# Sample .netrekrc file for Paradise 2000, and most other netrek clients. # Copyright (C) 2000, 2001, Trent Piepho # Permission to freely use for any purpose granted, provided that the above # copyright notice remain intact in any modified versions or derived works you # wish to distribute. # Version 1.76 Tue Mar 18 01:28:35 PST 2003 ###################################################### # In order to use this file, put in in your home directory with the name # .paradiserc, or .netrekrc, or .xtrekrc. The client will search for the file # in that order. If you use another Netrek client, like COW or BRMH, and # don't want to mess with your existing config file, you can let the other # client's config file stay where it is, and have a .paradiserc file for the # Paradise 2000 client. ###################################################### # Default player name. You can still type in any name you want when you # connect to the server. name: guest # Default password. You can also have "password.player" to give a password # for a paticular player name, or "password.server" to give a password for a # password on a specific server. If you don't fill this out, you just type in # your password when you connect. #password: passwd # Define you keymap here. The format is newkey defaultkey. For example, the # default key for shield toggle is 's', if you want to remap shield toggle to # 'q', you would put 'qs' in your keymap. Shields would still be mapped to # 's' as well as now being on 'q'. Adding a mapping doesn't delete the old # one. If you want shields on 'w' as well, put 'ws' in your keymap. If you # had instead put 'wq', it would have mapped quit, the default action of 'q', # onto 'w'. keymap: # The ckeymap lets you map control keys. To map control-d to shields, put in # '^ds'. The ^ means control, as opposed to the actual '^' key. Other than # this, the ckeymap and keymap are the same. ckeymap: # Button map lets you map the mouse buttons. Unfortunately, it works in a # different way than keymap. The format is . To map # shields onto button 1 (the left one), you would put '1s' in your keymap. # The buttonmap works through the keymap, so if you have shields mapped to # 'q', putting '1q' would make button 1 shields and not quit. Button 4 is # shift button 1, button 5 is shift button 2, button 7 is control button 1, # etc. If you have a wheel mouse, the up wheel is button p and the down wheel # is button q. buttonmap: # like buttonmap, but ^ means control instead of a ^. cbuttonmap: # Put the path to look for bitmap albums in. # shipBitmapPath: . # The name of the sound server # soundPath: /usr/local/games/paradise-2000/paradise.sndserver # Use the speech enabled soundserver # soundPath: paradise.sndserver.viavoice # Sounds effects on. Sound effects make the game more fun. You can turn them # on or off while playing via the options menu. playSounds: on # Host to contact for the metaserver. Try metaserver.netrek.org or # metaserver.us.netrek.org. metaserver: metaserver.netrek.org ### Networking Options ###################### # Number of updates per second. Normally 10, which is the max allowed. updatesPerSec: 10 # Try to use the short packets protocol. Paradise servers often have # defective short packets support. Short packets are a huge improvement over # the old netrek protocol, and should be turned on. tryShort: on # Try to enter UDP mode when connecting. You want to use UDP mode unless some # kind of firewall is stopping you. tryUDP: on # Try to use the reverse UDP connection method. The portswap method, where # the server contacts the client, will work with IP Masquerading and most NAT # setups. Some old servers don't support the new (client connects to server) # method. If you are behind a NAT system, turn this on. udpTryPortswap: on # Turn on UDP debugging messages udpDebug: off #udpClientSend #udpClientRecv #udpSequenceChk ### Player list stuff ###################### # Sort the player list by team. With the two-column player list, each team # gets its own column. With the one-column list, each team is grouped # together. Without this the players are just listed in order of player # number. sortPlayers: on # With sorted player list, put enemy column on the left instead of the right. robsort: off # Sorts outfitting players ('--', players at MOTD picking their ship) to the # end of the player list. Only applies to the two-column list. sortOutfitting: off # Show dead players in the playerlist. Otherwise they don't appear. showDead: on # Replace 0.00 kills with " " when acceptable (paradise servers) # Not allowed on bronco servers, because some people