From owner-crossfire Mon Nov 23 10:37:35 1992 Received: by ifi.uio.no id ; Mon, 23 Nov 1992 21:38:43 +0100 Return-Path: Received: from PO4.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Mon, 23 Nov 1992 21:38:38 +0100 Received: by po4.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Mon, 23 Nov 92 15:38:29 EST Received: via switchmail; Mon, 23 Nov 1992 15:38:27 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Mon, 23 Nov 1992 15:37:39 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Mon, 23 Nov 1992 15:37:36 -0500 (EST) Received: from BatMail.robin.v2.13.CUILIB.3.45.SNAP.NOT.LINKED.madhatter.ws.cc.cmu.edu.sun4c.411 via MS.5.6.madhatter.ws.cc.cmu.edu.sun4c_411; Mon, 23 Nov 1992 15:37:35 -0500 (EST) Message-Id: Date: Mon, 23 Nov 1992 15:37:35 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Re: something In-Reply-To: References: Status: RO jh@cadre.com (Joe Hartley) writes: [ can't get anything in .87.5 ] Finding stuff with decent bonuses and all was hard in that set of revisions. Generally people just bought their powerful weapons. That's what I did. 88.0 balances things out more, you are more likely to find +3 magic weapons at lower levels, and you will find artifacts and all. In my version, you can't but artifacts. I considered this very reasonable. I'd upgrade to the new version if I were you. -Eric ********************************************************* "Overhead, without any fuss, the stars were going out." -The Nine Billion Names of God "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From owner-crossfire Mon Nov 23 04:28:13 1992 Received: by ifi.uio.no id ; Mon, 23 Nov 1992 16:33:09 +0100 Return-Path: Received: from RUTGERS.EDU by ifi.uio.no with SMTP id ; Mon, 23 Nov 1992 16:32:56 +0100 Received: from ogicse.UUCP by rutgers.edu (5.59/SMI4.0/RU1.5/3.08) with UUCP id AA12502; Mon, 23 Nov 92 10:13:33 EST Received: by ogicse.cse.ogi.edu (/\==/\ Smail3.1.25.1 #25.3) id ; Mon, 23 Nov 92 06:29 PST Received: by cadre.com (/\==/\ Smail3.1.24.1 #24.6) id ; Mon, 23 Nov 92 06:27 PST Message-Id: Received: from fripp (eno) by cadreri.ri.cadre.com (4.1/SMI-4.1) id AA16511; Mon, 23 Nov 92 09:26:02 EST Received: from xtc.fripp by fripp (4.1/SMI-4.1) id AA27724; Mon, 23 Nov 92 09:28:13 EST Date: Mon, 23 Nov 92 09:28:13 EST From: jh@cadre.com (Joe Hartley) To: crossfire@ifi.uio.no Subject: Re: something Status: RO > From: Andreas Bringedal > Isn't too easy ?!? I found Holy Avenger in the guardhouse just now. > Darkbalde and bracers +4 in the Bakery(The best place in the game) > > In three hours play, I have gained 200 000 exp. My speed is 3.40 > without speedboots. Weaponspeed is 4.09. Next level I get heal. > When I find dex-bracers, str-gauntlets, str-girdle and speedboots > My speed will be 3.90. My weaponspeed will be close to 6.00. > I will of course then have 25 in str and dex. > And not to forget helm of brilliance and a ring og int/speed. > I will then have 25 in int as well, with about 350 spellpoints. > At this rate I will have 6 000 000 exp in another 2-4 hours. > Depends on finding the right stuff. But you only need to go to > The Old Mansion a couple of artifacts. TOO EASY !!! > Opinions anybody ? Flames welcome... Jeez! I don't know what version you're on (I'm still at .87.5) but I have yet to find any goodies outside of one set of bracers. I've made it up to level 11 playing by myself, and that took a loooong time! I've not found any named weapons, and despaired so of finding a decent weapon that I finally broke down and edited my character's save file so that his long sword would have a bonus of +3!!! I'm playing this game solo, so I know that there's no slimeball going ahead of me and grabbing all the goodies! I'm not looking for a walk in the park here, but I think that this particular game has gone overboard in the other direction. Yes, I've been in the Bakery, and I've cleared the old mansion, and I *still* can't find stuff! =============================================================================== Joe Hartley | jh@cadre.com - Whenever you find that you are on the Cadre Technologies | side of the majority, it is time to reform. - M. Twain 222 Richmond St. | -------------------------------------------------------- Providence, RI 02903 | Overman 1st Class - the Kilgore Trout Memorial Clench (401) 351-5950 x266 | of the Church of the SubGenius =============================================================================== From owner-crossfire Sun Nov 22 10:01:00 1992 Received: by ifi.uio.no id ; Sun, 22 Nov 1992 21:01:33 +0100 Return-Path: Received: from PO2.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Sun, 22 Nov 1992 21:01:31 +0100 Received: by po2.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Sun, 22 Nov 92 15:01:27 EST Received: via switchmail; Sun, 22 Nov 1992 15:01:27 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Sun, 22 Nov 1992 15:01:02 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Sun, 22 Nov 1992 15:01:00 -0500 (EST) Received: from BatMail.robin.v2.13.CUILIB.3.45.SNAP.NOT.LINKED.madhatter.ws.cc.cmu.edu.sun4c.411 via MS.5.6.madhatter.ws.cc.cmu.edu.sun4c_411; Sun, 22 Nov 1992 15:01:00 -0500 (EST) Message-Id: Date: Sun, 22 Nov 1992 15:01:00 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Re: Grimreapers In-Reply-To: References: Status: RO Andreas Bringedal writes: > If we gave easy protection against grimreaper, what is then the point > with them ? Comments anyone ? Not much point. I'd argue that if we remove the easy protection against the grimreapers then they shouldn't do as much damage and they should not be nearly as prevelent in the mazes. (I was without my protection against grimreapers and lost 1.5 million exp) > PS I _like_ grimreapers I like the idea, but they are everywhere, and can easily take away a huge chunk of your experience. this makes them too powerful to be everywhere or we should let people get protection. I don't think it should be really easy, but it should be available. -Eric ********************************************************* "Overhead, without any fuss, the stars were going out." -The Nine Billion Names of God "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From owner-crossfire Sun Nov 22 21:03:00 1992 Received: by ifi.uio.no id ; Sun, 22 Nov 1992 20:03:05 +0100 Return-Path: Received: from fenris.ifi.uio.no by ifi.uio.no with SMTP id ; Sun, 22 Nov 1992 20:03:03 +0100 Received: by fenris.ifi.uio.no ; Sun, 22 Nov 1992 20:03:02 +0100 Date: Sun, 22 Nov 1992 20:03:00 +0100 From: Andreas Bringedal To: crossfire Subject: Grimreapers Message-Id: Status: RO If we gave easy protection against grimreaper, what is then the point with them ? Comments anyone ? Andreas PS I _like_ grimreapers From joe@unipress.com Sun Nov 22 07:39:10 1992 Return-Path: Received: from remus.rutgers.edu by ifi.uio.no with SMTP id ; Sun, 22 Nov 1992 18:39:20 +0100 Received: from unipress-link.rutgers.edu by remus.rutgers.edu (5.59/SMI4.0/RU1.5/3.08) id AA15784; Sun, 22 Nov 92 12:39:15 EST Received: from dot.UniPress.COM by repo.unipress.com (4.1/SMI-4.1/UniPress080492.1) id AA26842; Sun, 22 Nov 92 12:39:11 EST via Message-Id: <9211221739.AA26842@repo.unipress.com> To: Frank Tore Johansen Cc: crossfire@ifi.uio.no, joe@unipress.com Subject: Re: Bitmap chopping In-Reply-To: Your message of "Sun, 22 Nov 92 18:03:57 +0100." <199211221703.AAyrsa11260@yrsa.ifi.uio.no> Date: Sun, 22 Nov 92 12:39:10 -0500 From: joe@unipress.com Status: RO Thanks very much for the script. Now I won't have to subject you to my horrible attempts at artwork! --joe SRI SYADASTI SYADAVAKTAVYA SYADASTI SYANNASTI SYADASTI CAVAKTAVYASCA SYADASTI SYANNASTI SYADAVATAVYASCA SYADASTI SYANNASTI SYADAVAKTAVYASCA WARNING: class has only private members and no friends. From owner-crossfire Sun Nov 22 07:39:10 1992 Received: by ifi.uio.no id ; Sun, 22 Nov 1992 18:39:29 +0100 Return-Path: Received: from remus.rutgers.edu by ifi.uio.no with SMTP id ; Sun, 22 Nov 1992 18:39:20 +0100 Received: from unipress-link.rutgers.edu by remus.rutgers.edu (5.59/SMI4.0/RU1.5/3.08) id AA15784; Sun, 22 Nov 92 12:39:15 EST Received: from dot.UniPress.COM by repo.unipress.com (4.1/SMI-4.1/UniPress080492.1) id