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+.TH EDUKE32 "6" "May 2009" "EDuke32 1.5.0devel 20090313" "User Commands"
+.SH NAME
+EDuke32 \- Enhanced Duke Nukem 3D Build engine
+.SH SYNOPSIS
+.B eduke32
+\fI[options]\fR \fI[files]\fR
+.SH DESCRIPTION
+EDuke32 is a fork of the JFDuke3D port of Duke Nukem 3D (aka Duke3D),
+merging it with EDuke to provide many new features for mod authors.
+.PP
+For normal single\-player gameplay, \fBeduke32\fR will usually be run with no
+command\-line options. This will display a graphical interface
+allowing the user to choose the game and options.
+.SH OPTIONS
+\fBeduke32\fR is sensitive to spaces between command\-line options
+and their arguments. Use the spacing shown here, e.g. \fI\-l2\fR,
+not \fI\-l 2\fR. Generally speaking, single\-character options may
+not have a space, while multiple character options (e.g. \-cfg)
+require a space.
+.PP
+Options may not be bundled (\fI\-rc1\fR is invalid, use \fI\-r \-c1\fR).
+Options are case\-insensitive (\fI\-d\fR and
+\fI\-D\fR do the same thing, e.g.)
+.PP
+Options marked with \fI[*]\fR are disabled when playing the shareware
+version of Duke Nukem 3D.
+.TP
+\fB\-?\fR, \fB\-help\fR
+Show the list of command line options.
+.TP
+\fB\-cfg\fR \fI[file.cfg]\fR
+Use an alternate configuration file
+.TP
+\fB\-c\fR\fI#\fR
+Use multiplayer mode #, where 1 = Dukematch, 2 = Coop, 3 = Dukematch (no spawn)
+.TP
+\fB\-d\fR\fI[file.dmo]\fR
+Play a demo. By default, \fBeduke32\fR looks for \fIdemo1.dmo\fR,
+\fIdemo2.dmo\fR, etc. in the \fB~/.eduke32\fR directory, and plays
+them in order if they're found.
+.TP
+\fB\-g\fR\fI[file.grp]\fR
+Use an extra group file
+.TP
+\fB\-h\fR\fI[file.def]\fR
+Use an alternate def
+.TP
+\fB\-j\fR\fI[dir]\fR
+Adds a directory to EDuke32's search list
+.TP
+\fB\-l\fR\fI#\fR
+Warp to level #, see \-v
+.TP
+\fB\-map\fR \fI[file.map]\fR
+\fI[*]\fR Loads a map
+.TP
+\fB\-m\fR
+Disable monsters
+.TP
+\fB\-nam\fR
+Run in NAM\-compatible mode
+.TP
+\fB\-ww2gi\fR
+Run in WW2GI\-compatible mode
+.TP
+\fB\-net\fR, \fB\-n\fR, \fB\-p\fR
+Networked multiplayer options (see \fBNETWORK PLAY\fR, below)
+.TP
+\fB\-r\fR
+Record demo. The output file will be \fB~/.eduke32/demo1.dmo\fR
+(or demo2.dmo if demo1.dmo already exists, or demo3.dmo if 1 and
+2 both exist). Unfortunately, there's no way to specify the filename
+to record to, and no way to find out from eduke32's log file or
+standard output/error messages. Try "ls -t ~/.eduke32/*.dmo | head -1".
+.TP
+\fB\-s\fR\fI#\fR
+Set skill level (1\-4)
+.TP
+\fB\-setup\fR, \fB\-nosetup\fR
+Enables/disables startup window
+.TP
+\fB\-t\fR\fI#\fR
+Set respawn mode: 1 = Monsters, 2 = Items, 3 = Inventory, x = All
+.TP
+\fB\-usecwd\fR
+Read game data and configuration file from working directory
+.TP
+\fB\-u\fR\fI#########\fR
+User's favorite weapon order (default: 3425689071)
+.TP
+\fB\-v\fR\fI#\fR
+\fI[*]\fR Warp to volume #, see \-l
+.TP
+\fB\-x\fR\fI[game.con]\fR
+Load custom CON script
+.TP
+\fB\-\fR\fI#\fR
+Load and run a game from slot # (0\-9)
+.SS Debug Options
+The following options are considered debugging options, but may be
+useful for general play.