think it's unfair, these # people are dorks, but they are loud dorks. hideNoKills: on # Show players as they login. showPreLogins: on # Configure the fields displayed in the player list. You can control exactly # what information is displayed in what order. You normally have a line 82 # characters wide to play with, and can put in however many fields you want, # just put the letters for the fields in the "playerList" option. The # available fields to display, and how many characters wide they are: # # Name/Status fields: # n 3 Ship Number T 3 Ship Type K 6 Kills # N 16 Player's Name l 16 Player's Login M 16 Display/Hostname # R 11 Rank s 3 Speed w 8 War Status # # Stats fields: # O 6 Offense W 6 Wins k 6 Max Kills # D 6 Defense L 6 Losses H 7 Hours Played # S 6 Total Stats r 6 Ratio d 8 DI # B 6 Bombing Stat b 6 Armies Bombed V 6 Kills/Hour # P 6 Planet Stat p 6 Planets Taken v 6 Deaths/Hour # # Paradise fields: # G 6 Doosh Rating g 6 Dooshes E 6 Genocides # F 6 Resource Rating f 6 Resources Bombed # C 6 Special Ships Rating Z 6 SB Rating z 6 WB Rating # J 6 JS Rating j 6 JS Planets # # A space will put in an extra space between fields. You can have multiple # sets of player list configurations, separated by a comma. The "Cycle Player # List" key, normally 'K', will cycle though them. If you make the first # character of the player list a ':', the player list will be in two column # mode. This means there will be two columns side-by-side, with your team on # the left and the other team on the right. If you don't configure the # columns in two column mode, you get a default of "type rank name kills". # # Some examples... # Old style: nTRN KWLr O D d # BRMH style: nTR N K l M # Kill watch: nTK RN l r Sd # COW style: nTR N K l rSd # Example: default two column list, kill watch, BRMH style, old style playerList: ,nTR N K l rSd,nTK RNl r Sd,nTR N K l M,nTRN KWLr O D d ### Tactical display features ############################# # Double-buffer the tactical display. If you notice flicker on your tactical, # this will fix it. It works by re-drawing the new tactical off-screen, then # copying it to the screen all at once. This way you can't see the slight # flicker caused by the erase and re-draw operation. There is a down side, as # it takes extra time to copy the whole tactical to the screen. This means # you get extra lag, and everyone hates lag. How much lag? You can measure # it by running the command "x11perf -copypixwin500" and letting the test run. # It should output something like : # 2000 trep @ 12.4806 msec ( 80.1/sec): Copy 500x500 from pixmap to window # In this case, double buffering is adding 12.48 ms to your lag. You can turn # double buffering on and off while playing by pushing control-D. doubleBuffer: off # Draw a red circle around the ship. The radius of 1700 is the default det # radius, 3000 is the puck shoot radius in hockey. 0 means no circle. detCircle: 1700 # Puts your current speed next to your player number on the tactical. showMySpeed: off # Put the shield circle around ships that have their shields up. Why would # anyone ever turn this off?? showShields: on # Vary color of shields as they get damaged. Only applies to your shields, # you can't tell the damage of other players' shields. varyShields: on # Puts a circle of six dots around around your ship. These dots disappear as # you take hull damage. warnHull: off # Show tractor and pressor beams on the tactical. Tractors are green and # pressors are yellow. On bronco servers, you can only see your beams and not # those of other players. showTractorPressor: on # Show every player's tractor/pressor beams. Typically works on Paradise # servers but not Bronco servers. Observers on Bronco servers may be able to # see all tractor/pressors, depending on the server's configuration. showAllTractorPressor: on # Phasors flash through different colors as they cycle. jubileePhasers: off # Phasors shrink to half length as they cycle. shrinkPhasers: on # What to display on the planets in the tactical: # 0 = Symbol indicating team owning planet (when people had monochrome # workstations in the 1980s, this was very useful). # 1 = Planet facilities (fuel, repair, armies, and in Paradise, shipyard). # The symbols used are a "Fuel Can", "Wrench", "Army Man", and # a "Star" for shipyard. # 2 = Nothing, empty circles for all planets. # 3 = Symbols for surface properties (A Paradise Netrek invention) # The symbols are "Two Circles" for fuel/dilythium, "Trapezoid" for # repair/metal, and "Grain Stalk" for agri/farmland. # Dilythium/Metal/Farmland are Paradise properties for planets, # fuel/repair/agri