue-vulnerable=<value> [Command-line option]
LW6_TEAM_PROFILE_LIGHTBLUE_VULNERABLE [Environment variable]
team-profile-lightblue-vulnerable [XML key]
Type: integer
Default value: 8 Min value: 5 Max value: 2000
Defines how vulnerable the lightblue team is. This is a percentage, if set to 200 then
team will be attacked twice as much as any other team with the default value. Setting
this to a high value clearly disadvantages this team.
4.11.89 team-profile-lightblue-weapon-alternate-id
--team-profile-lightblue-weapon-alternate-id=<value>[Command-line option]
LW6_TEAM_PROFILE_LIGHTBLUE_WEAPON_ALTERNATE_ID [Environment variable]
team-profile-lightblue-weapon-alternate-id [XML key]
Type: integer
Default value: 17 Min value: 0 Max value: 19
Id of the default alternate weapon for the lightblue team, see the documentation
about weapons to know what these ids mean.
4.11.90 team-profile-lightblue-weapon-id
--team-profile-lightblue-weapon-id=<value> [Command-line option]
LW6_TEAM_PROFILE_LIGHTBLUE_WEAPON_ID [Environment variable]
team-profile-lightblue-weapon-id [XML key]
Type: integer
Default value: 4 Min value: 0 Max value: 19
Id of the default weapon for the lightblue team, see the documentation about weapons
to know what these ids mean.
4.11.91 team-profile-lightblue-weapon-mode
--team-profile-lightblue-weapon-mode=<value> [Command-line option]
LW6_TEAM_PROFILE_LIGHTBLUE_WEAPON_MODE [Environment variable]
team-profile-lightblue-weapon-mode [XML key]
Type: integer
Default value: 1 Min value: 0 Max value: 2
Weapon mode for lightblue team. 0 means there’s no weapon, 1 means one weapon
per team, defined by the weapon-id parameter, 2 means random weapon.
122 Liquid War 6
4.11.92 team-profile-magenta-aggressive
--team-profile-magenta-aggressive=<value> [Command-line option]
LW6_TEAM_PROFILE_MAGENTA_AGGRESSIVE [Environment variable]
team-profile-magenta-aggressive [XML key]
Type: integer
Default value: 192 Min value: 5 Max value: 2000
Defines how aggressive the magenta team is. This is a percentage, if set to 200 then
team will attack twice as much as any other team with the default value. Setting this
to a high value clearly advantages this team.
4.11.93 team-profile-magenta-fast
--team-profile-magenta-fast=<value> [Command-line option]
LW6_TEAM_PROFILE_MAGENTA_FAST [Environment variable]
team-profile-magenta-fast [XML key]
Type: integer
Default value: 320 Min value: 5 Max value: 2000
Changes the speed of the magenta team. This is a percentage, if set to 50, then team
will move twice slower than other teams with the default parameter. Setting this high
is very likely to advantage the team.
4.11.94 team-profile-magenta-handicap
--team-profile-magenta-handicap=<value> [Command-line option]
LW6_TEAM_PROFILE_MAGENTA_HANDICAP [Environment variable]
team-profile-magenta-handicap [XML key]
Type: integer
Default value: 100 Min value: 10 Max value: 1000
Defines the handicap for the magenta team.
4.11.95 team-profile-magenta-mobile
--team-profile-magenta-mobile=<value> [Command-line option]
LW6_TEAM_PROFILE_MAGENTA_MOBILE [Environment variable]
team-profile-magenta-mobile [XML key]
Type: integer
Default value: 0 Min value: -3 Max value: 3
Increases (or decreases if negative) the number of move/attack/defense tries for the
magenta team. If set to a high value team will appear more mobile and do more
things, but it won’t change its cruising speed. It’s not obvious to tell wether this is
an advantage or not, but it clearly changes the behavior.
4.11.96 team-profile-magenta-vulnerable
--team-profile-magenta-vulnerable=<value> [Command-line option]
LW6_TEAM_PROFILE_MAGENTA_VULNERABLE [Environment variable]
Chapter 4: Reference 123
4.11.97 team-profile-magenta-weapon-alternate-id
--team-profile-magenta-weapon-alternate-id=<value> [Command-line option]
LW6_TEAM_PROFILE_MAGENTA_WEAPON_ALTERNATE_ID [Environment variable]
team-profile-magenta-weapon-alternate-id [XML key]
Type: integer
Default value: 15 Min value: 0 Max value: 19
Id of the default alternate weapon for the magenta team, see the documentation about
weapons to know what these ids mean.
4.11.98 team-profile-magenta-weapon-id
--team-profile-magenta-weapon-id=<value> [Command-line option]
LW6_TEAM_PROFILE_MAGENTA_WEAPON_ID [Environment variable]
team-profile-magenta-weapon-id [XML key]
Type: integer
Default value: 6 Min value: 0 Max value: 19
Id of the default weapon for the magenta team, see the documentation about weapons
to know what these ids mean.
4.11.99 team-profile-magenta-weapon-mode
--team-profile-magenta-weapon-mode=<value> [Command-line option]
LW6_TEAM_PROFILE_MAGENTA_WEAPON_MODE [Environment variable]
team-profile-magenta-weapon-mode [XML key]
Type: integer
Default value: 1 Min value: 0 Max value: 2
Weapon mode for magenta team. 0 means there’s no weapon, 1 means one weapon
per team, defined by the weapon-id parameter, 2 means random weapon.
4.11.100 team-profile-orange-aggressive
--team-profile-orange-aggressive=<value> [Command-line option]
LW6_TEAM_PROFILE_ORANGE_AGGRESSIVE [Environment variable]
team-profile-orange-aggressive [XML key]
Type: integer
Default value: 48 Min value: 5 Max value: 2000
Defines how aggressive the orange team is. This is a percentage, if set to 200 then
team will attack twice as much as any other team with the default value. Setting this
to a high value clearly advantages this team.
124 Liquid War 6
4.11.101 team-profile-orange-fast
--team-profile-orange-fast=<value> [Command-line option]
LW6_TEAM_PROFILE_ORANGE_FAST [Environment variable]
team-profile-orange-fast [XML key]
Type: integer
Default value: 160 Min value: 5 Max value: 2000
Changes the speed of the orange team. This is a percentage, if set to 50, then team
will move twice slower than other teams with the default parameter. Setting this high
is very likely to advantage the team.
4.11.102 team-profile-orange-handicap
--team-profile-orange-handicap=<value> [Command-line option]
LW6_TEAM_PROFILE_ORANGE_HANDICAP [Environment variable]
team-profile-orange-handicap [XML key]
Type: integer
Default value: 100 Min value: 10 Max value: 1000
Defines the handicap for the orange team.
4.11.103 team-profile-orange-mobile
--team-profile-orange-mobile=<value> [Command-line option]
LW6_TEAM_PROFILE_ORANGE_MOBILE [Environment variable]
team-profile-orange-mobile [XML key]
Type: integer
Default value: 0 Min value: -3 Max value: 3
Increases (or decreases if negative) the number of move/attack/defense tries for the
orange team. If set to a high value team will appear more mobile and do more things,
but it won’t change its cruising speed. It’s not obvious to tell wether this is an
advantage or not, but it clearly changes the behavior.
4.11.104 team-profile-orange-vulnerable
--team-profile-orange-vulnerable=<value> [Command-line option]
LW6_TEAM_PROFILE_ORANGE_VULNERABLE [Environment variable]
team-profile-orange-vulnerable [XML key]
Type: integer
Default value: 144 Min value: 5 Max value: 2000
Defines how vulnerable the orange team is. This is a percentage, if set to 200 then
team will be attacked twice as much as any other team with the default value. Setting
this to a high value clearly disadvantages this team.
4.11.105 team-profile-orange-weapon-alternate-id
--team-profile-orange-weapon-alternate-id=<value> [Command-line option]
LW6_TEAM_PROFILE_ORANGE_WEAPON_ALTERNATE_ID [Environment variable]
Chapter 4: Reference 125
4.11.106 team-profile-orange-weapon-id
--team-profile-orange-weapon-id=<value> [Command-line option]
LW6_TEAM_PROFILE_ORANGE_WEAPON_ID [Environment variable]
team-profile-orange-weapon-id [XML key]
Type: integer
Default value: 0 Min value: 0 Max value: 19
Id of the default weapon for the orange team, see the documentation about weapons
to know what these ids mean.
4.11.107 team-profile-orange-weapon-mode
--team-profile-orange-weapon-mode=<value> [Command-line option]
LW6_TEAM_PROFILE_ORANGE_WEAPON_MODE [Environment variable]
team-profile-orange-weapon-mode [XML key]
Type: integer
Default value: 1 Min value: 0 Max value: 2
Weapon mode for orange team. 0 means there’s no weapon, 1 means one weapon per
team, defined by the weapon-id parameter, 2 means random weapon.
4.11.108 team-profile-pink-aggressive
--team-profile-pink-aggressive=<value> [Command-line option]
LW6_TEAM_PROFILE_PINK_AGGRESSIVE [Environment variable]
team-profile-pink-aggressive [XML key]
Type: integer
Default value: 640 Min value: 5 Max value: 2000
Defines how aggressive the pink team is. This is a percentage, if set to 200 then team
will attack twice as much as any other team with the default value. Setting this to a
high value clearly advantages this team.
4.11.109 team-profile-pink-fast
--team-profile-pink-fast=<value> [Command-line option]
LW6_TEAM_PROFILE_PINK_FAST [Environment variable]
team-profile-pink-fast [XML key]
Type: integer
Default value: 80 Min value: 5 Max value: 2000
Changes the speed of the pink team. This is a percentage, if set to 50, then team will
move twice slower than other teams with the default parameter. Setting this high is
very likely to advantage the team.
126 Liquid War 6
4.11.110 team-profile-pink-handicap
--team-profile-pink-handicap=<value> [Command-line option]
LW6_TEAM_PROFILE_PINK_HANDICAP [Environment variable]
team-profile-pink-handicap [XML key]
Type: integer
Default value: 100 Min value: 10 Max value: 1000
Defines the handicap for the pink team.
4.11.111 team-profile-pink-mobile
--team-profile-pink-mobile=<value> [Command-line option]
LW6_TEAM_PROFILE_PINK_MOBILE [Environment variable]
team-profile-pink-mobile [XML key]
Type: integer
Default value: 0 Min value: -3 Max value: 3
Increases (or decreases if negative) the number of move/attack/defense tries for the
pink team. If set to a high value team will appear more mobile and do more things,
but it won’t change its cruising speed. It’s not obvious to tell wether this is an
advantage or not, but it clearly changes the behavior.
4.11.112 team-profile-pink-vulnerable
--team-profile-pink-vulnerable=<value> [Command-line option]
LW6_TEAM_PROFILE_PINK_VULNERABLE [Environment variable]
team-profile-pink-vulnerable [XML key]
Type: integer
Default value: 640 Min value: 5 Max value: 2000
Defines how vulnerable the pink team is. This is a percentage, if set to 200 then team
will be attacked twice as much as any other team with the default value. Setting this
to a high value clearly disadvantages this team.
4.11.113 team-profile-pink-weapon-alternate-id
--team-profile-pink-weapon-alternate-id=<value> [Command-line option]
LW6_TEAM_PROFILE_PINK_WEAPON_ALTERNATE_ID [Environment variable]
team-profile-pink-weapon-alternate-id [XML key]
Type: integer
Default value: 19 Min value: 0 Max value: 19
Id of the default alternate weapon for the pink team, see the documentation about
weapons to know what these ids mean.
4.11.114 team-profile-pink-weapon-id
--team-profile-pink-weapon-id=<value> [Command-line option]
LW6_TEAM_PROFILE_PINK_WEAPON_ID [Environment variable]
Chapter 4: Reference 127
4.11.115 team-profile-pink-weapon-mode
--team-profile-pink-weapon-mode=<value> [Command-line option]
LW6_TEAM_PROFILE_PINK_WEAPON_MODE [Environment variable]
team-profile-pink-weapon-mode [XML key]
Type: integer
Default value: 1 Min value: 0 Max value: 2
Weapon mode for pink team. 0 means there’s no weapon, 1 means one weapon per
team, defined by the weapon-id parameter, 2 means random weapon.
4.11.116 team-profile-purple-aggressive
--team-profile-purple-aggressive=<value> [Command-line option]
LW6_TEAM_PROFILE_PURPLE_AGGRESSIVE [Environment variable]
team-profile-purple-aggressive [XML key]
Type: integer
Default value: 32 Min value: 5 Max value: 2000
Defines how aggressive the purple team is. This is a percentage, if set to 200 then
team will attack twice as much as any other team with the default value. Setting this
to a high value clearly advantages this team.
4.11.117 team-profile-purple-fast
--team-profile-purple-fast=<value> [Command-line option]
LW6_TEAM_PROFILE_PURPLE_FAST [Environment variable]
team-profile-purple-fast [XML key]
Type: integer
Default value: 80 Min value: 5 Max value: 2000
Changes the speed of the purple team. This is a percentage, if set to 50, then team
will move twice slower than other teams with the default parameter. Setting this high
is very likely to advantage the team.
4.11.118 team-profile-purple-handicap
--team-profile-purple-handicap=<value> [Command-line option]
LW6_TEAM_PROFILE_PURPLE_HANDICAP [Environment variable]
team-profile-purple-handicap [XML key]
Type: integer
Default value: 100 Min value: 10 Max value: 1000
Defines the handicap for the purple team.
128 Liquid War 6
4.11.119 team-profile-purple-mobile
--team-profile-purple-mobile=<value> [Command-line option]
LW6_TEAM_PROFILE_PURPLE_MOBILE [Environment variable]
team-profile-purple-mobile [XML key]
Type: integer
Default value: 0 Min value: -3 Max value: 3
Increases (or decreases if negative) the number of move/attack/defense tries for the
purple team. If set to a high value team will appear more mobile and do more things,
but it won’t change its cruising speed. It’s not obvious to tell wether this is an
advantage or not, but it clearly changes the behavior.
4.11.120 team-profile-purple-vulnerable
--team-profile-purple-vulnerable=<value> [Command-line option]
LW6_TEAM_PROFILE_PURPLE_VULNERABLE [Environment variable]
team-profile-purple-vulnerable [XML key]
Type: integer
Default value: 16 Min value: 5 Max value: 2000
Defines how vulnerable the purple team is. This is a percentage, if set to 200 then
team will be attacked twice as much as any other team with the default value. Setting
this to a high value clearly disadvantages this team.
4.11.121 team-profile-purple-weapon-alternate-id
--team-profile-purple-weapon-alternate-id=<value> [Command-line option]
LW6_TEAM_PROFILE_PURPLE_WEAPON_ALTERNATE_ID [Environment variable]
team-profile-purple-weapon-alternate-id [XML key]
Type: integer
Default value: 18 Min value: 0 Max value: 19
Id of the default alternate weapon for the purple team, see the documentation about
weapons to know what these ids mean.
4.11.122 team-profile-purple-weapon-id
--team-profile-purple-weapon-id=<value> [Command-line option]
LW6_TEAM_PROFILE_PURPLE_WEAPON_ID [Environment variable]
team-profile-purple-weapon-id [XML key]
Type: integer
Default value: 11 Min value: 0 Max value: 19
Id of the default weapon for the purple team, see the documentation about weapons
to know what these ids mean.
4.11.123 team-profile-purple-weapon-mode
--team-profile-purple-weapon-mode=<value> [Command-line option]
LW6_TEAM_PROFILE_PURPLE_WEAPON_MODE [Environment variable]
Chapter 4: Reference 129
4.11.124 team-profile-red-aggressive
--team-profile-red-aggressive=<value> [Command-line option]
LW6_TEAM_PROFILE_RED_AGGRESSIVE [Environment variable]
team-profile-red-aggressive [XML key]
Type: integer
Default value: 220 Min value: 5 Max value: 2000
Defines how aggressive the red team is. This is a percentage, if set to 200 then team
will attack twice as much as any other team with the default value. Setting this to a
high value clearly advantages this team.
4.11.125 team-profile-red-fast
--team-profile-red-fast=<value> [Command-line option]
LW6_TEAM_PROFILE_RED_FAST [Environment variable]
team-profile-red-fast [XML key]
Type: integer
Default value: 160 Min value: 5 Max value: 2000
Changes the speed of the red team. This is a percentage, if set to 50, then team will
move twice slower than other teams with the default parameter. Setting this high is
very likely to advantage the team.
4.11.126 team-profile-red-handicap
--team-profile-red-handicap=<value> [Command-line option]
LW6_TEAM_PROFILE_RED_HANDICAP [Environment variable]
team-profile-red-handicap [XML key]
Type: integer
Default value: 100 Min value: 10 Max value: 1000
Defines the handicap for the red team.
4.11.127 team-profile-red-mobile
--team-profile-red-mobile=<value> [Command-line option]
LW6_TEAM_PROFILE_RED_MOBILE [Environment variable]
team-profile-red-mobile [XML key]
Type: integer
Default value: 0 Min value: -3 Max value: 3
Increases (or decreases if negative) the number of move/attack/defense tries for the
red team. If set to a high value team will appear more mobile and do more things, but
it won’t change its cruising speed. It’s not obvious to tell wether this is an advantage
or not, but it clearly changes the behavior.
130 Liquid War 6
4.11.128 team-profile-red-vulnerable
--team-profile-red-vulnerable=<value> [Command-line option]
LW6_TEAM_PROFILE_RED_VULNERABLE [Environment variable]
team-profile-red-vulnerable [XML key]
Type: integer
Default value: 110 Min value: 5 Max value: 2000
Defines how vulnerable the red team is. This is a percentage, if set to 200 then team
will be attacked twice as much as any other team with the default value. Setting this
to a high value clearly disadvantages this team.
4.11.129 team-profile-red-weapon-alternate-id
--team-profile-red-weapon-alternate-id=<value> [Command-line option]
LW6_TEAM_PROFILE_RED_WEAPON_ALTERNATE_ID [Environment variable]
team-profile-red-weapon-alternate-id [XML key]
Type: integer
Default value: 2 Min value: 0 Max value: 19
Id of the default alternate weapon for the red team, see the documentation about
weapons to know what these ids mean.
4.11.130 team-profile-red-weapon-id
--team-profile-red-weapon-id=<value> [Command-line option]
LW6_TEAM_PROFILE_RED_WEAPON_ID [Environment variable]
team-profile-red-weapon-id [XML key]
Type: integer
Default value: 10 Min value: 0 Max value: 19
Id of the default weapon for the red team, see the documentation about weapons to
know what these ids mean.
4.11.131 team-profile-red-weapon-mode
--team-profile-red-weapon-mode=<value> [Command-line option]
LW6_TEAM_PROFILE_RED_WEAPON_MODE [Environment variable]
team-profile-red-weapon-mode [XML key]
Type: integer
Default value: 1 Min value: 0 Max value: 2
Weapon mode for red team. 0 means there’s no weapon, 1 means one weapon per
team, defined by the weapon-id parameter, 2 means random weapon.
4.11.132 team-profile-yellow-aggressive
--team-profile-yellow-aggressive=<value> [Command-line option]
LW6_TEAM_PROFILE_YELLOW_AGGRESSIVE [Environment variable]
team-profile-yellow-aggressive [XML key]
Type: integer
Chapter 4: Reference 131
4.11.133 team-profile-yellow-fast
--team-profile-yellow-fast=<value> [Command-line option]
LW6_TEAM_PROFILE_YELLOW_FAST [Environment variable]
team-profile-yellow-fast [XML key]
Type: integer
Default value: 70 Min value: 5 Max value: 2000
Changes the speed of the yellow team. This is a percentage, if set to 50, then team
will move twice slower than other teams with the default parameter. Setting this high
is very likely to advantage the team.
4.11.134 team-profile-yellow-handicap
--team-profile-yellow-handicap=<value> [Command-line option]
LW6_TEAM_PROFILE_YELLOW_HANDICAP [Environment variable]
team-profile-yellow-handicap [XML key]
Type: integer
Default value: 100 Min value: 10 Max value: 1000
Defines the handicap for the yellow team.
4.11.135 team-profile-yellow-mobile
--team-profile-yellow-mobile=<value> [Command-line option]
LW6_TEAM_PROFILE_YELLOW_MOBILE [Environment variable]
team-profile-yellow-mobile [XML key]
Type: integer
Default value: 0 Min value: -3 Max value: 3
Increases (or decreases if negative) the number of move/attack/defense tries for the
yellow team. If set to a high value team will appear more mobile and do more things,
but it won’t change its cruising speed. It’s not obvious to tell wether this is an
advantage or not, but it clearly changes the behavior.
4.11.136 team-profile-yellow-vulnerable
--team-profile-yellow-vulnerable=<value> [Command-line option]
LW6_TEAM_PROFILE_YELLOW_VULNERABLE [Environment variable]
team-profile-yellow-vulnerable [XML key]
Type: integer
Default value: 90 Min value: 5 Max value: 2000
Defines how vulnerable the yellow team is. This is a percentage, if set to 200 then
team will be attacked twice as much as any other team with the default value. Setting
this to a high value clearly disadvantages this team.
132 Liquid War 6
4.11.137 team-profile-yellow-weapon-alternate-id
--team-profile-yellow-weapon-alternate-id=<value> [Command-line option]
LW6_TEAM_PROFILE_YELLOW_WEAPON_ALTERNATE_ID [Environment variable]
team-profile-yellow-weapon-alternate-id [XML key]
Type: integer
Default value: 9 Min value: 0 Max value: 19
Id of the default alternate weapon for the yellow team, see the documentation about
weapons to know what these ids mean.
4.11.138 team-profile-yellow-weapon-id
--team-profile-yellow-weapon-id=<value> [Command-line option]
LW6_TEAM_PROFILE_YELLOW_WEAPON_ID [Environment variable]
team-profile-yellow-weapon-id [XML key]
Type: integer
Default value: 5 Min value: 0 Max value: 19
Id of the default weapon for the yellow team, see the documentation about weapons
to know what these ids mean.
4.11.139 team-profile-yellow-weapon-mode
--team-profile-yellow-weapon-mode=<value> [Command-line option]
LW6_TEAM_PROFILE_YELLOW_WEAPON_MODE [Environment variable]
team-profile-yellow-weapon-mode [XML key]
Type: integer
Default value: 1 Min value: 0 Max value: 2
Weapon mode for yellow team. 0 means there’s no weapon, 1 means one weapon per
team, defined by the weapon-id parameter, 2 means random weapon.
4.11.140 total-armies-size
--total-armies-size=<value> [Command-line option]
LW6_TOTAL_ARMIES_SIZE [Environment variable]
total-armies-size [XML key]
Type: integer
Default value: 60 Min value: 1 Max value: 95
Defines the proportion of the whole available space, which can be occupied by all the
armies present together. Setting this low, whenever a new team arrives on the map,
fighters might be stolen to other teams, otherwise the ame would get too crowded.
This allows you to play with reasonnably enough fighters with 2 players, while still
allowing interesting gameplay with many players. This is a percentage, but will be
multiplied by itself to get the actual surface. That is, 50 means 50%*50%, that is, a
square of 1/2 the size of a square map, so it represents 25% (1/4) of the total surface.
Chapter 4: Reference 133
4.11.141 total-time
--total-time=<value> [Command-line option]
LW6_TOTAL_TIME [Environment variable]
total-time [XML key]
Type: integer
Default value: 900 Min value: 10 Max value: 864000
Defines the maximum time of the game, in seconds. Note that in some cases, the
game can end much earlier if some player has managed to win before the bell rings.
Also, technically, this value will be translated into rounds and moves, and the game
engine will wait until enough rounds and moves have been played. So if the computer
is too slow and the desired speed is not reached, then the game will last for a longer
time.
4.11.142 use-team-profiles
--use-team-profiles=<value> [Command-line option]
LW6_USE_TEAM_PROFILES [Environment variable]
use-team-profiles [XML key]
Type: integer
Default value: 1 Min value: 0 Max value: 1
If set, then all the team-profile-... values will be taken in account. This enables a
mode in which teams behave differently according to their colors. If you disable this,
then all teams will behave the same, which is more fair, but might not be as fun.
4.11.143 vertical-move
--vertical-move=<value> [Command-line option]
LW6_VERTICAL_MOVE [Environment variable]
vertical-move [XML key]
Type: integer
Default value: 1 Min value: 0 Max value: 7
Defines when to process a vertical move (along the Z ’depth’ axis). If set to 0, fighters
never spontaneously move along this axis. If set to 1, it will be tried just after the
first move failed. If set to 2, it will be tried just after the second move failed. And so
on.
4.11.144 weapon-charge-delay
--weapon-charge-delay=<value> [Command-line option]
LW6_WEAPON_CHARGE_DELAY [Environment variable]
weapon-charge-delay [XML key]
Type: integer
Default value: 30 Min value: 1 Max value: 600
How long it will take for weapons to charge and be usable, by default. Unit is seconds.
134 Liquid War 6
4.11.145 weapon-charge-max
--weapon-charge-max=<value> [Command-line option]
LW6_WEAPON_CHARGE_MAX [Environment variable]
weapon-charge-max [XML key]
Type: integer
Default value: 200 Min value: 100 Max value: 1000
Maximum (percentage) of charge intensity that one have. For instance, if this is 400,
then if you wait four times more than required before firing, then you weapon will
have four times its default power, but if you wait five times more it will still be four
times more powerfull, it’s just the limit after which it’s useless to charge.
4.11.146 weapon-duration
--weapon-duration=<value> [Command-line option]
LW6_WEAPON_DURATION [Environment variable]
weapon-duration [XML key]
Type: integer
Default value: 3 Min value: 1 Max value: 60
How long all weapons (for which duration makes sense) will last. Unit is seconds.
4.11.147 weapon-tune-berzerk-power
--weapon-tune-berzerk-power=<value> [Command-line option]
LW6_WEAPON_TUNE_BERZERK_POWER [Environment variable]
weapon-tune-berzerk-power [XML key]
Type: integer
Default value: 3 Min value: 1 Max value: 100
Use to specifiy how strong berzerk mode is, if set to 3, then attacks will be 3 times
as efficient in berzerk mode.
4.11.148 weapon-tune-turbo-power
--weapon-tune-turbo-power=<value> [Command-line option]
LW6_WEAPON_TUNE_TURBO_POWER [Environment variable]
weapon-tune-turbo-power [XML key]
Type: integer
Default value: 3 Min value: 1 Max value: 10
Defines how fast fighters move in turbo mode, if set to 3, then fighters move and act
3 times as fast.
4.11.149 x-polarity
--x-polarity=<value> [Command-line option]
LW6_X_POLARITY [Environment variable]
x-polarity [XML key]
Type: integer
Chapter 4: Reference 135
4.11.150 y-polarity
--y-polarity=<value> [Command-line option]
LW6_Y_POLARITY [Environment variable]
y-polarity [XML key]
Type: integer
Default value: 0 Min value: -1 Max value: 1
Defines how the map will be wrapped on the Y (vertical) axis. If set to 0, nothing
is wrapped. If set to 1, the top and bottom borders are connected, any fighter can
disappear on the top border and reappear on the bottom border, for instance. If
set to -1, it will be wrapped but also inversed, that is on a 320x240 map, a fighter
disappearing on the bottom border at position (40,239) will reapper on the top border
at position (280,0). You can combine it with ’x-polarity’.
4.11.151 z-polarity
--z-polarity=<value> [Command-line option]
LW6_Z_POLARITY [Environment variable]
z-polarity [XML key]
Type: integer
Default value: 0 Min value: 0 Max value: 1
Defines how the map will be wrapped on the Z (deep) axis. If set to 0, nothing is
wrapped. If set to 1, when using a 4 layer map, for instance, fighters on layer 1 will
be able to go directly to layer 4 even if layers 2 and 3 are filled with walls. A value of
-1 is forbidden, this is not like x and y axis, it does not really make sense. Consider
this an advanced setting which might save a layer in some tricky cases, the default
value of 0 should fit in most cases.
in the game. You only need to set color-base-bg, color-base-fg, color-alternate-bg and
color-alternate-fg. Then hud color frame bg, hud color frame fg, hud color text bg
and hud color text fg will be automatically set.
