Projects / XPilot

XPilot

XPilot is a graphical multi-player maneuvering game with less-exciting graphics, but more speed, tactics, and insults. Some people also use it for UDP network analysis. Over the past eight years of playing and development, tons of features have been added to the game, from basic weapons like shotguns and missiles to more recent ones like phasing devices, invisibility, or hyperjump.

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RSS Recent releases

  •  07 Mar 2002 16:55

Release Notes: Scores are now in floating point accuracy. Players can form alliances. The options -maxPauseTime and -mineShotDetonateDistance have been added. Fuel drain is now in relation to kinetic energy. There are asteroid concentrators, balls in race mode, recording for Windows, a lag meter, and the ability to send messages to the server administrator. Cannons can now defend themselves. There are several important bugfixes.

  •  26 Nov 2001 11:30

Release Notes: Two bugs which could crash the server in rare circumstances were fixed.

  •  14 Oct 2001 13:34

Release Notes: Binding more keys per mouse button, more runtime server tuning, cannons use anti-aircraft artillery, non-rigid ball connectors, balls collide with other objects, asteroids release items when broken, showing radar on HUD, and an xp-replay for Windows.

  •  05 May 2001 16:21

Release Notes: Fixes for a nasty bug in saving the configuration and some Windows compilation issues.

  •  07 Apr 2001 15:34

Release Notes: This is the first full release under the GPL. The performance of sliding radar under Windows has been significantly improved, the wildmap map generator has been integrated into the server, and the XPilot welcome screen contains a button with which you can sort the available servers based on how laggy your connection to them would be. Server support for options to let it run behind a firewall, revised and updated manual pages, and increasing the default value for maxColors to 8 (which results in more colors and nicer graphics).

RSS Recent comments

14 Mar 2000 18:44 paulforman

Answers...
Xpilot does use UDP for game data. The reason you suffer lag and bad modem performance is that Xpilot doesn't use client-side prediction like Quake.

Unfortunately, this means Xpilot is pretty much unplayable on a modem. However, if you have DSL, cable, or a fast work/school link, then Xpilot is a fantastic (addictive) game.

I suggest people check it out, because the game needs new blood...

Keith Maniac

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