From crossfire-request Sat Dec 3 04:10:39 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Sat, 3 Dec 1994 04:10:38 +0100 Received: from LOCALHOST (LOCALHOST [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id TAA04107; Fri, 2 Dec 1994 19:10:02 -0800 Message-Id: <199412030310.TAA04107@soda.CSUA.Berkeley.EDU> To: Mark Wedel cc: crossfire@ifi.uio.no Subject: Re: Couple more things. In-reply-to: Your message of "Fri, 02 Dec 1994 15:49:58 PST." <199412022349.AA24028@foxtrot.rahul.net> Date: Fri, 02 Dec 1994 19:09:59 -0800 From: Peter Mardahl Status: RO In message <199412022349.AA24028@foxtrot.rahul.net>, Mark Wedel writes: > > A few other thoughts/ideas: > >1) Right now, hit point and spell point regeneration rates are based on your >max hp and max sp. Thus, if you have a max hp of 200, you will gain them >back twice as fast as if you had a max hp of 100. Yes, very much so. It would be NO fun if you had to wait 5 times as long with a 500max sp char as with a 100max sp char. You are using more powerful spells to kill worse monsters at that time. > It does make a difference, in that low level characters will get back >to full hp/sp much quicker, whre high level characters will do so much >more slowly (maybe it will actually create a demand for magic power potions >then..) Perhaps. But magic power potions are so expensive and inconvenient, that what people will do is sit around bored waiting for sp regen. It's bad enough as it is... Let's keep the game fun, no boredom waiting for sp, no extra administrative hassle to handle loads of potions. PeterM From crossfire-request Sat Dec 3 00:50:15 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sat, 3 Dec 1994 00:50:13 +0100 Received: from bolero.rahul.net by tango.rahul.net with SMTP id AA00226 (5.67b8/IDA-1.5 for ); Fri, 2 Dec 1994 15:50:04 -0800 Received: from foxtrot.rahul.net by bolero.rahul.net with SMTP id AA10705 (5.67b8/IDA-1.5 for ); Fri, 2 Dec 1994 15:50:02 -0800 From: Mark Wedel Received: by foxtrot.rahul.net (5.67a8/jive-a2i-1.0) id AA24028; Fri, 2 Dec 1994 15:49:58 -0800 Date: Fri, 2 Dec 1994 15:49:58 -0800 Message-Id: <199412022349.AA24028@foxtrot.rahul.net> To: crossfire@ifi.uio.no Subject: Couple more things. Status: RO A few other thoughts/ideas: 1) Right now, hit point and spell point regeneration rates are based on your max hp and max sp. Thus, if you have a max hp of 200, you will gain them back twice as fast as if you had a max hp of 100. In this way, it will always take about the same amount of ticks/real time to full regenerate hp and sp (regeneration will quicken these up.) Is this a desirable feature? If not, what should the base number for regeneration be (ie, should it be as if you had a max hp of 100, no matter what your max hp is, or should it be 50, or 250?) It does make a difference, in that low level characters will get back to full hp/sp much quicker, whre high level characters will do so much more slowly (maybe it will actually create a demand for magic power potions then..) --Mark From crossfire-request Fri Dec 2 17:37:03 1994 Return-Path: Received: from mailgate.Cadence.COM (mailgate.Cadence.COM [158.140.2.1]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 2 Dec 1994 17:36:59 +0100 Received: (from smap@localhost) by mailgate.Cadence.COM (8.6.8/8.6.8) id IAA22043 for ; Fri, 2 Dec 1994 08:36:43 -0800 Received: from cds9075.cadence.com(158.140.142.2) by mailgate.cadence.com via smap (V1.0mjr) id sma022025; Fri Dec 2 08:36:26 1994 Received: from localhost (woodruff@localhost) by cds9075.cadence.com (8.6.4/8.6.8) id IAA07997 for crossfire@ifi.uio.no; Fri, 2 Dec 1994 08:36:33 -0800 Date: Fri, 2 Dec 1994 08:36:33 -0800 From: Ken Woodruff Message-Id: <199412021636.IAA07997@cds9075.cadence.com> To: crossfire@ifi.uio.no Subject: Re: CF: Experience Status: RO