4.12.2 downsize-using-bench-value
--downsize-using-bench-value=<value> [Command-line option]
LW6_DOWNSIZE_USING_BENCH_VALUE [Environment variable]
downsize-using-bench-value [XML key]
Type: boolean
Default value: true
If set, then the game will automatically downsize a map according to the ’bench-value’
parameter. Downsizing means: a 1600x1200 maps becomes 200x150, for instance.
Downsizing causes fighters to be bigger because map resolution is lower. This will
avoid running the game on a too big map, with your computer not being able to
handle it at the required speed.
4.12.3 downsize-using-fighter-scale
--downsize-using-fighter-scale=<value> [Command-line option]
LW6_DOWNSIZE_USING_FIGHTER_SCALE [Environment variable]
downsize-using-fighter-scale [XML key]
Type: boolean
Default value: false
If set, then the game will automatically downsize a map according to the ’fighter-scale’
parameter. Downsizing means: a 1600x1200 maps becomes 200x150, for instance.
Downsizing causes fighters to be bigger because map resolution is lower. This can be
usefull if you don’t want fighters to be too small.
4.12.4 fighter-scale
--fighter-scale=<value> [Command-line option]
LW6_FIGHTER_SCALE [Environment variable]
fighter-scale [XML key]
Type: float
Default value: 1.0
Defines how wide (in pixels) fighters must be. This parameter is very important and
will largely condition the number of fighters on the map. It is used when loading
the map. If it is, for instance, set to 1, there will be exactly a fighter per pixel on
the screen. That is, if you play 640x480 on an empty map, the maximum fighters
you could have is about 300000. The idea is that by changing the resolution, you
also define the density of the map. In pratice, this is done in the hope that someone
with a slow computer will pick up a low resolution and therefore play small levels.
Conversely, someone with a brand new computer with powerfull CPU & GPU will
use great resolutions and be happy with many fighters on the map. Still, changing
the resolution after loading the map will not affet the number of fighters. Same for
network games, the first player, who loads the map, defines its properties according
to its own settings.
Chapter 4: Reference 137
4.12.5 guess-colors
--guess-colors=<value> [Command-line option]
LW6_GUESS_COLORS [Environment variable]
guess-colors [XML key]
Type: boolean
Default value: true
Defines wether colors should be set automatically from texture colors. If set to true,
then the program will try to pick up colors automatically from the texture, and will
override the values of the color-base-bg, color-base-fg, color-alternate-bg and color-
alternate-fg parameters. How these colors are picked up can’t be garanteed, so if the
map does not have strong contrast or if there can be any form of ambiguity, it’s safe
to set this to false and define one’s own colors.
4.12.6 guess-moves-per-sec
--guess-moves-per-sec=<value> [Command-line option]
LW6_GUESS_MOVES_PER_SEC [Environment variable]
guess-moves-per-sec [XML key]
Type: boolean
Default value: true
If set, then loader will use ’time-to-cross-level’ to guess the game speed parameters.
4.12.7 hud-color-auto
--hud-color-auto=<value> [Command-line option]
LW6_HUD_COLOR_AUTO [Environment variable]
hud-color-auto [XML key]
Type: boolean
Default value: true
Defines wether hud colors will be set automatically from base and alternate colors.
This is a time saver to keep map designers from requiring to redefined every single color
in the game. You only need to set color-base-bg, color-base-fg, color-alternate-bg and
color-alternate-fg. Then hud color frame bg, hud color frame fg, hud color text bg
and hud color text fg will be automatically set.
4.12.8 max-map-height
--max-map-height=<value> [Command-line option]
LW6_MAX_MAP_HEIGHT [Environment variable]
max-map-height [XML key]
Type: integer
Default value: 1000
Allows you to give a maximum map height. When designing a map you might wonder:
this is dumb I’m conceiving this map I know its height, why should I limit it? Now
think of the play who plays on a old slowish computer with a tiny screen. He might
redefine this himself, and does not necessarly wishes to fire Gimp to rescale the map.
138 Liquid War 6
4.12.9 max-map-surface
--max-map-surface=<value> [Command-line option]
LW6_MAX_MAP_SURFACE [Environment variable]
max-map-surface [XML key]
Type: integer
Default value: 1000000
Allows you to give a maximum map surface. Map surface is simply (width * height).
This parameter is just here to save you the hassle of defining both ’max-map-width’
and ’max-map-height’ in a consistent manner.
4.12.10 max-map-width
--max-map-width=<value> [Command-line option]
LW6_MAX_MAP_WIDTH [Environment variable]
max-map-width [XML key]
Type: integer
Default value: 1500
Allows you to give a maximum map width. When designing a map you might wonder:
this is dumb I’m conceiving this map I know its width, why should I limit it? Now
think of the play who plays on a old slowish computer with a tiny screen. He might
redefine this himself, and does not necessarly wishes to fire Gimp to rescale the map.
4.12.11 menu-color-auto
--menu-color-auto=<value> [Command-line option]
LW6_MENU_COLOR_AUTO [Environment variable]
menu-color-auto [XML key]
Type: boolean
Default value: true
Defines wether menu colors will be set automatically from base and alternate colors.
This is a time saver to keep map designers from requiring to redefined every single
color in the game. You only need to set color-base-bg, color-base-fg, color-alternate-
bg and color-alternate-fg. Then menu color default bg, menu color default fg,
menu color selected bg, menu color selected fg, menu color disabled bg and
menu color disabled fg will be automatically set.
4.12.12 min-map-height
--min-map-height=<value> [Command-line option]
LW6_MIN_MAP_HEIGHT [Environment variable]
min-map-height [XML key]
Type: integer
Default value: 30
Allows you to give a minimum map height. When designing a map you might wonder:
this is dumb I’m conceiving this map I know its height, why should I limit it? Now
Chapter 4: Reference 139
think of the player who decided to play with highly-defined maps because he has a
super calculator and a hudge screen. He might redefine this himself, and does not
necessarly wishes to fire Gimp to rescale the map.
4.12.13 min-map-surface
--min-map-surface=<value> [Command-line option]
LW6_MIN_MAP_SURFACE [Environment variable]
min-map-surface [XML key]
Type: integer
Default value: 3600
Allows you to give a minimum map surface. Map surface is simply (width * height).
This parameter is just here to save you the hassle of defining both ’min-map-width’
and ’min-map-height’ in a consistent manner.
4.12.14 min-map-width
--min-map-width=<value> [Command-line option]
LW6_MIN_MAP_WIDTH [Environment variable]
min-map-width [XML key]
Type: integer
Default value: 40
Allows you to give a minimum map width. When designing a map you might wonder:
this is dumb I’m conceiving this map I know its width, why should I limit it? Now
think of the player who decided to play with highly-defined maps because he has a
super calculator and a hudge screen. He might redefine this himself, and does not
necessarly wishes to fire Gimp to rescale the map.
4.12.15 resample
--resample=<value> [Command-line option]
LW6_RESAMPLE [Environment variable]
resample [XML key]
Type: boolean
Default value: true
If set to true, maps will always be resampled to a size which depends on your screen
resolution, zoom factor, and the rest. If false, maps will be set at the exact resolution
of map.png.
4.12.16 speed
--speed=<value> [Command-line option]
LW6_SPEED [Environment variable]
speed [XML key]
Type: float
Default value: 1.0
140 Liquid War 6
This parameter is the main parameter on which game speed depends. The map loader
will garantee, by downscaling the map, that to cross the level (by crossing the level
we mean, for instance, going from top-left corner to bottom-right corner in a straight
line) a fighter will take a constant amount of time. Under the hood, the loader might
of course rescale the map but it will also change game speed so that, at the end,
fighters take a constant time to cross the level. This is, indeed, the most important
thing, players do not care much if internally there are X or Y moves per second, the
global game experience depends on how fast fighter movement looks on the screen.
The default settings corresponds roughly to one second to cross the level. If you set
this to 2.0, it will go twice faster.
4.12.17 system-color-auto
--system-color-auto=<value> [Command-line option]
LW6_SYSTEM_COLOR_AUTO [Environment variable]
system-color-auto [XML key]
Type: boolean
Default value: true
Defines wether system colors will be set automatically from base and alternate colors.
This is a time saver to keep map designers from requiring to redefined every single color
in the game. You only need to set color-base-bg, color-base-fg, color-alternate-bg and
color-alternate-fg. Then system color bg and system color fg will be automatically
set.
4.12.18 upsize-using-bench-value
--upsize-using-bench-value=<value> [Command-line option]
LW6_UPSIZE_USING_BENCH_VALUE [Environment variable]
upsize-using-bench-value [XML key]
Type: boolean
Default value: false
If set, then the game will automatically upsize a map according to the ’fighter-scale’
parameter. Upsizing means: a 160x120 maps becomes 400x300, for instance. Upsizing
causes fighters to be smaller because map resolution is higher. This will avoid useless
pixelish ’jumbo fighters’ look when your computer is powerfull enough to do better.
4.12.19 upsize-using-fighter-scale
--upsize-using-fighter-scale=<value> [Command-line option]
LW6_UPSIZE_USING_FIGHTER_SCALE [Environment variable]
upsize-using-fighter-scale [XML key]
Type: boolean
Default value: true
If set, then the game will automatically upsize a map according to the ’fighter-scale’
parameter. Upsizing means: a 160x120 maps becomes 400x300, for instance. Upsizing
causes fighters to be smaller because map resolution is higher. This can be usefull if
you don’t want fighters to be too big.
Chapter 4: Reference 141
4.12.20 view-color-auto
--view-color-auto=<value> [Command-line option]
LW6_VIEW_COLOR_AUTO [Environment variable]
view-color-auto [XML key]
Type: boolean
Default value: true
Defines wether view colors will be set automatically from base and alternate col-
ors. This is a time saver to keep map designers from requiring to redefined every
single color in the game. You only need to set color-base-bg, color-base-fg, color-
alternate-bg and color-alternate-fg. Then view color cursor bg, view color cursor fg,
view color map bg and view color map fg will be automatically set.
4.12.21 wall-grease
--wall-grease=<value> [Command-line option]
LW6_WALL_GREASE [Environment variable]
wall-grease [XML key]
Type: integer
Default value: 0 Min value: -5 Max value: 5
This parameter allows you to make walls (AKA map foreground) thicker, or thiner,
when map is loaded. Indeed, when map are resampled, and especially when they are
downscaled, some walls may disappear, or some passages may be blocked. The loader
can’t automatically figure out wether it’s more important to keep an existing wall or
to keep an open passage for fighters. This parameter helps doing so, if you set it to a
low value, level will be less greasy, and many passages might open themselves. On the
contrary, if grease is at a high level, then a thin line of almost isolated pixels might
become a thick wall. There’s no real garantee your wall or passage will always be
present, but it’s a same bet to assume on a ’tunnel-like’ level one needs to set grease
to a low value, and on a ’wide open’ level with few walls one needs to set grease to a
high value.
4.13.2 animation-speed
--animation-speed=<value> [Command-line option]
LW6_ANIMATION_SPEED [Environment variable]
animation-speed [XML key]
Type: float
Default value: 1.0 Min value: 0 Max value: 10
Speed of the background animation, that is, for instance, if the background animation
is about displaying bubbles, using a high value will cause bubbles to move very fast.
A value of 1.0 corresponds to the default setting.
4.13.3 background-color-root-bg
--background-color-root-bg=<value> [Command-line option]
LW6_BACKGROUND_COLOR_ROOT_BG [Environment variable]
background-color-root-bg [XML key]
Type: color
Default value: #000000
Defines the main background color. This is, for instance, the color which will be used
to clear the screen before drawing thing. Will be automatically guessed from the map
texture if color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
4.13.4 background-color-root-fg
--background-color-root-fg=<value> [Command-line option]
LW6_BACKGROUND_COLOR_ROOT_FG [Environment variable]
background-color-root-fg [XML key]
Type: color
Default value: #cccccc
Defines a color which will be used together with color-base-bg to compose the back-
ground. It can be wise to have a minimum contrast between this color and color-base-
bg, but it is not mandatory, especially if other colors are manually redefined. Will
be automatically guessed from the map texture if color-auto is set. Can be #RGB,
#RGBA, #RRGGBB or #RRGGBBAA.
4.13.5 background-color-stuff-bg
--background-color-stuff-bg=<value> [Command-line option]
LW6_BACKGROUND_COLOR_STUFF_BG [Environment variable]
background-color-stuff-bg [XML key]
Type: color
Default value: #333333
Defines a color which will be used together with color-alternate-fg to draw things (an-
imations, sprites, text, whatever) in the background. It should be different enough
from color-alternate-fg so that one can really distinguish these colors. Will be auto-
matically guessed from the map texture if color-auto is set. Can be #RGB, #RGBA,
#RRGGBB or #RRGGBBAA.
Chapter 4: Reference 143
4.13.6 background-color-stuff-fg
--background-color-stuff-fg=<value> [Command-line option]
LW6_BACKGROUND_COLOR_STUFF_FG [Environment variable]
background-color-stuff-fg [XML key]
Type: color
Default value: #ffffff
Defines a color which will be used to draw things (animations, sprites, text, whatever)
in the background. It should be different enough from color-alternate-bg so that one
can really distinguish these colors. Think of this as the sprite, the text, the whatever-
needs-to-be-seen-uses-this color. Will be automatically guessed from the map texture
if color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
4.13.7 background-style
--background-style=<value> [Command-line option]
LW6_BACKGROUND_STYLE [Environment variable]
background-style [XML key]
Type: string
Default value: bubbles
The background defines, of course, what is displayed at the background, but it also
conditions the colors used for other items, such as the menus for instance. The possible
values are ’void’ and ’bubbles’.
4.13.8 blink-cursor
--blink-cursor=<value> [Command-line option]
LW6_BLINK_CURSOR [Environment variable]
blink-cursor [XML key]
Type: boolean
Default value: false
If set, then cursor will blink, allowing you to see what’s under the cursor. It’s just a
matter of taste, you might to always have your cursor displayed, or prefer to have it
disappear from time to time so that you can see the action below
4.13.9 color-alternate-bg
--color-alternate-bg=<value> [Command-line option]
LW6_COLOR_ALTERNATE_BG [Environment variable]
color-alternate-bg [XML key]
Type: color
Default value: #333333
Defines the alternate color, more precisely, its bg (background) part. Colors are always
defined by a bg/fg pair. Most colors in the game can be deduced from this one, usually
to color a map you only need to define color-base-bg, color-base-fg, color-alternate-bg
and color-alternate-fg.
144 Liquid War 6
4.13.10 color-alternate-fg
--color-alternate-fg=<value> [Command-line option]
LW6_COLOR_ALTERNATE_FG [Environment variable]
color-alternate-fg [XML key]
Type: color
Default value: #ffffff
Defines the alternate color, more precisely, its fg (foreground) part. Colors are always
defined by a bg/fg pair. Most colors in the game can be deduced from this one, usually
to color a map you only need to define color-base-bg, color-base-fg, color-alternate-bg
and color-alternate-fg.
4.13.11 color-base-bg
--color-base-bg=<value> [Command-line option]
LW6_COLOR_BASE_BG [Environment variable]
color-base-bg [XML key]
Type: color
Default value: #000000
Defines the base color, more precisely, its bg (background) part. Colors are always
defined by a bg/fg pair. Most colors in the game can be deduced from this one, usually
to color a map you only need to define color-base-bg, color-base-fg, color-alternate-bg
and color-alternate-fg.
4.13.12 color-base-fg
--color-base-fg=<value> [Command-line option]
LW6_COLOR_BASE_FG [Environment variable]
color-base-fg [XML key]
Type: color
Default value: #cccccc
Defines the base color, more precisely, its fg (foreground) part. Colors are always
defined by a bg/fg pair. Most colors in the game can be deduced from this one,
usually to color a map you only need to define color-base-bg, color-base-fg, color-
alternate-bg and color-alternate-fg.
4.13.13 colorize
--colorize=<value> [Command-line option]
LW6_COLORIZE [Environment variable]
colorize [XML key]
Type: boolean
Default value: true
If set, then all background drawings including textures will use the background colors.
This means, for instance, that if background colors are set automatically by color-
auto from the map texture, then the background will adopt the same range of colors
than the map itself. In short, the background will mimic the map.
Chapter 4: Reference 145
4.13.14 colorize-cursor
--colorize-cursor=<value> [Command-line option]
LW6_COLORIZE_CURSOR [Environment variable]
colorize-cursor [XML key]
Type: boolean
Default value: true
If set, then all cursors will use the automatic guessed colors, or the specified colors,
but basically they won’t be displayed using their native colors. This can be usefull
for you can wish to use a generic non-colored texture for your cursor and let it be
colorized automatically so that it’s accorded to the level.
4.13.15 cursor-size
--cursor-size=<value> [Command-line option]
LW6_CURSOR_SIZE [Environment variable]
cursor-size [XML key]
Type: float
Default value: 1.0 Min value: 0 Max value: 10
Size of the cursors on the map. 1 is the default, setting it to a higher value will make
cursors bigger, a lower value will make them smaller.
4.13.16 hidden-layer-alpha
--hidden-layer-alpha=<value> [Command-line option]
LW6_HIDDEN_LAYER_ALPHA [Environment variable]
hidden-layer-alpha [XML key]
Type: float
Default value: 0.1 Min value: 0 Max value: 1
Whenever players are supposed to be hidden behind a wall, for instance if they are
in layer 2 and layer 1 is filled with walls, it’s still possible to see them, but with a
low alpha value (almost transparent). This parameter allows you to trick this value,
0 will make these players absolutely invisible, 1 will make them totally opaque, like
if they were on layer 1.
4.13.17 hud-color-frame-bg
--hud-color-frame-bg=<value> [Command-line option]
LW6_HUD_COLOR_FRAME_BG [Environment variable]
hud-color-frame-bg [XML key]
Type: color
Default value: #000000
Defines the background color for the hud frame. Ignored if hud-color-auto is set. Can
be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
146 Liquid War 6
4.13.18 hud-color-frame-fg
--hud-color-frame-fg=<value> [Command-line option]
LW6_HUD_COLOR_FRAME_FG [Environment variable]
hud-color-frame-fg [XML key]
Type: color
Default value: #cccccc
Defines the foreground color for the hud frame. Ignored if hud-color-auto is set. Can
be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
4.13.19 hud-color-text-bg
--hud-color-text-bg=<value> [Command-line option]
LW6_HUD_COLOR_TEXT_BG [Environment variable]
hud-color-text-bg [XML key]
Type: color
Default value: #333333
Defines the background color for hud text. Ignored if hud-color-auto is set. Can be
#RGB, #RGBA, #RRGGBB or #RRGGBBAA.
4.13.20 hud-color-text-fg
--hud-color-text-fg=<value> [Command-line option]
LW6_HUD_COLOR_TEXT_FG [Environment variable]
hud-color-text-fg [XML key]
Type: color
Default value: #ffffff
Defines the foreground color for hud text. Ignored if hud-color-auto is set. Can be
#RGB, #RGBA, #RRGGBB or #RRGGBBAA.
4.13.21 hud-style
--hud-style=<value> [Command-line option]
LW6_HUD_STYLE [Environment variable]
hud-style [XML key]
Type: string
Default value: floating
The hud is where informations about the game are displayed. This means, who is
winning, are other status-like informations. Possible values include ’floating’ and
’tactical’.
4.13.22 keep-ratio
--keep-ratio=<value> [Command-line option]
LW6_KEEP_RATIO [Environment variable]
keep-ratio [XML key]
Type: boolean
Chapter 4: Reference 147
4.13.23 menu-color-default-bg
--menu-color-default-bg=<value> [Command-line option]
LW6_MENU_COLOR_DEFAULT_BG [Environment variable]
menu-color-default-bg [XML key]
Type: color
Default value: #333333
Defines the default background color for menus. Ignored if menu-color-auto is set.
Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
4.13.24 menu-color-default-fg
--menu-color-default-fg=<value> [Command-line option]
LW6_MENU_COLOR_DEFAULT_FG [Environment variable]
menu-color-default-fg [XML key]
Type: color
Default value: #ffffff
Defines the default foreground color for menus. In fact, this is the main color for
menu text, the color used to draw letters in menus. Ignored if menu-color-auto is set.
Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
4.13.25 menu-color-disabled-bg
--menu-color-disabled-bg=<value> [Command-line option]
LW6_MENU_COLOR_DISABLED_BG [Environment variable]
menu-color-disabled-bg [XML key]
Type: color
Default value: #000000
Defines the background color for a disabled menu item. Ignored if menu-color-auto is
set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
4.13.26 menu-color-disabled-fg
--menu-color-disabled-fg=<value> [Command-line option]
LW6_MENU_COLOR_DISABLED_FG [Environment variable]
menu-color-disabled-fg [XML key]
Type: color
Default value: #cccccc
Defines the foreground color for a disabled menu item. Ignored if menu-color-auto is
set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
148 Liquid War 6
4.13.27 menu-color-selected-bg
--menu-color-selected-bg=<value> [Command-line option]
LW6_MENU_COLOR_SELECTED_BG [Environment variable]
menu-color-selected-bg [XML key]
Type: color
Default value: #ffffff
Defines the background color for a selected menu item. Ignored if menu-color-auto is
set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
4.13.28 menu-color-selected-fg
--menu-color-selected-fg=<value> [Command-line option]
LW6_MENU_COLOR_SELECTED_FG [Environment variable]
menu-color-selected-fg [XML key]
Type: color
Default value: #333333
Defines the foreground color for a selected menu item. Ignored if menu-color-auto is
set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
4.13.29 menu-style
--menu-style=<value> [Command-line option]
LW6_MENU_STYLE [Environment variable]
menu-style [XML key]
Type: string
Default value: cylinder
The menu style is simply the name of the engine used to power the menu system.
The only possible value, for now, is ’cylinder’.
4.13.30 music-exclude
--music-exclude=<value> [Command-line option]
LW6_MUSIC_EXCLUDE [Environment variable]
music-exclude [XML key]
Type: string
Default value: Chadburn
If this string is found in a music file name, it will be excluded from the list when
playing in random mode.
4.13.31 music-file
--music-file=<value> [Command-line option]
LW6_MUSIC_FILE [Environment variable]
music-file [XML key]
Type: string
Default value:
Chapter 4: Reference 149
Allows you to play a custom music file (typically your own ogg music) and override
default game music. If file does not exist, game will use its internal music. The file
will be searched for in the current ’music-path’ but also in the current map directory.
No absolute or even relative path are allowed, only a plain filename with no slash or
backslash. Avoid special characters at all cost.
4.13.32 music-filter
--music-filter=<value> [Command-line option]
LW6_MUSIC_FILTER [Environment variable]
music-filter [XML key]
Type: string
Default value:
A music filter, used when files are played randomly. This is not a complex regex-
enabled filter, just a plain string search. Even the ’*’ wildcard won’t work. If you
want precise control on what music file to play, please consider reorganizing your files
and/or use the ’music-file’ parameter.
4.13.33 pixelize
--pixelize=<value> [Command-line option]
LW6_PIXELIZE [Environment variable]
pixelize [XML key]
Type: boolean
Default value: false
Depending on the renderer capabilities, will try to pixelize some parts of the game.
This can be used to emulate the old LW5 appearance.
4.13.34 system-color-bg
--system-color-bg=<value> [Command-line option]
LW6_SYSTEM_COLOR_BG [Environment variable]
system-color-bg [XML key]
Type: color
Default value: #333333
Defines the system background color, used when displaying system info, such as the
number of frames per second. Can be #RGB, #RGBA, #RRGGBB or #RRGGB-
BAA.
4.13.35 system-color-fg
--system-color-fg=<value> [Command-line option]
LW6_SYSTEM_COLOR_FG [Environment variable]
system-color-fg [XML key]
Type: color
Default value: #ffffff
150 Liquid War 6
Defines the system foreground color, used when displaying system info, such as the
number of frames per second. This will typically be text color. Can be #RGB,
#RGBA, #RRGGBB or #RRGGBBAA.
4.13.36 team-color-blue
--team-color-blue=<value> [Command-line option]
LW6_TEAM_COLOR_BLUE [Environment variable]
team-color-blue [XML key]
Type: color
Default value: #0000ff
Defines the color for the blue team. Syntax is HTML-like, #RGB or #RRGGBB.
4.13.37 team-color-cyan
--team-color-cyan=<value> [Command-line option]
LW6_TEAM_COLOR_CYAN [Environment variable]
team-color-cyan [XML key]
Type: color
Default value: #00ffff
Defines the color for the cyan team. Syntax is HTML-like, #RGB or #RRGGBB.
4.13.38 team-color-dead
--team-color-dead=<value> [Command-line option]
LW6_TEAM_COLOR_DEAD [Environment variable]
team-color-dead [XML key]
Type: color
Default value: #000000
Defines the color for the teams when they are dead. By default it is black, this means
when a team is weak it becomes black. Syntax is HTML-like, #RGB or #RRGGBB.
4.13.39 team-color-green
--team-color-green=<value> [Command-line option]
LW6_TEAM_COLOR_GREEN [Environment variable]
team-color-green [XML key]
Type: color
Default value: #00ff00
Defines the color for the green team. Syntax is HTML-like, #RGB or #RRGGBB.
4.13.40 team-color-lightblue
--team-color-lightblue=<value> [Command-line option]
LW6_TEAM_COLOR_LIGHTBLUE [Environment variable]
team-color-lightblue [XML key]
Type: color
Chapter 4: Reference 151
4.13.41 team-color-magenta
--team-color-magenta=<value> [Command-line option]
LW6_TEAM_COLOR_MAGENTA [Environment variable]
team-color-magenta [XML key]
Type: color
Default value: #ff00ff
Defines the color for the magenta team. Syntax is HTML-like, #RGB or #RRGGBB.
4.13.42 team-color-orange
--team-color-orange=<value> [Command-line option]
LW6_TEAM_COLOR_ORANGE [Environment variable]
team-color-orange [XML key]
Type: color
Default value: #ff8800
Defines the color for the orange team. Syntax is HTML-like, #RGB or #RRGGBB.
4.13.43 team-color-pink
--team-color-pink=<value> [Command-line option]
LW6_TEAM_COLOR_PINK [Environment variable]
team-color-pink [XML key]
Type: color
Default value: #ff88bb
Defines the color for the pink team. Syntax is HTML-like, #RGB or #RRGGBB.
4.13.44 team-color-purple
--team-color-purple=<value> [Command-line option]
LW6_TEAM_COLOR_PURPLE [Environment variable]
team-color-purple [XML key]
Type: color
Default value: #bb88ff
Defines the color for the purple team. Syntax is HTML-like, #RGB or #RRGGBB.
4.13.45 team-color-red
--team-color-red=<value> [Command-line option]
LW6_TEAM_COLOR_RED [Environment variable]
team-color-red [XML key]
Type: color
Default value: #ff0000
Defines the color for the red team. Syntax is HTML-like, #RGB or #RRGGBB.
152 Liquid War 6
4.13.46 team-color-yellow
--team-color-yellow=<value> [Command-line option]
LW6_TEAM_COLOR_YELLOW [Environment variable]
team-color-yellow [XML key]
Type: color
Default value: #ffff00
Defines the color for the yellow team. Syntax is HTML-like, #RGB or #RRGGBB.
4.13.47 view-color-cursor-bg
--view-color-cursor-bg=<value> [Command-line option]
LW6_VIEW_COLOR_CURSOR_BG [Environment variable]
view-color-cursor-bg [XML key]
Type: color
Default value: #333333
Defines the background cursor color. Will typically be used to draw the shape of the
cursor. Ignored if view-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or
#RRGGBBAA.
4.13.48 view-color-cursor-fg
--view-color-cursor-fg=<value> [Command-line option]
LW6_VIEW_COLOR_CURSOR_FG [Environment variable]
view-color-cursor-fg [XML key]
Type: color
Default value: #ffffff
Defines the foreground cursor color. Will typically be used to draw text in the cursor.
Ignored if view-color-auto is set. Can be #RGB, #RGBA, #RRGGBB or #RRGG-
BBAA.