AA26842; Sun, 22 Nov 92 12:39:11 EST via Message-Id: <9211221739.AA26842@repo.unipress.com> To: Frank Tore Johansen Cc: crossfire@ifi.uio.no, joe@unipress.com Subject: Re: Bitmap chopping In-Reply-To: Your message of "Sun, 22 Nov 92 18:03:57 +0100." <199211221703.AAyrsa11260@yrsa.ifi.uio.no> Date: Sun, 22 Nov 92 12:39:10 -0500 From: joe@unipress.com Status: RO Thanks very much for the script. Now I won't have to subject you to my horrible attempts at artwork! --joe SRI SYADASTI SYADAVAKTAVYA SYADASTI SYANNASTI SYADASTI CAVAKTAVYASCA SYADASTI SYANNASTI SYADAVATAVYASCA SYADASTI SYANNASTI SYADAVAKTAVYASCA WARNING: class has only private members and no friends. From owner-crossfire Sun Nov 22 19:03:57 1992 Received: by ifi.uio.no id ; Sun, 22 Nov 1992 18:03:59 +0100 Return-Path: Received: from yrsa.ifi.uio.no by ifi.uio.no with SMTP id ; Sun, 22 Nov 1992 18:03:58 +0100 From: Frank Tore Johansen Received: by yrsa.ifi.uio.no ; Sun, 22 Nov 1992 18:03:57 +0100 Message-Id: <199211221703.AAyrsa11260@yrsa.ifi.uio.no> Subject: Re: Bitmap chopping To: crossfire@ifi.uio.no Date: Sun, 22 Nov 1992 18:03:57 +0100 In-Reply-To: ; from "Andreas Bringedal" at Nov 22, 92 5:51 pm X-Mailer: ELM [version 2.3 PL11] Status: RO > I think Frank have such a program...Am I wrong Frank ?!? Kjetil (kjetilho@ifi.uio.no) made one. It has proven very useful when creating large monsters. Of course, if you want to edit the archetype-file yourself, there are some undocumented features you will have to figure out, like giving the archetypes of the different parts different x & y coordinates. ---------------------->8---Cut_Here---8<-------------------------------------- #!/bin/sh - usage() { echo "Usage: $0 [-w ] [-h ] [-] ..." exit 1 } w=24 h=24 workfile=/tmp/splitxbm.$$.xbm while [ ! $# = 0 ]; do case "$1" in -w) case "$2" in [0-9]*) w="$2" shift ;; *) usage esac ;; -h) case "$2" in [0-9]*) h="$2" shift ;; *) usage esac ;; -) shift break ;; -*) usage ;; *) break ;; esac shift done for file in $*; do xbmtopbm $file > $workfile width=`sed -e 1d -e '2s/ .*//' -e '3,$d' $workfile` height=`sed -e 1d -e '2s/[0-9]* //' -e '3,$d' $workfile` echo Input bitmap $file is $width"x"$height numeral=0 y=0 while [ $y -lt $height ]; do x=0 while [ $x -lt $width ]; do numeral=`expr $numeral + 1` pnmcut $x $y $w $h $workfile | pbmtoxbm > $file.$numeral x=`expr $x + $w` done y=`expr $y + $h` done echo Wrote $numeral $w"x"$h bitmaps. done rm -f $workfile From owner-crossfire Sun Nov 22 18:51:11 1992 Received: by ifi.uio.no id ; Sun, 22 Nov 1992 17:51:13 +0100 Return-Path: Received: from yrsa.ifi.uio.no by ifi.uio.no with SMTP id ; Sun, 22 Nov 1992 17:51:12 +0100 Received: by yrsa.ifi.uio.no ; Sun, 22 Nov 1992 17:51:12 +0100 Date: Sun, 22 Nov 1992 17:51:11 +0100 From: Andreas Bringedal To: crossfire Subject: Bitmap chopping Message-Id: Status: RO I think Frank have such a program...Am I wrong Frank ?!? Andreas From owner-crossfire Sun Nov 22 06:30:21 1992 Received: by ifi.uio.no id ; Sun, 22 Nov 1992 17:31:30 +0100 Return-Path: Received: from ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Sun, 22 Nov 1992 17:31:27 +0100 Received: by andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Sun, 22 Nov 92 11:31:22 EST Received: via switchmail; Sun, 22 Nov 1992 11:31:21 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Sun, 22 Nov 1992 11:30:23 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Sun, 22 Nov 1992 11:30:21 -0500 (EST) Received: from BatMail.robin.v2.13.CUILIB.3.45.SNAP.NOT.LINKED.madhatter.ws.cc.cmu.edu.sun4c.411 via MS.5.6.madhatter.ws.cc.cmu.edu.sun4c_411; Sun, 22 Nov 1992 11:30:21 -0500 (EST) Message-Id: Date: Sun, 22 Nov 1992 11:30:21 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: 0.88.0 alpha Status: RO I've got an alpha version of 0.88.0. Frank said I could let people have it. Therefore, you can retrieve it from madhatter.ws.cc.cmu.edu in the pub directory. -Eric ********************************************************* "Overhead, without any fuss, the stars were going out." -The Nine Billion Names of God "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From owner-crossfire Sat Nov 21 18:31:40 1992 Received: by ifi.uio.no id ; Sun, 22 Nov 1992 05:33:50 +0100 Return-Path: Received: from PO4.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Sun, 22 Nov 1992 05:33:48 +0100 Received: by po4.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Sat, 21 Nov 92 23:33:35 EST Received: via switchmail; Sat, 21 Nov 1992 23:33:31 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Sat, 21 Nov 1992 23:31:43 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Sat, 21 Nov 1992 23:31:41 -0500 (EST) Received: from BatMail.robin.v2.13.CUILIB.3.45.SNAP.NOT.LINKED.madhatter.ws.cc.cmu.edu.sun4c.411 via MS.5.6.madhatter.ws.cc.cmu.edu.sun4c_411; Sat, 21 Nov 1992 23:31:40 -0500 (EST) Message-Id: Date: Sat, 21 Nov 1992 23:31:40 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Re: GURPS, getting the latest version, and other random mumbles. In-Reply-To: <9211220314.AA25787@repo.unipress.com> References: <9211220314.AA25787@repo.unipress.com> Status: RO joe@unipress.com writes: [ gurps like misnomer ] I was actually talking about gurps like in a more general definition. I wanted both the character generation and for combat and all of that. [ points to put toward skills etc.] I've thought about how to do this. The basic Idea I've had is to award people skill points which they can then spend for weapon training, or they can spend for magical training, or other things. I'm not sure what a full list would be like. I'm not sure how easy this would be. [ more cool stuff ] A lot of the new stuff is in pre-release versions of 0.88.0 which mainly people who are working on code improvements. If Frank gives the O.K., I would make the version I'm running generally available. Since he has chosen to not make it publically available, I've followed a similar plan. [ bitmaps stuff ] If you send the stuff to me, I should be able to chop them up for you. I'll probably write a program to do it, which I would then make generally available. You can upload the files to madhatter.ws.cc.cmu.edu in the incoming directory. -Eric ********************************************************* "Overhead, without any fuss, the stars were going out." -The Nine Billion Names of God "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From owner-crossfire Sat Nov 21 17:14:46 1992 Received: by ifi.uio.no id ; Sun, 22 Nov 1992 04:15:02 +0100 Return-Path: Received: from remus.rutgers.edu by ifi.uio.no with SMTP id ; Sun, 22 Nov 1992 04:14:58 +0100 Received: from unipress-link.rutgers.edu by remus.rutgers.edu (5.59/SMI4.0/RU1.5/3.08) id AA08170; Sat, 21 Nov 92 22:14:52 EST Received: from dot.UniPress.COM by repo.unipress.com (4.1/SMI-4.1/UniPress080492.1) id AA25787; Sat, 21 Nov 92 22:14:48 EST via Message-Id: <9211220314.AA25787@repo.unipress.com> To: crossfire@ifi.uio.no Cc: dan@unipress.com Subject: GURPS, getting the latest version, and other random mumbles. Date: Sat, 21 Nov 92 22:14:46 -0500 From: joe@unipress.com Status: RO Moving to a GURPS-like character development method would suit crossfire quite well. Really, calling it GURPS-like is a misnomer, since the idea of spending character points on whatever you want is older than GURPS. The character generation sequence would be better if instead of rolling dice you got N points and could spend them on abilities. In GURPS, for example, you start out with 100 pts and 10s in four abilities; strength, dexterity, intelligence, and health. By spending 10 pts you can raise your strength to 11, for example. To start with a 12 strength, you'd need to spend 20 pts. Lowering your dex to 9 gains you 5 pts. The actual tables GURPS uses to do this aren't so useful in the case of crossfire, since you'd want to change them all around anyway. On the whole, moving to this sort of a system would be good because it would mean each player started out with a character of basicly equal power to all other new characters. The really cool thing about GURPS-like RPG systems is that you don't get awarded experience pts, rather, you get more pts which you can put toward your four stats, or