This is reported to work on Windows but not Unix. It also
seems to be no longer maintained.
19) I have a problem because this and that is not working.
Make sure you use the latest "officially released" version.
You will be most cooperative if you try to fix it yourself first.
If you tried everything and you still cannot solve it then post
a help request to rec.games.computer.xpilot or email
xpilot-hacks@nslug.ns.ca.
There are some things that are generally helpful to mention, when relevant:
The XPilot version and where you obtained the distribution.
Your hardware.
Operating system.
Windowing system (X11, ...)
C Compiler used.
Changes you made to configuration files.
Any changes you have made to the source code or installation
procedures.
Any problems you had during installation.
20) What is the meta server? Where can I find other players?
The meta server is a server program that allows people to find other
XPilot servers running on the Internet. XPilot servers can report
their existence to the meta server on startup and every three minutes
of active play. Then other players can query the meta server and
find status information on XPilot games in progress.
The meta server also maintains a nickname database containing all the
nicknames in use by Internet XPiloteers. XPiloteers can add their
nickname interactively and protect it by a password.
The most obvious way to use the meta server is by pressing the
"Internet" button when you start the XPilot client. This will show you
a screenful of active servers which you can ping to measure latency.
This will help you select a reasonably unlagged server. Generally, 150ms
or less is considered playable. Click on the server name to join the game.
You can also access other features of the meta server by connecting with
telnet. Jarno reports, however, that this doesn't work with the default
Windows telnet client, nor with another one for Windows that he tried.
If you find a Windows telnet solution that works for you, please let us
know. To access meta via telnet, do the following:
telnet meta.xpilot.org 4400
Help is available online. Example session:
telnet meta.xpilot.org 4400
Trying...
Connected to meta.xpilot.org..
Escape character is '^]'.
Welcome to the XPilot Meta server
These are the available ports on the Meta server:
4400: This port. The interactive user port.
4401: The program port. It lists all info in one go and terminates.
4402: The FAQ port. It will give you the FAQ in one go and terminate.
4403: The nickname port. This will give you the current nick name list.
Type "help" to list possible commands.
E-mail problems to xpilot@xpilot.org.
>list
4.5.3 :xpilot.void.adminz.be :15345 :0 :2d 21.56 :Xpilot-Tournament Map (Blood's
4.5.3 :xp.abgenix.com :15345 :0 :1d 21.56 :West Coast Blood's Music
4.5.3 :host217-34-82-162.in-addr.btopenworld.com:15345 :1 :0.00 :The Globe
4.5.3 :whipit.devo.com :15345 :0 :8d 18.45 :Blood's Music II
4.5.1 :xpilot.terrabox.com :15345 :0 :1d 11.19 :tzx-rambunctious
4.5.3 :xpilot.games.zoreil.com :15345 :0 :9.15 :The Globe
4.5.3 :atfilm1.informatik.tu-muenchen.de:15345 :0 :7d 3.15 :Large Tournament
4.5.1 :stinkymonkey.cc.columbia.edu :15345 :5 :7d 14.48 :New Dark Hell
4.?.4 :angus.rap.ucar.edu :15345 :0 :17.59 :Ultra Doom
4.5.3 :fishy.fishy.fishy :15345 :0 :46d 13.27 :Xpilot-Tournament Map (Blood's
>server stinkymonkey.cc.columbia.edu
>status
SERVER VERSION...; 4.5.1
STATUS...........; ok
MAX SPEED........; 14 fps
WORLD (200x200)..; New Dark Hell
AUTHOR.....; PeaceMaker
PLAYERS (10/16)..;
NO; TM; NAME; LIFE; SC; PLAYER;
-------------------------------------------------
1... * Bosmans Jos 014 193 verhaege@bennevis.esat.kuleuven.ac.be
2... Thomas 079 147 thomas@gemini
3... Kazak 009 44 abc0@pc-boschi.cineca.it
4... R R2D2 004 36 robot@xpilot.org
5... Schnucki 007 25 bohnenka@alkhwarizmi.cs.utwente.nl
6... R Terminator 002 3 robot@xpilot.org
7... Mary jane 014 -3 DaxxHutchinson@dax
8... R Mickey 001 -6 robot@xpilot.org
9... R Capone (Kazak) 007 -20 robot@xpilot.org
10... R Neuro (Kazak) 005 -26 robot@xpilot.org
>quit
Connection closed by foreign host.
Try port 4401 instead of 4400 to get the server listing in a different format.
Port 4402 will get you the latest version of this FAQ.
Port 4403 will list the current nicknames database.
Due to some software problems the meta server may not be running
at all times, but it mostly will. In case it happens to be unreachable
there is an backup meta server at telnet meta2.xpilot.org 4400. The
graphical meta interface in the XPilot client will attempt to contact
both servers.
The meta server is developed and maintained by Ken Ronny Schouten
and Bert Gijsbers with email address meta@xpilot.org.
21) Why do I get "Could not establish connections with any metaserver"?
The XPilot client will display this message when all attempts to contact
the meta server fail. There may temporarily be a network split between
you and both the primary and backup meta servers, or (although this is
rather unlikely) both meta servers may be down. Try again later, or
specify the address of a known xpilot server directly on the command
line, bypassing the meta interface (see question 12). If meta or meta2
is simply slow and not completely down, you can try using the telnet
interface to obtain the name of the desired xpilot server (see the
previous question).
There is one other possible cause for this error. In XPilot 4.5.2, the
IP number of meta.xpilot.org changed. The XPilot client has the IP#
embedded in it to make connection to meta quick and reliable even if
the DNS server for xpilot.org is temporarily unreachable. Thus, if you
are using an older client, the connection to meta.xpilot.org will fail,
and meta2.xpilot.org will be contacted. If meta2 is slow or
unreachable, the connection attempt will time out before you get a list
of servers. The solution here is to upgrade your client.