4.13.49 view-color-map-bg
--view-color-map-bg=<value> [Command-line option]
LW6_VIEW_COLOR_MAP_BG [Environment variable]
view-color-map-bg [XML key]
Type: color
Default value: #000000
Defines the background map color. If there’s no map texture defined or if use-texture
is false, this is the color of the places where armies will go. Ignored if view-color-auto
is set. Can be #RGB, #RGBA, #RRGGBB or #RRGGBBAA.
4.13.50 view-color-map-fg
--view-color-map-fg=<value> [Command-line option]
LW6_VIEW_COLOR_MAP_FG [Environment variable]
Chapter 4: Reference 153
4.13.51 view-style
--view-style=<value> [Command-line option]
LW6_VIEW_STYLE [Environment variable]
view-style [XML key]
Type: string
Default value: flat
The view style conditions which renderer is used for the map, the area where fighters
are displayed. This is not the graphics backend. Indeed, the graphics backend defines
which technical tool one uses (which library) one runs, wether this parameter says
what kind of rendering one wants.
4.13.52 waves
--waves=<value> [Command-line option]
LW6_WAVES [Environment variable]
waves [XML key]
Type: boolean
Default value: true
Activates the wave effect, that’s to say level appears to be under water when playing.
4.13.53 x-wrap
--x-wrap=<value> [Command-line option]
LW6_X_WRAP [Environment variable]
x-wrap [XML key]
Type: boolean
Default value: true
Defines wether the map should be wrapped on the x axis. This is the companion
of ’x-polarity’, if no polarity is defined, map can’t be wrapped, but in some cases,
one might wish to have a map with polarity but without wrapping if, for instance,
textures do not tile nicely.
4.13.54 y-wrap
--y-wrap=<value> [Command-line option]
LW6_Y_WRAP [Environment variable]
y-wrap [XML key]
Type: boolean
Default value: true
154 Liquid War 6
Defines wether the map should be wrapped on the y axis. This is the companion
of ’y-polarity’, if no polarity is defined, map can’t be wrapped, but in some cases,
one might wish to have a map with polarity but without wrapping if, for instance,
textures do not tile nicely.
4.13.55 zoom
--zoom=<value> [Command-line option]
LW6_ZOOM [Environment variable]
zoom [XML key]
Type: float
Default value: 1.0
Defines the map zoom. If lower than 1.0, map will occupy only a fraction of the
screen, if greater than 1.0, some areas will be outside the screen, and the player will
need to scroll through it.
4.13.56 zoom-max
--zoom-max=<value> [Command-line option]
LW6_ZOOM_MAX [Environment variable]
zoom-max [XML key]
Type: float
Default value: 30.0
Defines the max map zoom. If set to a high value, you’ll be able to dynamically view
the map with hudge fighters, seeing only a fraction of the level.
4.13.57 zoom-min
--zoom-min=<value> [Command-line option]
LW6_ZOOM_MIN [Environment variable]
zoom-min [XML key]
Type: float
Default value: 0.3
Defines the min map zoom. If set to a low value, you’ll be able to dynamically view
a very small, reduced map.
way it can. Values over 100 probably won’t change anything compared to 100, but
this truely depends on which bot backend you’re running.
4.14.2 bot-speed
--bot-speed=<value> [Command-line option]
LW6_BOT_SPEED [Environment variable]
bot-speed [XML key]
Type: float
Default value: 1.0f
The speed of bots, 1 means normal speed, higher value will speed it up, lower will
slow it down. Note that this only has an impact on bot engines, not on the game
speed itself.
4.14.3 bot1-ai
--bot1-ai=<value> [Command-line option]
LW6_BOT1_AI [Environment variable]
bot1-ai [XML key]
Type: string
Default value: idiot
AI engine for bot number 1.
4.14.4 bot1-color
--bot1-color=<value> [Command-line option]
LW6_BOT1_COLOR [Environment variable]
bot1-color [XML key]
Type: string
Default value: green
Color for bot number 1.
4.14.5 bot2-ai
--bot2-ai=<value> [Command-line option]
LW6_BOT2_AI [Environment variable]
bot2-ai [XML key]
Type: string
Default value: idiot
AI engine for bot number 2.
4.14.6 bot2-color
--bot2-color=<value> [Command-line option]
LW6_BOT2_COLOR [Environment variable]
bot2-color [XML key]
Type: string
156 Liquid War 6
4.14.7 bot3-ai
--bot3-ai=<value> [Command-line option]
LW6_BOT3_AI [Environment variable]
bot3-ai [XML key]
Type: string
Default value: random
AI engine for bot number 3.
4.14.8 bot3-color
--bot3-color=<value> [Command-line option]
LW6_BOT3_COLOR [Environment variable]
bot3-color [XML key]
Type: string
Default value: yellow
Color for bot number 3.
4.14.9 bot4-ai
--bot4-ai=<value> [Command-line option]
LW6_BOT4_AI [Environment variable]
bot4-ai [XML key]
Type: string
Default value: follow
AI engine for bot number 4.
4.14.10 bot4-color
--bot4-color=<value> [Command-line option]
LW6_BOT4_COLOR [Environment variable]
bot4-color [XML key]
Type: string
Default value: cyan
Color for bot number 4.
4.14.11 bot5-ai
--bot5-ai=<value> [Command-line option]
LW6_BOT5_AI [Environment variable]
bot5-ai [XML key]
Type: string
Default value: random
AI engine for bot number 5.
Chapter 4: Reference 157
4.14.12 bot5-color
--bot5-color=<value> [Command-line option]
LW6_BOT5_COLOR [Environment variable]
bot5-color [XML key]
Type: string
Default value: magenta
Color for bot number 5.
4.14.13 bot6-ai
--bot6-ai=<value> [Command-line option]
LW6_BOT6_AI [Environment variable]
bot6-ai [XML key]
Type: string
Default value: follow
AI engine for bot number 6.
4.14.14 bot6-color
--bot6-color=<value> [Command-line option]
LW6_BOT6_COLOR [Environment variable]
bot6-color [XML key]
Type: string
Default value: orange
Color for bot number 6.
4.14.15 bot7-ai
--bot7-ai=<value> [Command-line option]
LW6_BOT7_AI [Environment variable]
bot7-ai [XML key]
Type: string
Default value: idiot
AI engine for bot number 7.
4.14.16 bot7-color
--bot7-color=<value> [Command-line option]
LW6_BOT7_COLOR [Environment variable]
bot7-color [XML key]
Type: string
Default value: lightblue
Color for bot number 7.
158 Liquid War 6
4.14.17 bot8-ai
--bot8-ai=<value> [Command-line option]
LW6_BOT8_AI [Environment variable]
bot8-ai [XML key]
Type: string
Default value: idiot
AI engine for bot number 8.
4.14.18 bot8-color
--bot8-color=<value> [Command-line option]
LW6_BOT8_COLOR [Environment variable]
bot8-color [XML key]
Type: string
Default value: purple
Color for bot number 8.
4.14.19 bot9-ai
--bot9-ai=<value> [Command-line option]
LW6_BOT9_AI [Environment variable]
bot9-ai [XML key]
Type: string
Default value: idiot
AI engine for bot number 9.
4.14.20 bot9-color
--bot9-color=<value> [Command-line option]
LW6_BOT9_COLOR [Environment variable]
bot9-color [XML key]
Type: string
Default value: pink
Color for bot number 9.
4.14.21 nb-bots
--nb-bots=<value> [Command-line option]
LW6_NB_BOTS [Environment variable]
nb-bots [XML key]
Type: integer
Default value: 2 Min value: 0 Max value: 9
Number of bots on the map. 0 means no bots, if set to 1 the the bot1-... settings will
be used, if set to 2 then bot1-... and bot2-... will be used, and so on.
Chapter 4: Reference 159
4.14.22 player1-color
--player1-color=<value> [Command-line option]
LW6_PLAYER1_COLOR [Environment variable]
player1-color [XML key]
Type: string
Default value: red
Color of the first player, must be red, green, blue, yellow, cyan, magenta, orange,
lightblue, purple or pink
4.14.23 player2-color
--player2-color=<value> [Command-line option]
LW6_PLAYER2_COLOR [Environment variable]
player2-color [XML key]
Type: string
Default value: green
Color of the second player, must be red, green, blue, yellow, cyan, magenta, orange,
lightblue, purple or pink
4.14.24 player3-color
--player3-color=<value> [Command-line option]
LW6_PLAYER3_COLOR [Environment variable]
player3-color [XML key]
Type: string
Default value: blue
Color of the third player, must be red, green, blue, yellow, cyan, magenta, orange,
lightblue, purple or pink
4.14.25 player4-color
--player4-color=<value> [Command-line option]
LW6_PLAYER4_COLOR [Environment variable]
player4-color [XML key]
Type: string
Default value: yellow
Color of the fourth player, must be red, green, blue, yellow, cyan, magenta, orange,
lightblue, purple or pink
using characters + and / but also the url-compliant version using - and /, see RFC
4648 for details.
4.15.2 base64-encode
--base64-encode [Command-line option]
If specified, program will take stdin and base64 encode it to stdout. This is for testing
purpose (for network messages for instance). Will *not* use standard base64 encoding
using characters + and / but - and instead to be url-compliant, see RFC 4648 for
details.
4.15.3 bench
--bench [Command-line option]
Runs a benchmarking test which will report an approximative performance estimation
of the game on your computer. The result is in an arbitrary unit, but it is logarithmic,
and works the way the audio decibels do. That is, 30 is 10 times greater than 20. 10
is supposed to be a reference of a computer that can reasonnably run the game. So
if you get 40, you are 1000 times powerfull enough. Negative values can technically
show up on very slow computers.
4.15.4 bench-value
--bench-value=<value> [Command-line option]
LW6_BENCH_VALUE [Environment variable]
bench-value [XML key]
Type: integer
Default value: LW6LDR DEFAULT BENCH VALUE
Contains the current bench value of the computer running the game. This is used
internally to choose the right map settings. You can override this value and use your
own but... use at your own risk. Pretending you have a faster computer than what
you really have can lead to confusion.
4.15.5 bin-id
--bin-id=<value> [Command-line option]
LW6_BIN_ID [Environment variable]
bin-id [XML key]
Type: integer
Default value: 0
The internal ’bin-id’ value. Note that this is not necessarly equal to the value returned
by ’show-build-bin-id’. When they are different, it is assumed this is because of a
software upgrade.
4.15.6 check
--check [Command-line option]
Running the game with ’–check’ is almost like running ’–test’, the difference is that
’–check’ will not run tests which involve graphics or sound backends, so it’s adapted
Chapter 4: Reference 161
to pure console mode. This can be usefull for automated checks on a build farm, or
if you want to check things in a headless (pure console) environment.
4.15.7 commands-per-sec
--commands-per-sec=<value> [Command-line option]
LW6_COMMANDS_PER_SEC [Environment variable]
commands-per-sec [XML key]
Type: integer
Default value: 10 Min value: 1 Max value: 1000
Defines the number of commands per second. When a command is generated, orders
are actually sent to the game engine, for instance, ’this cursor moved there’. So this
option will affect game responsiveness, setting this to a high value will make the game
more responsive but consume bandwidth on network games.
4.15.8 cunit
--cunit [Command-line option]
Running the game with ’–cunit’ is almost like running ’–test’, the difference is that
’–cunit’ will use CUnit interactive interface, allowing the user to cherry-pick some
tests, and avoid running the whole suite just for one test. This can be usefull for
debugging, when individual test binaries are not available.
4.15.9 daemon
--daemon [Command-line option]
Start the game in daemon mode, this is typically used with the server mode, if you
want the process to be detached from the console and executed in the background.
4.15.10 debug-layer-id
--debug-layer-id=<value> [Command-line option]
LW6_DEBUG_LAYER_ID [Environment variable]
debug-layer-id [XML key]
Type: integer
Default value: 0 Min value: 0 Max value: 6
A team id which will be used for debugging purposes, for instance when displaying
gradient.
4.15.11 debug-team-id
--debug-team-id=<value> [Command-line option]
LW6_DEBUG_TEAM_ID [Environment variable]
debug-team-id [XML key]
Type: integer
Default value: 0 Min value: 0 Max value: 9
A team id which will be used for debugging purposes, for instance when displaying
gradient.
162 Liquid War 6
4.15.12 demo
--demo [Command-line option]
Start the game in demo mode. 2 bots play against each other forever.
4.15.13 dialog-timeout
--dialog-timeout=<value> [Command-line option]
LW6_DIALOG_TIMEOUT [Environment variable]
dialog-timeout [XML key]
Type: integer
Default value: 3600 Min value: 0 Max value: 86400
Timeout, in seconds, after which a dialog will automatically be closed, wether user
clicked on it or not. Mostly used for testing, to avoid program being stall on a visual
prompt. 0 will simply disable this feature and wait forever. Note that some platforms
might not support this. Interfaces using Gtk do support it.
4.15.14 dirty-read
--dirty-read=<value> [Command-line option]
LW6_DIRTY_READ [Environment variable]
dirty-read [XML key]
Type: integer
Default value: 2 Min value: 0 Max value: 2
How to handle dirty reads and locks when displaying stuff. If set to 0, there will be no
dirty reads at all, a lock (mutex) will be set whenever it’s needed. If set to 1, display
might be done with inconsistent data, however the data itself won’t be modified while
displaying. If set to 2, displayed data can (and will) be modified while the rendering
thread is running.
4.15.15 display-background
--display-background=<value> [Command-line option]
LW6_DISPLAY_BACKGROUND [Environment variable]
display-background [XML key]
Type: boolean
Default value: true
Decides wether the background animation/image should be displayed at all.
4.15.16 display-console
--display-console=<value> [Command-line option]
LW6_DISPLAY_CONSOLE [Environment variable]
display-console [XML key]
Type: boolean
Default value: false
Chapter 4: Reference 163
Defines wether the interactive system console must be displayed. Note that console
support must have been enabled at compilation time. It might not be available on
your computer, for instance if you are running a system such as Microsoft Windows.
4.15.17 display-cursors
4.15.18 display-debug-gradient
4.15.19 display-debug-zones
4.15.20 display-fighters
4.15.21 display-fps
--display-fps=<value> [Command-line option]
LW6_DISPLAY_FPS [Environment variable]
display-fps [XML key]
Type: boolean
Default value: false
Set this to ’true’ to display the number of frames per second. When this gets too
low... play a smaller map, buy a new computer or contribute and hack Liquid War 6
so that it runs faster!
4.15.22 display-hud
--display-hud=<value> [Command-line option]
LW6_DISPLAY_HUD [Environment variable]
display-hud [XML key]
Type: boolean
Default value: true
Decides wether the hud (informations while playing) should be displayed.
4.15.23 display-log
--display-log=<value> [Command-line option]
LW6_DISPLAY_LOG [Environment variable]
display-log [XML key]
Type: boolean
Default value: true
Set this to ’false’ to disable the display of error messages on the screen. Mote that
you can miss valuable informations.
4.15.24 display-map
--display-map=<value> [Command-line option]
LW6_DISPLAY_MAP [Environment variable]
display-map [XML key]
Type: boolean
Default value: true
Debugging option which can be set to ’false’ to disable map (level) display when
playing.
4.15.25 display-menu
--display-menu=<value> [Command-line option]
LW6_DISPLAY_MENU [Environment variable]
display-menu [XML key]
Type: boolean
Default value: true
Debugging option which can be set to ’false’ to disable the display of menus.
Chapter 4: Reference 165
4.15.26 display-meta
--display-meta=<value> [Command-line option]
LW6_DISPLAY_META [Environment variable]
display-meta [XML key]
Type: boolean
Default value: true
Set to ’false’ to disable the display of meta information, this includes the help, tootips
and breadcrumbs in menus.
4.15.27 display-mouse
--display-mouse=<value> [Command-line option]
LW6_DISPLAY_MOUSE [Environment variable]
display-mouse [XML key]
Type: boolean
Default value: true
Set this to ’false’ to always hide the mouse pointer.
4.15.28 display-mps
--display-mps=<value> [Command-line option]
LW6_DISPLAY_MPS [Environment variable]
display-mps [XML key]
Type: boolean
Default value: false
Set this to ’true’ to display the number of moves per second. In theory the game
should maintain this constant but in practise it can get low if your computer is too
slow or too busy.
4.15.29 display-preview
--display-preview=<value> [Command-line option]
LW6_DISPLAY_PREVIEW [Environment variable]
display-preview [XML key]
Type: boolean
Default value: true
Decides wether a map preview should be displayed when choosing a level.
4.15.30 display-progress
--display-progress=<value> [Command-line option]
LW6_DISPLAY_PROGRESS [Environment variable]
display-progress [XML key]
Type: boolean
Default value: true
Decides wether a progress bar should be displayed when a long operation is realized
as a background task.
166 Liquid War 6
4.15.31 display-score
--display-score=<value> [Command-line option]
LW6_DISPLAY_SCORE [Environment variable]
display-score [XML key]
Type: boolean
Default value: true
Decides wether the score screen should be displayed.
4.15.32 display-splash
--display-splash=<value> [Command-line option]
LW6_DISPLAY_SPLASH [Environment variable]
display-splash [XML key]
Type: boolean
Default value: true
Set this to ’false’ to disable the display of the splash screen at game startup.
4.15.33 display-url
--display-url=<value> [Command-line option]
LW6_DISPLAY_URL [Environment variable]
display-url [XML key]
Type: boolean
Default value: false
Set this to ’true’ to display the URL (homepage) of the game. This is mostly used
when doing screenshots, so that generated images contain a link to the homepage.
4.15.34 executed-again
--executed-again=<value> [Command-line option]
LW6_EXECUTED_AGAIN [Environment variable]
executed-again [XML key]
Type: boolean
Default value: false
This environment variable/keyword is used to detect wether the program has been
launched by itself with an internal execv call. This is used as a workarround to set
some environment variables (DYLD LIBRARY PATH on Mac OS X for instance)
before the program is run, as sometimes using setenv() inside the program does not
work.
4.15.35 gfx-cpu-usage
--gfx-cpu-usage=<value> [Command-line option]
LW6_GFX_CPU_USAGE [Environment variable]
gfx-cpu-usage [XML key]
Type: float
Chapter 4: Reference 167
4.15.36 gfx-debug
--gfx-debug=<value> [Command-line option]
LW6_GFX_DEBUG [Environment variable]
gfx-debug [XML key]
Type: boolean
Default value: false
Enables dedicated graphics debugging tools. This is different from ’debug’ mode
which is global, this one is really graphics specific.
4.15.37 io-per-sec
--io-per-sec=<value> [Command-line option]
LW6_IO_PER_SEC [Environment variable]
io-per-sec [XML key]
Type: integer
Default value: 20 Min value: 1 Max value: 1000
Defines the number of calls to input/output functions per second. This can affect
speed of menus but also cursors, but won’t change the speed of the game itself. It’s
a cosmectic, comfort option.
4.15.38 jpeg-quality
--jpeg-quality=<value> [Command-line option]
LW6_JPEG_QUALITY [Environment variable]
jpeg-quality [XML key]
Type: integer
Default value: 85 Min value: 0 Max value: 85
Quality used by libjpeg when creating screenshot images. The same value you would
give to Gimp before exporting an image as a JPEG.
4.15.39 loader-sleep
--loader-sleep=<value> [Command-line option]
LW6_LOADER_SLEEP [Environment variable]
loader-sleep [XML key]
Type: float
Default value: 0.5
Defines how long the loader thread should wait between two polls. Default value
should fit in most cases.
168 Liquid War 6
4.15.40 local-bench-delta
--local-bench-delta=<value> [Command-line option]
LW6_LOCAL_BENCH_DELTA [Environment variable]
local-bench-delta [XML key]
Type: integer
Default value: 0 Min value: -70 Max value: 20
A value which is added to bench before starting a local game. This is typically zero or
negative, as adding to bench is like pretending your computer is faster than it really
is.
4.15.41 log-level
--log-level=<value> [Command-line option]
LW6_LOG_LEVEL [Environment variable]
log-level [XML key]
Type: integer
Default value: 3 Min value: 0 Max value: 4
Defines the log level, that is, how verbose the program will be regarding logs and
console output. 0 (ERROR) is the minimum, only errors are reported. 1 (WARNING)
means errors + warnings. 2 (NOTICE) displays most important messages. 3 (INFO)
is the default, the log file will contain all messages but debug stuff. 4 (DEBUG) logs
everything, including debug informations.
4.15.42 log-timeout
--log-timeout=<value> [Command-line option]
LW6_LOG_TIMEOUT [Environment variable]
log-timeout [XML key]
Type: integer
Default value: 5000
Delay, in msec, for which a log message will stay displayed on the screen.
4.15.43 magic-number
--magic-number=<value> [Command-line option]
LW6_MAGIC_NUMBER [Environment variable]
magic-number [XML key]
Type: integer
Default value: LW6LDR DEFAULT MAGIC NUMBER
This ’magic’ number probably requires an explanation. It’s used to esti-
mate how big a map can be built. The calculus is very approximative, basically
bench value*magic number=total fighters on map*rounds per sec*moves per round
with total fighters on map depending on various parameters such as map size but
also how many fighters are on the map. The map loader will try and adjust the map
size so that it is just big enough not to saturate your CPU while being as high-res
Chapter 4: Reference 169
as possible. The magic number in itself has no real meaning, the higher it gets, the
more optimized it means the game is. Normally you shouldn’t change this but if
you find the map resizing is too agressively pessimistic, or if for some reason bench
returns bogus values, you can modify it.
4.15.44 max-local-bench-value
4.15.45 max-network-bench-value
4.15.46 memory-bazooka-eraser
4.15.47 memory-bazooka-size
--memory-bazooka-size=<value> [Command-line option]
LW6_MEMORY_BAZOOKA_SIZE [Environment variable]
memory-bazooka-size [XML key]
Type: integer
Default value: 99991
The memory bazooka is a brute-force tool, conceived after a full night spent tracking
some memory leak. The idea is to keep a track of all allocated pointers, when the
data was allocated (timestamp), where in the code (file, line), and even point out
what data there is in that place. A memory bazooka report at the end of the game
will just show what’s left. There should be nothing. This parameter is here to avoid
wasting CPU cycles on a feature which is very debug-oriented and does not really
make sense for the casual user. Set it to 0 for best performance, something like 100
might just be helpfull, but 1000000 is the right way to seriously debug code.
4.15.48 net-log
--net-log=<value> [Command-line option]
LW6_NET_LOG [Environment variable]
net-log [XML key]
Type: boolean
Default value: false
Activates network log, that is, logs everything sent/received over the network, except
data which is sent through a third party library such as libCurl. This is mostly for
debugging purpose, it can lead to rather big log files.
4.15.49 net-per-sec
--net-per-sec=<value> [Command-line option]
LW6_NET_PER_SEC [Environment variable]
net-per-sec [XML key]
Type: integer
Default value: 500 Min value: 1 Max value: 1000
Defines the number of calls to network functions per second. This can technically
change the network transfers speed, the higher the number, the faster it should be,
but at the same time it can technically be more CPU greedy.
4.15.50 network-bench-delta
--network-bench-delta=<value> [Command-line option]
LW6_NETWORK_BENCH_DELTA [Environment variable]
network-bench-delta [XML key]
Type: integer
Default value: -5 Min value: -70 Max value: 20
A value which is added to bench before starting a network game. This is typically
a negative value, lower than the one added to local game. This is because network
games can be more CPU greedy.
Chapter 4: Reference 171
4.15.51 network-reliability
--network-reliability=<value> [Command-line option]
LW6_NETWORK_RELIABILITY [Environment variable]
network-reliability [XML key]
Type: integer
Default value: 1000 Min value: 1 Max value: 1000000000
The program assumes network is non-reliable, however the problem with those as-
sumptions is that when you test, network is always reliable, even with non-garanteed
protocols like UDP. This option will force the program to actually ignore some calls
to send or recv functions, simulating a network disfunction. This is to ensure the
internal mecanisms correcting network problems do work for good, on daily regular
use. It’s not possible to set it to a perfect behavior, never dropping any packet,
however using the default settings you probably won’t even notice the performance
drop induced by having to fix problems. The highest the number is, the most reliable
network will look, the algorithm is simply to drop one message out of X.
4.15.52 open-relay
--open-relay=<value> [Command-line option]
LW6_OPEN_RELAY [Environment variable]
open-relay [XML key]
Type: boolean
Default value: false
Enables forwarding of abritrary network messages. If open relay is forbidden, the
game will only forward messages when physical sender and logical sender are the
same. This is to say if messages come from A for C and is sent by A to B, B will
forward it to C. But if message comes from X to C and is sent by A to B, then B won’t
forward it. In practice, it means without open relay, messages can only be forwarded
once.
4.15.53 pilot-lag
--pilot-lag=<value> [Command-line option]
LW6_PILOT_LAG [Environment variable]
pilot-lag [XML key]
Type: integer
Default value: 10
Maximum lag, in rounds, until the game engine is slowed down. This will typically
be usefull if your computer is too slow for the map resolution and the game speed
you set up.
4.15.54 quick-start
--quick-start [Command-line option]
Start the game just like if the player had requested a quick start, without showing
any menu.
172 Liquid War 6
4.15.55 reset
--reset [Command-line option]
Clears the config file so that the game will run with defaults next time. The idea is to
get rid of traces of previous executions. The difference with ’–defaults’ is that ’–reset’
does not run the game, while ’–defaults’ does.
4.15.56 reset-config-on-upgrade
--reset-config-on-upgrade=<value> [Command-line option]
LW6_RESET_CONFIG_ON_UPGRADE [Environment variable]
reset-config-on-upgrade [XML key]
Type: boolean
Default value: true
If set, then a reset (config file set to defaults) is run every time you upgrade the game.
4.15.57 screenshots-per-min
--screenshots-per-min=<value> [Command-line option]
LW6_SCREENSHOTS_PER_MIN [Environment variable]
screenshots-per-min [XML key]
Type: integer
Default value: 12
Defines the number of screenshots / node info per minute. This can a quite costly
operation, but still it must not be too low else screenshots are too outdated.
4.15.58 server
--server [Command-line option]
Start the game in server mode, without requiring any graphics backend. Server mode
is usefull if you just want to start a network node without hosting any real game on
it. It can be used to list existing nodes and sessions or as a bounce server in case
some clients can’t contact each other because firewalled. If you only want to start a
server game on your computer, don’t use this option, just start the game normally
and start a game server by clicking on the GUI buttons.
4.15.59 simulate-basic
--simulate-basic [Command-line option]
Simulates some fights using the basic colors red, green, yellow and blue. Will output
on the console a percentage based on scores obtained by the teams. This is typically
for map designers and/or people who want to fiddle with team profiles, if some team
is really stronger than another one, it should appear in these percentages.
4.15.60 simulate-full
--simulate-full [Command-line option]
Simulates some fights using all available colors. This can be very long, it will run
approximatively 1000 games consecutively, you can look in the log file to see the
Chapter 4: Reference 173
progress. Will output on the console a percentage based on scores obtained by the
teams. This is typically for map designers and/or people who want to fiddle with
team profiles, if some team is really stronger than another one, it should appear in
these percentages.
4.15.61 target-fps
--target-fps=<value> [Command-line option]
LW6_TARGET_FPS [Environment variable]
target-fps [XML key]
Type: integer
Default value: 60 Min value: 1 Max value: 1000
Defines how many frames will be displayed per second. Of course this is a maximum
value, if your hardware can’t keep up with this value, display will just be slow, no
matter what value you define here. Note that you might really wish to have something
rather low here, to keep network and ’logic’ function responsiveness. Passed 60 frames
per second, speed is really only for visual comfort, as Liquid War 6 is now so fast-paced
that it requires 200 frames/sec to outperform opponents.
4.15.62 trap-errors
--trap-errors=<value> [Command-line option]
LW6_TRAP_ERRORS [Environment variable]
trap-errors [XML key]
Type: boolean
Default value: false
If set to true, will trap segmentation fault and floating point errors, and display
messages about those in a custom box instead of the default one
4.15.63 trojan
--trojan=<value> [Command-line option]
LW6_TROJAN [Environment variable]
trojan [XML key]
Type: boolean
Default value: false
Make the program act like a (stupid) trojan horse, trying to fake messages, sending
various inconsistent informations. This is to check the normal version of the program
is able to detect such a fake and kick it out of the game. It’s of no use for regular
players, be sure to unset this if you want to play for good.