other skills. This would be much more difficult to incorporate into crossfire, I would imagine, since the experience point system is already firmly in place. But, it does have the advantage of making it so that a player is not tied to the abilities and restrictions of a character class -- as is the case in D&D. --- *** --- I'm hearing about things like cooler containers and such on this list. Is there a release later than 87.8 that I'm not aware of? Or is the stuff just so new that it's not really useful yet? --- *** --- I've made some bitmaps for a set of maps I'd like to put into the local crossfire map set we have here. I think I read here at some point that someone knew how to split up large bitmaps into the little ones crossfire wants in its font. Any pointers on how to do this? Cheers. --joe SRI SYADASTI SYADAVAKTAVYA SYADASTI SYANNASTI SYADASTI CAVAKTAVYASCA SYADASTI SYANNASTI SYADAVATAVYASCA SYADASTI SYANNASTI SYADAVAKTAVYASCA WARNING: class has only private members and no friends. From owner-crossfire Fri Nov 20 18:37:26 1992 Received: by ifi.uio.no id ; Sat, 21 Nov 1992 05:38:42 +0100 Return-Path: Received: from ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Sat, 21 Nov 1992 05:38:39 +0100 Received: by andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Fri, 20 Nov 92 23:38:29 EST Received: via switchmail; Fri, 20 Nov 1992 23:38:25 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Fri, 20 Nov 1992 23:37:30 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Fri, 20 Nov 1992 23:37:27 -0500 (EST) Received: from BatMail.robin.v2.13.CUILIB.3.45.SNAP.NOT.LINKED.madhatter.ws.cc.cmu.edu.sun4c.411 via MS.5.6.madhatter.ws.cc.cmu.edu.sun4c_411; Fri, 20 Nov 1992 23:37:26 -0500 (EST) Message-Id: Date: Fri, 20 Nov 1992 23:37:26 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Re: something In-Reply-To: References: Status: RO Andreas Bringedal writes: > >I've thought about this. I think I'd like a more gurps like system > >than the D&D system that's in there now. > > I agree with you wholeheartedly(spelling?). Gurps is way better. > Have to change the game a lot thou. Main problem I have is not actually owning the Gurps rulebooks, or I'd start making the switch over. > >I disagree it's not too easy. > Isn't too easy ?!? I found Holy Avenger in the guardhouse just now. > Darkbalde and bracers +4 in the Bakery(The best place in the game) You obviously aren't playing under the new treasure rules. It is impossible under the new treasure rules to get artifacts in places under level 8. I may push that up to 9, but I don't generally see artifacts in level 8 places. [ artifacts in Old Mansion ] Impossible under new treasure rules. the mansion is level 7. Artifacts will never occur there. > Nowadays everybody finds them every time they play. Already fixed. > Potions shall stay horribly expencive ! :) Very bad Idea, they should not be purchasable in stores, indeed, no potions, artifacts, etc should be purchasable in stores. The problem with potions being worth so much is that they make it too easy to get rich. > You won't find armour or weapon with more than +2 in the Bakery. > (well, it's one in a million that you find +3) Under new treasure rules, 15% for +1 magic in the bakery, 85% for +0. > Brace will have some penalty. Maybe less exp or worse armour-class. Agreed, bracing makes things too easy. The obvious solution is to go to gurps system, and bracing eliminates dodge. But I believe in bracing, you should be able to stand there and attack without moving forward. The problem is that monsters walk into you while you're attacking. > Well. That was only some of it. I'm trying to convince Frank to > let scorpions be as deadly as they were before(damage=1d1000). > And hopefully it won't be as easy to find protections from GRIMREAPERS scorpions that deadly was a hose. The only solution was to not get near them. This is not a valuable thing to do, it just annoys people > Come on out there. Show your evil self !!! I don't want to be too cruel to people, killing them off, making really hard monsters that they run into early just makes people not play. This is why I believe in having the grimreaper protections available easily. They are way too common a monster to not be able to get protection. -Eric ********************************************************* "Overhead, without any fuss, the stars were going out." -The Nine Billion Names of God "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From owner-crossfire Sat Nov 21 02:59:17 1992 Received: by ifi.uio.no id ; Sat, 21 Nov 1992 01:59:21 +0100 Return-Path: Received: from ondur.ifi.uio.no by ifi.uio.no with SMTP id ; Sat, 21 Nov 1992 01:59:20 +0100 Received: by ondur.ifi.uio.no ; Sat, 21 Nov 1992 01:59:19 +0100 Date: Sat, 21 Nov 1992 1:59:17 +0100 From: Andreas Bringedal To: crossfire Subject: Re: something Message-Id: Status: RO >I've thought about this. I think I'd like a more gurps like system >than the D&D system that's in there now. I agree with you wholeheartedly(spelling?). Gurps is way better. Have to change the game a lot thou. >I disagree it's not too easy. Isn't too easy ?!? I found Holy Avenger in the guardhouse just now. Darkbalde and bracers +4 in the Bakery(The best place in the game) In three hours play, I have gained 200 000 exp. My speed is 3.40 without speedboots. Weaponspeed is 4.09. Next level I get heal. When I find dex-bracers, str-gauntlets, str-girdle and speedboots My speed will be 3.90. My weaponspeed will be close to 6.00. I will of course then have 25 in str and dex. And not to forget helm of brilliance and a ring og int/speed. I will then have 25 in int as well, with about 350 spellpoints. At this rate I will have 6 000 000 exp in another 2-4 hours. Depends on finding the right stuff. But you only need to go to The Old Mansion a couple of artifacts. TOO EASY !!! Opinions anybody ? Flames welcome... I have heard by Frank that he intends to make artifacts _very_ rare. Lets say that in one of 10 characters played up to 10 level. One will find a rare artifact like Darkblade, Excalibur or Holy Avenger. Nowadays everybody finds them every time they play. Potions shall stay horribly expencive ! :) Deseases will be horrible. Stats will continue to go down until they reach 0. Then you die. That is if you don't find the right cure :) You won't find armour or weapon with more than +2 in the Bakery. (well, it's one in a million that you find +3) Brace will have some penalty. Maybe less exp or worse armour-class. Well. That was only some of it. I'm trying to convince Frank to let scorpions be as deadly as they were before(damage=1d1000). And hopefully it won't be as easy to find protections from GRIMREAPERS Any nasty suggestions will be appreciated !!! PS Rustmonsters will be made, hopefully in the near future :) Maybe we should make a new monster called 'Evil Andreas' which lowers the max stats ?!? Kind of a vampire actually. Maybe it should steal items as well...Haven't anyone thought about making a thief ?!? Come on out there. Show your evil self !!! Andreas the nice From owner-crossfire Fri Nov 20 14:13:43 1992 Received: by ifi.uio.no id ; Sat, 21 Nov 1992 01:14:23 +0100 Return-Path: Received: from ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Sat, 21 Nov 1992 01:14:20 +0100 Received: by andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Fri, 20 Nov 92 19:14:14 EST Received: via switchmail; Fri, 20 Nov 1992 19:14:13 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Fri, 20 Nov 1992 19:13:45 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Fri, 20 Nov 1992 19:13:43 -0500 (EST) Received: from BatMail.robin.v2.13.CUILIB.3.45.SNAP.NOT.LINKED.madhatter.ws.cc.cmu.edu.sun4c.411 via MS.5.6.madhatter.ws.cc.cmu.edu.sun4c_411; Fri, 20 Nov 1992 19:13:43 -0500 (EST) Message-Id: Date: Fri, 20 Nov 1992 19:13:43 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Re: Possible new potion In-Reply-To: References: Status: RO Andreas Bringedal writes: > >Hmm.. what about something like a potion of restore experience? > >Drat those grimreapers!!! > >It would work something like a grimreaper in reverse, i.e., > >give back some percentage of lost experience