22) What information about XPilot is available online?
The XPilot home page can be found at:
Highly recommended is the unofficial XPilot Newbie Guide by
Jarno van der Kolk at:
All things XPilot-related may be discussed on the Usenet newsgroup
rec.games.computer.xpilot, for which this FAQ was originally written.
XPilot mailing lists of interest to users are xpilotgame-users and
xpilotgame-announce, which are hosted here:
The XPilot development home page can be found at:
The unofficial mailing list for XPilot development discussions between
the official developers and contributing developers from the XPilot
player community is at:
Other WWW pages related to XPilot come and go. There are too many to
list here. Your best bet finding recent pages is to simply try a search
with your favourite web search engine for the keyword "xpilot". Try:
23) What is the unofficial XPilot Newbie Guide?
The Newbie Guide is an interactive web site that incorporates much of the
knowledge and wisdom of experienced players into a single document. It
largely supercedes the expansive but now quite dated earlier work, the
Newbie Manual hosted at www.xpilot.org/NM. One of the very nice features
of this guide is the ability to add your own comments on any page. Using
this format, Jarno has succeeded in keeping the Newbie Guide up-to-date
with the latest releases, patches and pearls of wisdom. It is available
here:
Topics ranging from complete descriptions of all weapons to ship-making,
map-making, jargon and etiquette are all covered by this guide.
24) How can I contribute bugfixes and new features to the game?
Make your contributions as context diffs against the latest version and
mail them to xpilot-hacks@nslug.ns.ca which is an open forum where
patches and new ideas for the game are discussed. A subscription form
and the archives of the list are here:
You can make context diffs with the diff command. Use "diff -c oldfile
newfile" or "diff -cr olddir newdir". The authors very much appreciate
fixes and improvements. XPilot has a longstanding tradition of
incorporating code from hackers all over the world.
25) Why do I never get any items (triangles) to appear in my maps?
At startup the xpilot server looks for a configuration file to
retrieve default values for some of the options.
The default name for this file is LIBDIR/defaults, where LIBDIR
is defined during compilation in the Makefile or Imakefile.
If you forgot to change the value of LIBDIR before compilation
or if you have (re)moved the XPilot directories after installation
then the xpilot server cannot find this file anymore. In which
case some of the values will have no or a useless value.
This is the case if you do not get any items to appear in your maps.
An example defaults file with reasonable default values can be
found in the XPilot distribution as ./lib/defaults.
26) What are the Well Known Problems for the latest version?
None.
27) Why can't I shoot players flying at high speeds?
Uoti Urpala provides this explanation:
If you fly fast, the server doesn't check for all possible collisions.
The analytic collision checking itself would be accurate to half warp[1]
speed but the server only does the check for bullets that are within a
certain distance from the ship. So if you're shooting at someone trying
to reach warp speed, it is likely the hit won't be detected. I think
the distance on [chuck-yeager.e.kth.se] is 4 blocks around the ship. So
if the speed difference between ship and bullet is more than that per
frame hits can go undetected, depending on where the bullet appears at
the start of a frame.
[1] Editor's note: "warp" is achieved by flying in a straight path on a
world with edgeWrap = true until the ship appears to be stationary,
i.e. is flying so fast that each frame it moves the entire height
(or width) of the map.
28) Are there other implementations of XPilot?
Yes and no. Nothing has been released by either of these projects yet,
but they are being actively developed, and the very daring and
adventuresome may download and try out what they have produced so far.
a) XPilot++
XPilot++ is an ambitious project led by XPilot developer Dick Balaska
(Bucko) that is still in alpha development to port all of XPilot to C++.
This will enable support for many new features more easily and unify
Unix and Windows versions into a single codebase, doing away with the
need for platform-specific versions of XPilot utilities such as XPWho
and xp-mapedit. XPilot++ can be found here:
One new feature is more aggressive and smarter bots.
Jarrod Miller (Daedlaes) is working on a new integrated shipshape and
map editor as a part of this project. XpilotControl is actually much
more than that, as it will, when finished, also allow remote
administration of running XPilot++ servers and provides a single meta
interface for both Windows and Unix for listing and joining XPilot
servers.
b) xpilot.sf.net
As noted earlier, this is a distinct project from the official XPilot
project at xpilotgame.sf.net.
Uoti Urpala (U) leads this project. Its most distinctive feature is a
polygon map format which is more flexible and extensible than the
current cell-block-based map format. This as-yet-unamed version can be
found here:
Other enhancements include:
- Better collision detection between objects -- the server now notices a
bullet hitting a ship even if it hits a wall later in the same frame.
- The official version lacked ship-wall collision detection for wall edges
which did not touch any vertices of the ship. Now, a player will no
longer be able to get stuck on the corner of a wall due to this problem.
- Different textures and colors can be specified in the map format.
- The client can automatically download textures over HTTP.
- Server-side recording allows re-enactment of a whole game from the
vantage point of an onlooker who can "snoop" through the eyes of
any player instead of just the limited view of the player who
recorded the game, as with client-side recordings.
- Scaling of framerate allows smoother play at higher framerates (assuming
enough bandwidth is available) without distorting the speed of the game.
- When player passwords are enabled on a server, its users may register
nicknames. Once a password is set on a nickname, a player must
authenticate to use the nickname.
Compatibility:
- The server doesn't work with original XPilot clients which only
understand the cell-based map format.
- The server doesn't read original cell-based maps, but there is a
utility provided to convert them to polygon format.
- Robots are not implemented.
EOFAQ