Mark Wedel writes: > Experience is also reduced if you are braced. I believe the logic is that > it is much safer/easier to attack while braced, so this makes it less > desirable to attack while braced. I think the motivation for this was actually to prevent a form of "cheating" where you place your character near a generator and brace him, then attack everything that comes out. Once set up like this you could leave the window alone for a few hours, come back and have tons of experience for little or no work. This was particularly easy to do in the training arena in the basement of the guild found in the early Crossfire maps. --Ken +------------------------+-------------------------------------+ | Ken Woodruff | "In every jumbled pile of person | | woodruff@cadence.com | there's a thinking part that | +------------------------+ wonders what the part that isn't | | Disclaimer: What tote | thinking isn't thinking of." | | bag full of $20 bills? | --They Might Be Giants | +------------------------+-------------------------------------+ From crossfire-request Fri Dec 2 08:47:04 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 2 Dec 1994 08:47:02 +0100 Received: from bolero.rahul.net by tango.rahul.net with SMTP id AA28649 (5.67b8/IDA-1.5 for ); Thu, 1 Dec 1994 23:46:58 -0800 Received: from foxtrot.rahul.net by bolero.rahul.net with SMTP id AA15072 (5.67b8/IDA-1.5); Thu, 1 Dec 1994 23:46:57 -0800 From: Mark Wedel Received: by foxtrot.rahul.net (5.67a8/jive-a2i-1.0) id AA02378; Thu, 1 Dec 1994 23:46:56 -0800 Date: Thu, 1 Dec 1994 23:46:56 -0800 Message-Id: <199412020746.AA02378@foxtrot.rahul.net> To: crossfire@ifi.uio.no, preston.crow@dancer.dartmouth.edu Subject: Re: CF: Experience Status: RO You are correct on both counts. The amount of experience you get for killing a monster depends on your level relative to the monsters level. Since the monsters level is constant, it means that as you advance levels, you get less experience. This means that the experience listed in the spoiler file is base experience - if you are lower level than the monster, you will get more than that listed experience, if you are higher level you get less. Experience is also reduced if you are braced. I believe the logic is that it is much safer/easier to attack while braced, so this makes it less desirable to attack while braced. From crossfire-request Fri Dec 2 07:07:32 1994 Return-Path: Received: from dartvax.dartmouth.edu (dartvax.dartmouth.edu [129.170.16.4]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 2 Dec 1994 07:07:31 +0100 Received: from dancer.Dartmouth.EDU (dancer.dartmouth.edu [129.170.208.7]) by dartvax.dartmouth.edu (8.6.9+DND/8.6.9) with SMTP id BAA26392 for ; Fri, 2 Dec 1994 01:07:29 -0500 Message-id: <9588819@dancer.Dartmouth.EDU> Date: 02 Dec 94 01:07:28 EST From: Preston.F.Crow@Dartmouth.EDU (Preston F. Crow) Reply-To: preston.crow@dancer.dartmouth.edu Subject: CF: Experience To: crossfire@ifi.uio.no Status: RO I seem to be confused concerning the experience system. It seems that the value of a monster goes down as I go up in level. It also seems that the amount of experience is reduced when I'm braced. How does this work? --PC From crossfire-request Thu Dec 15 04:38:41 1994 Return-Path: Received: from PSUVM.PSU.EDU (psuvm.psu.edu [128.118.56.