points. > >It would require keeping track of the max experience points the > >character had - I would also make it pretty rare. > Hmm. Then I would say that we would need more monsters that drain exp. > What if somebody made bitmaps of vampires(and Dracula), wraiths, > wights etc...etc...Otherwise the game will be way to easy. It's > already easy once you learn the basics(like using the control-key, > brace and heal-spells). I disagree it's not too easy. The biggest fix that we need is to teach monsters how to break down walls. This is the main problem with some of the mazes that I've been building is that they become much easier as soon as you start putting in walls. > Artifacts are still too easy to come by. Hopefully a new treasure- > algorithm(?) will come into existence. (Maybe it has already. It's > been a long time since I played) There is a new treasure algorithm. It's part of the patches that I've had to 0.88, there in the incoming directory as eanders-patches-[13] (2 is a bad patch). I'm still playing with the balance of the treasure allocation. Some of the problem is also in the maps. > We also need some control over how many characters a player can have. > It may be a minor problem but one player had over 50 characters saved > at one time with not more then 10 exp each. I deleted them...:) What good is having that many people? The only reason I see for having more than one person is to be able to keep stuff you don't want to go wandering around with. > I think it have been inflation in diamons. A diamond is worth 50(?)gp > or less. There should at least be some valuable gems around. Why? > And of course I still don't like the character generation. If you > choose a barbarian, does this imply that you're not human or elf > (ie, you're something else), or that it isn't specified. > What if I want to play a human swashbuckler ? Or an elven > wizard ? I too have a big problem with character generation. You should only choose wizard. It's the easiest to get the 25 int with them which gives you an extra 100 spell points at level ten (24->25 int switch). > One could also give a player about 70 points to distribute to the > various stats(max is 84 I think). This would relive me for the > endless search for a good startup-character.(It wouldn't be so good > thou). Maybe one could give him 75 points. Comments anyone ? I've thought about this. I think I'd like a more gurps like system than the D&D system that's in there now. -- I'd also like to see the artifacts only available by solving mazes to get to them. -Eric ********************************************************* "Overhead, without any fuss, the stars were going out." -The Nine Billion Names of God "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From owner-crossfire Fri Nov 20 13:37:09 1992 Received: by ifi.uio.no id ; Fri, 20 Nov 1992 12:37:16 +0100 Return-Path: Received: from vak.ifi.uio.no by ifi.uio.no with SMTP id ; Fri, 20 Nov 1992 12:37:15 +0100 Received: by vak.ifi.uio.no ; Fri, 20 Nov 1992 12:37:12 +0100 Date: Fri, 20 Nov 1992 12:37:09 +0100 From: Andreas Bringedal To: crossfire Subject: Re: Possible new potion Message-Id: Status: RO >Hmm.. what about something like a potion of restore experience? >Drat those grimreapers!!! >It would work something like a grimreaper in reverse, i.e., >give back some percentage of lost experience points. >It would require keeping track of the max experience points the >character had - I would also make it pretty rare. Hmm. Then I would say that we would need more monsters that drain exp. What if somebody made bitmaps of vampires(and Dracula), wraiths, wights etc...etc...Otherwise the game will be way to easy. It's already easy once you learn the basics(like using the control-key, brace and heal-spells). Artifacts are still too easy to come by. Hopefully a new treasure- algorithm(?) will come into existence. (Maybe it has already. It's been a long time since I played) We also need some control over how many characters a player can have. It may be a minor problem but one player had over 50 characters saved at one time with not more then 10 exp each. I deleted them...:) Another problem I've seen is that new players seems to die every five minutes due to not using control-keys. What if one gave a little more exp for killing monster without control(to compensate for lack of skill) and a little less for monster killed when braced(to compensate for lack of active playing). Well just a thought. I think it have been inflation in diamons. A diamond is worth 50(?)gp or less. There should at least be some valuable gems around. And of course I still don't like the character generation. If you choose a barbarian, does this imply that you're not human or elf (ie, you're something else), or that it isn't specified. What if I want to play a human swashbuckler ? Or an elven wizard ? One could also give a player about 70 points to distribute to the various stats(max is 84 I think). This would relive me for the endless search for a good startup-character.(It wouldn't be so good thou). Maybe one could give him 75 points. Comments anyone ? Of course we also need some positive criticizing which I am not capable of due to my nature as pessimist. Anyone ? >Pat Andreas From owner-crossfire Thu Nov 19 16:11:11 1992 Received: by ifi.uio.no id ; Fri, 20 Nov 1992 03:12:34 +0100 Return-Path: Received: from PO2.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Fri, 20 Nov 1992 03:12:30 +0100 Received: by po2.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Thu, 19 Nov 92 21:12:24 EST Received: via switchmail; Thu, 19 Nov 1992 21:12:21 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Thu, 19 Nov 1992 21:11:14 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Thu, 19 Nov 1992 21:11:11 -0500 (EST) Received: from BatMail.robin.v2.13.CUILIB.3.45.SNAP.NOT.LINKED.madhatter.ws.cc.cmu.edu.sun4c.411 via MS.5.6.madhatter.ws.cc.cmu.edu.sun4c_411; Thu, 19 Nov 1992 21:11:11 -0500 (EST) Message-Id: Date: Thu, 19 Nov 1992 21:11:11 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Re: Possible new potion In-Reply-To: <9211192233.AA28653@fs.sei.cmu.edu> References: <9211192233.AA28653@fs.sei.cmu.edu> Status: RO prp@SEI.CMU.EDU writes: > Hmm.. what about something like a potion of restore experience? It could be made an artifact, but this seems sort of pointless, because then it would only appear with the same frequency as things like excalibur. I'm not convinced this is a really good idea, especially given that it currently isn't to hard to get a weapon which will protect you against grimreapers. -Eric ********************************************************* "Overhead, without any fuss, the stars were going out." -The Nine Billion Names of God "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From owner-crossfire Thu Nov 19 12:33:36 1992 Received: by ifi.uio.no id ; Thu, 19 Nov 1992 23:33:47 +0100 Return-Path: Received: from FS.SEI.CMU.EDU by ifi.uio.no with SMTP id ; Thu, 19 Nov 1992 23:33:41 +0100 Received: by fs.sei.cmu.edu (5.65/2.5) id AA28653; Thu, 19 Nov 92 17:33:36 -0500 Date: Thu, 19 Nov 92 17:33:36 -0500 From: prp@SEI.CMU.EDU Message-Id: <9211192233.AA28653@fs.sei.cmu.edu> To: crossfire@ifi.uio.no Subject: Possible new potion Status: RO Hmm.. what about something like a potion of restore experience? Drat those grimreapers!!! It would work something like a grimreaper in reverse, i.e., give back some percentage of lost experience points. It would require keeping track of the max experience points the character had - I would also make it pretty rare. Pat From owner-crossfire Thu Nov 12 06:24:53 1992 Received: by ifi.uio.no id ; Thu, 12 Nov 1992 17:25:36 +0100 Return-Path: Received: from arthur.cs.purdue.edu by ifi.uio.no with SMTP id ; Thu, 12 Nov 1992 17:25:16 +0100 Received: from phoenix.cs.purdue.edu by arthur.cs.purdue.edu (5.65c/PURDUE_CS-1.2) id ; Thu, 12 Nov 1992 11:24:57 -0500 Received: from localhost by phoenix.cs.purdue.edu (5.65c/PURDUE_CS-1.2) id ; Thu, 12 Nov 1992 11:24:54 -0500 Message-Id: <199211121624.AA19518@phoenix.cs.purdue.edu> To: crossfire@ifi.uio.no Cc: burke@cs.purdue.edu Subject: Strange problem. Date: Thu, 12 Nov 92 