4.15.64 z-decode
--z-decode [Command-line option]
If specified, program will take stdin and z-decode it to stdout. This is for testing
purpose (for network messages for instance). Z-decoding, here means verifying there
a Z at the beginning, base64 decode and pass the content through Zlib inflating. I
content is not Z-prefixed, will be returned as is.
174 Liquid War 6
4.15.65 z-encode
--z-encode [Command-line option]
If specified, program will take stdin and z-encode it to stdout. This is for testing
purpose (for network messages for instance). Z-encoding, here means passing the
message through Zlib deflating then base64 encoding and prefix it with a Z.
4.16 C to Guile
4.16.1 c-gettext
c-gettext [C function exported to Guile]
Calls GNU gettext to convert string in current locale. Note that ’ ’ (plain underscode)
is exported as well, so that code can be written using ’ ’ as a function.
4.16.2 c-lw6-exit
c-lw6-exit [C function exported to Guile]
Wrapper on lw6 exit.
4.16.3 c-lw6-get-ret
c-lw6-get-ret [C function exported to Guile]
Wrapper on lw6 get ret.
4.16.4 c-lw6-release
c-lw6-release [C function exported to Guile]
Wrapper on lw6 release.
4.16.5 c-lw6-set-ret
c-lw6-set-ret [C function exported to Guile]
Wrapper on lw6 set ret.
4.16.6 c-lw6bot-get-backends
c-lw6bot-get-backends [C function exported to Guile]
Wrapper on lw6bot get backends.
4.16.7 c-lw6bot-new
c-lw6bot-new [C function exported to Guile]
Wrapper on lw6bot new.
4.16.8 c-lw6bot-next-move
c-lw6bot-next-move [C function exported to Guile]
Wrapper on lw6bot next move.
Chapter 4: Reference 175
4.16.9 c-lw6cfg-defaults
c-lw6cfg-defaults [C function exported to Guile]
Wrapper on lw6cfg defaults.
4.16.10 c-lw6cfg-get-option
c-lw6cfg-get-option [C function exported to Guile]
Wrapper on lw6cfg get option.
4.16.11 c-lw6cfg-init
c-lw6cfg-init [C function exported to Guile]
Wrapper on lw6cfg init.
4.16.12 c-lw6cfg-load
c-lw6cfg-load [C function exported to Guile]
Wrapper on lw6cfg load.
4.16.13 c-lw6cfg-option-exists
c-lw6cfg-option-exists [C function exported to Guile]
Wrapper on lw6cfg option exists.
4.16.14 c-lw6cfg-quit
c-lw6cfg-quit [C function exported to Guile]
Wrapper on lw6cfg quit.
4.16.15 c-lw6cfg-save
c-lw6cfg-save [C function exported to Guile]
Wrapper on lw6cfg save.
4.16.16 c-lw6cfg-set-option
c-lw6cfg-set-option [C function exported to Guile]
Wrapper on lw6cfg set option.
4.16.17 c-lw6cfg-unified-get-log-file
c-lw6cfg-unified-get-log-file [C function exported to Guile]
Wrapper on lw6cfg unified get log file.
4.16.18 c-lw6cfg-unified-get-map-path
c-lw6cfg-unified-get-map-path [C function exported to Guile]
Wrapper on lw6cfg unified get map path.
176 Liquid War 6
4.16.19 c-lw6cfg-unified-get-music-path
c-lw6cfg-unified-get-music-path [C function exported to Guile]
Wrapper on lw6cfg unified get music path.
4.16.20 c-lw6cfg-unified-get-user-dir
c-lw6cfg-unified-get-user-dir [C function exported to Guile]
Wrapper on lw6cfg unified get user dir.
4.16.21 c-lw6cli-get-backends
c-lw6cli-get-backends [C function exported to Guile]
Wrapper on lw6cli get backends.
4.16.22 c-lw6cns-console-support
c-lw6cns-console-support [C function exported to Guile]
Wrapper on lw6cns console support.
4.16.23 c-lw6cns-init
c-lw6cns-init [C function exported to Guile]
Wrapper on lw6cns init.
4.16.24 c-lw6cns-poll
c-lw6cns-poll [C function exported to Guile]
Wrapper on lw6cns poll.
4.16.25 c-lw6cns-quit
c-lw6cns-quit [C function exported to Guile]
Wrapper on lw6cns quit.
4.16.26 c-lw6cns-term-support
c-lw6cns-term-support [C function exported to Guile]
Wrapper on lw6cns term support.
4.16.27 c-lw6dsp-get-average-fps
c-lw6dsp-get-average-fps [C function exported to Guile]
Wrapper on lw6dsp get average fps.
4.16.28 c-lw6dsp-get-fullscreen-modes
c-lw6dsp-get-fullscreen-modes [C function exported to Guile]
Wrapper on lw6dsp get fullscreen modes.
Chapter 4: Reference 177
4.16.29 c-lw6dsp-get-instant-fps
c-lw6dsp-get-instant-fps [C function exported to Guile]
Wrapper on lw6dsp get instant fps.
4.16.30 c-lw6dsp-get-last-frame-rendering-time
c-lw6dsp-get-last-frame-rendering-time [C function exported to Guile]
Wrapper on lw6dsp get last frame rendering time.
4.16.31 c-lw6dsp-get-nb-frames
c-lw6dsp-get-nb-frames [C function exported to Guile]
Wrapper on lw6dsp get nb frames.
4.16.32 c-lw6dsp-get-video-mode
c-lw6dsp-get-video-mode [C function exported to Guile]
Wrapper on lw6dsp get video mode.
4.16.33 c-lw6dsp-new
c-lw6dsp-new [C function exported to Guile]
Wrapper on lw6dsp new.
4.16.34 c-lw6dsp-release
c-lw6dsp-release [C function exported to Guile]
Wrapper on lw6dsp release.
4.16.35 c-lw6dsp-update
c-lw6dsp-update [C function exported to Guile]
Wrapper on lw6dsp update.
4.16.36 c-lw6gen-create-from-seed
c-lw6gen-create-from-seed [C function exported to Guile]
Wrapper on lw6gen create from seed.
4.16.37 c-lw6gen-seed-new
c-lw6gen-seed-new [C function exported to Guile]
Wrapper on lw6gen seed new.
4.16.38 c-lw6gen-seed-normalize
c-lw6gen-seed-normalize [C function exported to Guile]
Wrapper on lw6gen seed normalize.
178 Liquid War 6
4.16.39 c-lw6gfx-get-backends
c-lw6gfx-get-backends [C function exported to Guile]
Wrapper on lw6gfx get backends.
4.16.40 c-lw6gui-default-look
c-lw6gui-default-look [C function exported to Guile]
Wrapper on lw6gui default look.
4.16.41 c-lw6gui-input-reset
c-lw6gui-input-reset [C function exported to Guile]
Wrapper on lw6gui input reset.
4.16.42 c-lw6gui-joystick1-get-move-pad
c-lw6gui-joystick1-get-move-pad [C function exported to Guile]
Wrapper on lw6gui joystick1 get move pad.
4.16.43 c-lw6gui-joystick1-pop-button-a
c-lw6gui-joystick1-pop-button-a [C function exported to Guile]
Wrapper on lw6gui joystick1 pop button a.
4.16.44 c-lw6gui-joystick1-pop-button-b
c-lw6gui-joystick1-pop-button-b [C function exported to Guile]
Wrapper on lw6gui joystick1 pop button b.
4.16.45 c-lw6gui-joystick1-pop-button-c
c-lw6gui-joystick1-pop-button-c [C function exported to Guile]
Wrapper on lw6gui joystick1 pop button c.
4.16.46 c-lw6gui-joystick1-pop-button-d
c-lw6gui-joystick1-pop-button-d [C function exported to Guile]
Wrapper on lw6gui joystick1 pop button d.
4.16.47 c-lw6gui-joystick1-pop-button-e
c-lw6gui-joystick1-pop-button-e [C function exported to Guile]
Wrapper on lw6gui joystick1 pop button e.
4.16.48 c-lw6gui-joystick1-pop-button-f
c-lw6gui-joystick1-pop-button-f [C function exported to Guile]
Wrapper on lw6gui joystick1 pop button f.
Chapter 4: Reference 179
4.16.49 c-lw6gui-joystick1-pop-pad-down
c-lw6gui-joystick1-pop-pad-down [C function exported to Guile]
Wrapper on lw6gui joystick1 pop pad down.
4.16.50 c-lw6gui-joystick1-pop-pad-left
c-lw6gui-joystick1-pop-pad-left [C function exported to Guile]
Wrapper on lw6gui joystick1 pop pad left.
4.16.51 c-lw6gui-joystick1-pop-pad-right
c-lw6gui-joystick1-pop-pad-right [C function exported to Guile]
Wrapper on lw6gui joystick1 pop pad right.
4.16.52 c-lw6gui-joystick1-pop-pad-up
c-lw6gui-joystick1-pop-pad-up [C function exported to Guile]
Wrapper on lw6gui joystick1 pop pad up.
4.16.53 c-lw6gui-joystick2-get-move-pad
c-lw6gui-joystick2-get-move-pad [C function exported to Guile]
Wrapper on lw6gui joystick2 get move pad.
4.16.54 c-lw6gui-joystick2-pop-button-a
c-lw6gui-joystick2-pop-button-a [C function exported to Guile]
Wrapper on lw6gui joystick2 pop button a.
4.16.55 c-lw6gui-joystick2-pop-button-b
c-lw6gui-joystick2-pop-button-b [C function exported to Guile]
Wrapper on lw6gui joystick2 pop button b.
4.16.56 c-lw6gui-joystick2-pop-button-c
c-lw6gui-joystick2-pop-button-c [C function exported to Guile]
Wrapper on lw6gui joystick2 pop button c.
4.16.57 c-lw6gui-joystick2-pop-button-d
c-lw6gui-joystick2-pop-button-d [C function exported to Guile]
Wrapper on lw6gui joystick2 pop button d.
4.16.58 c-lw6gui-joystick2-pop-button-e
c-lw6gui-joystick2-pop-button-e [C function exported to Guile]
Wrapper on lw6gui joystick2 pop button e.
180 Liquid War 6
4.16.59 c-lw6gui-joystick2-pop-button-f
c-lw6gui-joystick2-pop-button-f [C function exported to Guile]
Wrapper on lw6gui joystick2 pop button f.
4.16.60 c-lw6gui-joystick2-pop-pad-down
c-lw6gui-joystick2-pop-pad-down [C function exported to Guile]
Wrapper on lw6gui joystick2 pop pad down.
4.16.61 c-lw6gui-joystick2-pop-pad-left
c-lw6gui-joystick2-pop-pad-left [C function exported to Guile]
Wrapper on lw6gui joystick2 pop pad left.
4.16.62 c-lw6gui-joystick2-pop-pad-right
c-lw6gui-joystick2-pop-pad-right [C function exported to Guile]
Wrapper on lw6gui joystick2 pop pad right.
4.16.63 c-lw6gui-joystick2-pop-pad-up
c-lw6gui-joystick2-pop-pad-up [C function exported to Guile]
Wrapper on lw6gui joystick2 pop pad up.
4.16.64 c-lw6gui-keyboard-get-move-pad
c-lw6gui-keyboard-get-move-pad [C function exported to Guile]
Wrapper on lw6gui keyboard get move pad.
4.16.65 c-lw6gui-keyboard-is-pressed
c-lw6gui-keyboard-is-pressed [C function exported to Guile]
Wrapper on lw6gui keyboard is pressed.
4.16.66 c-lw6gui-keyboard-pop-arrow-down
c-lw6gui-keyboard-pop-arrow-down [C function exported to Guile]
Wrapper on lw6gui keyboard pop arrow down.
4.16.67 c-lw6gui-keyboard-pop-arrow-left
c-lw6gui-keyboard-pop-arrow-left [C function exported to Guile]
Wrapper on lw6gui keyboard pop arrow left.
4.16.68 c-lw6gui-keyboard-pop-arrow-right
c-lw6gui-keyboard-pop-arrow-right [C function exported to Guile]
Wrapper on lw6gui keyboard pop arrow right.
Chapter 4: Reference 181
4.16.69 c-lw6gui-keyboard-pop-arrow-up
c-lw6gui-keyboard-pop-arrow-up [C function exported to Guile]
Wrapper on lw6gui keyboard pop arrow up.
4.16.70 c-lw6gui-keyboard-pop-key-alt
c-lw6gui-keyboard-pop-key-alt [C function exported to Guile]
Wrapper on lw6gui keyboard pop key alt.
4.16.71 c-lw6gui-keyboard-pop-key-ctrl
c-lw6gui-keyboard-pop-key-ctrl [C function exported to Guile]
Wrapper on lw6gui keyboard pop key ctrl.
4.16.72 c-lw6gui-keyboard-pop-key-enter
c-lw6gui-keyboard-pop-key-enter [C function exported to Guile]
Wrapper on lw6gui keyboard pop key enter.
4.16.73 c-lw6gui-keyboard-pop-key-esc
c-lw6gui-keyboard-pop-key-esc [C function exported to Guile]
Wrapper on lw6gui keyboard pop key esc.
4.16.74 c-lw6gui-keyboard-pop-key-pgdown
c-lw6gui-keyboard-pop-key-pgdown [C function exported to Guile]
Wrapper on lw6gui keyboard pop key pgdown.
4.16.75 c-lw6gui-keyboard-pop-key-pgup
c-lw6gui-keyboard-pop-key-pgup [C function exported to Guile]
Wrapper on lw6gui keyboard pop key pgup.
4.16.76 c-lw6gui-look-get
c-lw6gui-look-get [C function exported to Guile]
Wrapper on lw6gui look get.
4.16.77 c-lw6gui-look-set
c-lw6gui-look-set [C function exported to Guile]
Wrapper on lw6gui look set.
4.16.78 c-lw6gui-look-zoom-in
c-lw6gui-look-zoom-in [C function exported to Guile]
Wrapper on lw6gui look zoom in.
182 Liquid War 6
4.16.79 c-lw6gui-look-zoom-out
c-lw6gui-look-zoom-out [C function exported to Guile]
Wrapper on lw6gui look zoom out.
4.16.80 c-lw6gui-menu-append
c-lw6gui-menu-append [C function exported to Guile]
Wrapper on lw6gui menu append.
4.16.81 c-lw6gui-menu-close-popup
c-lw6gui-menu-close-popup [C function exported to Guile]
Wrapper on lw6gui menu close popup.
4.16.82 c-lw6gui-menu-enable-esc
c-lw6gui-menu-enable-esc [C function exported to Guile]
Wrapper on lw6gui menu enable esc.
4.16.83 c-lw6gui-menu-has-popup
c-lw6gui-menu-has-popup [C function exported to Guile]
Wrapper on lw6gui menu has popup.
4.16.84 c-lw6gui-menu-new
c-lw6gui-menu-new [C function exported to Guile]
Wrapper on lw6gui menu new.
4.16.85 c-lw6gui-menu-remove
c-lw6gui-menu-remove [C function exported to Guile]
Wrapper on lw6gui menu remove.
4.16.86 c-lw6gui-menu-remove-all
c-lw6gui-menu-remove-all [C function exported to Guile]
Wrapper on lw6gui menu remove all.
4.16.87 c-lw6gui-menu-scroll-down
c-lw6gui-menu-scroll-down [C function exported to Guile]
Wrapper on lw6gui menu scroll down.
4.16.88 c-lw6gui-menu-scroll-up
c-lw6gui-menu-scroll-up [C function exported to Guile]
Wrapper on lw6gui menu scroll up.
Chapter 4: Reference 183
4.16.89 c-lw6gui-menu-select
c-lw6gui-menu-select [C function exported to Guile]
Wrapper on lw6gui menu select.
4.16.90 c-lw6gui-menu-select-esc
c-lw6gui-menu-select-esc [C function exported to Guile]
Wrapper on lw6gui menu select esc.
4.16.91 c-lw6gui-menu-set-breadcrumbs
c-lw6gui-menu-set-breadcrumbs [C function exported to Guile]
Wrapper on lw6gui menu set breadcrumbs.
4.16.92 c-lw6gui-menu-sync
c-lw6gui-menu-sync [C function exported to Guile]
Wrapper on lw6gui menu sync.
4.16.93 c-lw6gui-mouse-get-state
c-lw6gui-mouse-get-state [C function exported to Guile]
Wrapper on lw6gui mouse get state.
4.16.94 c-lw6gui-mouse-poll-move
c-lw6gui-mouse-poll-move [C function exported to Guile]
Wrapper on lw6gui mouse poll move.
4.16.95 c-lw6gui-mouse-pop-button-left
c-lw6gui-mouse-pop-button-left [C function exported to Guile]
Wrapper on lw6gui mouse pop button left.
4.16.96 c-lw6gui-mouse-pop-button-middle
c-lw6gui-mouse-pop-button-middle [C function exported to Guile]
Wrapper on lw6gui mouse pop button middle.
4.16.97 c-lw6gui-mouse-pop-button-right
c-lw6gui-mouse-pop-button-right [C function exported to Guile]
Wrapper on lw6gui mouse pop button right.
4.16.98 c-lw6gui-mouse-pop-double-click
c-lw6gui-mouse-pop-double-click [C function exported to Guile]
Wrapper on lw6gui mouse pop double click.
184 Liquid War 6
4.16.99 c-lw6gui-mouse-pop-simple-click
c-lw6gui-mouse-pop-simple-click [C function exported to Guile]
Wrapper on lw6gui mouse pop simple click.
4.16.100 c-lw6gui-mouse-pop-triple-click
c-lw6gui-mouse-pop-triple-click [C function exported to Guile]
Wrapper on lw6gui mouse pop triple click.
4.16.101 c-lw6gui-mouse-pop-wheel-down
c-lw6gui-mouse-pop-wheel-down [C function exported to Guile]
Wrapper on lw6gui mouse pop wheel down.
4.16.102 c-lw6gui-mouse-pop-wheel-up
c-lw6gui-mouse-pop-wheel-up [C function exported to Guile]
Wrapper on lw6gui mouse pop wheel up.
4.16.103 c-lw6hlp-about
c-lw6hlp-about [C function exported to Guile]
Wrapper on lw6hlp about.
4.16.104 c-lw6hlp-get-default-value
c-lw6hlp-get-default-value [C function exported to Guile]
Wrapper on lw6hlp get default value.
4.16.105 c-lw6hlp-list
c-lw6hlp-list [C function exported to Guile]
Wrapper on lw6hlp list.
4.16.106 c-lw6hlp-list-advanced
c-lw6hlp-list-advanced [C function exported to Guile]
Wrapper on lw6hlp list advanced.
4.16.107 c-lw6hlp-list-aliases
c-lw6hlp-list-aliases [C function exported to Guile]
Wrapper on lw6hlp list aliases.
4.16.108 c-lw6hlp-list-doc
c-lw6hlp-list-doc [C function exported to Guile]
Wrapper on lw6hlp list doc.
Chapter 4: Reference 185
4.16.109 c-lw6hlp-list-funcs
c-lw6hlp-list-funcs [C function exported to Guile]
Wrapper on lw6hlp list funcs.
4.16.110 c-lw6hlp-list-graphics
c-lw6hlp-list-graphics [C function exported to Guile]
Wrapper on lw6hlp list graphics.
4.16.111 c-lw6hlp-list-hooks
c-lw6hlp-list-hooks [C function exported to Guile]
Wrapper on lw6hlp list hooks.
4.16.112 c-lw6hlp-list-input
c-lw6hlp-list-input [C function exported to Guile]
Wrapper on lw6hlp list input.
4.16.113 c-lw6hlp-list-map
c-lw6hlp-list-map [C function exported to Guile]
Wrapper on lw6hlp list map.
4.16.114 c-lw6hlp-list-map-hints
c-lw6hlp-list-map-hints [C function exported to Guile]
Wrapper on lw6hlp list map hints.
4.16.115 c-lw6hlp-list-map-rules
c-lw6hlp-list-map-rules [C function exported to Guile]
Wrapper on lw6hlp list map rules.
4.16.116 c-lw6hlp-list-map-style
c-lw6hlp-list-map-style [C function exported to Guile]
Wrapper on lw6hlp list map style.
4.16.117 c-lw6hlp-list-map-teams
c-lw6hlp-list-map-teams [C function exported to Guile]
Wrapper on lw6hlp list map teams.
4.16.118 c-lw6hlp-list-network
c-lw6hlp-list-network [C function exported to Guile]
Wrapper on lw6hlp list network.
186 Liquid War 6
4.16.119 c-lw6hlp-list-path
c-lw6hlp-list-path [C function exported to Guile]
Wrapper on lw6hlp list path.
4.16.120 c-lw6hlp-list-players
c-lw6hlp-list-players [C function exported to Guile]
Wrapper on lw6hlp list players.
4.16.121 c-lw6hlp-list-quick
c-lw6hlp-list-quick [C function exported to Guile]
Wrapper on lw6hlp list quick.
4.16.122 c-lw6hlp-list-show
c-lw6hlp-list-show [C function exported to Guile]
Wrapper on lw6hlp list show.
4.16.123 c-lw6hlp-list-sound
c-lw6hlp-list-sound [C function exported to Guile]
Wrapper on lw6hlp list sound.
4.16.124 c-lw6hlp-list-team-colors
c-lw6hlp-list-team-colors [C function exported to Guile]
Wrapper on lw6hlp list team colors.
4.16.125 c-lw6hlp-list-weapons
c-lw6hlp-list-weapons [C function exported to Guile]
Wrapper on lw6hlp list weapons.
4.16.126 c-lw6img-screenshot
c-lw6img-screenshot [C function exported to Guile]
Wrapper on lw6img screenshot.
4.16.127 c-lw6ker-add-cursor
c-lw6ker-add-cursor [C function exported to Guile]
Wrapper on lw6ker add cursor.
4.16.128 c-lw6ker-build-game-state
c-lw6ker-build-game-state [C function exported to Guile]
Wrapper on lw6ker build game state.
Chapter 4: Reference 187
4.16.129 c-lw6ker-build-game-struct
c-lw6ker-build-game-struct [C function exported to Guile]
Wrapper on lw6ker build game struct.
4.16.130 c-lw6ker-cursor-exists
c-lw6ker-cursor-exists [C function exported to Guile]
Wrapper on lw6ker cursor exists.
4.16.131 c-lw6ker-did-cursor-win
c-lw6ker-did-cursor-win [C function exported to Guile]
Wrapper on lw6ker did cursor win.
4.16.132 c-lw6ker-do-round
c-lw6ker-do-round [C function exported to Guile]
Wrapper on lw6ker do round.
4.16.133 c-lw6ker-dup-game-state
c-lw6ker-dup-game-state [C function exported to Guile]
Wrapper on lw6ker dup game state.
4.16.134 c-lw6ker-game-state-checksum
c-lw6ker-game-state-checksum [C function exported to Guile]
Wrapper on lw6ker game state checksum.
4.16.135 c-lw6ker-game-struct-checksum
c-lw6ker-game-struct-checksum [C function exported to Guile]
Wrapper on lw6ker game struct checksum.
4.16.136 c-lw6ker-get-cursor
c-lw6ker-get-cursor [C function exported to Guile]
Wrapper on lw6ker get cursor.
4.16.137 c-lw6ker-get-moves
c-lw6ker-get-moves [C function exported to Guile]
Wrapper on lw6ker get moves.
4.16.138 c-lw6ker-get-nb-colors
c-lw6ker-get-nb-colors [C function exported to Guile]
Wrapper on lw6ker game state get nb colors.
188 Liquid War 6
4.16.139 c-lw6ker-get-nb-cursors
c-lw6ker-get-nb-cursors [C function exported to Guile]
Wrapper on lw6ker game state get nb cursors.
4.16.140 c-lw6ker-get-nb-nodes
c-lw6ker-get-nb-nodes [C function exported to Guile]
Wrapper on lw6ker game state get nb nodes.
4.16.141 c-lw6ker-get-rounds
c-lw6ker-get-rounds [C function exported to Guile]
Wrapper on lw6ker get rounds.
4.16.142 c-lw6ker-get-spreads
c-lw6ker-get-spreads [C function exported to Guile]
Wrapper on lw6ker get spreads.
4.16.143 c-lw6ker-is-over
c-lw6ker-is-over [C function exported to Guile]
Wrapper on lw6ker is over.
4.16.144 c-lw6ker-node-exists
c-lw6ker-node-exists [C function exported to Guile]
Wrapper on lw6ker node exists.
4.16.145 c-lw6ker-register-node
c-lw6ker-register-node [C function exported to Guile]
Wrapper on lw6ker register node.
4.16.146 c-lw6ker-remove-cursor
c-lw6ker-remove-cursor [C function exported to Guile]
Wrapper on lw6ker remove cursor.
4.16.147 c-lw6ker-set-cursor
c-lw6ker-set-cursor [C function exported to Guile]
Wrapper on lw6ker set cursor.
4.16.148 c-lw6ker-sync-game-state
c-lw6ker-sync-game-state [C function exported to Guile]
Wrapper on lw6ker sync game state.
Chapter 4: Reference 189
4.16.149 c-lw6ker-unregister-node
c-lw6ker-unregister-node [C function exported to Guile]
Wrapper on lw6ker unregister node.
4.16.150 c-lw6ldr-chain-entry
c-lw6ldr-chain-entry [C function exported to Guile]
Wrapper on lw6ldr chain entry.
4.16.151 c-lw6ldr-exp-validate
c-lw6ldr-exp-validate [C function exported to Guile]
Wrapper on lw6ldr exp validate.
4.16.152 c-lw6ldr-get-entries
c-lw6ldr-get-entries [C function exported to Guile]
Wrapper on lw6ldr get entries.
4.16.153 c-lw6ldr-hints-get-default
c-lw6ldr-hints-get-default [C function exported to Guile]
Wrapper on lw6ldr hints get default.
4.16.154 c-lw6ldr-print-examples
c-lw6ldr-print-examples [C function exported to Guile]
Wrapper on lw6ldr print examples.
4.16.155 c-lw6ldr-read
c-lw6ldr-read [C function exported to Guile]
Wrapper on lw6ldr read.
4.16.156 c-lw6ldr-read-relative
c-lw6ldr-read-relative [C function exported to Guile]
Wrapper on lw6ldr read relative.
4.16.157 c-lw6map-exp-get-unlocked-team-color
c-lw6map-exp-get-unlocked-team-color [C function exported to Guile]
Wrapper on lw6map exp get unlocked team color.
4.16.158 c-lw6map-exp-get-unlocked-weapon
c-lw6map-exp-get-unlocked-weapon [C function exported to Guile]
Wrapper on lw6map exp get unlocked weapon.
190 Liquid War 6
4.16.159 c-lw6map-exp-is-team-color-allowed
c-lw6map-exp-is-team-color-allowed [C function exported to Guile]
Wrapper on lw6map exp is team color allowed.
4.16.160 c-lw6map-exp-is-weapon-allowed
c-lw6map-exp-is-weapon-allowed [C function exported to Guile]
Wrapper on lw6map exp is weapon allowed.
4.16.161 c-lw6map-get-look
c-lw6map-get-look [C function exported to Guile]
Wrapper on lw6map get look.
4.16.162 c-lw6map-get-max-nb-colors
c-lw6map-get-max-nb-colors [C function exported to Guile]
Wrapper on lw6map get max nb colors.
4.16.163 c-lw6map-get-max-nb-cursors
c-lw6map-get-max-nb-cursors [C function exported to Guile]
Wrapper on lw6map get max nb cursors.
4.16.164 c-lw6map-get-max-nb-nodes
c-lw6map-get-max-nb-nodes [C function exported to Guile]
Wrapper on lw6map get max nb nodes.
4.16.165 c-lw6map-get-music-dir
c-lw6map-get-music-dir [C function exported to Guile]
Wrapper on lw6map get music dir.
4.16.166 c-lw6map-get-title
c-lw6map-get-title [C function exported to Guile]
Wrapper on lw6map get title.
4.16.167 c-lw6map-param-get
c-lw6map-param-get [C function exported to Guile]
Wrapper on lw6map param get.
4.16.168 c-lw6map-rules-get-default
c-lw6map-rules-get-default [C function exported to Guile]
Wrapper on lw6map rules get default.
