xtbd -p [ portno ]
rtb [ -ic ] [ portno ] [ -os ] [ portno ] -h hostname [ -n robots ]
For each player at a workstation run the client (xtb).
workstation% xtb -h hostname
(ignore messages about datagrams and fielddata)
For second and further players on the same node, each should pick
different port numbers to the default (and each other). eg
the second player might type
workstation% xtb -h hostname -i 1624
To run two or more servers on the same node, use a different port number
to the default. eg.
hostname% xtbd -p 1627
to contact this server the player would need to type
workstation% xtb -h hostname -o 1627
To start robot tanks, run rtb as you would xtb, adding the -n option for the number of robots. Robots restart when killed after a 5 second delay.
The controls are simple.
Left button -> Fire (in the direction the tank is facing)
Middle button -> Reverse
Right button -> Forward
If you only have a two button mouse, you can use the keyboard to reverse the tank motion, any key press causes the motion to be reversed, any key release returns to normal. If you have auto-repeat on your keyboard (most do), use a key that does not auto repeat (ie. shift,control etc) This will not work for a window manager that does not implement the input (push-focus) window manager hint (olwm and twm are known to work).
The tank will rotate towards the mouse cursor when the cursor is in the main field.
The solid black squares are obstacles, and cannot be moved through or fired through.
The hatched areas are rough ground, you can only move at half speed across these.
The shells have a range of about four squares, you cannot fire again for 2.5 sec after firing.
Explosions do damage according to the (inverse square of the) distance from the explosion. Two direct hits is sufficient for a kill, near misses cause smaller amounts of damage.
Killing another player clears your own damage (to encourage friendly play!).
Quitting should be done using the quit button (NOT the window manager frame)
It is possible to shoot through the diagonal of two blocks.
The battle ground is set for an invocation of the server, each time the server is started a new battle ground is generated. (Scores are also set to zero when a server is re-started.)