11:24:53 EST From: burke@cs.purdue.edu (Byron Burke) Status: RO I just discovered a strange problem with my character. I started the game, loaded my player and found that I couldn't use the arrow key to move up. It does allow me to move up using 'k' though. My other characters can move up using the arrow keys so I know it isn't an X problem. I've included the character below so if anyone else wants to reproduce the problem they can. Any info would be helpful. Thanks byron -------------cut here-------------------- none gen_hp 0 gen_sp 1 listening 9 spell -1 shoottype 0 lev_array 13 berzerk 1 peaceful 1 scroll 0 pushkey q cast summon earth elemental lev_array 10 6 6 4 6 4 6 6 5 8 4 8 5 5 3 6 4 5 5 3 5 spell_array 14 6 16 0 10 12 4 13 17 9 20 3 11 18 15 endplst name viking face 159 Str 25 Dex 22 Con 25 Wis 17 Cha 18 Int 12 hp 171 maxhp 171 sp 75 maxsp 75 exp 1048309 food 440 dam 20 wc -1 ac -8 x 10 y 5 speed 1.200000 level 13 type 1 immune 128 protected 1030 attacktype 131 carrying 697590 weight 70000 state 1 last_heal 6 last_sp 19 alive 1 end arch bracers_ac weight 2400 magic 2 end arch silvercoin nrof 662 end arch scroll nrof 8 end arch speedboots applied 1 end arch bow weight 7200 magic 4 applied 1 end arch shield weight 12000 magic 2 applied 1 end arch ring Dex 2 value 2000 end arch helmet weight 4500 magic 1 applied 1 end arch dragon_mail weight 81000 magic 1 last_sp 11 applied 1 end arch mournblade applied 1 end arch ring food 1 value 1000 applied 1 end arch key nrof 4 end arch amulet nrof 30 end arch gem nrof 15 end arch food nrof 47 end arch ring protected 1024 value 1000 applied 1 end arch goldcoin nrof 277 end arch ring food 1 value 1000 end arch arrow dam 8 wc -7 nrof 450 end From owner-crossfire Wed Nov 11 09:30:03 1992 Received: by ifi.uio.no id ; Wed, 11 Nov 1992 04:30:24 +0100 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Wed, 11 Nov 1992 04:30:08 +0100 Received: from delatite.aaii.oz.AU by yarra-glen.aaii.oz.au with SMTP (5.65c/SMI-4.0/AAII) id AA07952; Wed, 11 Nov 1992 14:30:02 +1100 From: Rupert G. Goldie Message-Id: <199211110330.AA07952@yarra-glen.aaii.oz.au> Received: by delatite.aaii.oz.AU (4.1/SMI-4.0) id AA02088; Wed, 11 Nov 92 14:30:03 EST Date: Wed, 11 Nov 92 14:30:03 EST To: crossfire@ifi.uio.no Subject: Re: Local hacks and projects... Status: RO > From: Rickard Eneqvist > Vick: Small fix : Monsters with dam=0 doesn't do any damage any more. > This is fine. > Vick: When a character dies, all items with positive magic value > are removed. (Ie good armor, artefacts etc.) This used to > cause people with character backup:s (*necessary when considering > all the coredumps..*) having lots of money from selling > their multiple Stormbringers etc. Not so any more :) > I've already commented on this, but I would make this a compile time option. I prefer that people can't copy their save's or don't pick their stuff up again if they do save (but then I'm a player-integrity weeny, so your mileage may vary) > Eneq: Fixed pickup so it can be used by other objects (new field in arche- > types PICK_UP . See global.h for more description. All objects > that are carried by the monster will enter the map when it is killed. > This sort of thing is useful for getting us towards smarter monsters, but I fear that if monsters are going to be picking up and even using (as described later) objects, players aren't going to be finding anything in the maps because monsters will be picking everything up. [stuff about having your own fonts and title bar deleted] > Added a new field to the archetype definitions (I have done a lot > of those lately :-) anim_speed determines how fast the object > switches face. I added this because I wanted a generator to animate > rather swiftly but only generate monster slowly and therefore couldn't > use speed. The determines how many ticks should pass before > swapping faces. > This is good. > Eneq: Fixed pick_up so that objects are added LAST in an inventory unless > there is other objects of the same type in which case they are > added in a cluster. To do this I altered insert_ob_in_ob but I also > had to alter drop. > I would have to try it to make a proper judgement, but it sounds reasonable. > Added archetype-fields; > no_drop Can't be dropped. > no_pretext No "That is"... is added to the output at an > examine. > container Object is a container and can hold max no kg. > bonus Variable for diverse uses. > > no_drop and no_pretext is pure, that is code has been added to handle > them. container and routines to handle containers will be added > tomorrow the idea is that the characters inv is replaced by the > container and then one can drop things on the ground close the > container and pick it up. > The closing of a container is triggered by (1) A move. (2) The close > container gadget is selected (This has no_drop and no_pretext defined) > this resides always at the top of the containers inventory and is added > when one applies the container and removed when one closes it. > Containers sound good, but again I would want to try this one out. I'm not entirely sure I grok it totally from your description. > Vick: Added two archetype flags: and > 'will_apply' contains information about which objects the > monster will try to apply. Added a monster, the gnome, to use > these features. It currently pulls all handles, opens doors and > tears down earthwalls. In due time, this will be expanded to allow > monster control of scrolls and wands. > It also features 'random_movement' which is a semi-random movement > type. When set to 1 the monster will move in the vincinity of a > player, but not in a determinstic manner. (Ie harder to hit) > This is good and bad. It adds new variety into the behaviour of monsters, but the player now suddenly loses control of the map. If you are using handles to control puzzles you really only want the player to be choosing which handles to use. What is the opinion of your local players of having a gnome in a map ? I would be really careful about adding such a monster to any map, as it changes the map quite considerably. I am planning to write a move_friendly_monster() routine, and once I have a little more free time a move_smart_monster(). pick_up and will_apply will be really good for making smart monsters. > Mol: Added a new archetype can_apply . > At the moment it behaves just like Eneq's pick_up, i.e. it will > immediately apply objects it has picked up. I will modify it to make > conditional applicaton of objects possible (i.e. monster reads scroll > of large fireball when a player approaches). Again, monsters applying things change the game dramatically. I would be really pissed if a monster grabbed and used up all the scrolls, potions, amulets, etc before I got to them. (Of course that's enough justification to have carefully placed monsters which do that 8) > If there is some things here that violates any personal beliefs I don't mind > getting comments. > > /Eneq Well, there's tons of comments from me, Rupert -- Rupert G. Goldie, rgg@aaii.oz.au From owner-crossfire Wed Nov 11 20:37:31 1992 Received: by ifi.uio.no id ; Wed, 11 Nov 1992 19:37:32 +0100 Return-Path: Received: from maud.ifi.uio.no by ifi.uio.no with SMTP id ; Wed, 11 Nov 1992 19:37:31 +0100 From: Morten Erik Hanshaugen Received: by maud.ifi.uio.no ; Wed, 11 Nov 1992 19:37:31 +0100 Date: Wed, 11 Nov 1992 19:37:31 +0100 Message-Id: <199211111837.AAmaud05749@maud.ifi.uio.no> To: crossfire@ifi.uio.no In-Reply-To: Rickard Eneqvist's message of Wed, 11 Nov 92 18:26:50 +0100 <9211111726.AA02096@Sofia.DoCS.UU.SE> Subject: Re: The new stuff... Status: RO > and the items would be removed from the inventory. The problem here is that; > how do you add things from your inventory to the containers? Via the ground > or should all things dropped/picked up be inserted in an open container? And > what happens if a character drops something from his real inventory? Should > it go to the container or to the ground, etc... Forget the dropping. When applying something when a bag is open, mark the item as in the bag, and take it and put it in the bag when the bag is closed. This is nice: Just like ^X-n (narrow) and ^X-w (widen) in emacs ... (Since I know Frank is not using emacs: You can mark an (ore more) area(s) in emacs and "hide" them when narrowing and expanding them when widening). Could be nice to mark all not werry important things and close it into a bag and mark all extra rings and amulets for an other ... Maybe the Mac style functionallity could be used to choose an object and drag it onto a bag? (Neet feature although Mac-functionality gennrally iritates me). To do the draging the bags have to be sited in a special place to not scroll avay the bag when looking for the hing to put avay. Morten From owner-crossfire Wed Nov 11 19:26:50 1992 Received: by ifi.uio.no id ; Wed, 11 Nov 1992 18:27:06 +0100 Return-Path: Received: from sunic.sunet.se by ifi.uio.no with SMTP id ; Wed, 11 Nov 1992 18:26:58 +0100 Received: from Sofia.DoCS.UU.SE by sunic.sunet.se (5.65c8/1.28) id AA16607; Wed, 11 Nov 1992 18:26:54 +0100 Received: by Sofia.DoCS.UU.SE (Sun-4/20, SunOS 4.1.1) with sendmail 5.61-bind 1.5+ida/ICU/DoCS id AA02096; Wed, 11 Nov 92 18:26:50 +0100 Date: Wed, 11 Nov 92 18:26:50 +0100 From: Rickard Eneqvist Message-Id: <9211111726.AA02096@Sofia.DoCS.UU.SE> To: Andreas Bringedal Cc: crossfire@ifi.uio.no, eneq@Sofia.DoCS.UU.SE Subject: Re: The new stuff... In-Reply-To: Your message of "Wed, 11 Nov 92 17:03:19 +0100." Status: RO >I'm not sure I grok everything that is said about the bags and inventory. >Let's say you have a bag. You apply it. The bag then becomes your inventory >window(with the bag on the top(or bottom)). Everything you pick up will >end in the bag. If you apply the bag once more you close it, and your normal >inventory comes forth. Do you need extra objects ? Haven't I gruk(grammar >aren't my strong side) the problem at all ? Problem? Now it is like this; a character applies a container and the inventory is replaced by the containers inventory and a close-container symbol is added at the top of that inventory so now you can pick things up from the ground and they will appear in the containers inventory and also you can drop things on the ground. I was thinking of replacing this method by another; if a character applies a container the contents will be ADDED to the inventory (possibly with an indicator that it is infact in the container. A character can only have one open container at a time. To close it one simply applies the container again and the items would be removed from the inventory. The problem here is that; how do you add things from your inventory to the containers? Via the ground or should all things dropped/picked up be inserted in an open container? And what happens if a character drops something from his real inventory? Should it go to the container or to the ground, etc... /Eneq From owner-crossfire Wed Nov 11 18:03:19 1992 Received: by ifi.uio.no id ; Wed, 11 Nov 1992 17:03:27 +0100 Return-Path: Received: from storen.ifi.uio.no by ifi.uio.no with SMTP id ; Wed, 11 Nov 1992 17:03:25 +0100 Received: by storen.ifi.uio.no ; Wed, 11 Nov 1992 17:03:23 +0100 Date: Wed, 11 Nov 1992 17:03:19 +0100 From: Andreas Bringedal To: crossfire Subject: The new stuff... Message-Id: Status: RO I'm not sure I grok everything that is said about the bags and inventory. Let's say you have a bag. You apply it. The bag then becomes your inventory window(with the bag on the top(or bottom)). Everything you pick up will end in the bag. If you apply the bag once more you close it, and your normal inventory comes forth. Do you need extra objects ? Haven't I gruk(grammar aren't my strong side) the problem at all ? Andreas (master of the incomplete dungeons with the many nonworking stuff) From owner-crossfire Tue Nov 10 05:12:16 1992 Received: by ifi.uio.no id ; Wed, 11 Nov 1992 07:40:28 +0100 Return-Path: Received: from PO2.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Wed, 11 Nov 1992 07:40:25 +0100 Received: by po2.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Wed, 11 Nov 92 01:40:19 EST Received: via switchmail; Wed, 11 Nov 1992 01:40:17 -0500 (EST) Received: from po4.andrew.cmu.edu via qmail ID ; Wed, 11 Nov 1992 01:38:35 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Tue, 10 Nov 1992 10:12:18 -0500 (EST) Received: from BatMail.robin.v2.13.CUILIB.3.45.SNAP.NOT.LINKED.madhatter.ws.cc.cmu.edu.sun4c.411 via MS.5.6.madhatter.ws.cc.cmu.edu.sun4c_411; Tue, 10 Nov 1992 10:12:16 -0500 (EST) Message-Id: Date: Tue, 10 Nov 1992 10:12:16 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Re: The no-goodies in the ghostpile hack.. In-Reply-To: <9211100917.AA04254@Sofia.DoCS.UU.SE> References: <9211100917.AA04254@Sofia.DoCS.UU.SE> Status: RO Mikael Lundgren writes: > > obnoxious. Why? Because I believe that if one of your people dies, > > you should be able to go in and rescue their stuff. > > Yes, but *not* if they can restore their character with all > equipment. 'Oh, I just died. Well, you can have my Excalibur, > I'll be back in just a few minutes...' Absolutely, I am of the opinion though that it's not worth our trouble to try to prevent people from cheating. It could be done and would be a lot of effort. However if someone really wanted to cheat, they'd just change the sources. I'm willing to just hope people wouldn't do that. I'd also like it if the game would teleport you back to the beginning when you died, penalizing you half your experience and leaving your stuff where it was. Then you could go rescue it. Perhaps if you were only resurected until the resurect count was higher than the level it would bring you back to. -Eric ********************************************************* "Overhead, without any fuss, the stars were going out." -The Nine Billion Names of God "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From owner-crossfire Tue Nov 10 11:17:08 1992 Received: by ifi.uio.no id ; Tue, 10 Nov 1992 10:17:34 +0100 Return-Path: Received: from sunic.sunet.se by ifi.uio.no with SMTP id ; Tue, 10 Nov 1992 10:17:17 +0100 Received: from Sofia.DoCS.UU.SE by sunic.sunet.se (5.65c8/1.28) id AA02498; Tue, 10 Nov 1992 10:17:12 +0100 Received: by Sofia.DoCS.UU.SE (Sun-4/20, SunOS 4.1.1) with sendmail 5.61-bind 1.5+ida/ICU/DoCS id AA04254; Tue, 10 Nov 92 10:17:08 +0100 Date: Tue, 10 Nov 92 10:17:08 +0100 From: Mikael Lundgren Message-Id: <9211100917.AA04254@Sofia.DoCS.UU.SE> To: crossfire@ifi.uio.no Cc: vick@Sofia.DoCS.UU.SE Subject: The no-goodies in the ghostpile hack.. Status: RO My patch, which removes all +magic objects from a ghostpile has raised a minor burst of opinions: > obnoxious. Why? Because I believe that if one of your people dies, > you should be able to go in and rescue their stuff. > -Eric Yes, but *not* if they can restore their character with all equipment. 'Oh, I just died. Well, you can have my Excalibur, I'll be back in just a few minutes...' The best way to overcome this, should be that one *couldn't* make back-up copies of the save file, but that you could transport dead characters somewhere and heal them (or cast some spell to do the job). I think this will come along with the quest-system. The addictiveness of the game doesn't come from starting over from level 1 after dying with a level ** character. It comes from exploring new dungeons, emabarging on new quests etc. Let's keep up the discussion! What do you guys out there think of the other additions? () University of Uppsala ,Sweden | Mikael (Vick) Lundgren ____ () () Department of Computer Science | vick@bern.docs.uu.se /.. \/| () () Remember:Four bananas always add up to a plectrum. (----) | )) () () Neither more nor less and definitely not the other way around.