Chapter 4: Reference 191
4.16.169 c-lw6map-rules-get-int
c-lw6map-rules-get-int [C function exported to Guile]
Wrapper on lw6map rules get int.
4.16.170 c-lw6map-rules-get-max
c-lw6map-rules-get-max [C function exported to Guile]
Wrapper on lw6map rules get max.
4.16.171 c-lw6map-rules-get-min
c-lw6map-rules-get-min [C function exported to Guile]
Wrapper on lw6map rules get min.
4.16.172 c-lw6map-style-get-default
c-lw6map-style-get-default [C function exported to Guile]
Wrapper on lw6map style get default.
4.16.173 c-lw6map-team-color-index-to-key
c-lw6map-team-color-index-to-key [C function exported to Guile]
Wrapper on lw6map team color index to key.
4.16.174 c-lw6map-team-color-index-to-label
c-lw6map-team-color-index-to-label [C function exported to Guile]
Wrapper on lw6map team color index to label.
4.16.175 c-lw6map-team-color-key-to-index
c-lw6map-team-color-key-to-index [C function exported to Guile]
Wrapper on lw6map team color key to index.
4.16.176 c-lw6map-team-color-list
c-lw6map-team-color-list [C function exported to Guile]
Wrapper on lw6map team color list.
4.16.177 c-lw6map-teams-get-default
c-lw6map-teams-get-default [C function exported to Guile]
Wrapper on lw6map teams get default.
4.16.178 c-lw6map-weapon-index-to-key
c-lw6map-weapon-index-to-key [C function exported to Guile]
Wrapper on lw6map weapon index to key.
192 Liquid War 6
4.16.179 c-lw6map-weapon-index-to-label
c-lw6map-weapon-index-to-label [C function exported to Guile]
Wrapper on lw6map weapon index to label.
4.16.180 c-lw6map-weapon-key-to-index
c-lw6map-weapon-key-to-index [C function exported to Guile]
Wrapper on lw6map weapon key to index.
4.16.181 c-lw6map-weapon-list
c-lw6map-weapon-list [C function exported to Guile]
Wrapper on lw6map weapon list.
4.16.182 c-lw6net-init
c-lw6net-init [C function exported to Guile]
Wrapper on lw6net init.
4.16.183 c-lw6net-quit
c-lw6net-quit [C function exported to Guile]
Wrapper on lw6net quit.
4.16.184 c-lw6p2p-db-default-name
c-lw6p2p-db-default-name [C function exported to Guile]
Wrapper on lw6p2p db default name.
4.16.185 c-lw6p2p-db-new
c-lw6p2p-db-new [C function exported to Guile]
Wrapper on lw6p2p db new.
4.16.186 c-lw6p2p-db-reset
c-lw6p2p-db-reset [C function exported to Guile]
Wrapper on lw6p2p db reset.
4.16.187 c-lw6p2p-node-calibrate
c-lw6p2p-node-calibrate [C function exported to Guile]
Wrapper on lw6p2p node calibrate.
4.16.188 c-lw6p2p-node-client-join
c-lw6p2p-node-client-join [C function exported to Guile]
Wrapper on lw6p2p node client join.
Chapter 4: Reference 193
4.16.189 c-lw6p2p-node-close
c-lw6p2p-node-close [C function exported to Guile]
Wrapper on lw6p2p node close.
4.16.190 c-lw6p2p-node-disconnect
c-lw6p2p-node-disconnect [C function exported to Guile]
Wrapper on lw6p2p node disconnect.
4.16.191 c-lw6p2p-node-get-entries
c-lw6p2p-node-get-entries [C function exported to Guile]
Wrapper on lw6p2p node get entries.
4.16.192 c-lw6p2p-node-get-id
c-lw6p2p-node-get-id [C function exported to Guile]
Wrapper on lw6p2p node get id.
4.16.193 c-lw6p2p-node-get-local-seq-0
c-lw6p2p-node-get-local-seq-0 [C function exported to Guile]
Wrapper on lw6p2p node get local seq 0.
4.16.194 c-lw6p2p-node-get-local-seq-last
c-lw6p2p-node-get-local-seq-last [C function exported to Guile]
Wrapper on lw6p2p node get local seq last.
4.16.195 c-lw6p2p-node-get-next-draft-msg
c-lw6p2p-node-get-next-draft-msg [C function exported to Guile]
Wrapper on lw6p2p node get next draft msg.
4.16.196 c-lw6p2p-node-get-next-reference-msg
c-lw6p2p-node-get-next-reference-msg [C function exported to Guile]
Wrapper on lw6p2p node get next reference msg.
4.16.197 c-lw6p2p-node-get-seq-draft
c-lw6p2p-node-get-seq-draft [C function exported to Guile]
Wrapper on lw6p2p node get seq draft.
4.16.198 c-lw6p2p-node-get-seq-max
c-lw6p2p-node-get-seq-max [C function exported to Guile]
Wrapper on lw6p2p node get seq max.
194 Liquid War 6
4.16.199 c-lw6p2p-node-get-seq-min
c-lw6p2p-node-get-seq-min [C function exported to Guile]
Wrapper on lw6p2p node get seq min.
4.16.200 c-lw6p2p-node-get-seq-reference
c-lw6p2p-node-get-seq-reference [C function exported to Guile]
Wrapper on lw6p2p node get seq reference.
4.16.201 c-lw6p2p-node-is-dump-needed
c-lw6p2p-node-is-dump-needed [C function exported to Guile]
Wrapper on lw6p2p node is dump needed.
4.16.202 c-lw6p2p-node-is-peer-connected
c-lw6p2p-node-is-peer-connected [C function exported to Guile]
Wrapper on lw6p2p node is peer connected.
4.16.203 c-lw6p2p-node-is-peer-registered
c-lw6p2p-node-is-peer-registered [C function exported to Guile]
Wrapper on lw6p2p node is peer registered.
4.16.204 c-lw6p2p-node-is-seed-needed
c-lw6p2p-node-is-seed-needed [C function exported to Guile]
Wrapper on lw6p2p node is seed needed.
4.16.205 c-lw6p2p-node-new
c-lw6p2p-node-new [C function exported to Guile]
Wrapper on lw6p2p node new.
4.16.206 c-lw6p2p-node-poll
c-lw6p2p-node-poll [C function exported to Guile]
Wrapper on lw6p2p node poll.
4.16.207 c-lw6p2p-node-put-local-msg
c-lw6p2p-node-put-local-msg [C function exported to Guile]
Wrapper on lw6p2p node put local msg.
4.16.208 c-lw6p2p-node-refresh-peer
c-lw6p2p-node-refresh-peer [C function exported to Guile]
Wrapper on lw6p2p node refresh peer.
Chapter 4: Reference 195
4.16.209 c-lw6p2p-node-server-start
c-lw6p2p-node-server-start [C function exported to Guile]
Wrapper on lw6p2p node server start.
4.16.210 c-lw6p2p-node-update-info
c-lw6p2p-node-update-info [C function exported to Guile]
Wrapper on lw6p2p node update info.
4.16.211 c-lw6pil-bench
c-lw6pil-bench [C function exported to Guile]
Wrapper on lw6pil bench.
4.16.212 c-lw6pil-build-pilot
c-lw6pil-build-pilot [C function exported to Guile]
Wrapper on lw6pil build pilot.
4.16.213 c-lw6pil-calibrate
c-lw6pil-calibrate [C function exported to Guile]
Wrapper on lw6pil calibrate.
4.16.214 c-lw6pil-commit
c-lw6pil-commit [C function exported to Guile]
Wrapper on lw6pil commit.
4.16.215 c-lw6pil-did-cursor-win
c-lw6pil-did-cursor-win [C function exported to Guile]
Wrapper on lw6pil did cursor win.
4.16.216 c-lw6pil-dump-command-generate
c-lw6pil-dump-command-generate [C function exported to Guile]
Wrapper on lw6pil dump command generate.
4.16.217 c-lw6pil-execute-command
c-lw6pil-execute-command [C function exported to Guile]
Wrapper on lw6pil execute command.
4.16.218 c-lw6pil-fix-coords
c-lw6pil-fix-coords [C function exported to Guile]
Wrapper on lw6pil coords fix.
196 Liquid War 6
4.16.219 c-lw6pil-fix-coords-x10
c-lw6pil-fix-coords-x10 [C function exported to Guile]
Wrapper on lw6pil coords fix x10.
4.16.220 c-lw6pil-get-last-commit-seq
c-lw6pil-get-last-commit-seq [C function exported to Guile]
Wrapper on lw6pil get last commit seq.
4.16.221 c-lw6pil-get-looser
c-lw6pil-get-looser [C function exported to Guile]
Wrapper on lw6pil get looser.
4.16.222 c-lw6pil-get-max-seq
c-lw6pil-get-max-seq [C function exported to Guile]
Wrapper on lw6pil get max seq.
4.16.223 c-lw6pil-get-next-seq
c-lw6pil-get-next-seq [C function exported to Guile]
Wrapper on lw6pil get next seq.
4.16.224 c-lw6pil-get-reference-current-seq
c-lw6pil-get-reference-current-seq [C function exported to Guile]
Wrapper on lw6pil get reference current seq.
4.16.225 c-lw6pil-get-reference-target-seq
c-lw6pil-get-reference-target-seq [C function exported to Guile]
Wrapper on lw6pil get reference target seq.
4.16.226 c-lw6pil-get-round-0
c-lw6pil-get-round-0 [C function exported to Guile]
Wrapper on lw6pil get round 0.
4.16.227 c-lw6pil-get-seq-0
c-lw6pil-get-seq-0 [C function exported to Guile]
Wrapper on lw6pil get seq 0.
4.16.228 c-lw6pil-get-winner
c-lw6pil-get-winner [C function exported to Guile]
Wrapper on lw6pil get winner.
Chapter 4: Reference 197
4.16.229 c-lw6pil-is-over
c-lw6pil-is-over [C function exported to Guile]
Wrapper on lw6pil is over.
4.16.230 c-lw6pil-local-command
c-lw6pil-local-command [C function exported to Guile]
Wrapper on lw6pil local command.
4.16.231 c-lw6pil-local-cursors-set-main
c-lw6pil-local-cursors-set-main [C function exported to Guile]
Wrapper on lw6pil local cursors set main.
4.16.232 c-lw6pil-local-cursors-set-mouse-controlled
c-lw6pil-local-cursors-set-mouse-controlled [C function exported to Guile]
Wrapper on lw6pil local cursors set mouse controlled.
4.16.233 c-lw6pil-make-backup
c-lw6pil-make-backup [C function exported to Guile]
Wrapper on lw6pil make backup.
4.16.234 c-lw6pil-poll-dump
c-lw6pil-poll-dump [C function exported to Guile]
Wrapper on lw6pil poll dump.
4.16.235 c-lw6pil-round2seq
c-lw6pil-round2seq [C function exported to Guile]
Wrapper on lw6pil round2seq.
4.16.236 c-lw6pil-seed-command-generate
c-lw6pil-seed-command-generate [C function exported to Guile]
Wrapper on lw6pil seed command generate.
4.16.237 c-lw6pil-send-command
c-lw6pil-send-command [C function exported to Guile]
Wrapper on lw6pil send command.
4.16.238 c-lw6pil-seq-random-0
c-lw6pil-seq-random-0 [C function exported to Guile]
Wrapper on lw6pil seq random 0.
198 Liquid War 6
4.16.239 c-lw6pil-seq2round
c-lw6pil-seq2round [C function exported to Guile]
Wrapper on lw6pil seq2round.
4.16.240 c-lw6pil-slow-down
c-lw6pil-slow-down [C function exported to Guile]
Wrapper on lw6pil slow down.
4.16.241 c-lw6pil-speed-up
c-lw6pil-speed-up [C function exported to Guile]
Wrapper on lw6pil speed up.
4.16.242 c-lw6pil-suite-get-checkpoint
c-lw6pil-suite-get-checkpoint [C function exported to Guile]
Wrapper on lw6pil suite get checkpoint.
4.16.243 c-lw6pil-suite-get-commands-by-node-index
c-lw6pil-suite-get-commands-by-node-index [C function exported to Guile]
Wrapper on lw6pil suite get command by node index, returns the list of all steps.
4.16.244 c-lw6pil-suite-get-commands-by-stage
c-lw6pil-suite-get-commands-by-stage [C function exported to Guile]
Wrapper on lw6pil suite get command by stage, returns the list of all steps.
4.16.245 c-lw6pil-suite-get-node-id
c-lw6pil-suite-get-node-id [C function exported to Guile]
Wrapper on lw6pil suite get node id.
4.16.246 c-lw6pil-suite-get-seq-0
c-lw6pil-suite-get-seq-0 [C function exported to Guile]
Wrapper on lw6pil suite get seq 0.
4.16.247 c-lw6pil-suite-init
c-lw6pil-suite-init [C function exported to Guile]
Wrapper on lw6pil suite init.
4.16.248 c-lw6pil-sync-from-backup
c-lw6pil-sync-from-backup [C function exported to Guile]
Wrapper on lw6pil sync from backup.
Chapter 4: Reference 199
4.16.249 c-lw6pil-sync-from-draft
c-lw6pil-sync-from-draft [C function exported to Guile]
Wrapper on lw6pil sync from draft.
4.16.250 c-lw6pil-sync-from-reference
c-lw6pil-sync-from-reference [C function exported to Guile]
Wrapper on lw6pil sync from reference.
4.16.251 c-lw6snd-get-backends
c-lw6snd-get-backends [C function exported to Guile]
Wrapper on lw6snd get backends.
4.16.252 c-lw6snd-is-music-file
c-lw6snd-is-music-file [C function exported to Guile]
Wrapper on lw6snd is music file.
4.16.253 c-lw6snd-new
c-lw6snd-new [C function exported to Guile]
Wrapper on lw6snd new.
4.16.254 c-lw6snd-play-fx
c-lw6snd-play-fx [C function exported to Guile]
Wrapper on lw6snd play fx.
4.16.255 c-lw6snd-play-music-file
c-lw6snd-play-music-file [C function exported to Guile]
Wrapper on lw6snd play music file.
4.16.256 c-lw6snd-play-music-random
c-lw6snd-play-music-random [C function exported to Guile]
Wrapper on lw6snd play music random.
4.16.257 c-lw6snd-poll
c-lw6snd-poll [C function exported to Guile]
Wrapper on lw6snd poll.
4.16.258 c-lw6snd-release
c-lw6snd-release [C function exported to Guile]
Wrapper on lw6snd release.
200 Liquid War 6
4.16.259 c-lw6snd-set-fx-volume
c-lw6snd-set-fx-volume [C function exported to Guile]
Wrapper on lw6snd set fx volume.
4.16.260 c-lw6snd-set-music-volume
c-lw6snd-set-music-volume [C function exported to Guile]
Wrapper on lw6snd set music volume.
4.16.261 c-lw6snd-set-water-volume
c-lw6snd-set-water-volume [C function exported to Guile]
Wrapper on lw6snd set water volume.
4.16.262 c-lw6snd-stop-music
c-lw6snd-stop-music [C function exported to Guile]
Wrapper on lw6snd stop music.
4.16.263 c-lw6srv-get-backends
c-lw6srv-get-backends [C function exported to Guile]
Wrapper on lw6srv get backends.
4.16.264 c-lw6sys-build-get-abs-srcdir
c-lw6sys-build-get-abs-srcdir [C function exported to Guile]
Wrapper on lw6sys build get abs srcdir.
4.16.265 c-lw6sys-build-get-bin-id
c-lw6sys-build-get-bin-id [C function exported to Guile]
Wrapper on lw6sys build get bin id.
4.16.266 c-lw6sys-build-get-bugs-url
c-lw6sys-build-get-bugs-url [C function exported to Guile]
Wrapper on lw6sys build get bugs url.
4.16.267 c-lw6sys-build-get-cflags
c-lw6sys-build-get-cflags [C function exported to Guile]
Wrapper on lw6sys build get cflags.
4.16.268 c-lw6sys-build-get-codename
c-lw6sys-build-get-codename [C function exported to Guile]
Wrapper on lw6sys build get codename.
Chapter 4: Reference 201
4.16.269 c-lw6sys-build-get-configure-args
c-lw6sys-build-get-configure-args [C function exported to Guile]
Wrapper on lw6sys build get configure args.
4.16.270 c-lw6sys-build-get-copyright
c-lw6sys-build-get-copyright [C function exported to Guile]
Wrapper on lw6sys build get copyright.
4.16.271 c-lw6sys-build-get-datadir
c-lw6sys-build-get-datadir [C function exported to Guile]
Wrapper on lw6sys build get datadir.
4.16.272 c-lw6sys-build-get-date
c-lw6sys-build-get-date [C function exported to Guile]
Wrapper on lw6sys build get date.
4.16.273 c-lw6sys-build-get-docdir
c-lw6sys-build-get-docdir [C function exported to Guile]
Wrapper on lw6sys build get docdir.
4.16.274 c-lw6sys-build-get-enable-allinone
c-lw6sys-build-get-enable-allinone [C function exported to Guile]
Wrapper on lw6sys build get enable allinone.
4.16.275 c-lw6sys-build-get-enable-console
c-lw6sys-build-get-enable-console [C function exported to Guile]
Wrapper on lw6sys build get enable console.
4.16.276 c-lw6sys-build-get-enable-fullstatic
c-lw6sys-build-get-enable-fullstatic [C function exported to Guile]
Wrapper on lw6sys build get enable fullstatic.
4.16.277 c-lw6sys-build-get-enable-gcov
c-lw6sys-build-get-enable-gcov [C function exported to Guile]
Wrapper on lw6sys build get enable gcov.
4.16.278 c-lw6sys-build-get-enable-gprof
c-lw6sys-build-get-enable-gprof [C function exported to Guile]
Wrapper on lw6sys build get enable gprof.
202 Liquid War 6
4.16.279 c-lw6sys-build-get-enable-gtk
c-lw6sys-build-get-enable-gtk [C function exported to Guile]
Wrapper on lw6sys build get enable gtk.
4.16.280 c-lw6sys-build-get-enable-instrument
c-lw6sys-build-get-enable-instrument [C function exported to Guile]
Wrapper on lw6sys build get enable instrument.
4.16.281 c-lw6sys-build-get-enable-mod-caca
c-lw6sys-build-get-enable-mod-caca [C function exported to Guile]
Wrapper on lw6sys build get enable mod caca.
4.16.282 c-lw6sys-build-get-enable-mod-csound
c-lw6sys-build-get-enable-mod-csound [C function exported to Guile]
Wrapper on lw6sys build get enable mod csound.
4.16.283 c-lw6sys-build-get-enable-mod-gl1
c-lw6sys-build-get-enable-mod-gl1 [C function exported to Guile]
Wrapper on lw6sys build get enable mod gl1.
4.16.284 c-lw6sys-build-get-enable-mod-gles2
c-lw6sys-build-get-enable-mod-gles2 [C function exported to Guile]
Wrapper on lw6sys build get enable mod gles2.
4.16.285 c-lw6sys-build-get-enable-mod-http
c-lw6sys-build-get-enable-mod-http [C function exported to Guile]
Wrapper on lw6sys build get enable mod http.
4.16.286 c-lw6sys-build-get-enable-mod-ogg
c-lw6sys-build-get-enable-mod-ogg [C function exported to Guile]
Wrapper on lw6sys build get enable mod ogg.
4.16.287 c-lw6sys-build-get-enable-mod-soft
c-lw6sys-build-get-enable-mod-soft [C function exported to Guile]
Wrapper on lw6sys build get enable mod soft.
4.16.288 c-lw6sys-build-get-enable-openmp
c-lw6sys-build-get-enable-openmp [C function exported to Guile]
Wrapper on lw6sys build get enable openmp.
Chapter 4: Reference 203
4.16.289 c-lw6sys-build-get-enable-optimize
c-lw6sys-build-get-enable-optimize [C function exported to Guile]
Wrapper on lw6sys build get enable optimize.
4.16.290 c-lw6sys-build-get-enable-paranoid
c-lw6sys-build-get-enable-paranoid [C function exported to Guile]
Wrapper on lw6sys build get enable paranoid.
4.16.291 c-lw6sys-build-get-enable-profiler
c-lw6sys-build-get-enable-profiler [C function exported to Guile]
Wrapper on lw6sys build get enable profiler.
4.16.292 c-lw6sys-build-get-enable-valgrind
c-lw6sys-build-get-enable-valgrind [C function exported to Guile]
Wrapper on lw6sys build get enable valgrind.
4.16.293 c-lw6sys-build-get-endianness
c-lw6sys-build-get-endianness [C function exported to Guile]
Wrapper on lw6sys build get endianness.
4.16.294 c-lw6sys-build-get-gcc-version
c-lw6sys-build-get-gcc-version [C function exported to Guile]
Wrapper on lw6sys build get gcc version.
4.16.295 c-lw6sys-build-get-home-url
c-lw6sys-build-get-home-url [C function exported to Guile]
Wrapper on lw6sys build get home url.
4.16.296 c-lw6sys-build-get-host-cpu
c-lw6sys-build-get-host-cpu [C function exported to Guile]
Wrapper on lw6sys build get host cpu.
4.16.297 c-lw6sys-build-get-host-os
c-lw6sys-build-get-host-os [C function exported to Guile]
Wrapper on lw6sys build get host os.
4.16.298 c-lw6sys-build-get-hostname
c-lw6sys-build-get-hostname [C function exported to Guile]
Wrapper on lw6sys build get hostname.
204 Liquid War 6
4.16.299 c-lw6sys-build-get-includedir
c-lw6sys-build-get-includedir [C function exported to Guile]
Wrapper on lw6sys build get includedir.
4.16.300 c-lw6sys-build-get-ldflags
c-lw6sys-build-get-ldflags [C function exported to Guile]
Wrapper on lw6sys build get ldflags.
4.16.301 c-lw6sys-build-get-libdir
c-lw6sys-build-get-libdir [C function exported to Guile]
Wrapper on lw6sys build get libdir.
4.16.302 c-lw6sys-build-get-license
c-lw6sys-build-get-license [C function exported to Guile]
Wrapper on lw6sys build get license.
4.16.303 c-lw6sys-build-get-localedir
c-lw6sys-build-get-localedir [C function exported to Guile]
Wrapper on lw6sys build get localedir.
4.16.304 c-lw6sys-build-get-md5sum
c-lw6sys-build-get-md5sum [C function exported to Guile]
Wrapper on lw6sys build get md5sum.
4.16.305 c-lw6sys-build-get-package-id
c-lw6sys-build-get-package-id [C function exported to Guile]
Wrapper on lw6sys build get package id.
4.16.306 c-lw6sys-build-get-package-name
c-lw6sys-build-get-package-name [C function exported to Guile]
Wrapper on lw6sys build get package name.
4.16.307 c-lw6sys-build-get-package-string
c-lw6sys-build-get-package-string [C function exported to Guile]
Wrapper on lw6sys build get package string.
4.16.308 c-lw6sys-build-get-package-tarname
c-lw6sys-build-get-package-tarname [C function exported to Guile]
Wrapper on lw6sys build get package tarname.
Chapter 4: Reference 205
4.16.309 c-lw6sys-build-get-pointer-size
c-lw6sys-build-get-pointer-size [C function exported to Guile]
Wrapper on lw6sys build get pointer size.
4.16.310 c-lw6sys-build-get-prefix
c-lw6sys-build-get-prefix [C function exported to Guile]
Wrapper on lw6sys build get prefix.
4.16.311 c-lw6sys-build-get-stamp
c-lw6sys-build-get-stamp [C function exported to Guile]
Wrapper on lw6sys build get stamp.
4.16.312 c-lw6sys-build-get-time
c-lw6sys-build-get-time [C function exported to Guile]
Wrapper on lw6sys build get time.
4.16.313 c-lw6sys-build-get-top-srcdir
c-lw6sys-build-get-top-srcdir [C function exported to Guile]
Wrapper on lw6sys build get top srcdir.
4.16.314 c-lw6sys-build-get-version
c-lw6sys-build-get-version [C function exported to Guile]
Wrapper on lw6sys build get version.
4.16.315 c-lw6sys-build-get-version-base
c-lw6sys-build-get-version-base [C function exported to Guile]
Wrapper on lw6sys build get version base.
4.16.316 c-lw6sys-build-get-version-major
c-lw6sys-build-get-version-major [C function exported to Guile]
Wrapper on lw6sys build get version major.
4.16.317 c-lw6sys-build-get-version-minor
c-lw6sys-build-get-version-minor [C function exported to Guile]
Wrapper on lw6sys build get version minor.
4.16.318 c-lw6sys-build-is-gnu
c-lw6sys-build-is-gnu [C function exported to Guile]
Wrapper on lw6sys build is gnu.
206 Liquid War 6
4.16.319 c-lw6sys-build-is-gp2x
c-lw6sys-build-is-gp2x [C function exported to Guile]
Wrapper on lw6sys build is gp2x.
4.16.320 c-lw6sys-build-is-mac-os-x
c-lw6sys-build-is-mac-os-x [C function exported to Guile]
Wrapper on lw6sys build is mac os x.
4.16.321 c-lw6sys-build-is-ms-windows
c-lw6sys-build-is-ms-windows [C function exported to Guile]
Wrapper on lw6sys build is ms windows.
4.16.322 c-lw6sys-build-is-unix
c-lw6sys-build-is-unix [C function exported to Guile]
Wrapper on lw6sys build is unix.
4.16.323 c-lw6sys-build-is-x86
c-lw6sys-build-is-x86 [C function exported to Guile]
Wrapper on lw6sys build is x86.
4.16.324 c-lw6sys-debug-get
c-lw6sys-debug-get [C function exported to Guile]
Wrapper on lw6sys debug get.
4.16.325 c-lw6sys-debug-set
c-lw6sys-debug-set [C function exported to Guile]
Wrapper on lw6sys debug set.
4.16.326 c-lw6sys-delay
c-lw6sys-delay [C function exported to Guile]
Wrapper on lw6sys delay.
4.16.327 c-lw6sys-dump
c-lw6sys-dump [C function exported to Guile]
Wrapper on lw6sys dump.
4.16.328 c-lw6sys-dump-clear
c-lw6sys-dump-clear [C function exported to Guile]
Wrapper on lw6sys dump clear.
Chapter 4: Reference 207
4.16.329 c-lw6sys-generate-id-16
c-lw6sys-generate-id-16 [C function exported to Guile]
Wrapper on lw6sys generate id 16.
4.16.330 c-lw6sys-generate-id-32
c-lw6sys-generate-id-32 [C function exported to Guile]
Wrapper on lw6sys generate id 32.
4.16.331 c-lw6sys-generate-id-64
c-lw6sys-generate-id-64 [C function exported to Guile]
Wrapper on lw6sys generate id 64.
4.16.332 c-lw6sys-get-config-file
c-lw6sys-get-config-file [C function exported to Guile]
Wrapper on lw6sys get config file.
4.16.333 c-lw6sys-get-cwd
c-lw6sys-get-cwd [C function exported to Guile]
Wrapper on lw6sys get cwd.
4.16.334 c-lw6sys-get-cycle
c-lw6sys-get-cycle [C function exported to Guile]
Wrapper on lw6sys get cycle.
4.16.335 c-lw6sys-get-data-dir
c-lw6sys-get-data-dir [C function exported to Guile]
Wrapper on lw6sys get data dir.
4.16.336 c-lw6sys-get-default-config-file
c-lw6sys-get-default-config-file [C function exported to Guile]
Wrapper on lw6sys get default config file.
4.16.337 c-lw6sys-get-default-data-dir
c-lw6sys-get-default-data-dir [C function exported to Guile]
Wrapper on lw6sys get default data dir.
4.16.338 c-lw6sys-get-default-log-file
c-lw6sys-get-default-log-file [C function exported to Guile]
Wrapper on lw6sys get default log file.
208 Liquid War 6
4.16.339 c-lw6sys-get-default-map-dir
c-lw6sys-get-default-map-dir [C function exported to Guile]
Wrapper on lw6sys get default map dir.
4.16.340 c-lw6sys-get-default-map-path
c-lw6sys-get-default-map-path [C function exported to Guile]
Wrapper on lw6sys get default map path.