+.TP
+\fB\-a\fR
+Use fake player AI (fake multiplayer only; \fB\-q\fR required)
+[yes, this means eduke32 has bots]
+.TP
+\fB\-cachesize\fR \fI#\fR
+Sets cache size, in Kb (default: 32768)
+.TP
+\fB\-f\fR\fI#\fR
+Send fewer packets in multiplayer (1, 2, 4) (deprecated)
+.TP
+\fB\-game_dir\fR \fI[dir]\fR
+Duke3d_w32 compatibility option, see -j
+.TP
+\fB\-gamegrp\fR
+Selects which file to use as main grp
+.TP
+\fB\-i\fI#\fR
+Use networking mode (1/0) [appears to be the same as \fB\-n\fR?]
+.TP
+\fB\-name\fR \fI[name]\fR
+Player name in multiplay
+.TP
+\fB\-nD\fR
+Dump default gamevars to gamevars.txt
+.TP
+\fB\-noautoload\fR
+Disable loading content from autoload dir [e.g. to disable
+the High Resolution Pack]
+.TP
+\fB\-nologo\fR
+Skip the logo animation
+.TP
+\fB\-ns\fR
+Disable sound
+.TP
+\fB\-nm\fR
+Disable music
+.TP
+\fB\-q\fR\fI#\fR
+Fake multiplayer with # (2-8) players (with \fB\-a\fR, the other
+players are "bots"; without it, they stand there like punching bags).
+.TP
+\fB\-rmnet\fR
+Use network config file (OBSOLETE, see -net)
+.TP
+\fB\-stun\fR
+Use UDP hole punching for multiplayer connections
+.TP
+\fB\-unstable\fR
+Force EDuke32 to execute unsafe CON commands (and crash)
+.TP
+\fB\-w\fR
+Show coordinates
+.TP
+\fB\-z\fR\fI#\fR
+Enable line-by-line CON compile debugging at level #
+.TP
+\fB\-condebug\fR \fI#\fR
+Equivalent to \fB\-z1\fR
+.SH NETWORK PLAY
+Multiplayer games are started via command-line parameters passed to
+\fBeduke32\fR This is a short guide to getting a multiplayer game running
+between these three hypothetical computers:
+.PP
+.nf
+Host name IP address
+faye 192.168.1.2
+asuka 192.168.1.5
+kaoru 192.168.1.6
+.fi
+.PP
+Keep in mind that the networking features are still being refined and
+there are certain issues and caveats to be aware of when using it. The
+basic syntax of the network command line is like so:
+.PP
+\fBeduke32\fR \fI(normal game parameters)\fR \fB\-net\fR \fI(network parameters)\fR
+.SS Network parameters
+.TP
+\fB\-n\fR\fIx\fR:\fIy\fR
+Game comm type. x = 0 for master/slave or 1 for peer-to-peer.
+If unspecified, y defaults to 2. For more than two players in a
+master-slave game, you have to indicate the number on the master. eg:
+\-n0 or \-n0:4
+.TP
+\fB\-p\fR\fIx\fR
+Overrides the default port (23513) with x being the new port value.
+.TP
+\fBaddress:port\fR
+An address of a machine. See the items below for more information.
+.SS Master/Slave mode
+This mode is the easiest mode for use with Internet play since it requires
+only the address of the master of the game (the person hosting the game)
+be specified by each slave who joins. Here are example command lines each
+machine must run to join the game hosted by the machine named 'asuka':
+.PP
+\fIuser@asuka$\fR eduke32 \-net \-n0:3
+.br
+\fIuser@faye$\fR eduke32 \-net \-n0 192.168.1.5
+.br
+\fIuser@kaoru$\fR eduke32 \-net \-n0 192.168.1.5
+.SS Peer-to-peer mode
+This mode is often useful for playing on a LAN where it is easier to
+coordinate and organise the order of peers in the game. This mode will
+become simpler to set up in the future but for now this is how to do
+it. Peer-to-peer mode requires each machine specify the addresses of
+each other machine in the game in the same order, but indicating its
+own position in the sequence with the \-n1 option.