\____/\| () From owner-crossfire Mon Nov 9 11:13:16 1992 Received: by ifi.uio.no id ; Mon, 9 Nov 1992 23:55:54 +0100 Return-Path: Received: from ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Mon, 9 Nov 1992 23:55:48 +0100 Received: by andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Mon, 9 Nov 92 17:55:33 EST Received: via switchmail; Mon, 9 Nov 1992 17:55:32 -0500 (EST) Received: from po4.andrew.cmu.edu via qmail ID ; Mon, 9 Nov 1992 17:53:49 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Mon, 9 Nov 1992 16:13:20 -0500 (EST) Received: from BatMail.robin.v2.13.CUILIB.3.45.SNAP.NOT.LINKED.madhatter.ws.cc.cmu.edu.sun4c.411 via MS.5.6.madhatter.ws.cc.cmu.edu.sun4c_411; Mon, 9 Nov 1992 16:13:16 -0500 (EST) Message-Id: Date: Mon, 9 Nov 1992 16:13:16 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Re: Local hacks and projects... Cc: crossfire@ifi.uio.no, eneq@madrid.docs.uu.se In-Reply-To: <9211090659.AA24112@Madrid.DoCS.UU.SE> References: <9211090659.AA24112@Madrid.DoCS.UU.SE> Status: RO Rickard Eneqvist writes: > Ohh, I maybe forgot to mention it, these additions have been made to > 0.88.0. It's true that it doesn't core-dump of the same reasons that > 0.87 did but it still does (did) wen't into infinit loops and the > auto-save at a SIGSEG_V can fail. But that wasn't the problem here; > what Vick ment (at least I think so) was that a character could quit, > thereby leaving a pile, copy the save-file and have multiple stuff or > in a nicer view, die and leaving a ghost-pile etc. By this you can > conclude that I don't run it SUID and will continue doing so until > version 1.0 is released. After all this is pre-releases... I run my version setgid. However, I consider this modification to be obnoxious. Why? Because I believe that if one of your people dies, you should be able to go in and rescue their stuff. -Eric ********************************************************* "Overhead, without any fuss, the stars were going out." -The Nine Billion Names of God "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From owner-crossfire Mon Nov 9 04:55:44 1992 Received: by ifi.uio.no id ; Sun, 8 Nov 1992 23:55:59 +0100 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Sun, 8 Nov 1992 23:55:51 +0100 Received: from delatite.aaii.oz.AU by yarra-glen.aaii.oz.au with SMTP (5.65c/SMI-4.0/AAII) id AA03361; Mon, 9 Nov 1992 09:55:44 +1100 From: Rupert G. Goldie Message-Id: <199211082255.AA03361@yarra-glen.aaii.oz.au> Received: by delatite.aaii.oz.AU (4.1/SMI-4.0) id AA27860; Mon, 9 Nov 92 09:55:44 EST Date: Mon, 9 Nov 92 09:55:44 EST To: crossfire@ifi.uio.no Subject: Re: Local hacks and projects... Status: RO > From: Rickard Eneqvist > Vick: When a character dies, all items with positive magic value > are removed. (Ie good armor, artefacts etc.) This used to > cause people with character backup:s (*necessary when considering > all the coredumps..*) having lots of money from selling > their multiple Stormbringers etc. Not so any more :) This should become unnecessary in 0.88 as it will auto-save characters when it gets a SIGSEGV. I don't get many core dumps with 0.87 unless people are using summoned monsters, so I just don't use sumooning spells at all. -Rupert -- Rupert G. Goldie, rgg@aaii.oz.au From owner-crossfire Mon Nov 9 08:59:55 1992 Received: by ifi.uio.no id ; Mon, 9 Nov 1992 08:00:01 +0100 Return-Path: Received: from sunic.sunet.se by ifi.uio.no with SMTP id ; Mon, 9 Nov 1992 07:59:58 +0100 Received: from Madrid.DoCS.UU.SE by sunic.sunet.se (5.65c8/1.28) id AA12511; Mon, 9 Nov 1992 07:59:57 +0100 Received: by Madrid.DoCS.UU.SE (Sun-4/20, SunOS 4.1.1) with sendmail 5.61-bind 1.5+ida/ICU/DoCS id AA24112; Mon, 9 Nov 92 07:59:55 +0100 Date: Mon, 9 Nov 92 07:59:55 +0100 From: Rickard Eneqvist Message-Id: <9211090659.AA24112@Madrid.DoCS.UU.SE> To: "Rupert G. Goldie" Cc: crossfire@ifi.uio.no, eneq@Madrid.DoCS.UU.SE Subject: Re: Local hacks and projects... In-Reply-To: Your message of "Mon, 09 Nov 92 09:55:44 EST." <199211082255.AA03361@yarra-glen.aaii.oz.au> Status: RO From: Rupert G. Goldie ]> Vick: When a character dies, all items with positive magic value ]> are removed. (Ie good armor, artefacts etc.) This used to ]> cause people with character backup:s (*necessary when considering ]> all the coredumps..*) having lots of money from selling ]> their multiple Stormbringers etc. Not so any more :) >This should become unnecessary in 0.88 as it will auto-save characters >when it gets a SIGSEGV. I don't get many core dumps with 0.87 unless people >are using summoned monsters, so I just don't use sumooning spells at all. Ohh, I maybe forgot to mention it, these additions have been made to 0.88.0. It's true that it doesn't core-dump of the same reasons that 0.87 did but it still does (did) wen't into infinit loops and the auto-save at a SIGSEG_V can fail. But that wasn't the problem here; what Vick ment (at least I think so) was that a character could quit, thereby leaving a pile, copy the save-file and have multiple stuff or in a nicer view, die and leaving a ghost-pile etc. By this you can conclude that I don't run it SUID and will continue doing so until version 1.0 is released. After all this is pre-releases... /Eneq From owner-crossfire Sun Nov 8 04:57:11 1992 Received: by ifi.uio.no id ; Sun, 8 Nov 1992 03:57:16 +0100 Return-Path: Received: from sunic.sunet.se by ifi.uio.no with SMTP id ; Sun, 8 Nov 1992 03:57:14 +0100 Received: from Minsk.DoCS.UU.SE by sunic.sunet.se (5.65c8/1.28) id AA16609; Sun, 8 Nov 1992 03:57:13 +0100 Received: by Minsk.DoCS.UU.SE (Sun-4/630, SunOS 4.1.2) with sendmail 5.61-bind 1.5+ida/ICU/DoCS id AA19544; Sun, 8 Nov 92 03:57:11 +0100 Date: Sun, 8 Nov 92 03:57:11 +0100 From: Rickard Eneqvist Message-Id: <9211080257.AA19544@Minsk.DoCS.UU.SE> To: crossfire@ifi.uio.no Subject: Local hacks and projects... Status: RO This is a list of what we have added and what we plan to add a patch will soon be sent to Frank but I thought that people might want to know what we have done so that no parallel work is taking place. /*********Cut from lib/LOCAL_DONE************\ Vick: Created a monster (the blob) with the original ability to pick things up. (Which Eneq made more general..se below!) Vick: Small fix : Monsters with dam=0 doesn't do any damage any more. Vick: When a character dies, all items with positive magic value are removed. (Ie good armor, artefacts etc.) This used to cause people with character backup:s (*necessary when considering all the coredumps..*) having lots of money from selling their multiple Stormbringers etc. Not so any more :) Eneq: Fixed pickup so it can be used by other objects (new field in arche- types PICK_UP . See global.h for more description. All objects that are carried by the monster will enter the map when it is killed. Fixed it so that characters can define their own font's to be used when displaying their characters. The font must reside in the load path (preferably FONTDIR) and is defined through xresources (crossfire*chrfont: ). Still flickers though, shall fix it when I have some time over. Eneq: Fixed flicker, however I do an XLoadFont/XSetFont/XUnloadFont each time I draw a character. This will have to be rewritten so that each player has a Font-identifier to the appropriate font on each server. Redid the draw_bw to draw each cell not a row in a time, this made it a lot easier for me to do the font-context switch. I did not see a good reason to not letting the players define their own title through resources. The only reason not to let them is that one doesn't have an insight in the other characters profession. In spite of this I have let them define their own title. Added a new field to the archetype definitions (I have done a lot of those lately :-) anim_speed determines how fast the object switches face. I added this because I wanted a generator to animate rather swiftly but only generate monster slowly and therefore couldn't use speed. The determines how many ticks should pass before swapping faces. Eneq: Fixed pick_up so that objects are added LAST in an inventory unless there is other objects of the same type in which case they are added in a cluster. To do this I altered insert_ob_in_ob but I also had to alter drop. Added archetype-fields; no_drop Can't be dropped. no_pretext No "That is"... is added to the output at an examine. container Object is a container and can hold max no kg. bonus Variable for diverse uses. no_drop and no_pretext is pure, that is code has been added to handle them. container and routines to handle containers will be added tomorrow the idea is that the characters inv is replaced by the container and then one can drop things on the ground close the container and pick it up. The closing of a container is triggered by (1) A