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Thu, 15 Dec 1994 04:38:40 +0100 Message-Id: <199412150338.8498.ifi@ifi.uio.no> Received: from PSUVM.PSU.EDU by PSUVM.PSU.EDU (IBM VM SMTP V2R2) with BSMTP id 5066; Wed, 14 Dec 94 22:37:59 EST Received: from PSUVM.PSU.EDU (NJE origin MCW102@PSUVM) by PSUVM.PSU.EDU (LMail V1.2a/1.8a) with RFC822 id 4610; Wed, 14 Dec 1994 22:38:00 -0500 Date: Wed, 14 Dec 94 22:37 EST From: "Mary C. Wheeland" Subject: Getting started To: crossfire@ifi.uio.no Status: RO I've read the www info on Crossfire, but I'm still not sure if I understand what's going on... I've got a PC, modem (14.4) and a connection to a university mainframe: 1. can I get the software for Crossfire and log into a site and play? I am confused on how to do this, so if you can help me I'd greatly appreciate it. Also, if there's anyone from Penn State doing this, can you tell me how? Thanks Mary From crossfire-request Thu Dec 15 02:19:09 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Thu, 15 Dec 1994 02:19:07 +0100 Received: from LOCALHOST (LOCALHOST [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id RAA08526; Wed, 14 Dec 1994 17:18:51 -0800 Message-Id: <199412150118.RAA08526@soda.CSUA.Berkeley.EDU> To: George Thomson cc: crossfire@ifi.uio.no Subject: Re: Help In-reply-to: Your message of "Wed, 14 Dec 1994 14:38:58 MST." <94Dec14.143903-0700_(mst).138594-2@amisk.cs.ualberta.ca> Date: Wed, 14 Dec 1994 17:18:49 -0800 From: Scott MacFiggen Status: RO >Hi, > > I am trying to get a hold of the administrator for the >Berkeley server and the address in the motd >"crossfire_admin@soda.csua.berkeley.edu" keeps getting bounced back to >me with an unknown user error. I also tried 'beer' and 'crossfire' >instead of 'soda' with the same results. The proper address is crossfire-admin no crossfire_admin. -Scott From crossfire-request Thu Dec 15 00:44:36 1994 Return-Path: Received: from eden-valley (eden-valley.aaii.oz.AU [192.35.59.254]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Thu, 15 Dec 1994 00:44:28 +0100 Received: from wyndham-estates.aaii.oz.AU by eden-valley with SMTP (5.65c/SMI-4.0/AAII) id AA05067; Thu, 15 Dec 1994 10:43:36 +1100 Received: from nagambie.aaii.oz.AU (nagambie.aaii.oz.AU [192.35.59.17]) by wyndham-estates.aaii.oz.au (8.6.8.1/8.6.6) with SMTP id KAA02511 for ; Thu, 15 Dec 1994 10:43:36 +1100 Message-Id: <199412142343.KAA02511@wyndham-estates.aaii.oz.au> X-Authentication-Warning: wyndham-estates.aaii.oz.au: Host nagambie.aaii.oz.AU didn't use HELO protocol To: crossfire@ifi.uio.no From: "Rupert G. Goldie" Reply-To: rgg@aaii.oz.au Subject: Re: xpm In-Reply-To: Message from Akshay Srinivasan of 1994-Dec-14 8:39:7, <9412141339.AA19368@nova.gmi.edu> Date: Thu, 15 Dec 1994 10:43:36 +1100 Sender: rgg@aaii.oz.au Status: RO Akshay Srinivasan wrote: > Was wondering how many people who run crossfire use :: > 1) font > 2) pix > 3) xpm > I use xpm since I dont mind the performance hit of full color :). I use XPM when playing on a workstation because it looks really good, but I use fonts when playing on my Linux box because it's slow and mono. -- Rupert G. Goldie, Research Scientist rgg@aaii.oz.au Australian Artificial Intelligence Institute /\/\|| Level 6, 171 Latrobe Street, Melbourne, Australia From crossfire-request Wed Dec 14 22:59:41 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Wed, 14 Dec 1994 22:59:34 +0100 Received: from LOCALHOST (LOCALHOST [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id NAA06932; Wed, 14 Dec 1994 13:59:26 -0800 Message-Id: <199412142159.NAA06932@soda.CSUA.Berkeley.EDU> To: George Thomson cc: crossfire@ifi.uio.no Subject: Re: Help In-reply-to: Your message of "Wed, 14 Dec 1994 14:38:58 MST." <94Dec14.143903-0700_(mst).138594-2@amisk.cs.ualberta.ca> Date: Wed, 14 Dec 1994 13:59:24 -0800 From: Peter Mardahl Status: RO In message <94Dec14.143903-0700_(mst).138594-2@amisk.cs.ualberta.ca>, George Th omson writes: > I am trying to get a hold of the administrator for the >Berkeley server and the address in the motd That's me. I'm not sure why the mailing alias isn't working. For now email to me. I'll look into why the alias is broken. PeterM From crossfire-request Wed Dec 14 22:39:19 1994 Return-Path: Received: from amisk.cs.ualberta.ca (amisk.cs.ualberta.ca [129.128.13.1]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Wed, 14 Dec 1994 22:39:18 +0100 Received: by amisk.cs.ualberta.ca id <138594-2>; Wed, 14 Dec 1994 14:39:03 -0700 Subject: Help From: George Thomson To: crossfire@ifi.uio.no Date: Wed, 14 Dec 1994 14:38:58 -0700 (MST) X-Mailer: ELM [version 2.4 PL21] Content-Type: text Content-Length: 797 Message-Id: <94Dec14.143903-0700_(mst).138594-2@amisk.cs.ualberta.ca> Status: RO Hi, I know this is not really the place to do this but I don't know where else to do it. I am trying to get a hold of the administrator for the Berkeley server and the address in the motd "crossfire_admin@soda.csua.berkeley.edu" keeps getting bounced back to me with an unknown user error. I also tried 'beer' and 'crossfire' instead of 'soda' with the same results. Any help would be much appreciated. Thanks, George -- ************************************************************************ * The tumult and the shouting dies, * * the captains and the kings depart. * * -Kipling * ************************************************************************ From crossfire-request Wed Dec 14 16:44:46 1994 Return-Path: Received: from castor.cc.utu.fi (root@castor.cc.utu.fi [130.232.1.14]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Wed, 14 Dec 1994 16:44:45 +0100 Received: by utu.fi id <166666-4>; Wed, 14 Dec 1994 17:44:31 +0200 Subject: Re: xpm From: Tero Jyri Michael Pelander To: crossfire@ifi.uio.no Date: Wed, 14 Dec 1994 17:44:25 +0200 (EET) In-Reply-To: <9412141339.AA19368@nova.gmi.edu> from "Akshay Srinivasan" at Dec 14, 94 08:39:07 am MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8BIT Content-Length: 270 Message-Id: <94Dec14.174431+0200_(eet).166666-4@utu.fi> Status: RO > Was wondering how many people who run crossfire use :: > 1) font Usually when playing. > 2) pix When testing things. (I don't want to start the fontmanager and I can't put the fonts to any common directory.) > 3) xpm Not usually as it makes the game play sluggish. From crossfire-request Wed Dec 14 15:54:17 1994 Return-Path: Received: from nova.gmi.edu (nova.gmi.edu [192.138.137.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 14 Dec 1994 15:54:16 +0100 Received: from prizm.gmi.edu.gmi.edu by nova.gmi.edu (4.1/SMI-4.1-DNI) id AA25053; Wed, 14 Dec 94 09:58:52 EST Date: Wed, 14 Dec 94 09:58:52 EST From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9412141458.AA25053@nova.gmi.edu> To: crossfire@ifi.uio.no Subject: boiulder hack Status: RO I like thomas@astro.psu.edu hack for giants throwing boulders :) its in my server now.... Wow that was scary as hell when I went for a test fight and a boulder came flying at me (hehehe). Ripclaw (Maintainer) From crossfire-request Wed Dec 14 14:34:33 1994 Return-Path: Received: from nova.gmi.edu (nova.gmi.edu [192.138.137.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 14 Dec 1994 14:34:32 +0100 Received: from prizm.gmi.edu.gmi.edu by nova.gmi.edu (4.1/SMI-4.1-DNI) id AA19368; Wed, 14 Dec 94 08:39:07 EST Date: Wed, 14 Dec 94 08:39:07 EST From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9412141339.AA19368@nova.gmi.edu> To: crossfire@ifi.uio.no Subject: xpm Status: RO Was wondering how many people who run crossfire use :: 1) font 2) pix 3) xpm I use xpm since I dont mind the performance hit of full color :). Ripclaw (Maintainer) From crossfire-request Wed Dec 14 18:58:49 1994 Return-Path: Received: from ns1.unicomp.net (ns1.unicomp.net [199.1.42.