are used instead on a Bronco server. # 4 = Planet facilities, MOO style, also called rabbit ears. # Fuel is indicated by a small circle on the right top of the planet, # repair by one on the left top. Planets with 5+ armies are draw # with a solid line, those with 4 or less with a dashed line. These # symbols are much smaller, so don't obscure ships and torps on top # of planet as much as the default symbols. showLocal: 1 # The symbols shown on planets can be cycled while playing, normally with the # shift-'V' key. This defines the sequence used, the number codes are the # same as the ones used for showLocal (0-4). showLocalSequence: 01234 # Display the names of planets on the tactical and galactic. The tactical # will get the full name (eg. "Earth"), while the galactic gets the # abbreviation (eg. "Ear"). You can cycle this while playing by pushing # shift-N. # 0 = Names on galactic only # 1 = Names on both tactical and galactic # 2 = No names # 3 = Names on tactical only nameMode: 1 # Show background stars on the tactical display. Helps to gauge the speed # your ship is moving. Some consider this unfair. showStars: on # Draw streaks on the tactical when entering or leaving warp speed. Only # applies to Paradise servers. On Bronco servers, this happens when you # transwarp to the base. Paradise-2000 lets you use the paradise warp key, # normally '-', to transwarp in Bronco. Pushing the key will automatically # lock onto the base and then send you on your way. warpStreaks: on # This draws bars with your ship's stats on the tactical to the left of ship. # Which stats are displayed is controled by the next option. localShipStats: off # Which stats to display on the tactical status bars: # F = Fuel W = Weapon temp E = Engine temp # P = Speed D = Hull Damage S = Shields A = Armies # Upper case makes the bars go from empty to full, lower case goes from full # to empty. statString: FS # Height of the stats bars, in pixels. statHeight: 40 # Position of the local stats bars. #localStatsX: #localStatsY: ### Dashboard options ##################### # Style of dashboard. The styles are: # 0 Old Dashboard # Non-graphical, displays your stats using numbers. # 1 New Dashboard # Has graphical bar gauges for stats along with numbers. The shield # and hull gauges show the amount of damage you've taken, while the # fuel gauge shows the amount you have left. The bars change colors # from white to yellow to red as they fill up. # 2 Color Dashboard, aka cup half full # Same as 1, except shield/hull indicators show amount left, rather # than damage taken. The colors of the bars are green to yellow to red, # with red starting when the bar is 7/8 full instead of 2/3 full. # 3 Rainbow Dashboard # Like dashboard 1 again, except the bars are multi-colored instead of # a single color. The shield/hull gauges show damage taken, and the # fuel gauge shows fuel used, as opposed to fuel left like 1 & 2. # Dashboard: 3 # Switches between dashboard style 0 or 1. The setting of Dashboard above # overrides this (obsolete) option. #newDashboard: off # Like newDashboard, this option is obsolete. Turning it on selects dashboard # style 2. It overrides newDashboard, but is overridden by Dashboard. #newDashboard2: off # Type of timer in the dashboard. It's in the lower left-hand corner. # 0 = none, 1 = time of day, 2 = time on server, 3 = time in ship, 4 = stopwatch # When you are playing, push '@' to reset the stopwatch style timer, and # control-t to cycle timer types. timerType: 3 ### Galactic map options ######################## # Show ships on the galactic with only their player number, and not the team # letter . 'F1' would become just '1' on the galactic for example. omitTeamLetter: on # Show the galactic map when at the MOTD after you die. # Think this isn't compiled into client? showMapAtMotd: on # Character(s) to use for cloakers on the galactic. cloakChars: >< # Draw four dots on the galactic that show the limits of the tactical display. viewBox: on # Draw a big X through independent planets on the tactical and galactic. showIND: on # Symbols to display on planets in the galactic map. Very similar to # the option showLocal, which controls the display of local planets. Most # of these descriptions are copied from there. # 0 = Symbol indicating team owning planet (when people had monochrome # workstations in the 1980s, this was very useful). # 1 = Planet facilities (fuel, repair, armies, and in Paradise, shipyard). # The symbols used are a "Fuel Can", "Wrench", "Army Man", and # a "Star" for shipyard. # 2 = Nothing, empty circles for all planets. # 3 = Symbols for