+.PP
+\fIuser@asuka$\fR eduke32 \-net \-n1 192.168.1.2 192.168.1.6
+.br
+\fIuser@faye$\fR eduke32 \-net 192.168.1.5 \-n1 192.168.1.6
+.br
+\fIuser@kaoru$\fR eduke32 \-net 192.168.1.5 192.168.1.2 \-n1
+.SS Addresses and ports
+The networking code is capable of resolving
+DNS names to their corresponding addresses, so if your network
+is configured with such services, instead of having to specify raw IP
+addresses, you can give the computer's DNS host name. (Actually,
+the standard system resolver is used, so things like \fB/etc/hosts\fR
+or NIS should work fine, as well).
+.PP
+The default port the game communicates on is 23513. Some users may find it
+necessary to set up a forward through their Internet firewall in order to
+get games working when playing across the Internet. You can override the
+default port via the \-p??? switch where ??? is the new port number. If
+a master is running a game on a port other than the default, the slaves
+will have to specify the alternative port with address:port notation,
+eg. 192.168.1.5:20000
+.SH FILES
+.TP
+\fBduke3d.grp\fR
+The primary game data file, containing all the game graphics, art, sound,
+music, levels, etc. \fI*.grp\fR files will be searched for in both
+\fB/usr/libexec/eduke32/eduke32\fR and \fB~/.eduke32\fR. The startup menu
+offers the user a choice of games under the "Game" tab, if multiple .grp
+files are found. .grp files are checksummed; if yours doesn't appear
+in the menu, it's probably not recognized due to an invalid checksum
+(either the file is damaged, or it came from a pirated/hacked/modified
+copy of the game).
+.TP
+\fB/usr/games/eduke32\fR
+Shell script wrapper, to make the eduke32 binary appear to work more
+like a standard Linux program.
+.TP
+\fB/usr/libexec/eduke32/eduke32\fR
+The actual game binary. Called by the shell script wrapper.
+.TP
+\fB/usr/share/games/eduke32\fR
+System\-wide game data. The High Resolution Pack is normally installed
+in \fB/usr/share/games/eduke32/autoload/duke3d.grp/\fR. The last
+directory name must match the .grp filename.
+.TP
+\fB~/.eduke32\fR
+Per\-user game data, config files, savegames, and logs.
+.SS ~/.eduke32 Contents
+.TP
+\fBeduke32.cfg\fR
+Main config file. Normally not edited directly; use the in\-game
+menus instead.
+.TP
+\fBeduke32_binds.cfg\fR
+Key bindings; created by the in\-game setup menu.
+.TP
+\fBtextures\fR, \fBtextures.cache\fR
+The texture cache.
+.TP
+\fBegam\fR\fI#\fR\fB.sav\fR
+Saved games. \fI#\fR is a number between 0 and 9.
+.SH LIMITATIONS
+Because of its DOS/Windows heritage, the \fBeduke32\fR binary expects to
+find its config files, savegames, etc. in the current directory from
+which it was run (in fact, it expects to be able to write to the
+current directory). To make it behave in a more UNIX\-like way, the actual
+binary is called by a wrapper script, which creates and chdirs to a \fB~/.eduke32/\fR
+directory, and runs the real binary.
+This means that any options that take filenames (such as \fB\-map\fR
+or \fB\-cfg\fR) treat them as relative paths from the \fB~/.eduke32/\fR
+directory, \fBnot\fR the directory from which the wrapper script was
+called.
+.PP
+In addition, most of the options that take filenames don't seem to
+accept anything but a simple filename with no absolute or relative path
+components. This means that e.g. demo files to be played back with
+the \fB\-d\fR option \fImust\fR reside in the \fB~/.eduke32/\fR
+directory.
+.PP
+It's also worth mentioning here that the game will not abort in case of
+errors in command\-line syntax (e.g. nonexistent option, or extra
+space between options and argument) or semantics (e.g. trying to warp
+to non\-existent level with \-l). If you're trying to use
+any of the options described here and they don't seem to work, check
+your typing: many typos won't even cause a warning to be printed in
+the game's debugging output.
+.SH AUTHORS
+The Build engine was originally written by Ken Silverman
+.PP
+EDuke32 includes code by many authors, including Richard Gobeille
+and Jonathan Fowler.
+.PP
+Duke Nukem 3D is copyrighted by 3DRealms, Inc.
+.PP
+This man page was written by B. Watson, for the SlackBuilds.org project.