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 14 Dec 1994 18:58:26 +0100 Received: from archer.home.com (unicomp2.unicomp.net) by ns1.unicomp.net (4.1/SMI-4.1) id AA25986; Wed, 14 Dec 94 12:00:41 CST Date: Wed, 14 Dec 1994 11:55:47 -36000 From: gcope Subject: Crossfire and Linux. To: crossfire mailing-list Message-Id: Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO I pulled a pre-compiled copy of crossfire for linux of the net...the most recent one appears to be v0.89.2, however, I can't seem to get it to work. I do have the maps, did a mkfontdir, ect...fonts can be accessed, but what bmaps (bitmaps?) is this thing looking for???? Below is the message that I get. This is printed out after the X-window starts and then dies. I have also double checked, crossfire -o tells me the font path that is being used, and it correct for my system. Welcome to CrossFire, v0.89.2, copyright (C) 1992 Frank Tore Johansen. Trying to fix fontpath for display :0.0. Error code BadValue (integer parameter out of range for operation) Failed, switching to pixmaps (this might take a while). Can't open bmaps file: No such file or directory Sign, Greg T. Copeland gcope@UniComp.Net *----------------------------------------------* | Ask me about Linux! The i386/486 Copylefted | | Unix. Oh ya, did I mention that it's free, | | and has X-windows (X11R5 X11R6), a dos | | emulator, and a Window's run-time package is | | is in developement! Your next OS just might | | be free!!!!!!!!!!!!!!!!! | *----------------------------------------------* From crossfire-request Wed Dec 14 18:01:47 1994 Return-Path: Received: from ns1.unicomp.net (ns1.unicomp.net [199.1.42.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 14 Dec 1994 18:01:46 +0100 Received: from archer.home.com (unicomp2.unicomp.net) by ns1.unicomp.net (4.1/SMI-4.1) id AA25389; Wed, 14 Dec 94 11:04:36 CST Date: Wed, 14 Dec 1994 10:59:42 -36000 From: gcope To: crossfire@ifi.uio.no Message-Id: Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO Where can you get a list of crossfire servers...I'm brand new to this and just stumbled across it when using XMosaic one day... Sign, Greg T. Copeland gcope@UniComp.Net *----------------------------------------------* | Ask me about Linux! The i386/486 Copylefted | | Unix. Oh ya, did I mention that it's free, | | and has X-windows (X11R5 X11R6), a dos | | emulator, and a Window's run-time package is | | is in developement! Your next OS just might | | be free!!!!!!!!!!!!!!!!! | *----------------------------------------------* From crossfire-request Wed Dec 14 07:43:52 1994 Return-Path: Received: from nexus.astro.psu.edu (nexus.astro.psu.edu [128.118.147.20]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 14 Dec 1994 07:43:51 +0100 Received: from sargon.astro.psu.edu by nexus.astro.psu.edu (4.1/Nexus-1.3) id AA01594; Wed, 14 Dec 94 01:43:42 EST Received: by sargon.astro.psu.edu (4.1/Client-1.3) id AA24022; Wed, 14 Dec 94 01:43:40 EST Date: Wed, 14 Dec 94 01:43:40 EST From: "Brian Thomas" Message-Id: <9412140643.AA24022@sargon.astro.psu.edu> To: crossfire@ifi.uio.no Subject: Stone throwing giants .. Status: RO I believe I have come up w/ a simple hack (no code changes!!) to make monsters throw boulders.. Giants will now hurl rocks with this hack. All that is needed is new treasures file and *either* the font installation files (archetypes crossfire.* files) or the *.diff files (for those who want to build the fonts from scratch). The 'philosophy' of this hack is to create a rock throwing ability for monsters that is the same type as bows (type 14) but has the missle type 'rock'. I used the old 'boulder' archetype to make the 'rock' missle. Damage is based on the monster strength, and unfortuneately requires that the monster have the can_use_bows 1 flag set. Also, ability_stone_throw is not strickly a monster ability in that a player who looks at the equipment list of the monster will see a 'rock thrower'. I could'nt make ability_stone_throw invisible *and* have monsters who can't see invisible use this ability. In principle any monster can be made a rock thrower given the above provisos. Substantial damage can be achieved by giving a rock thrower a high strength. I have placed all the needed files in /pub/thomas/rock on ftp.astro.psu.edu. brian thomas >> b.t. thomas@nomad.astro.psu.edu From crossfire-request Wed Dec 14 06:29:31 1994 Return-Path: Received: from triton.eckerd.edu (triton.eckerd.edu [198.187.214.