surface properties (A Paradise Netrek invention) # The symbols are "Two Circles" for fuel/dilythium, "Trapezoid" for # repair/metal, and "Grain Stalk" for agri/farmland. # Dilythium/Metal/Farmland are Paradise properties for planets, # fuel/repair/agri are used instead on a Bronco server. # 4 = Scout info age, which only applies on Paradise servers. # A recently scouted planet will be an empty circle, one that hasn't # been scouted for a long time will be a solid filled in circle. # Between the two there are varying degrees of how much the circle is # filled in. # 5 = Planet facilities, MOO style, also called rabbit ears. # Fuel is indicated by a small circle on the right top of the planet, # repair by one on the left top. Planets with 5+ armies are draw # with a solid line, those with 4 or less with a dashed line. These # symbols are much smaller, so don't obscure ships and torps on top # of planet as much as the default symbols. showGalactic: 1 # The sequence to cycle the symbols shown on the galactic through, when the # cycle galactic key (default shift-B) is pressed. Uses the numeric # codes from showGalactic (0-5). showGalacticSequence: 012345 # Draw a trinagle above the planet or below the player you are locked on to. # 0 = No triangles # 1 = Triangles on galactic map only # 2 = Triangles on tactical display only # 3 = Triangles on both tactical and galactic showLock: 3 # Draw a dashed green line on the galactic from your ship to the object you # are locked on to. You need to have the triangle lock marker turned on for # the galactic with showLock to get the line. lockLine: on # Redraw the positions of ships on the galactic every update. Otherwise they # are only redrawn every five updates, normally twice per second. I don't # know why you would want this off. Maybe if your computer was made in 1985? galacticFrequent: on ### Hockey Stuff ################ # Show hockey rink lines on the galactic map and/or tactical. galacticHockeyLines: on tacticalHockeyLines: on # Don't show planets on the galactic. cleanHockeyGalactic: off # Color the hockey lines by team. teamColorHockeyLines: on # Put a small arrow on the (circle shaped...) puck so you can tell which # direction it is heading. puckArrow: on # Find the score by counting the Fed and Rom planets on the sidelines, and # display the score in the corners of the galactic map. hockeyScore: on ### Messages, RCDs, Macros, Beep-lite ##################################### # Use a lower case 't' to send messages to your team, and an upper case 'T' to # send messages to player T, as opposed to the other way around. lowerCaseT: on # Make RCDs single key macros. This means you don't need to push the macro # key before sending an RCD. singleRCD: on # Put the text "GOD->ALL " in front of kill messages. When using short # packets, the kill messages are created by the client. Before short packets, # kill messages were normal text messages sent by the server. godToAllOnKills: off # RCD and macros, % codes # _ = a space # O/o = Three letter team name, caps/lowercase # a = Number of armies carried # d = Damage (%) # s = Shields (%) # f = Fuel (%) # w = wtemp # e = etemp # P/p = Closest player ID (to target/to sender) # G/g = Closest friendly player ID (to target/to sender) # H/h = Closest enemy player ID (to target/to sender) # n = Armies on target planet # B/b = Closest planet (three letters) (caps/lowercase) # L/l = Target planet (three leters) (caps/lowercase) # N = Target planet (full name) # Z/z = Team of target planet (caps/lowercase) # t = Team letter (K, R, F, or O) of target planet # T = Team letter of sender # c = Sender character ID (0-9, a-f) # W = 1 if weapon temped, 0 if not # E = 1 if engine temped, 0 if not # K/k = kills (target/sender) (paradise = total, cow = current ) # U/u = Target player name (caps/lowercase) # I/i = Sender's name (caps/lowercase) # S = Sender's ship type # V/v = Sender's lag (average/stddev) # y = Sender's packetloss # M/m = Last message sent (capitalized/not) # x = Sender's max warp speed # > tab stop (cow) # Turn on Beep-lite. Beep-lite is an oddly named system for flashing # information from messages onto the screen. It can flash a circle around # planets and players in response to RCD macros from teammates. Considered a # "crutch" by some people, it is often turned partially or entirely off on # some servers. UseLite: on # Load in the default beep-lite macros. DefLite: on # Configure individual beep-lite responses. The /-codes that beep-lite uses # are very similar to the %-codes that RCDs use. Beep-lite macros first go # through the normal RCD macro system, which