move. (2) The close container gadget is selected (This has no_drop and no_pretext defined) this resides always at the top of the containers inventory and is added when one applies the container and removed when one closes it. Vick: Added two archetype flags: and 'will_apply' contains information about which objects the monster will try to apply. Added a monster, the gnome, to use these features. It currently pulls all handles, opens doors and tears down earthwalls. In due time, this will be expanded to allow monster control of scrolls and wands. It also features 'random_movement' which is a semi-random movement type. When set to 1 the monster will move in the vincinity of a player, but not in a determinstic manner. (Ie harder to hit) Eneq: Detected a bug that occured when a monster which was killed did a hitback, since it was dead it had been removed/freed and therefore triggered a SIGSEG_V. Think I have fixed that problem but the object is probably still in the list (or? the problem might be that it is later added again to the list in spite of the fact that it shouldn't in that case we have removed some of the cases but it should still happen once in a while), will look into that again later (if we experience more trouble with it). Something is wrong with my alteration of the pick_up code, seems as if one now can leave shops with unpaid things (think I have fixed that but don't know yet). Added container, this has not been finished yet, there are a few things that has to be altered (get_payment for instance). Mol: Added a new archetype can_apply . At the moment it behaves just like Eneq's pick_up, i.e. it will immediately apply objects it has picked up. I will modify it to make conditional applicaton of objects possible (i.e. monster reads scroll of large fireball when a player approaches). ******************************** If there is some things here that violates any personal beliefs I don't mind getting comments. /Eneq From owner-crossfire Fri Nov 6 04:50:24 1992 Received: by ifi.uio.no id ; Thu, 5 Nov 1992 23:51:46 +0100 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Thu, 5 Nov 1992 23:51:23 +0100 Received: from delatite.aaii.oz.AU by yarra-glen.aaii.oz.au with SMTP (5.65c/SMI-4.0/AAII) id AA19070; Fri, 6 Nov 1992 09:50:25 +1100 From: Rupert G. Goldie Message-Id: <199211052250.AA19070@yarra-glen.aaii.oz.au> Received: by delatite.aaii.oz.AU (4.1/SMI-4.0) id AA26490; Fri, 6 Nov 92 09:50:24 EST Date: Fri, 6 Nov 92 09:50:24 EST To: crossfire@ifi.uio.no Subject: Re: random thoughts Status: RO The main problem I have found with using a font is that the font must be available on all the displays being used in a game. This just makes installing new bitmaps a bit more time consuming than using pixmaps would. -Rupert -- Rupert G. Goldie, rgg@aaii.oz.au From owner-crossfire Thu Nov 5 10:56:25 1992 Received: by ifi.uio.no id ; Thu, 5 Nov 1992 21:56:55 +0100 Return-Path: Received: from arthur.cs.purdue.edu by ifi.uio.no with SMTP id ; Thu, 5 Nov 1992 21:56:51 +0100 Received: from denali.cs.purdue.edu by arthur.cs.purdue.edu (5.65c/PURDUE_CS-1.2) id ; Thu, 5 Nov 1992 15:56:28 -0500 Received: from localhost by denali.cs.purdue.edu (5.65c/PURDUE_CS-1.2) id ; Thu, 5 Nov 1992 15:56:26 -0500 Message-Id: <199211052056.AA02030@denali.cs.purdue.edu> To: joe@unipress.com Cc: "Eric A. Anderson" , crossfire@ifi.uio.no, dan@unipress.com, bingle@cs.purdue.edu Subject: Re: random thoughts In-Reply-To: Your message of "Thu, 05 Nov 92 14:36:52 EST." <9211051937.AA08220@repo.unipress.com> Date: Thu, 05 Nov 92 15:56:25 EST From: bingle@cs.purdue.edu (Richard Bingle) Status: RO >Also, you can have shaped pixmaps, so whatever a character is >standing on will appear behind it. For example, if there is a diamond on top >of grass, you will see the diamond shape with grass all around it, as opposed >to clear area all around it and then grass when you remove the diamond. You can do this with fonts... Fonts can be drawn using either XDrawImageString or XDrawString. XDrawImageString draws a string in both the foreground and background colors. It draws the character in the foreground and fills in the bounding box with the background. XDrawString draws using the foreground only. The foreground is used to draw set bits in the font. It does not affect any other pixels in the bounding box for each character. I also believe that most servers are optimized to do fonts faster than pixmaps... Richard Bingle bingle@cs.purdue.edu Computer Science Department purdue!bingle Purdue University (317) 494-0893 West Lafayette, IN 47907 From owner-crossfire Thu Nov 5 09:36:52 1992 Received: by ifi.uio.no id ; Thu, 5 Nov 1992 20:37:28 +0100 Return-Path: Received: from remus.rutgers.edu by ifi.uio.no with SMTP id ; Thu, 5 Nov 1992 20:37:18 +0100 Received: from unipress-link.rutgers.edu by remus.rutgers.edu (5.59/SMI4.0/RU1.5/3.08) id AA01082; Thu, 5 Nov 92 14:37:06 EST Received: from dot.UniPress.COM by repo.unipress.com (4.1/SMI-4.1/UniPress121791.1) id AA08220; Thu, 5 Nov 92 14:37:01 EST via Message-Id: <9211051937.AA08220@repo.unipress.com> To: "Eric A. Anderson" Cc: crossfire@ifi.uio.no, dan@unipress.com Subject: Re: random thoughts In-Reply-To: Your message of "Thu, 29 Oct 92 11:48:29 EST." Date: Thu, 05 Nov 92 14:36:52 -0500 From: joe@unipress.com Status: RO > [pixmaps] > How fast are they in comparison to fonts? I've heard that fonts are > better because they optimized for this. Fonts are faster, but not by much. You can identify a font character to the X server using two bytes, but you need four for a pixmap, for example. With pixmaps, however, you can have as many colors as you want (given display limitations) stored *in the pixmap* rather than applied to the font characters. Also, you can have shaped pixmaps, so whatever a character is standing on will appear behind it. For example, if there is a diamond on top of grass, you will see the diamond shape with grass all around it, as opposed to clear area all around it and then grass when you remove the diamond. Pixmaps can also have monochrome versions of the colors they use built in, so the game will be as playable -- though less nice looking -- on monochrome or greyscale displays, without much work on the part of crossfire. > [client server model] > I'd say the move should be made before 1.0. I am not convinced it > will happen unless the change is made before then. I just said 1.0 since the TODO list I read seemed to just be composed of mostly bugfixes to the current version. > > This would make team play possible ... > What? How would saved map state make team play possible. This was just a brain mumble. I'd like to be able to set up the game with some maps and premade characters so that me and my friends could play capture the flag (or really, capture the Stormbringer). Being able to save map state seemed to be a step in this direction. > > Anyway these are all just ramblings, and I hope they don't sound too > > negative or discouraging. Crossfire remains a very good game. > Agreed. It's a really cool game. Really *really* cool. --joe SRI SYADASTI SYADAVAKTAVYA SYADASTI SYANNASTI SYADASTI CAVAKTAVYASCA SYADASTI SYANNASTI SYADAVATAVYASCA SYADASTI SYANNASTI SYADAVAKTAVYASCA WARNING: class has only private members and no friends. From owner-crossfire Thu Nov 12 18:55:00 1992 Received: by ifi.uio.no id ; Thu, 12 Nov 1992 18:55:07 +0100 Return-Path: Received: from FS.SEI.CMU.EDU by ifi.uio.no with SMTP id ; Thu, 12 Nov 1992 18:55:00 +0100 Received: by fs.sei.cmu.edu (5.65/2.5) id AA28973; Thu, 12 Nov 92 12:54:49 -0500 To: crossfire@ifi.uio.no Subject: Re: Strange problem. Date: Thu Nov 12 12:52:17 1992 From: Pat Place Phone: (412) 268 7746 Organization: Software Engineering Institute Message-Id: <9211121254.duped.prp@SEI> Status: RO It is not clear whether "loaded" means restore from a saved game or created initially. If the meaning is the former, then I have observed some other problems to do with restoring a character. If the first item in the list is, say the wielded weapon, then the player should first unwield it and then rewield the weapon, otherwise the weapon damage is ignored. The same holds true for armour and rings. Pat