4.16.341 c-lw6sys-get-default-mod-dir
c-lw6sys-get-default-mod-dir [C function exported to Guile]
Wrapper on lw6sys get default mod dir.
4.16.342 c-lw6sys-get-default-music-dir
c-lw6sys-get-default-music-dir [C function exported to Guile]
Wrapper on lw6sys get default music dir.
4.16.343 c-lw6sys-get-default-music-path
c-lw6sys-get-default-music-path [C function exported to Guile]
Wrapper on lw6sys get default music path.
4.16.344 c-lw6sys-get-default-prefix
c-lw6sys-get-default-prefix [C function exported to Guile]
Wrapper on lw6sys get default prefix.
4.16.345 c-lw6sys-get-default-script-file
c-lw6sys-get-default-script-file [C function exported to Guile]
Wrapper on lw6sys get default script file.
4.16.346 c-lw6sys-get-default-user-dir
c-lw6sys-get-default-user-dir [C function exported to Guile]
Wrapper on lw6sys get default user dir.
4.16.347 c-lw6sys-get-hostname
c-lw6sys-get-hostname [C function exported to Guile]
Wrapper on lw6sys get hostname.
4.16.348 c-lw6sys-get-log-file
c-lw6sys-get-log-file [C function exported to Guile]
Wrapper on lw6sys get log file.
Chapter 4: Reference 209
4.16.349 c-lw6sys-get-map-dir
c-lw6sys-get-map-dir [C function exported to Guile]
Wrapper on lw6sys get map dir.
4.16.350 c-lw6sys-get-map-path
c-lw6sys-get-map-path [C function exported to Guile]
Wrapper on lw6sys get map path.
4.16.351 c-lw6sys-get-memory-bazooka-eraser
c-lw6sys-get-memory-bazooka-eraser [C function exported to Guile]
Wrapper on lw6sys get memory bazooka eraser.
4.16.352 c-lw6sys-get-memory-bazooka-size
c-lw6sys-get-memory-bazooka-size [C function exported to Guile]
Wrapper on lw6sys get memory bazooka size.
4.16.353 c-lw6sys-get-mod-dir
c-lw6sys-get-mod-dir [C function exported to Guile]
Wrapper on lw6sys get mod dir.
4.16.354 c-lw6sys-get-music-dir
c-lw6sys-get-music-dir [C function exported to Guile]
Wrapper on lw6sys get music dir.
4.16.355 c-lw6sys-get-music-path
c-lw6sys-get-music-path [C function exported to Guile]
Wrapper on lw6sys get music path.
4.16.356 c-lw6sys-get-prefix
c-lw6sys-get-prefix [C function exported to Guile]
Wrapper on lw6sys get prefix.
4.16.357 c-lw6sys-get-run-dir
c-lw6sys-get-run-dir [C function exported to Guile]
Wrapper on lw6sys get run dir.
4.16.358 c-lw6sys-get-script-file
c-lw6sys-get-script-file [C function exported to Guile]
Wrapper on lw6sys get script file.
210 Liquid War 6
4.16.359 c-lw6sys-get-timestamp
c-lw6sys-get-timestamp [C function exported to Guile]
Wrapper on lw6sys get timestamp.
4.16.360 c-lw6sys-get-uptime
c-lw6sys-get-uptime [C function exported to Guile]
Wrapper on lw6sys get uptime.
4.16.361 c-lw6sys-get-user-dir
c-lw6sys-get-user-dir [C function exported to Guile]
Wrapper on lw6sys get user dir.
4.16.362 c-lw6sys-get-username
c-lw6sys-get-username [C function exported to Guile]
Wrapper on lw6sys get username.
4.16.363 c-lw6sys-getenv
c-lw6sys-getenv [C function exported to Guile]
Wrapper on lw6sys getenv.
4.16.364 c-lw6sys-getenv-prefixed
c-lw6sys-getenv-prefixed [C function exported to Guile]
Wrapper on lw6sys getenv prefixed.
4.16.365 c-lw6sys-idle
c-lw6sys-idle [C function exported to Guile]
Wrapper on lw6sys idle.
4.16.366 c-lw6sys-log
c-lw6sys-log [C function exported to Guile]
Wrapper on lw6sys log.
4.16.367 c-lw6sys-log-get-backtrace-mode
c-lw6sys-log-get-backtrace-mode [C function exported to Guile]
Wrapper on lw6sys log get backtrace mode.
4.16.368 c-lw6sys-log-get-level
c-lw6sys-log-get-level [C function exported to Guile]
Wrapper on lw6sys log get level.
Chapter 4: Reference 211
4.16.369 c-lw6sys-log-set-backtrace-mode
c-lw6sys-log-set-backtrace-mode [C function exported to Guile]
Wrapper on lw6sys log set backtrace mode.
4.16.370 c-lw6sys-log-set-dialog-timeout
c-lw6sys-log-set-dialog-timeout [C function exported to Guile]
Wrapper on lw6sys log set dialog timeout.
4.16.371 c-lw6sys-log-set-level
c-lw6sys-log-set-level [C function exported to Guile]
Wrapper on lw6sys log set level.
4.16.372 c-lw6sys-megabytes-available
c-lw6sys-megabytes-available [C function exported to Guile]
Wrapper on lw6sys megabytes available.
4.16.373 c-lw6sys-openmp-get-num-procs
c-lw6sys-openmp-get-num-procs [C function exported to Guile]
Wrapper on lw6sys openmp get num procs.
4.16.374 c-lw6sys-path-concat
c-lw6sys-path-concat [C function exported to Guile]
Wrapper on lw6sys path concat.
4.16.375 c-lw6sys-path-file-only
c-lw6sys-path-file-only [C function exported to Guile]
Wrapper on lw6sys path file only.
4.16.376 c-lw6sys-path-parent
c-lw6sys-path-parent [C function exported to Guile]
Wrapper on lw6sys path parent.
4.16.377 c-lw6sys-path-split
c-lw6sys-path-split [C function exported to Guile]
Wrapper on lw6sys path split.
4.16.378 c-lw6sys-set-memory-bazooka-eraser
c-lw6sys-set-memory-bazooka-eraser [C function exported to Guile]
Wrapper on lw6sys set memory bazooka eraser.
212 Liquid War 6
4.16.379 c-lw6sys-set-memory-bazooka-size
c-lw6sys-set-memory-bazooka-size [C function exported to Guile]
Wrapper on lw6sys set memory bazooka size.
4.16.380 c-lw6sys-signal-custom
c-lw6sys-signal-custom [C function exported to Guile]
Wrapper on lw6sys signal custom.
4.16.381 c-lw6sys-signal-default
c-lw6sys-signal-default [C function exported to Guile]
Wrapper on lw6sys signal default.
4.16.382 c-lw6sys-signal-poll-quit
c-lw6sys-signal-poll-quit [C function exported to Guile]
Wrapper on lw6sys signal poll quit.
4.16.383 c-lw6sys-signal-send-quit
c-lw6sys-signal-send-quit [C function exported to Guile]
Wrapper on lw6sys signal send quit.
4.16.384 c-lw6sys-sleep
c-lw6sys-sleep [C function exported to Guile]
Wrapper on lw6sys sleep.
4.16.385 c-lw6sys-snooze
c-lw6sys-snooze [C function exported to Guile]
Wrapper on lw6sys snooze.
4.16.386 c-lw6sys-url-canonize
c-lw6sys-url-canonize [C function exported to Guile]
Wrapper on lw6sys url canonize.
4.16.387 c-lw6tsk-loader-get-stage
c-lw6tsk-loader-get-stage [C function exported to Guile]
Wrapper on lw6tsk loader get stage.
4.16.388 c-lw6tsk-loader-new
c-lw6tsk-loader-new [C function exported to Guile]
Wrapper on lw6tsk loader new.
Chapter 4: Reference 213
4.16.389 c-lw6tsk-loader-pop
c-lw6tsk-loader-pop [C function exported to Guile]
Wrapper on lw6tsk loader pop.
4.16.390 c-lw6tsk-loader-push-gen
c-lw6tsk-loader-push-gen [C function exported to Guile]
Wrapper on lw6tsk loader push gen.
4.16.391 c-lw6tsk-loader-push-ldr
c-lw6tsk-loader-push-ldr [C function exported to Guile]
Wrapper on lw6tsk loader push ldr.
5 C API
This chapter contains a description of all modules and a list of all documented C functions
in the program. It contains many references and is self-generated from C comments using
gdoc by Simon Josefsson.
In order to reduce the number of pages of printed output, this complete reference is,
by default, disabled in printable versions of the documentation (PostScript, PDF). This
is both to make the manual more readable and to avoid wasting paper. Think about the
environment.
It is however available in the HTML version of the documentation, which you can read
online on http://www.gnu.org/software/liquidwar6/manual/html_node/.
Additionnally, the following adresses contain various view on the source code, giving
informations on all the internal and public C interfaces:
• http: / / www . ufoot . org / liquidwar / v6 / doc / coverage / : the lcov output when
running ./liquidwar6 --test. It shows what functions are actually tested, and how
many times they are called.
• http://www.ufoot.org/liquidwar/v6/doc/global/: the GNU global output gives
complete cross-references, macros, headers, contants declaration. It’s a very good place
to start browsing the code.
• http://www.ufoot.org/liquidwar/v6/doc/cyclo/: the pmccabe output shows the
cyclomatic complexity of functions. It enables the programmer to spots the “ugly” and
dangerous parts of the program.
• http://www.ufoot.org/liquidwar/v6/doc/doxygen/: the Doxygen documenta-
tion gives an interactive access to the code, the structures and functions, and their
dependencies.
5.1 libliquidwar6
5.1.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/index.html.
5.1.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libliquidwar6.html.
5.2 libbot
5.2.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/bot/index.html.
5.2.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libbot.html.
216 Liquid War 6
5.3 mod-brute
5.3.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/bot/mod-brute/index.html.
5.3.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/mod_002dbrute.html.
5.4 mod-follow
5.4.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/bot/mod-follow/index.html.
5.4.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/mod_002dfollow.html.
5.5 mod-idiot
5.5.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/bot/mod-idiot/index.html.
5.5.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/mod_002didiot.html.
5.6 mod-random
5.6.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/bot/mod-random/index.html.
5.6.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/mod_002drandom.html.
5.7 libcfg
5.7.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/cfg/index.html.
Chapter 5: C API 217
5.7.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libcfg.html.
5.8 libcli
5.8.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/cli/index.html.
5.8.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libcli.html.
5.9 mod-http
5.9.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/cli/mod-http/index.html.
5.9.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/mod_002dhttp.html.
5.10 mod-tcp
5.10.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/cli/mod-tcp/index.html.
5.10.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/mod_002dtcp.html.
5.11 mod-udp
5.11.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/cli/mod-udp/index.html.
5.11.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/mod_002dudp.html.
218 Liquid War 6
5.12 libcns
5.12.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/cns/index.html.
5.12.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libcns.html.
5.13 libcnx
5.13.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/cnx/index.html.
5.13.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libcnx.html.
5.14 libdat
5.14.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/dat/index.html.
5.14.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libdat.html.
5.15 libdef
5.15.1 Overview
5.15.2 API
There are no functions in libdef, only a header file with constants.
5.16 libdsp
5.16.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/dsp/index.html.
Chapter 5: C API 219
5.16.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libdsp.html.
5.17 libdyn
5.17.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/dyn/index.html.
5.17.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libdyn.html.
5.18 libgen
5.18.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/gen/index.html.
5.18.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libgen.html.
5.19 libgfx
5.19.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/gfx/index.html.
5.19.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libgfx.html.
5.20 mod-gl1
5.20.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/gfx/mod-gl1/gl-utils/index.html (as there are many sub-directories in this
module, please refer to the test coverage directory index for complete information).
5.20.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/mod_002dgl1.html.
220 Liquid War 6
5.21 mod-gles2
5.21.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/gfx/mod-gles2/index.html (as there are many sub-directories in this module,
please refer to the test coverage directory index for complete information).
5.21.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/mod_002dgles2.html.
5.22 mod-soft
5.22.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/gfx/mod-soft/index.html (as there are many sub-directories in this module,
please refer to the test coverage directory index for complete information).
5.22.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/mod_002dsoft.html.
5.23 shared-sdl
5.23.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/gfx/shared-sdl/index.html (as there are many sub-directories in this module,
please refer to the test coverage directory index for complete information).
5.23.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/mod_002dsoft.html.
5.24 mod-caca
5.24.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/gfx/mod-caca/index.html (as there are many sub-directories in this module,
please refer to the test coverage directory index for complete information).
5.24.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/mod_002dcaca.html.
Chapter 5: C API 221
5.25 libglb
5.25.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/glb/index.html.
5.25.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libglb.html.
5.26 libgui
5.26.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/gui/index.html.
5.26.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libgui.html.
5.27 libhlp
5.27.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/hlp/index.html.
5.27.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libhlp.html.
5.28 libimg
5.28.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/img/index.html.
5.28.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libimg.html.
5.29 libker
5.29.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/ker/index.html.
222 Liquid War 6
5.29.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libker.html.
5.30 libldr
5.30.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/ldr/index.html.
5.30.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libldr.html.
5.31 libmap
5.31.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/map/index.html.
5.31.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libmap.html.
5.32 libmat
5.32.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/mat/index.html.
5.32.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libmat.html.
5.33 libmsg
5.33.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/msg/index.html.
5.33.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libmsg.html.
Chapter 5: C API 223
5.34 libnet
5.34.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/net/index.html.
5.34.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libnet.html.
5.35 libnod
5.35.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/nod/index.html.
5.35.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libnod.html.
5.36 libp2p
5.36.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/p2p/index.html.
5.36.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libp2p.html.
5.37 libpil
5.37.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/pil/index.html.
5.37.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libpil.html.
5.38 libscm
5.38.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/scm/index.html.
224 Liquid War 6
5.38.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libscm.html.
5.39 libsim
5.39.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/sim/index.html.
5.39.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libsim.html.
5.40 libsnd
5.40.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/snd/index.html.
5.40.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libsnd.html.
5.41 mod-csound
5.41.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/snd/mod-csound/index.html.
5.41.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/mod_002dcsound.html.
5.42 mod-ogg
5.42.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/snd/mod-ogg/index.html.
5.42.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/mod_002dogg.html.
Chapter 5: C API 225
5.43 libsrv
5.43.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/srv/index.html.
5.43.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libsrv.html.
5.44 mod-httpd
5.44.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/srv/mod-httpd/index.html.
5.44.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/mod_002dhttpd.html.
5.45 mod-tcpd
5.45.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/srv/mod-tcpd/index.html.
5.45.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/mod_002dtcpd.html.
5.46 mod-udpd
5.46.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/srv/mod-udpd/index.html.
5.46.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/mod_002dudpd.html.
5.47 libsys
5.47.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/sys/index.html.
226 Liquid War 6
5.47.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libsys.html.
5.48 libtsk
5.48.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/tsk/index.html.
5.48.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libtsk.html.
5.49 libvox
5.49.1 Overview
View lcov test coverage results on http://www.ufoot.org/liquidwar/v6/doc/coverage/
src/lib/vox/index.html.
5.49.2 API
Online gdoc reference available on http://www.gnu.org/software/liquidwar6/manual/
html_node/libvox.html.
Appendix A: Authors 227
Appendix A Authors
Here’s a list of contributors :
Project maintainer, main developper :
• Christian Mauduit
Original idea :
• Thomas Colcombet
Artwork, level design :
• Kasper Hviid
Musics :
• Tim Chadburn (menus)
• Robert Radamant (Free the sounds)
• LapSuS (Heav’hypnosis)
• Nighter313 (Oriental Travel)
Libcaca backend :
• A. Frances
• R. Clavel
• K. Lemmonnier
Translations :
• Karl Ove Hufthammer (NN, Norwegian)
• Yevgeny Lezhnin (RU, Russian)
Many people contributed to Liquid War 5, their names are not listed here, but without
them Liquid War 6 would obviously never have been started. Special thanks to all of
them. However this is not a direct contribution to the project, in terms of code and other
copyrightable materials.
Appendix B: 2005 .plan 229
B.2 Technologies
Liquid War 6 will use a different technical framework than Liquid War 5.
B.2.2 OpenGL
Liquid War is not a 3D game, so why use OpenGL?
• it’s a very convenient way to access video hardware acceleration with XFree86.
• low-end computers and/or computers without 3D acceleration can still run Liquid War
5.
• I’m interested in learning/using this API 8-)
This choice implies that I won’t use Allegro anymore. Allegro stays a very convenient
library and I would recommend it for it’s excellent, easy to learn, powerfull, and stable. But
for the needs of Liquid War 6 I’ll use something else (because of OpenGL). I first thought
of using GLUT but I might end up simply using SDL. The idea is just fo have an OpenGL
wrapper which sets up OpenGL in a similar manner on all platforms, and handles basic
things such as mouse or keyboard.
B.2.3 CSound
I’ve got two excellent books on Csound, and the will to learn how to use this tool.
I’ll probably use Csound for a number of things, ranging from "bubbling sounds" to full
blown music. Stay tuned 8-)
B.3 Functionnalities
B.3.1 Visual enhancements
Of course Liquid War 6 will look nicer than Liquid War 5, blah blah blah. What do you
think?
Maybe I’ll try to use some OpenGL features to make it possible to play on a ball, on a
Moebius ring, or other fancy things. I have zillion of ideas, future will decide which ones
will be implemented first.
To make it clear, visual enhancements aren’t my top-level priority. However I’ll try and
make room for these enhancements, and prepare the terrain correctly. So it’s possible that
the first releases of Liquid War 6 won’t be that much better than Liquid War 5, but at least
Liquid War 6 will have the possibility to evolve. Something Liquid War 5 doesn’t have.
this could be really cool. I also believe no proprietary game will ever implement that,
for in this model there’s no way to force people to access a centralized server, this server
usually being the major key in the business model of a company which sells proprietary
software.
This third point will be the real enhancement of Liquid War with version 6. It’s one of
the very points which drives me to rewrite it completely. First because it’s impossible to
implement it without some heavy work. Then because I find it very motivating.
Appendix C Fanfic
Quoting Gavin: “I wrote a liquid war fanfic some time ago [...] I wrote it after a friend
claimed that there wasn’t any liquid war fanfic because it wasn’t possible.”
So here it is, a Liquid War fanfic. It was initially written for Liquid War 5, but applies
to Liquid War 6 as well. Enjoy!
...
The General presided over his massing army in his seat, or rather hovering ring, of power.
It dipped slightly as he flew low over his troops marching through the viscous marsh-like
terrain. They were like children: obedient, loyal, and they ate a lot.
Glancing at the status panel mounted in front of him he grimaced; the other five armies:
Yellow, Green, Orange, Turquoise, and, of course, Red, were also readying armies of a
similar size to his own. His violet clones would have to fight hard and eat well to win this
day.
Today would not be a battle of luck, the General mused, it would be a battle of tactics,
of alliances, and of betrayal. Every clone was identical - that was the general idea behind
clones - and the terrain seemed strangely symmetrical; it would not give advantage to any
of the six armies amassed today. Glancing at the hologram of the battlefield projected in
front of him the General noted that he would have to move quickly, Orange and Yellow
were too close for comfort, though fortunately Baron Red’s army of eponymous coloured
clones was the furthest.
General Violet’s fingertips were sweaty even before they touched the four main control
keys in front of him. They were labeled ’W’, ’A’, ’D’, and, of course, the full retreat button
- very useful for misleading foes and ambushing them as they pursued - ’S’. The keys were
arrange in a roughly equilateral triangular pattern; with ’S’ forming the base and being
adjacent to both ’A’ and ’D’, ’W’ formed the tip of the triangle.
A long breath left his parched lips as at last he made his move.
...
“Dammit!” he screamed moments later. He had misjudged Captain Yellow and Com-
mander Orange; he had expected one at least to attack immediately, one he could have
handled. They were working together - foiling his attempt to shoot between them to near
the center of the battlefield to gain a better vantage point. Yellow had shot down towards
him, cutting off his advance, and now Orange had sealed his escape route. “It’s not over
yet” muttered the General. He opened a voice channel with Commander Orange:
“Very clever. Flawed, but still clever.”
“Flawed?” came the reply.
“Yes flawed, when the good Captain is finished devouring my army who do you think
he will turn to next?”, bluffed the General - his hands worked quickly as he manoeuvred
234 Liquid War 6
his hovering control ring, all that his troops ever saw of him, carefully towards the weakest
section of his attackers. If he could just break out a few units he could soon turn the tide
against both Yellow and Orange.
“We have an alliance...” Orange’s voice was unsure now.
Time for some sarcasm to through her even more off balance, thought the General,
“I gathered”, he spoke softly, slowly, and with too much meaning. Then closing the
channel he turned his attention back to his escape.
...
“Yes!” wooped the ecstatic figure of the General. Fifty or so of his troops had broken
free undetected and were even now working their way cautiously towards the camps of the
Yellow army, only the front lines were still actively fighting; this opening gambit of Yellow
and Orange had turned into a stale siege and Yellow’s army had pitched tent.
General Violet steered his hovering guidance ring to the center of the Yellow camp. His
troops struck, both those who had got behind the lines and those who were still besieged.
Yellow reacted too slowly and suddenly found that her army, was shrinking back from the
onslaught. There was nowhere to run to, and bye now her only ally - Commander Orange -
had abandoned her to her fate; he was too busy engaging Sir. Turquoise, who had managed
to escape from the slaughter that the Baron had caused to the Turquoise ranks and was
even now valiantly attacking the flanks of the Orange troops.
A glance at the status panel showed that Yellow’s life force was fading quickly: 8%, 3%,
1%, Gone.
The General smiled, he always enjoyed getting the first kill, and by now his armies life
force had grown and his clones had replicated. With his, now, formidable fighting force it
was no problem to engulf both Sir. Turquoise and Commander Orange’s brawling armies
and annihilate them. Once again his army grew in size and power. Now if only the Baron
didn’t notice that..., thought the General.
...
“Too late!” yelped the General, now thrown into panic, as he saw the approaching
Baron. His army had also grown in size and power - having fatally injured the Turquoise
army within the opening moments of the battle, and having finally managed to catch the
elusive fleeing form of, or what remained of, Emperor Green.
Gripping the controls harder the General thought quickly, his army doesn’t so completely
outnumber me that this is already over, however unless I can cause him to make a mistake
that allows me to take the upper hand then I will inevitably lose. Maybe I can...
This thought was terminated and replaced by another as the Baron’s angry red troops
broke through the undergrowth that had covered their movements and started to surround
the General’s army. The thought that now throbbed through the panic-stricken mind of
General Violet was simply ’Run!’.
Even as he signaled the retreat and made for what seemed to be the only possible means
of escape the Baron’s blood red control ring appeared at the opening. The General knew
it was over, even before the host of red beings appeared at the opening.
Appendix C: Fanfic 235
There was no escape. His life force was almost depleted and he was surrounded. Then
it was that the Baron decided to communicate:
“Too bad. It was a good game”
The General blinked, gaped, and was generally gobsmacked. Just before his life force
completely failed and his own weary eyes closed in defeat he snarled,
“What!? This is not a game!” were the General’s dying words.
Appendix D: Links 237
Appendix D Links
This section lists various Internet Liquid War related links.
Preamble
The GNU General Public License is a free, copyleft license for software and other kinds of
works.
The licenses for most software and other practical works are designed to take away your
freedom to share and change the works. By contrast, the GNU General Public License is
intended to guarantee your freedom to share and change all versions of a program—to make
sure it remains free software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to any other work
released this way by its authors. You can apply it to your programs, too.
When we speak of free software, we are referring to freedom, not price. Our General
Public Licenses are designed to make sure that you have the freedom to distribute copies
of free software (and charge for them if you wish), that you receive source code or can get
it if you want it, that you can change the software or use pieces of it in new free programs,
and that you know you can do these things.
To protect your rights, we need to prevent others from denying you these rights or asking
you to surrender the rights. Therefore, you have certain responsibilities if you distribute
copies of the software, or if you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether gratis or for a fee, you
must pass on to the recipients the same freedoms that you received. You must make sure
that they, too, receive or can get the source code. And you must show them these terms so
they know their rights.
Developers that use the GNU GPL protect your rights with two steps: (1) assert copy-
right on the software, and (2) offer you this License giving you legal permission to copy,
distribute and/or modify it.
For the developers’ and authors’ protection, the GPL clearly explains that there is no
warranty for this free software. For both users’ and authors’ sake, the GPL requires that
modified versions be marked as changed, so that their problems will not be attributed
erroneously to authors of previous versions.
Some devices are designed to deny users access to install or run modified versions of the
software inside them, although the manufacturer can do so. This is fundamentally incom-
patible with the aim of protecting users’ freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to use, which is pre-
cisely where it is most unacceptable. Therefore, we have designed this version of the GPL
to prohibit the practice for those products. If such problems arise substantially in other
domains, we stand ready to extend this provision to those domains in future versions of the
GPL, as needed to protect the freedom of users.
240 Liquid War 6
Finally, every program is threatened constantly by software patents. States should not
allow patents to restrict development and use of software on general-purpose computers, but
in those that do, we wish to avoid the special danger that patents applied to a free program
could make it effectively proprietary. To prevent this, the GPL assures that patents cannot
be used to render the program non-free.
The precise terms and conditions for copying, distribution and modification follow.
The “System Libraries” of an executable work include anything, other than the work as
a whole, that (a) is included in the normal form of packaging a Major Component, but
which is not part of that Major Component, and (b) serves only to enable use of the
work with that Major Component, or to implement a Standard Interface for which an
implementation is available to the public in source code form. A “Major Component”,
in this context, means a major essential component (kernel, window system, and so
on) of the specific operating system (if any) on which the executable work runs, or a
compiler used to produce the work, or an object code interpreter used to run it.
The “Corresponding Source” for a work in object code form means all the source code
needed to generate, install, and (for an executable work) run the object code and to
modify the work, including scripts to control those activities. However, it does not
include the work’s System Libraries, or general-purpose tools or generally available
free programs which are used unmodified in performing those activities but which are
not part of the work. For example, Corresponding Source includes interface definition
files associated with source files for the work, and the source code for shared libraries
and dynamically linked subprograms that the work is specifically designed to require,
such as by intimate data communication or control flow between those subprograms
and other parts of the work.
The Corresponding Source need not include anything that users can regenerate auto-
matically from other parts of the Corresponding Source.
The Corresponding Source for a work in source code form is that same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of copyright on the
Program, and are irrevocable provided the stated conditions are met. This License ex-
plicitly affirms your unlimited permission to run the unmodified Program. The output
from running a covered work is covered by this License only if the output, given its
content, constitutes a covered work. This License acknowledges your rights of fair use
or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not convey, without
conditions so long as your license otherwise remains in force. You may convey covered
works to others for the sole purpose of having them make modifications exclusively
for you, or provide you with facilities for running those works, provided that you
comply with the terms of this License in conveying all material for which you do not
control copyright. Those thus making or running the covered works for you must do
so exclusively on your behalf, under your direction and control, on terms that prohibit
them from making any copies of your copyrighted material outside their relationship
with you.
Conveying under any other circumstances is permitted solely under the conditions
stated below. Sublicensing is not allowed; section 10 makes it unnecessary.
3. Protecting Users’ Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological measure under
any applicable law fulfilling obligations under article 11 of the WIPO copyright treaty
adopted on 20 December 1996, or similar laws prohibiting or restricting circumvention
of such measures.
242 Liquid War 6
When you convey a covered work, you waive any legal power to forbid circumvention of
technological measures to the extent such circumvention is effected by exercising rights
under this License with respect to the covered work, and you disclaim any intention
to limit operation or modification of the work as a means of enforcing, against the
work’s users, your or third parties’ legal rights to forbid circumvention of technological
measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program’s source code as you receive it, in any
medium, provided that you conspicuously and appropriately publish on each copy an
appropriate copyright notice; keep intact all notices stating that this License and any
non-permissive terms added in accord with section 7 apply to the code; keep intact all
notices of the absence of any warranty; and give all recipients a copy of this License
along with the Program.