evaluates all the %'s. Then the # result goes to beep-lite, where the /'s tell it what to flash. # These are the /-codes that beep-lite knows about. The "target" is the thing # nearest the sender's mouse pointer when he sends the RCD. The "nearest" is # the thing nearest to the sender's ship. # /P Nearest player /p Target player # /G Nearest friendly player /g Target friendly player # /H Nearest enemy player /h /U /u Target enemy player # /B /b Nearest planet /L /l Target planet # /M /m Your ship /c /I /i Sender's ship # /0 A beep! # By appending a color letter after the /-code, you can change the color used # to flash the player/planet. Example, "/MR", flash yourself red. # G Green Y Yellow R Red # C Cyan E Grey W White # These examples are the defaults which "DefLite" will load for you: # # Flash the sender, then the planet he's going for. #lite.taking: /c/l # # Flash the "sync-on" player, then flash your ship. #lite.base_ogg: /g/m # # Flash the player who picked. #lite.pickup: /p # # If the sender is in an SB, flash his ship. Otherwise, do nothing. #lite.generic: %?%S=SB%{/c%} # Respond to our own Pig Calls. A Pig Call is a messages with five spaces in # it, in response to which the client is supposed to report its name and # version. There was once a borg called the "pig borg", which had this # feature so you could find out if someone was playing with it. This option # will keep your client from responding to pig calls from you, but not other # players. I really don't see the point of this option... pigSelf: on ### Speech Control ################## # In order to get Speech output, you need the sound effects server to running, # see playSounds and soundPath. You also need to the sound server that has # been linked with IBM's ViaVoice TTS. Currently, you can get the runtime # at http://www.ibm.com/software/speech/dev/ttssdk_linux.html. # There are lots of different kind of messages that could be spoken, I've # tried to give fine control over the settings to let people configure things # how they want. The speech system will detect common messages, like a player # entering the game, and reformat them so they sound better when spoken. It # also tries to remove excess punctuation and repeat messages from spoken # messages. # You can change all these settings from inside the game from the Speech/Sound # menu, which is page 6 of the options menu. There is also an option to # silence the voices of certain players in that menu. Some players insist on # spamming the team board with Non-RCD macros. It gets really annoying listen # to the client speak, "escort escort R 5 has fifty-six percent fuel and # forty-five percent hull, seventy-nine percent shields, twelve percent # wtemp, sixteen percent etemp, carrying 4 armies escort! escort! to mir at # 3 in a dee-dee," over and over again. Just put their player letter in the # "Speechless players:" option, and their messages won't get spoken. # Speech volume, as a fraction of the sound effects volume. 256 == nominal # volume, 128 == half as loud, 512 == twice as loud. speechVol: 256 # Voice RCD macros. These are just like RCD macros, except they are spoken # instead of appearing in the message window. Some samples: #voice.take: %T %c plus %a to %l %?%n>-1%{at %n%} #voice.pickup: %p ++ at %l # Load in the default voices for the RCD speech system. This defines some # default voice macros for 'take', 'pickup', 'carrying', etc. DefVoice: on # Speak messages sent to the ALL board. SpeakAll: off # Speak messages sent to you personally. SpeakYour: on # Speak messages sent to your team. SpeakTeam: on # Speak RCD messages. These are spoken using the "voice.????" macros, which # are like the "dist.????" macros that RCDs use. SpeakRCD: on # Speak all kill messages. SpeakKill: off # Speak kill messages when there is a doosh. SpeakDoosh: on # Speak messages from god, like ping stats, clue check, etc. God has a deeper # voice than normal messages. SpeakGod: off # Speak messages from you. Normally you don't want to hear what you just # wrote yourself. SpeakSelf: off # Speak messages announcing a player entering/leaving the game. SpeakJoin: off # Speak messages from planets that are getting bombed. SpeakBomb: on # Speak phaser messages. SpeakPhaser: off # Speak take/destroy messages from planets. SpeakTake: on ### Random things ################# # Declare war with enemy races when you first join. # 0) Don't set war # 1) Set war with nonzero player teams, peace w/ 0 player teams # 2) Set war with largest enemy team, peace w/ everyone else autoSetWar: 1 # Sort the planet list by team. The planet list is the window that's