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 14 Dec 1994 06:29:30 +0100 Received: from acasun.eckerd.edu by triton.eckerd.edu (5.0/SMI-SVR4) id AA07763; Wed, 14 Dec 1994 00:28:24 +0500 Received: by acasun.eckerd.edu (5.0/SMI-SVR4) id AA26585; Wed, 14 Dec 1994 00:25:32 +0500 Date: Wed, 14 Dec 1994 00:25:32 +0500 From: roy@acasun.eckerd.edu (Jonathan Roy) Message-Id: <9412140525.AA26585@acasun.eckerd.edu> To: crossfire@ifi.uio.no Subject: Stability of client/server? Content-Length: 500 Status: RO How's the new client/server code running these days? Haven't had time to install and play with it much myself. I'm looking at setting up a Internet site next year, and if I do, Id' want to run a Crossfire server (real server mode only) for the local players to connect do over their slip links, etc, and anyone else in the world who was interested. :) ) Just wondering how progress was coming along, and all that. If this happens, I'd give what little support I could to those working on this. :) From crossfire-request Mon Dec 12 13:44:56 1994 Return-Path: Received: from nova.gmi.edu (nova.gmi.edu [192.138.137.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Mon, 12 Dec 1994 13:44:54 +0100 Received: from prizm.gmi.edu.gmi.edu by nova.gmi.edu (4.1/SMI-4.1-DNI) id AA01503; Mon, 12 Dec 94 07:49:21 EST Date: Mon, 12 Dec 94 07:49:21 EST From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9412121249.AA01503@nova.gmi.edu> To: crossfire@ifi.uio.no Subject: strip Status: RO I tried running strip on crossfire binary and it wont work if I do this. I am running SunOs 4.1.3 on a sun4m and SunOs 4.1.2 on sun4c. Ripclaw (Maintainer) From crossfire-request Mon Dec 12 08:25:50 1994 Return-Path: Received: from nova.gmi.edu (nova.gmi.edu [192.138.137.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Mon, 12 Dec 1994 08:25:49 +0100 Received: from achieva.gmi.edu.gmi.edu by nova.gmi.edu (4.1/SMI-4.1-DNI) id AA19969; Mon, 12 Dec 94 02:30:23 EST Date: Mon, 12 Dec 94 02:30:23 EST From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9412120730.AA19969@nova.gmi.edu> To: crossfire@ifi.uio.no Subject: linux Status: RO Its my fault I had no experience with linux.... apparently there is a header file that is missing for the crossfire sun install on my system i jus took what i had ftpd long ago and put them on linux, bad move... i found the correct header stdarg.h used it and it works great :).... Sorry for the inconvinience... Ripclaw (Maintainer) From crossfire-request Sun Dec 11 07:28:40 1994 Return-Path: Received: from piccolo.cco.caltech.edu (root@piccolo.cco.caltech.edu [131.215.48.151]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Sun, 11 Dec 1994 07:28:39 +0100 Received: from gap.cco.caltech.edu by piccolo.cco.caltech.edu with ESMTP (8.6.7/DEI:4.41) id WAA05995; Sat, 10 Dec 1994 22:28:32 -0800 Received: by gap.cco.caltech.edu (8.6.7/DEI:4.41) id WAA06809; Sat, 10 Dec 1994 22:28:29 -0800 To: mlist-crossfire@nntp-server.caltech.edu Path: napalm From: napalm@whip.ugcs.caltech.edu (K. Bruner) Newsgroups: mlist.crossfire Subject: Re: levels Date: 11 Dec 1994 06:28:27 GMT Organization: California Institute of Technology, Pasadena Lines: 17 Message-ID: <3ce66b$6kn@gap.cco.caltech.edu> References: <9412110441.AA13155@nova.gmi.edu> NNTP-Posting-Host: whip.ugcs.caltech.edu X-Newsreader: NN version 6.5.0 #14 (NOV) Status: RO srin9340@nova.gmi.edu (Akshay Srinivasan) writes: >static long levels[101] in living.c has an error in it.... >level 95 is supposed to