You may charge any price or no price for each copy that you convey, and you may offer
support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to produce it from
the Program, in the form of source code under the terms of section 4, provided that
you also meet all of these conditions:
a. The work must carry prominent notices stating that you modified it, and giving a
relevant date.
b. The work must carry prominent notices stating that it is released under this Li-
cense and any conditions added under section 7. This requirement modifies the
requirement in section 4 to “keep intact all notices”.
c. You must license the entire work, as a whole, under this License to anyone who
comes into possession of a copy. This License will therefore apply, along with any
applicable section 7 additional terms, to the whole of the work, and all its parts,
regardless of how they are packaged. This License gives no permission to license
the work in any other way, but it does not invalidate such permission if you have
separately received it.
d. If the work has interactive user interfaces, each must display Appropriate Legal
Notices; however, if the Program has interactive interfaces that do not display
Appropriate Legal Notices, your work need not make them do so.
A compilation of a covered work with other separate and independent works, which
are not by their nature extensions of the covered work, and which are not combined
with it such as to form a larger program, in or on a volume of a storage or distribution
medium, is called an “aggregate” if the compilation and its resulting copyright are
not used to limit the access or legal rights of the compilation’s users beyond what the
individual works permit. Inclusion of a covered work in an aggregate does not cause
this License to apply to the other parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms of sections 4 and
5, provided that you also convey the machine-readable Corresponding Source under
the terms of this License, in one of these ways:
Appendix E: GNU GENERAL PUBLIC LICENSE 243
a. Convey the object code in, or embodied in, a physical product (including a phys-
ical distribution medium), accompanied by the Corresponding Source fixed on a
durable physical medium customarily used for software interchange.
b. Convey the object code in, or embodied in, a physical product (including a physi-
cal distribution medium), accompanied by a written offer, valid for at least three
years and valid for as long as you offer spare parts or customer support for that
product model, to give anyone who possesses the object code either (1) a copy of
the Corresponding Source for all the software in the product that is covered by this
License, on a durable physical medium customarily used for software interchange,
for a price no more than your reasonable cost of physically performing this con-
veying of source, or (2) access to copy the Corresponding Source from a network
server at no charge.
c. Convey individual copies of the object code with a copy of the written offer to
provide the Corresponding Source. This alternative is allowed only occasionally
and noncommercially, and only if you received the object code with such an offer,
in accord with subsection 6b.
d. Convey the object code by offering access from a designated place (gratis or for
a charge), and offer equivalent access to the Corresponding Source in the same
way through the same place at no further charge. You need not require recipients
to copy the Corresponding Source along with the object code. If the place to
copy the object code is a network server, the Corresponding Source may be on
a different server (operated by you or a third party) that supports equivalent
copying facilities, provided you maintain clear directions next to the object code
saying where to find the Corresponding Source. Regardless of what server hosts
the Corresponding Source, you remain obligated to ensure that it is available for
as long as needed to satisfy these requirements.
e. Convey the object code using peer-to-peer transmission, provided you inform other
peers where the object code and Corresponding Source of the work are being offered
to the general public at no charge under subsection 6d.
A separable portion of the object code, whose source code is excluded from the Cor-
responding Source as a System Library, need not be included in conveying the object
code work.
A “User Product” is either (1) a “consumer product”, which means any tangible per-
sonal property which is normally used for personal, family, or household purposes, or
(2) anything designed or sold for incorporation into a dwelling. In determining whether
a product is a consumer product, doubtful cases shall be resolved in favor of coverage.
For a particular product received by a particular user, “normally used” refers to a
typical or common use of that class of product, regardless of the status of the par-
ticular user or of the way in which the particular user actually uses, or expects or is
expected to use, the product. A product is a consumer product regardless of whether
the product has substantial commercial, industrial or non-consumer uses, unless such
uses represent the only significant mode of use of the product.
“Installation Information” for a User Product means any methods, procedures, autho-
rization keys, or other information required to install and execute modified versions of a
covered work in that User Product from a modified version of its Corresponding Source.
244 Liquid War 6
The information must suffice to ensure that the continued functioning of the modified
object code is in no case prevented or interfered with solely because modification has
been made.
If you convey an object code work under this section in, or with, or specifically for
use in, a User Product, and the conveying occurs as part of a transaction in which
the right of possession and use of the User Product is transferred to the recipient in
perpetuity or for a fixed term (regardless of how the transaction is characterized),
the Corresponding Source conveyed under this section must be accompanied by the
Installation Information. But this requirement does not apply if neither you nor any
third party retains the ability to install modified object code on the User Product (for
example, the work has been installed in ROM).
The requirement to provide Installation Information does not include a requirement
to continue to provide support service, warranty, or updates for a work that has been
modified or installed by the recipient, or for the User Product in which it has been
modified or installed. Access to a network may be denied when the modification itself
materially and adversely affects the operation of the network or violates the rules and
protocols for communication across the network.
Corresponding Source conveyed, and Installation Information provided, in accord with
this section must be in a format that is publicly documented (and with an implementa-
tion available to the public in source code form), and must require no special password
or key for unpacking, reading or copying.
7. Additional Terms.
“Additional permissions” are terms that supplement the terms of this License by mak-
ing exceptions from one or more of its conditions. Additional permissions that are
applicable to the entire Program shall be treated as though they were included in this
License, to the extent that they are valid under applicable law. If additional permis-
sions apply only to part of the Program, that part may be used separately under those
permissions, but the entire Program remains governed by this License without regard
to the additional permissions.
When you convey a copy of a covered work, you may at your option remove any
additional permissions from that copy, or from any part of it. (Additional permissions
may be written to require their own removal in certain cases when you modify the
work.) You may place additional permissions on material, added by you to a covered
work, for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you add to a covered
work, you may (if authorized by the copyright holders of that material) supplement
the terms of this License with terms:
a. Disclaiming warranty or limiting liability differently from the terms of sections 15
and 16 of this License; or
b. Requiring preservation of specified reasonable legal notices or author attributions
in that material or in the Appropriate Legal Notices displayed by works containing
it; or
c. Prohibiting misrepresentation of the origin of that material, or requiring that mod-
ified versions of such material be marked in reasonable ways as different from the
original version; or
Appendix E: GNU GENERAL PUBLIC LICENSE 245
d. Limiting the use for publicity purposes of names of licensors or authors of the
material; or
e. Declining to grant rights under trademark law for use of some trade names, trade-
marks, or service marks; or
f. Requiring indemnification of licensors and authors of that material by anyone who
conveys the material (or modified versions of it) with contractual assumptions
of liability to the recipient, for any liability that these contractual assumptions
directly impose on those licensors and authors.
All other non-permissive additional terms are considered “further restrictions” within
the meaning of section 10. If the Program as you received it, or any part of it, con-
tains a notice stating that it is governed by this License along with a term that is a
further restriction, you may remove that term. If a license document contains a further
restriction but permits relicensing or conveying under this License, you may add to a
covered work material governed by the terms of that license document, provided that
the further restriction does not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you must place, in the
relevant source files, a statement of the additional terms that apply to those files, or a
notice indicating where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the form of a sep-
arately written license, or stated as exceptions; the above requirements apply either
way.
8. Termination.
You may not propagate or modify a covered work except as expressly provided un-
der this License. Any attempt otherwise to propagate or modify it is void, and will
automatically terminate your rights under this License (including any patent licenses
granted under the third paragraph of section 11).
However, if you cease all violation of this License, then your license from a particular
copyright holder is reinstated (a) provisionally, unless and until the copyright holder
explicitly and finally terminates your license, and (b) permanently, if the copyright
holder fails to notify you of the violation by some reasonable means prior to 60 days
after the cessation.
Moreover, your license from a particular copyright holder is reinstated permanently if
the copyright holder notifies you of the violation by some reasonable means, this is the
first time you have received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after your receipt of the
notice.
Termination of your rights under this section does not terminate the licenses of parties
who have received copies or rights from you under this License. If your rights have
been terminated and not permanently reinstated, you do not qualify to receive new
licenses for the same material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or run a copy of the
Program. Ancillary propagation of a covered work occurring solely as a consequence of
using peer-to-peer transmission to receive a copy likewise does not require acceptance.
246 Liquid War 6
However, nothing other than this License grants you permission to propagate or modify
any covered work. These actions infringe copyright if you do not accept this License.
Therefore, by modifying or propagating a covered work, you indicate your acceptance
of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically receives a license
from the original licensors, to run, modify and propagate that work, subject to this
License. You are not responsible for enforcing compliance by third parties with this
License.
An “entity transaction” is a transaction transferring control of an organization, or
substantially all assets of one, or subdividing an organization, or merging organizations.
If propagation of a covered work results from an entity transaction, each party to that
transaction who receives a copy of the work also receives whatever licenses to the work
the party’s predecessor in interest had or could give under the previous paragraph, plus
a right to possession of the Corresponding Source of the work from the predecessor in
interest, if the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the rights granted or
affirmed under this License. For example, you may not impose a license fee, royalty, or
other charge for exercise of rights granted under this License, and you may not initiate
litigation (including a cross-claim or counterclaim in a lawsuit) alleging that any patent
claim is infringed by making, using, selling, offering for sale, or importing the Program
or any portion of it.
11. Patents.
A “contributor” is a copyright holder who authorizes use under this License of the
Program or a work on which the Program is based. The work thus licensed is called
the contributor’s “contributor version”.
A contributor’s “essential patent claims” are all patent claims owned or controlled by
the contributor, whether already acquired or hereafter acquired, that would be infringed
by some manner, permitted by this License, of making, using, or selling its contributor
version, but do not include claims that would be infringed only as a consequence of
further modification of the contributor version. For purposes of this definition, “con-
trol” includes the right to grant patent sublicenses in a manner consistent with the
requirements of this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free patent license
under the contributor’s essential patent claims, to make, use, sell, offer for sale, import
and otherwise run, modify and propagate the contents of its contributor version.
In the following three paragraphs, a “patent license” is any express agreement or com-
mitment, however denominated, not to enforce a patent (such as an express permission
to practice a patent or covenant not to sue for patent infringement). To “grant” such
a patent license to a party means to make such an agreement or commitment not to
enforce a patent against the party.
If you convey a covered work, knowingly relying on a patent license, and the Corre-
sponding Source of the work is not available for anyone to copy, free of charge and under
the terms of this License, through a publicly available network server or other readily
accessible means, then you must either (1) cause the Corresponding Source to be so
Appendix E: GNU GENERAL PUBLIC LICENSE 247
available, or (2) arrange to deprive yourself of the benefit of the patent license for this
particular work, or (3) arrange, in a manner consistent with the requirements of this
License, to extend the patent license to downstream recipients. “Knowingly relying”
means you have actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient’s use of the covered work in a country,
would infringe one or more identifiable patents in that country that you have reason
to believe are valid.
If, pursuant to or in connection with a single transaction or arrangement, you convey,
or propagate by procuring conveyance of, a covered work, and grant a patent license
to some of the parties receiving the covered work authorizing them to use, propagate,
modify or convey a specific copy of the covered work, then the patent license you grant
is automatically extended to all recipients of the covered work and works based on it.
A patent license is “discriminatory” if it does not include within the scope of its cover-
age, prohibits the exercise of, or is conditioned on the non-exercise of one or more of the
rights that are specifically granted under this License. You may not convey a covered
work if you are a party to an arrangement with a third party that is in the business of
distributing software, under which you make payment to the third party based on the
extent of your activity of conveying the work, and under which the third party grants,
to any of the parties who would receive the covered work from you, a discriminatory
patent license (a) in connection with copies of the covered work conveyed by you (or
copies made from those copies), or (b) primarily for and in connection with specific
products or compilations that contain the covered work, unless you entered into that
arrangement, or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting any implied license or
other defenses to infringement that may otherwise be available to you under applicable
patent law.
12. No Surrender of Others’ Freedom.
If conditions are imposed on you (whether by court order, agreement or otherwise) that
contradict the conditions of this License, they do not excuse you from the conditions
of this License. If you cannot convey a covered work so as to satisfy simultaneously
your obligations under this License and any other pertinent obligations, then as a
consequence you may not convey it at all. For example, if you agree to terms that
obligate you to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this License would
be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have permission to link or
combine any covered work with a work licensed under version 3 of the GNU Affero
General Public License into a single combined work, and to convey the resulting work.
The terms of this License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License, section 13,
concerning interaction through a network will apply to the combination as such.
14. Revised Versions of this License.
248 Liquid War 6
The Free Software Foundation may publish revised and/or new versions of the GNU
General Public License from time to time. Such new versions will be similar in spirit
to the present version, but may differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Program specifies that
a certain numbered version of the GNU General Public License “or any later version”
applies to it, you have the option of following the terms and conditions either of that
numbered version or of any later version published by the Free Software Foundation.
If the Program does not specify a version number of the GNU General Public License,
you may choose any version ever published by the Free Software Foundation.
If the Program specifies that a proxy can decide which future versions of the GNU
General Public License can be used, that proxy’s public statement of acceptance of a
version permanently authorizes you to choose that version for the Program.
Later license versions may give you additional or different permissions. However, no
additional obligations are imposed on any author or copyright holder as a result of your
choosing to follow a later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PER-
MITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN
WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE
THE PROGRAM “AS IS” WITHOUT WARRANTY OF ANY KIND, EITHER EX-
PRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE
OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFEC-
TIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR
CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN
WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO
MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE
LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, IN-
CIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR
INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO
LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUS-
TAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM
TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR
OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAM-
AGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided above cannot be given
local legal effect according to their terms, reviewing courts shall apply local law that
most closely approximates an absolute waiver of all civil liability in connection with
the Program, unless a warranty or assumption of liability accompanies a copy of the
Program in return for a fee.
Appendix E: GNU GENERAL PUBLIC LICENSE 249
You should have received a copy of the GNU General Public License
along with this program. If not, see http://www.gnu.org/licenses/.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short notice like this when it
starts in an interactive mode:
program Copyright (C) year name of author
This program comes with ABSOLUTELY NO WARRANTY; for details type ‘show w’.
This is free software, and you are welcome to redistribute it
under certain conditions; type ‘show c’ for details.
The hypothetical commands ‘show w’ and ‘show c’ should show the appropriate parts of
the General Public License. Of course, your program’s commands might be different; for a
GUI interface, you would use an “about box”.
You should also get your employer (if you work as a programmer) or school, if any, to
sign a “copyright disclaimer” for the program, if necessary. For more information on this,
and how to apply and follow the GNU GPL, see http://www.gnu.org/licenses/.
The GNU General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may consider it more
useful to permit linking proprietary applications with the library. If this is what you want
to do, use the GNU Lesser General Public License instead of this License. But first, please
read http://www.gnu.org/philosophy/why-not-lgpl.html.
Appendix F: GNU Free Documentation License 251
under this License. If a section does not fit the above definition of Secondary then it is
not allowed to be designated as Invariant. The Document may contain zero Invariant
Sections. If the Document does not identify any Invariant Sections then there are none.
The “Cover Texts” are certain short passages of text that are listed, as Front-Cover
Texts or Back-Cover Texts, in the notice that says that the Document is released under
this License. A Front-Cover Text may be at most 5 words, and a Back-Cover Text may
be at most 25 words.
A “Transparent” copy of the Document means a machine-readable copy, represented
in a format whose specification is available to the general public, that is suitable for
revising the document straightforwardly with generic text editors or (for images com-
posed of pixels) generic paint programs or (for drawings) some widely available drawing
editor, and that is suitable for input to text formatters or for automatic translation to
a variety of formats suitable for input to text formatters. A copy made in an otherwise
Transparent file format whose markup, or absence of markup, has been arranged to
thwart or discourage subsequent modification by readers is not Transparent. An image
format is not Transparent if used for any substantial amount of text. A copy that is
not “Transparent” is called “Opaque”.
Examples of suitable formats for Transparent copies include plain ascii without
markup, Texinfo input format, LaTEX input format, SGML or XML using a publicly
available DTD, and standard-conforming simple HTML, PostScript or PDF designed
for human modification. Examples of transparent image formats include PNG, XCF
and JPG. Opaque formats include proprietary formats that can be read and edited
only by proprietary word processors, SGML or XML for which the DTD and/or
processing tools are not generally available, and the machine-generated HTML,
PostScript or PDF produced by some word processors for output purposes only.
The “Title Page” means, for a printed book, the title page itself, plus such following
pages as are needed to hold, legibly, the material this License requires to appear in the
title page. For works in formats which do not have any title page as such, “Title Page”
means the text near the most prominent appearance of the work’s title, preceding the
beginning of the body of the text.
The “publisher” means any person or entity that distributes copies of the Document
to the public.
A section “Entitled XYZ” means a named subunit of the Document whose title either
is precisely XYZ or contains XYZ in parentheses following text that translates XYZ in
another language. (Here XYZ stands for a specific section name mentioned below, such
as “Acknowledgements”, “Dedications”, “Endorsements”, or “History”.) To “Preserve
the Title” of such a section when you modify the Document means that it remains a
section “Entitled XYZ” according to this definition.
The Document may include Warranty Disclaimers next to the notice which states that
this License applies to the Document. These Warranty Disclaimers are considered to
be included by reference in this License, but only as regards disclaiming warranties:
any other implication that these Warranty Disclaimers may have is void and has no
effect on the meaning of this License.
2. VERBATIM COPYING
Appendix F: GNU Free Documentation License 253
You may copy and distribute the Document in any medium, either commercially or
noncommercially, provided that this License, the copyright notices, and the license
notice saying this License applies to the Document are reproduced in all copies, and
that you add no other conditions whatsoever to those of this License. You may not use
technical measures to obstruct or control the reading or further copying of the copies
you make or distribute. However, you may accept compensation in exchange for copies.
If you distribute a large enough number of copies you must also follow the conditions
in section 3.
You may also lend copies, under the same conditions stated above, and you may publicly
display copies.
3. COPYING IN QUANTITY
If you publish printed copies (or copies in media that commonly have printed covers) of
the Document, numbering more than 100, and the Document’s license notice requires
Cover Texts, you must enclose the copies in covers that carry, clearly and legibly, all
these Cover Texts: Front-Cover Texts on the front cover, and Back-Cover Texts on
the back cover. Both covers must also clearly and legibly identify you as the publisher
of these copies. The front cover must present the full title with all words of the title
equally prominent and visible. You may add other material on the covers in addition.
Copying with changes limited to the covers, as long as they preserve the title of the
Document and satisfy these conditions, can be treated as verbatim copying in other
respects.
If the required texts for either cover are too voluminous to fit legibly, you should put
the first ones listed (as many as fit reasonably) on the actual cover, and continue the
rest onto adjacent pages.
If you publish or distribute Opaque copies of the Document numbering more than 100,
you must either include a machine-readable Transparent copy along with each Opaque
copy, or state in or with each Opaque copy a computer-network location from which
the general network-using public has access to download using public-standard network
protocols a complete Transparent copy of the Document, free of added material. If
you use the latter option, you must take reasonably prudent steps, when you begin
distribution of Opaque copies in quantity, to ensure that this Transparent copy will
remain thus accessible at the stated location until at least one year after the last time
you distribute an Opaque copy (directly or through your agents or retailers) of that
edition to the public.
It is requested, but not required, that you contact the authors of the Document well
before redistributing any large number of copies, to give them a chance to provide you
with an updated version of the Document.
4. MODIFICATIONS
You may copy and distribute a Modified Version of the Document under the conditions
of sections 2 and 3 above, provided that you release the Modified Version under precisely
this License, with the Modified Version filling the role of the Document, thus licensing
distribution and modification of the Modified Version to whoever possesses a copy of
it. In addition, you must do these things in the Modified Version:
A. Use in the Title Page (and on the covers, if any) a title distinct from that of the
Document, and from those of previous versions (which should, if there were any,
254 Liquid War 6
be listed in the History section of the Document). You may use the same title as
a previous version if the original publisher of that version gives permission.
B. List on the Title Page, as authors, one or more persons or entities responsible for
authorship of the modifications in the Modified Version, together with at least five
of the principal authors of the Document (all of its principal authors, if it has fewer
than five), unless they release you from this requirement.
C. State on the Title page the name of the publisher of the Modified Version, as the
publisher.
D. Preserve all the copyright notices of the Document.
E. Add an appropriate copyright notice for your modifications adjacent to the other
copyright notices.
F. Include, immediately after the copyright notices, a license notice giving the public
permission to use the Modified Version under the terms of this License, in the form
shown in the Addendum below.
G. Preserve in that license notice the full lists of Invariant Sections and required Cover
Texts given in the Document’s license notice.
H. Include an unaltered copy of this License.
I. Preserve the section Entitled “History”, Preserve its Title, and add to it an item
stating at least the title, year, new authors, and publisher of the Modified Version
as given on the Title Page. If there is no section Entitled “History” in the Docu-
ment, create one stating the title, year, authors, and publisher of the Document
as given on its Title Page, then add an item describing the Modified Version as
stated in the previous sentence.
J. Preserve the network location, if any, given in the Document for public access to
a Transparent copy of the Document, and likewise the network locations given in
the Document for previous versions it was based on. These may be placed in the
“History” section. You may omit a network location for a work that was published
at least four years before the Document itself, or if the original publisher of the
version it refers to gives permission.
K. For any section Entitled “Acknowledgements” or “Dedications”, Preserve the Title
of the section, and preserve in the section all the substance and tone of each of the
contributor acknowledgements and/or dedications given therein.
L. Preserve all the Invariant Sections of the Document, unaltered in their text and
in their titles. Section numbers or the equivalent are not considered part of the
section titles.
M. Delete any section Entitled “Endorsements”. Such a section may not be included
in the Modified Version.
N. Do not retitle any existing section to be Entitled “Endorsements” or to conflict in
title with any Invariant Section.
O. Preserve any Warranty Disclaimers.
If the Modified Version includes new front-matter sections or appendices that qualify
as Secondary Sections and contain no material copied from the Document, you may at
your option designate some or all of these sections as invariant. To do this, add their
Appendix F: GNU Free Documentation License 255
titles to the list of Invariant Sections in the Modified Version’s license notice. These
titles must be distinct from any other section titles.
You may add a section Entitled “Endorsements”, provided it contains nothing but
endorsements of your Modified Version by various parties—for example, statements of
peer review or that the text has been approved by an organization as the authoritative
definition of a standard.
You may add a passage of up to five words as a Front-Cover Text, and a passage of up
to 25 words as a Back-Cover Text, to the end of the list of Cover Texts in the Modified
Version. Only one passage of Front-Cover Text and one of Back-Cover Text may be
added by (or through arrangements made by) any one entity. If the Document already
includes a cover text for the same cover, previously added by you or by arrangement
made by the same entity you are acting on behalf of, you may not add another; but
you may replace the old one, on explicit permission from the previous publisher that
added the old one.
The author(s) and publisher(s) of the Document do not by this License give permission
to use their names for publicity for or to assert or imply endorsement of any Modified
Version.
5. COMBINING DOCUMENTS
You may combine the Document with other documents released under this License,
under the terms defined in section 4 above for modified versions, provided that you
include in the combination all of the Invariant Sections of all of the original documents,
unmodified, and list them all as Invariant Sections of your combined work in its license
notice, and that you preserve all their Warranty Disclaimers.
The combined work need only contain one copy of this License, and multiple identical
Invariant Sections may be replaced with a single copy. If there are multiple Invariant
Sections with the same name but different contents, make the title of each such section
unique by adding at the end of it, in parentheses, the name of the original author or
publisher of that section if known, or else a unique number. Make the same adjustment
to the section titles in the list of Invariant Sections in the license notice of the combined
work.
In the combination, you must combine any sections Entitled “History” in the vari-
ous original documents, forming one section Entitled “History”; likewise combine any
sections Entitled “Acknowledgements”, and any sections Entitled “Dedications”. You
must delete all sections Entitled “Endorsements.”
6. COLLECTIONS OF DOCUMENTS
You may make a collection consisting of the Document and other documents released
under this License, and replace the individual copies of this License in the various
documents with a single copy that is included in the collection, provided that you
follow the rules of this License for verbatim copying of each of the documents in all
other respects.
You may extract a single document from such a collection, and distribute it individu-
ally under this License, provided you insert a copy of this License into the extracted
document, and follow this License in all other respects regarding verbatim copying of
that document.