normally # popped up by shift-P. It lists all the planets with their stats. I don't # find it terribly useful. You can toggle the window between sorted and # unsorted mode by clicking on it. mapSort: on # This option lets you get by with one key for both bombing and picking # armies. If you are orbiting one of your team's planets, the bomb key will # function as beam up armies. bombPickupOverload: on # These options control game recording. Setting maxRecord to 0 means # unlimited recording size. recordGame: off recordFile: netrek.record maxRecord: 0 # Make the mouse repeat when held down. Most servers don't allows this. # Windoze clients cheat, and do this anyway, even if the server says not to. continuousMouse: on continuousMouse.L: on continuousMouse.M: on continuousMouse.R: on # Delay before continuous mouse button clicks, in updates. 10 would cause the # mouse to repeat once per second, 5 would be twice per second, 0 is # constantly. clickDelay: 0 # Server aliases server.wormhole:wormhole.ecst.csuchico.edu server.bigbang: lexus.physics.indiana.edu server.pickled: pickled.fox.cs.cmu.edu server.hockey: hockey.netrek.org # Even more random stuff... Haven't figured out exactly what these do # or bothered to write them up yet. showPhaser: 2 phaserStats: True # Galactic map zooming for paradise servers autoZoomOverride: 50 autoZoom: 2 autoUnZoom: 1 keepInfo: 20 #keeppeace #reportkills #showgrid #logging #logfile #shellTools #autoQuit # Options for clients other than Paradise 2000. metaDefault: on enemyPhasers: 3 # ### X Window stuff ################## # The fonts used by the client in the player list, messages windows, everywhere # really. If you want bold or italics, make boldfont or italicfont the # name of a bold or italic font. font: 6x10 boldfont: 6x10 italicfont: 6x10 # This font is used for the player count in the team selection boxes. bigfont: -adobe-utopia-bold-r-*--34-*-*-*-*-*-*-* # Basic colors. If you have a hard time seeing red/green or really like # pastels, you can change the colors around. The list of colors names is you # can use is usually in /usr/lib/X11/rgb.txt #color.white: white #color.black: black #color.red: paleVioletRed1 #color.green: green #color.yellow: yellow #color.cyan: dodgerblue #color.light grey: light grey # The layout of the windows. Also controls which message windows get which # messages. netrek.geometry: 1020x780 netrek.parent: root local.geometry: 500x500+0-1 local.mapped: on local.parent: netrek map.geometry: 502x500+510-1 map.mapped: on map.parent: netrek tstat.geometry: 500x44+0+503 tstat.mapped: off tstat.parent: netrek warn.geometry: 502x17+510+503 warn.mapped: off warn.parent: netrek message.geometry: 502x17+510+529 message.mapped: off message.parent: netrek player.geometry: 82x22+1+550 player.mapped: on player.parent: netrek review.geometry: 82x9+510+659 review.mapped: False review.parent: netrek review_all.geometry: 82x10+510+551 review_all.mapped: True review_all.parent: netrek review_all.allow: AMTI # Put, All, Multi-line macros, Team, and Individual messages in this window review_kill.geometry: 82x4+510+664 review_kill.mapped: True review_kill.parent: netrek review_kill.allow: K # Put Kill messages in this window review_phaser.geometry: 82x4+510+716 review_phaser.mapped: True review_phaser.parent: netrek review_phaser.allow: P # Put Phaser messages in this window review_team.geometry: 82x5+510+555 review_team.mapped: False review_team.parent: netrek review_your.geometry: 82x5+510+555 review_your.mapped: False review_your.parent: netrek stats.geometry: 160x34+850+555 stats.mapped: off stats.parent: netrek # Basically the same as changing stats.mapped showStats: off FED.geometry: 100x100+512+0 FED.mapped: off FED.parent: netrek KLI.geometry: 100x100+612+0 KLI.mapped: off KLI.parent: netrek ORI.geometry: 100x100+712+0 ORI.mapped: off ORI.parent: netrek ROM.geometry: 100x100+812+0 ROM.mapped: off ROM.parent: netrek quit.geometry: 100x100+912+0 quit.mapped: off quit.parent: netrek UDP.geometry: 40x11+10+0 UDP.mapped: off UDP.parent: map option.geometry: 220x392+10+5 option.mapped: off option.parent: map #help.geometry: +20+548 help.mapped: off help.parent: root lagMeter.geometry: 74x124+10+10 lagMeter.mapped: off lagMeter.parent: map pingStats.geometry: 294x110+10+10 pingStats.mapped: off pingStats.parent: map # Bronco Planet list window planet.geometry: 48+41+200+0 planet.mapped: off planet.parent: map # Paradise planet list windows #planet1.parent: map #planet2.parent: local rank.geometry: 65x17+10+10 rank.mapped: off rank.parent: netrek war.geometry: 20x6+10+10 war.mapped: off war.parent: map