256 Liquid War 6
Appendix G Indexes
A L
Apple . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Log file . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Arch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
B M
Bug report . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5, 22 Mac OS X . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Microsoft Windows . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
C
Compilation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13, 42 R
CVS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
rules.xml . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
D
Download . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 S
source code . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
G style.xml . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
subversion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
GIT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
SVN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
GPL, GNU General Public License . . . . . . . . . . . 239
H T
hints.xml . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 teams.xml . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
- --bind-port=<value> . . . . . . . . . . . . . . . . . . . . . . . . . 95
--about=<value> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 --blink-cursor=<value> . . . . . . . . . . . . . . . . . . . . . 143
--ambiance-exclude=<value> . . . . . . . . . . . . . . . . . 93 --boost-power=<value> . . . . . . . . . . . . . . . . . . . . . . 100
--ambiance-file=<value> . . . . . . . . . . . . . . . . . . . . . 94 --bot-iq=<value>. . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
--ambiance-filter=<value> . . . . . . . . . . . . . . . . . . 94 --bot-speed=<value> . . . . . . . . . . . . . . . . . . . . . . . . 155
--animation-density=<value> . . . . . . . . . . . . . . . 141 --bot1-ai=<value> . . . . . . . . . . . . . . . . . . . . . . . . . . 155
--animation-speed=<value> . . . . . . . . . . . . . . . . . 142 --bot1-color=<value> . . . . . . . . . . . . . . . . . . . . . . . 155
--audit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 --bot2-ai=<value> . . . . . . . . . . . . . . . . . . . . . . . . . . 155
--auto-release-delay=<value> . . . . . . . . . . . . . . . 87 --bot2-color=<value> . . . . . . . . . . . . . . . . . . . . . . . 155
--background-color-auto=<value> . . . . . . . . . . 135 --bot3-ai=<value> . . . . . . . . . . . . . . . . . . . . . . . . . . 156
--background-color-root-bg=<value> . . . . . . . 142 --bot3-color=<value> . . . . . . . . . . . . . . . . . . . . . . . 156
--background-color-root-fg=<value> . . . . . . . 142 --bot4-ai=<value> . . . . . . . . . . . . . . . . . . . . . . . . . . 156
--background-color-stuff-bg=<value> . . . . . . 142 --bot4-color=<value> . . . . . . . . . . . . . . . . . . . . . . . 156
--background-color-stuff-fg=<value> . . . . . . 143 --bot5-ai=<value> . . . . . . . . . . . . . . . . . . . . . . . . . . 156
--background-style=<value> . . . . . . . . . . . . . . . . 143 --bot5-color=<value> . . . . . . . . . . . . . . . . . . . . . . . 157
--base64-decode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159 --bot6-ai=<value> . . . . . . . . . . . . . . . . . . . . . . . . . . 157
--base64-encode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160 --bot6-color=<value> . . . . . . . . . . . . . . . . . . . . . . . 157
--bench . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160 --bot7-ai=<value> . . . . . . . . . . . . . . . . . . . . . . . . . . 157
--bench-value=<value> . . . . . . . . . . . . . . . . . . . . . . 160 --bot7-color=<value> . . . . . . . . . . . . . . . . . . . . . . . 157
--bin-id=<value>. . . . . . . . . . . . . . . . . . . . . . . . . . . . 160 --bot8-ai=<value> . . . . . . . . . . . . . . . . . . . . . . . . . . 158
--bind-ip=<value>. . . . . . . . . . . . . . . . . . . . . . . . . . . . 95 --bot8-color=<value> . . . . . . . . . . . . . . . . . . . . . . . 158
260 Liquid War 6
--show-build-enable-gprof . . . . . . . . . . . . . . . . . . 73 --show-default-script-file . . . . . . . . . . . . . . . . . 80
--show-build-enable-gtk . . . . . . . . . . . . . . . . . . . . . 73 --show-default-user-dir . . . . . . . . . . . . . . . . . . . . . 80
--show-build-enable-instrument . . . . . . . . . . . . . 73 --show-log-file . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
--show-build-enable-mod-caca . . . . . . . . . . . . . . . 73 --show-map-dir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
--show-build-enable-mod-csound . . . . . . . . . . . . . 73 --show-map-path . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
--show-build-enable-mod-gl1 . . . . . . . . . . . . . . . . 74 --show-mod-dir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
--show-build-enable-mod-gles2 . . . . . . . . . . . . . . 74 --show-music-dir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
--show-build-enable-mod-http . . . . . . . . . . . . . . . 74 --show-music-path. . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
--show-build-enable-mod-ogg . . . . . . . . . . . . . . . . 74 --show-prefix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
--show-build-enable-mod-soft . . . . . . . . . . . . . . . 74 --show-run-dir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
--show-build-enable-openmp . . . . . . . . . . . . . . . . . 74 --show-script-file . . . . . . . . . . . . . . . . . . . . . . . . . . 81
--show-build-enable-optimize . . . . . . . . . . . . . . . 74 --show-user-dir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
--show-build-enable-paranoid . . . . . . . . . . . . . . . 75 --side-attack-factor=<value> . . . . . . . . . . . . . . 108
--show-build-enable-profiler . . . . . . . . . . . . . . . 75 --side-defense-factor=<value> . . . . . . . . . . . . . 109
--show-build-enable-valgrind . . . . . . . . . . . . . . . 75 --simulate-basic. . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
--show-build-endianness . . . . . . . . . . . . . . . . . . . . . 75 --simulate-full . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
--show-build-gcc-version . . . . . . . . . . . . . . . . . . . 75 --single-army-size=<value> . . . . . . . . . . . . . . . . 109
--show-build-gnu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 --skip-network=<value> . . . . . . . . . . . . . . . . . . . . . . 97
--show-build-gp2x. . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 --snd-backend=<value> . . . . . . . . . . . . . . . . . . . . . . . 94
--show-build-home-url . . . . . . . . . . . . . . . . . . . . . . . 75 --speed=<value> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
--show-build-host-cpu . . . . . . . . . . . . . . . . . . . . . . . 75 --spread-mode=<value> . . . . . . . . . . . . . . . . . . . . . . 109
--show-build-host-os . . . . . . . . . . . . . . . . . . . . . . . . 76 --spread-thread=<value> . . . . . . . . . . . . . . . . . . . 109
--show-build-hostname . . . . . . . . . . . . . . . . . . . . . . . 76 --spreads-per-round=<value> . . . . . . . . . . . . . . . 110
--show-build-includedir . . . . . . . . . . . . . . . . . . . . . 76 --srv-backends=<value> . . . . . . . . . . . . . . . . . . . . . . 97
--show-build-ldflags . . . . . . . . . . . . . . . . . . . . . . . . 76 --start-blue-x=<value> . . . . . . . . . . . . . . . . . . . . . 110
--show-build-libdir . . . . . . . . . . . . . . . . . . . . . . . . . 76 --start-blue-y=<value> . . . . . . . . . . . . . . . . . . . . . 110
--show-build-license . . . . . . . . . . . . . . . . . . . . . . . . 76 --start-cyan-x=<value> . . . . . . . . . . . . . . . . . . . . . 110
--show-build-localedir . . . . . . . . . . . . . . . . . . . . . . 76 --start-cyan-y=<value> . . . . . . . . . . . . . . . . . . . . . 111
--show-build-mac-os-x . . . . . . . . . . . . . . . . . . . . . . . 76 --start-green-x=<value> . . . . . . . . . . . . . . . . . . . 111
--show-build-md5sum . . . . . . . . . . . . . . . . . . . . . . . . . 76 --start-green-y=<value> . . . . . . . . . . . . . . . . . . . 111
--show-build-ms-windows . . . . . . . . . . . . . . . . . . . . . 77 --start-lightblue-x=<value> . . . . . . . . . . . . . . . 111
--show-build-package-id . . . . . . . . . . . . . . . . . . . . . 77 --start-lightblue-y=<value> . . . . . . . . . . . . . . . 111
--show-build-package-name . . . . . . . . . . . . . . . . . . 77 --start-magenta-x=<value> . . . . . . . . . . . . . . . . . 112
--show-build-package-string . . . . . . . . . . . . . . . . 77 --start-magenta-y=<value> . . . . . . . . . . . . . . . . . 112
--show-build-package-tarname . . . . . . . . . . . . . . . 77 --start-orange-x=<value> . . . . . . . . . . . . . . . . . . 112
--show-build-pointer-size . . . . . . . . . . . . . . . . . . 77 --start-orange-y=<value> . . . . . . . . . . . . . . . . . . 112
--show-build-prefix . . . . . . . . . . . . . . . . . . . . . . . . . 77 --start-pink-x=<value> . . . . . . . . . . . . . . . . . . . . . 112
--show-build-stamp . . . . . . . . . . . . . . . . . . . . . . . . . . 77 --start-pink-y=<value> . . . . . . . . . . . . . . . . . . . . . 113
--show-build-time. . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 --start-position-mode=<value> . . . . . . . . . . . . . 113
--show-build-top-srcdir . . . . . . . . . . . . . . . . . . . . . 78 --start-purple-x=<value> . . . . . . . . . . . . . . . . . . 113
--show-build-unix. . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 --start-purple-y=<value> . . . . . . . . . . . . . . . . . . 113
--show-build-version . . . . . . . . . . . . . . . . . . . . . . . . 78 --start-red-x=<value> . . . . . . . . . . . . . . . . . . . . . . 114
--show-build-version-base . . . . . . . . . . . . . . . . . . 78 --start-red-y=<value> . . . . . . . . . . . . . . . . . . . . . . 114
--show-build-version-major . . . . . . . . . . . . . . . . . 78 --start-yellow-x=<value> . . . . . . . . . . . . . . . . . . 114
--show-build-version-minor . . . . . . . . . . . . . . . . . 78 --start-yellow-y=<value> . . . . . . . . . . . . . . . . . . 114
--show-build-x86 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 --system-color-auto=<value> . . . . . . . . . . . . . . . 140
--show-config-file . . . . . . . . . . . . . . . . . . . . . . . . . . 78 --system-color-bg=<value> . . . . . . . . . . . . . . . . . 149
--show-cwd. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 --system-color-fg=<value> . . . . . . . . . . . . . . . . . 149
--show-data-dir . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 --target-fps=<value> . . . . . . . . . . . . . . . . . . . . . . . 173
--show-default-config-file . . . . . . . . . . . . . . . . . 79 --team-color-blue=<value> . . . . . . . . . . . . . . . . . 150
--show-default-data-dir . . . . . . . . . . . . . . . . . . . . . 79 --team-color-cyan=<value> . . . . . . . . . . . . . . . . . 150
--show-default-log-file . . . . . . . . . . . . . . . . . . . . . 79 --team-color-dead=<value> . . . . . . . . . . . . . . . . . 150
--show-default-map-dir . . . . . . . . . . . . . . . . . . . . . . 79 --team-color-green=<value> . . . . . . . . . . . . . . . . 150
--show-default-map-path . . . . . . . . . . . . . . . . . . . . . 79 --team-color-lightblue=<value> . . . . . . . . . . . 150
--show-default-mod-dir . . . . . . . . . . . . . . . . . . . . . . 79 --team-color-magenta=<value> . . . . . . . . . . . . . . 151
--show-default-music-dir . . . . . . . . . . . . . . . . . . . 80 --team-color-orange=<value> . . . . . . . . . . . . . . . 151
--show-default-music-path . . . . . . . . . . . . . . . . . . 80 --team-color-pink=<value> . . . . . . . . . . . . . . . . . 151
--show-default-prefix . . . . . . . . . . . . . . . . . . . . . . . 80 --team-color-purple=<value> . . . . . . . . . . . . . . . 151
Appendix G: Indexes 263
--team-profile-yellow-weapon-alternate- ambiance-file . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
id=<value> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132 ambiance-filter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
--team-profile-yellow-weapon-id=<value> animation-density . . . . . . . . . . . . . . . . . . . . . . . . . . 141
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132 animation-speed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
--team-profile-yellow-weapon-mode=<value> auto-release-delay . . . . . . . . . . . . . . . . . . . . . . . . . . 87
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
--test . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
--total-armies-size=<value> . . . . . . . . . . . . . . . 132 B
--total-time=<value> . . . . . . . . . . . . . . . . . . . . . . . 133 background-color-auto . . . . . . . . . . . . . . . . . . . . . . 135
--trap-errors=<value> . . . . . . . . . . . . . . . . . . . . . . 173 background-color-root-bg . . . . . . . . . . . . . . . . . . 142
--trojan=<value>. . . . . . . . . . . . . . . . . . . . . . . . . . . . 173 background-color-root-fg . . . . . . . . . . . . . . . . . . 142
--upsize-using-bench-value=<value> . . . . . . . 140 background-color-stuff-bg . . . . . . . . . . . . . . . . . 142
--upsize-using-fighter-scale=<value>. . . . . 140 background-color-stuff-fg . . . . . . . . . . . . . . . . . 143
--use-cursor-texture=<value> . . . . . . . . . . . . . . . 98 background-style. . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
--use-double-click=<value> . . . . . . . . . . . . . . . . . 91 bench-value . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
--use-esc-button=<value> . . . . . . . . . . . . . . . . . . . 91 bin-id . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
--use-hints-xml=<value> . . . . . . . . . . . . . . . . . . . . . 98 bind-ip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
--use-music-file=<value> . . . . . . . . . . . . . . . . . . . 99 bind-port . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
--use-rules-xml=<value> . . . . . . . . . . . . . . . . . . . . . 99 blink-cursor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
--use-style-xml=<value> . . . . . . . . . . . . . . . . . . . . . 99 boost-power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
--use-team-profiles=<value> . . . . . . . . . . . . . . . 133 bot-iq . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
--use-teams-xml=<value> . . . . . . . . . . . . . . . . . . . . . 99 bot-speed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
--use-texture=<value> . . . . . . . . . . . . . . . . . . . . . . 100 bot1-ai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
--user-dir=<value> . . . . . . . . . . . . . . . . . . . . . . . . . . 84 bot1-color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
--version . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 bot2-ai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
--vertical-move=<value> . . . . . . . . . . . . . . . . . . . 133 bot2-color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
--view-color-auto=<value> . . . . . . . . . . . . . . . . . 141 bot3-ai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
--view-color-cursor-bg=<value> . . . . . . . . . . . 152 bot3-color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
--view-color-cursor-fg=<value> . . . . . . . . . . . 152 bot4-ai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
--view-color-map-bg=<value> . . . . . . . . . . . . . . . 152 bot4-color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
--view-color-map-fg=<value> . . . . . . . . . . . . . . . 152 bot5-ai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
--view-style=<value> . . . . . . . . . . . . . . . . . . . . . . . 153 bot5-color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
--wall-grease=<value> . . . . . . . . . . . . . . . . . . . . . . 141 bot6-ai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
--water-volume=<value> . . . . . . . . . . . . . . . . . . . . . . 95 bot6-color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
--waves=<value> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153 bot7-ai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
--weapon-charge-delay=<value> . . . . . . . . . . . . . 133 bot7-color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
--weapon-charge-max=<value> . . . . . . . . . . . . . . . 134 bot8-ai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
--weapon-duration=<value> . . . . . . . . . . . . . . . . . 134 bot8-color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
--weapon-tune-berzerk-power=<value> . . . . . . 134 bot9-ai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
--weapon-tune-turbo-power=<value> . . . . . . . . 134 bot9-color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
--width=<value> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93 broadcast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
--windowed-mode-limit=<value> . . . . . . . . . . . . . . 93
--x-polarity=<value> . . . . . . . . . . . . . . . . . . . . . . . 134
--x-wrap=<value>. . . . . . . . . . . . . . . . . . . . . . . . . . . . 153 C
--y-polarity=<value> . . . . . . . . . . . . . . . . . . . . . . . 135 c-gettext . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
--y-wrap=<value>. . . . . . . . . . . . . . . . . . . . . . . . . . . . 153 c-lw6-exit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
--z-decode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173 c-lw6-get-ret . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
--z-encode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174 c-lw6-release . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
--z-polarity=<value> . . . . . . . . . . . . . . . . . . . . . . . 135 c-lw6-set-ret . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
--zoom-max=<value> . . . . . . . . . . . . . . . . . . . . . . . . . 154 c-lw6bot-get-backends . . . . . . . . . . . . . . . . . . . . . . 174
--zoom-min=<value> . . . . . . . . . . . . . . . . . . . . . . . . . 154 c-lw6bot-new . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
--zoom-step=<value> . . . . . . . . . . . . . . . . . . . . . . . . . 91 c-lw6bot-next-move . . . . . . . . . . . . . . . . . . . . . . . . . 174
--zoom-stick-delay=<value> . . . . . . . . . . . . . . . . . 91 c-lw6cfg-defaults . . . . . . . . . . . . . . . . . . . . . . . . . . 175
--zoom=<value> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154 c-lw6cfg-get-option . . . . . . . . . . . . . . . . . . . . . . . . 175
c-lw6cfg-init . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
c-lw6cfg-load . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
A c-lw6cfg-option-exists . . . . . . . . . . . . . . . . . . . . . 175
ambiance-exclude . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93 c-lw6cfg-quit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
Appendix G: Indexes 265
c-lw6sys-get-user-dir . . . . . . . . . . . . . . . . . . . . . . 210 D
c-lw6sys-get-username . . . . . . . . . . . . . . . . . . . . . . 210 danger-power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
c-lw6sys-getenv . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210 debug-layer-id . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
c-lw6sys-getenv-prefixed . . . . . . . . . . . . . . . . . . 210 debug-team-id . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
c-lw6sys-idle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210 dialog-timeout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
c-lw6sys-log . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210 dirty-read . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
c-lw6sys-log-get-backtrace-mode . . . . . . . . . . 210 display-background . . . . . . . . . . . . . . . . . . . . . . . . . 162
c-lw6sys-log-get-level . . . . . . . . . . . . . . . . . . . . . 210 display-console . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
c-lw6sys-log-set-backtrace-mode . . . . . . . . . . 211 display-cursors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
c-lw6sys-log-set-dialog-timeout . . . . . . . . . . 211 display-debug-gradient . . . . . . . . . . . . . . . . . . . . . 163
c-lw6sys-log-set-level . . . . . . . . . . . . . . . . . . . . . 211 display-debug-zones . . . . . . . . . . . . . . . . . . . . . . . . 163
c-lw6sys-megabytes-available . . . . . . . . . . . . . . 211 display-fighters. . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
c-lw6sys-openmp-get-num-procs . . . . . . . . . . . . . 211 display-fps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
c-lw6sys-path-concat . . . . . . . . . . . . . . . . . . . . . . . 211 display-hud . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
c-lw6sys-path-file-only . . . . . . . . . . . . . . . . . . . 211 display-log . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
c-lw6sys-path-parent . . . . . . . . . . . . . . . . . . . . . . . 211 display-map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
c-lw6sys-path-split . . . . . . . . . . . . . . . . . . . . . . . . 211 display-menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
c-lw6sys-set-memory-bazooka-eraser . . . . . . . 211 display-meta . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
c-lw6sys-set-memory-bazooka-size . . . . . . . . . 212 display-mouse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
c-lw6sys-signal-custom . . . . . . . . . . . . . . . . . . . . . 212 display-mps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
c-lw6sys-signal-default . . . . . . . . . . . . . . . . . . . 212 display-preview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
c-lw6sys-signal-poll-quit . . . . . . . . . . . . . . . . . 212 display-progress. . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
c-lw6sys-signal-send-quit . . . . . . . . . . . . . . . . . 212 display-score . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
c-lw6sys-sleep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212 display-splash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
c-lw6sys-snooze . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212 display-url . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
c-lw6sys-url-canonize . . . . . . . . . . . . . . . . . . . . . . 212 double-click-delay . . . . . . . . . . . . . . . . . . . . . . . . . . 90
c-lw6tsk-loader-get-stage . . . . . . . . . . . . . . . . . 212 downsize-using-bench-value . . . . . . . . . . . . . . . . 136
c-lw6tsk-loader-new . . . . . . . . . . . . . . . . . . . . . . . . 212 downsize-using-fighter-scale . . . . . . . . . . . . . . 136
c-lw6tsk-loader-pop . . . . . . . . . . . . . . . . . . . . . . . . 213
c-lw6tsk-loader-push-gen . . . . . . . . . . . . . . . . . . 213
c-lw6tsk-loader-push-ldr . . . . . . . . . . . . . . . . . . 213 E
capture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 executed-again . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
chosen-map. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98 exp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
cli-backends . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
click-to-focus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
color-alternate-bg . . . . . . . . . . . . . . . . . . . . . . . . . 143 F
color-alternate-fg . . . . . . . . . . . . . . . . . . . . . . . . . 144 fighter-attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
color-base-bg . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144 fighter-defense . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
color-base-fg . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144 fighter-new-health . . . . . . . . . . . . . . . . . . . . . . . . . 102
color-conflict-mode . . . . . . . . . . . . . . . . . . . . . . . . 100 fighter-regenerate . . . . . . . . . . . . . . . . . . . . . . . . . 102
colorize . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144 fighter-scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
colorize-cursor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145 force . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
commands-per-sec. . . . . . . . . . . . . . . . . . . . . . . . . . . . 161 frags-fade-out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
cursor-pot-init . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100 frags-mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
cursor-sensitivity . . . . . . . . . . . . . . . . . . . . . . . . . . 88 frags-to-distribute . . . . . . . . . . . . . . . . . . . . . . . . 103
cursor-size . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145 fullscreen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
custom-alt. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 fx-volume . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
custom-ctrl . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
custom-down . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
custom-enter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
G
custom-esc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 gfx-backend . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
custom-left . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 gfx-cpu-usage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
custom-pgdown . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 gfx-debug . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
custom-pgup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 gfx-quality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
custom-right . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 glue-power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
custom-up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 guess-colors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
guess-moves-per-sec . . . . . . . . . . . . . . . . . . . . . . . . 137
Appendix G: Indexes 269
H LW6_BOT3_COLOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
height . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93 LW6_BOT4_AI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
hidden-layer-alpha . . . . . . . . . . . . . . . . . . . . . . . . . 145 LW6_BOT4_COLOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
highest-team-color-allowed . . . . . . . . . . . . . . . . 103 LW6_BOT5_AI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
highest-weapon-allowed . . . . . . . . . . . . . . . . . . . . . 104 LW6_BOT5_COLOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
hud-color-auto . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 LW6_BOT6_AI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
hud-color-frame-bg . . . . . . . . . . . . . . . . . . . . . . . . . 145 LW6_BOT6_COLOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
hud-color-frame-fg . . . . . . . . . . . . . . . . . . . . . . . . . 146 LW6_BOT7_AI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
hud-color-text-bg . . . . . . . . . . . . . . . . . . . . . . . . . . 146 LW6_BOT7_COLOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
hud-color-text-fg . . . . . . . . . . . . . . . . . . . . . . . . . . 146 LW6_BOT8_AI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
hud-style . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146 LW6_BOT8_COLOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
LW6_BOT9_AI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
LW6_BOT9_COLOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
I LW6_BROADCAST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
LW6_CAPTURE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
io-per-sec . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
LW6_CHOSEN_MAP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
LW6_CLI_BACKENDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
LW6_CLICK_TO_FOCUS . . . . . . . . . . . . . . . . . . . . . . . . . . 87
J LW6_COLOR_ALTERNATE_BG . . . . . . . . . . . . . . . . . . . . . 143
jpeg-quality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167 LW6_COLOR_ALTERNATE_FG . . . . . . . . . . . . . . . . . . . . . 144
LW6_COLOR_BASE_BG . . . . . . . . . . . . . . . . . . . . . . . . . . 144
LW6_COLOR_BASE_FG . . . . . . . . . . . . . . . . . . . . . . . . . . 144
K LW6_COLOR_CONFLICT_MODE . . . . . . . . . . . . . . . . . . . 100
keep-ratio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146 LW6_COLORIZE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
known-nodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96 LW6_COLORIZE_CURSOR . . . . . . . . . . . . . . . . . . . . . . . . 145
LW6_COMMANDS_PER_SEC . . . . . . . . . . . . . . . . . . . . . . . 161
LW6_CURSOR_POT_INIT . . . . . . . . . . . . . . . . . . . . . . . . 100
L LW6_CURSOR_SENSITIVITY . . . . . . . . . . . . . . . . . . . . . . 88
loader-sleep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167 LW6_CURSOR_SIZE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
local-bench-delta . . . . . . . . . . . . . . . . . . . . . . . . . . 168 LW6_CUSTOM_ALT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
log-file . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 LW6_CUSTOM_CTRL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
log-level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168 LW6_CUSTOM_DOWN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
log-timeout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168 LW6_CUSTOM_ENTER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
LW6_AMBIANCE_EXCLUDE . . . . . . . . . . . . . . . . . . . . . . . . 93 LW6_CUSTOM_ESC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
LW6_AMBIANCE_FILE. . . . . . . . . . . . . . . . . . . . . . . . . . . . 94 LW6_CUSTOM_LEFT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
LW6_AMBIANCE_FILTER . . . . . . . . . . . . . . . . . . . . . . . . . 94 LW6_CUSTOM_PGDOWN. . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
LW6_ANIMATION_DENSITY . . . . . . . . . . . . . . . . . . . . . . 141 LW6_CUSTOM_PGUP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
LW6_ANIMATION_SPEED . . . . . . . . . . . . . . . . . . . . . . . . 142 LW6_CUSTOM_RIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
LW6_AUTO_RELEASE_DELAY . . . . . . . . . . . . . . . . . . . . . . 87 LW6_CUSTOM_UP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
LW6_BACKGROUND_COLOR_AUTO . . . . . . . . . . . . . . . . . 135 LW6_DANGER_POWER. . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
LW6_BACKGROUND_COLOR_ROOT_BG . . . . . . . . . . . . . . 142 LW6_DEBUG_LAYER_ID . . . . . . . . . . . . . . . . . . . . . . . . . 161
LW6_BACKGROUND_COLOR_ROOT_FG . . . . . . . . . . . . . . 142 LW6_DEBUG_TEAM_ID . . . . . . . . . . . . . . . . . . . . . . . . . . 161
LW6_BACKGROUND_COLOR_STUFF_BG . . . . . . . . . . . . . 142 LW6_DIALOG_TIMEOUT . . . . . . . . . . . . . . . . . . . . . . . . . 162
LW6_BACKGROUND_COLOR_STUFF_FG . . . . . . . . . . . . . 143 LW6_DIRTY_READ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
LW6_BACKGROUND_STYLE . . . . . . . . . . . . . . . . . . . . . . . 143 LW6_DISPLAY_BACKGROUND . . . . . . . . . . . . . . . . . . . . . 162
LW6_BENCH_VALUE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160 LW6_DISPLAY_CONSOLE . . . . . . . . . . . . . . . . . . . . . . . . 162
LW6_BIN_ID . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160 LW6_DISPLAY_CURSORS . . . . . . . . . . . . . . . . . . . . . . . . 163
LW6_BIND_IP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95 LW6_DISPLAY_DEBUG_GRADIENT . . . . . . . . . . . . . . . . 163
LW6_BIND_PORT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95 LW6_DISPLAY_DEBUG_ZONES . . . . . . . . . . . . . . . . . . . 163
LW6_BLINK_CURSOR. . . . . . . . . . . . . . . . . . . . . . . . . . . . 143 LW6_DISPLAY_FIGHTERS . . . . . . . . . . . . . . . . . . . . . . . 163
LW6_BOOST_POWER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100 LW6_DISPLAY_FPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
LW6_BOT_IQ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154 LW6_DISPLAY_HUD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
LW6_BOT_SPEED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155 LW6_DISPLAY_LOG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
LW6_BOT1_AI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155 LW6_DISPLAY_MAP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
LW6_BOT1_COLOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155 LW6_DISPLAY_MENU. . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
LW6_BOT2_AI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155 LW6_DISPLAY_META. . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
LW6_BOT2_COLOR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155 LW6_DISPLAY_MOUSE . . . . . . . . . . . . . . . . . . . . . . . . . . 165
LW6_BOT3_AI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156 LW6_DISPLAY_MPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
270 Liquid War 6
N skip-network . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
nb-attack-tries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106 snd-backend . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
nb-bots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158 speed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
nb-defense-tries. . . . . . . . . . . . . . . . . . . . . . . . . . . . 106 spread-mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
nb-move-tries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107 spread-thread . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
net-log . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170 spreads-per-round . . . . . . . . . . . . . . . . . . . . . . . . . . 110
net-per-sec . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170 srv-backends . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
network-bench-delta . . . . . . . . . . . . . . . . . . . . . . . . 170 start-blue-x . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
network-reliability . . . . . . . . . . . . . . . . . . . . . . . . 171 start-blue-y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
node-description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96 start-cyan-x . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
node-title. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96 start-cyan-y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
start-green-x . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
start-green-y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
O start-lightblue-x . . . . . . . . . . . . . . . . . . . . . . . . . . 111
open-relay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171 start-lightblue-y . . . . . . . . . . . . . . . . . . . . . . . . . . 111
start-magenta-x . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
start-magenta-y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
P start-orange-x . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
start-orange-y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
password . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 start-pink-x . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
pilot-lag . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171 start-pink-y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
pixelize . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149 start-position-mode . . . . . . . . . . . . . . . . . . . . . . . . 113
player1-color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159 start-purple-x . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
player1-control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 start-purple-y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
player1-name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 start-red-x . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
player1-status . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 start-red-y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
player2-color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159 start-yellow-x . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
player2-control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 start-yellow-y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
player2-name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 system-color-auto . . . . . . . . . . . . . . . . . . . . . . . . . . 140
player2-status . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 system-color-bg . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
player3-color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159 system-color-fg . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
player3-control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
player3-name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
player3-status . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 T
player4-color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
target-fps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
player4-control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
team-color-blue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
player4-name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
team-color-cyan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
player4-status . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
team-color-dead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
public-url. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
team-color-green. . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
team-color-lightblue . . . . . . . . . . . . . . . . . . . . . . . 150
R team-color-magenta . . . . . . . . . . . . . . . . . . . . . . . . . 151
team-color-orange . . . . . . . . . . . . . . . . . . . . . . . . . . 151
repeat-delay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 team-color-pink . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
repeat-interval . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 team-color-purple . . . . . . . . . . . . . . . . . . . . . . . . . . 151
resample . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139 team-color-red . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
reset-config-on-upgrade . . . . . . . . . . . . . . . . . . . 172 team-color-yellow . . . . . . . . . . . . . . . . . . . . . . . . . . 152
respawn-delay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107 team-profile-blue-aggressive . . . . . . . . . . . . . . 114
respawn-position-mode . . . . . . . . . . . . . . . . . . . . . . 107 team-profile-blue-fast . . . . . . . . . . . . . . . . . . . . . 115
respawn-team . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107 team-profile-blue-handicap . . . . . . . . . . . . . . . . 115
round-delta . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108 team-profile-blue-mobile . . . . . . . . . . . . . . . . . . 115
rounds-per-sec . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108 team-profile-blue-vulnerable . . . . . . . . . . . . . . 115
team-profile-blue-weapon-alternate-id . . . 116
team-profile-blue-weapon-id . . . . . . . . . . . . . . . 116
S team-profile-blue-weapon-mode . . . . . . . . . . . . . 116
screenshots-per-min . . . . . . . . . . . . . . . . . . . . . . . . 172 team-profile-cyan-aggressive . . . . . . . . . . . . . . 116
side-attack-factor . . . . . . . . . . . . . . . . . . . . . . . . . 108 team-profile-cyan-fast . . . . . . . . . . . . . . . . . . . . . 116
side-defense-factor . . . . . . . . . . . . . . . . . . . . . . . . 109 team-profile-cyan-handicap . . . . . . . . . . . . . . . . 117
single-army-size. . . . . . . . . . . . . . . . . . . . . . . . . . . . 109 team-profile-cyan-mobile . . . . . . . . . . . . . . . . . . 117
274 Liquid War 6
X Z
x-polarity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
z-polarity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
x-wrap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
zoom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
zoom-max . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
Y zoom-min . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
y-polarity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135 zoom-step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
y-wrap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153 zoom-stick-delay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
(Index is nonexistent)