corresponds to 10850000 this is one zero short i.e. it >should be 108500000.... >I dont know if it would cause any problems (are there any level 95's out there) >and an error like this is understandable... I couldn't get a score (at least displayed... I didn't look at the player file) about 99999999. *sigh* The Official Great Goddess To Whom You Do Beg of Dogbert's New Ruling Class -- You've never been out of college. You don't know what it's like out there. I've worked in the private sector. They expect results. --Ghostbusters From crossfire-request Sun Dec 11 05:37:15 1994 Return-Path: Received: from nova.gmi.edu (nova.gmi.edu [192.138.137.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sun, 11 Dec 1994 05:37:14 +0100 Received: from prizm.gmi.edu.gmi.edu by nova.gmi.edu (4.1/SMI-4.1-DNI) id AA13155; Sat, 10 Dec 94 23:41:40 EST Date: Sat, 10 Dec 94 23:41:40 EST From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9412110441.AA13155@nova.gmi.edu> To: crossfire@ifi.uio.no Subject: levels Status: RO static long levels[101] in living.c has an error in it.... level 95 is supposed to corresponds to 10850000 this is one zero short i.e. it should be 108500000.... I dont know if it would cause any problems (are there any level 95's out there) and an error like this is understandable... Ripclaw (Maintainer) From crossfire-request Sat Dec 10 21:10:37 1994 Return-Path: Received: from idiom.com (idiom.com [140.174.82.4]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Sat, 10 Dec 1994 21:10:31 +0100 Received: from idiom.berkeley.ca.us (localhost [127.0.0.1]) by idiom.com (8.6.8/8.6.6) with ESMTP id MAA01928; Sat, 10 Dec 1994 12:10:20 -0800 Message-Id: <199412102010.MAA01928@idiom.com> To: srin9340@nova.gmi.edu (Akshay Srinivasan) cc: crossfire@ifi.uio.no Subject: Re: linux In-reply-to: Your message of "Sat, 10 Dec 1994 13:31:10 EST." <9412101831.AA08732@nova.gmi.edu> Date: Sat, 10 Dec 1994 12:10:19 -0800 From: Jason Venner Status: RO I compled and am running 91.6 (and had .1 and .4 going) I am using yggdrasil Summer94, V1.10 kernel with libc4.5.26 XFree3-1 and XFree2.0 (only for .1 and .4) Works fine. I had to ensure that I had unpacked eutl.tar.gz and made it. I didn't want to use it so I edited the .def file. I do remember having to patch the makefile to find the library/includes for eutl stuff though. Jason > From crossfire-request@ifi.uio.no Sat Dec 10 10:46:16 1994 > Date: Sat, 10 Dec 94 13:31:10 EST > From: srin9340@nova.gmi.edu (Akshay Srinivasan) > To: crossfire@ifi.uio.no > Subject: linux > > Has anyone successfully compiled crossfire on linux. If so what rel of > crossfire and linux did you use? I managed to successfully compile all > of crossfire but when it came to run time all it gave me was ... > IOT trap > and then it died with no furthur messages :(. If anyone has seen this > before and found a solution please tell me what you did and it might be > of help... > Thanks in advance... :) > > Ripclaw > (Maintainer) > From crossfire-request Sat Dec 10 21:04:43 1994 Return-Path: Received: from nova.gmi.edu (nova.gmi.edu [192.138.137.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sat, 10 Dec 1994 21:04:42 +0100 Received: from prizm.gmi.edu.gmi.edu by nova.gmi.edu (4.1/SMI-4.1-DNI) id AA13947; Sat, 10 Dec 94 15:09:17 EST Date: Sat, 10 Dec 94 15:09:17 EST From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9412102009.AA13947@nova.gmi.edu> To: crossfire@ifi.uio.no Subject: steal Status: RO I have hacked it so that players in a party cant steal from each other. They will get messages that hint at who is stealing from them. Think this would be a welcome addition to the game.... Still havent figured out how to use steal so I just hacked a new command that will let you use the existing steal code in place... it works very nicely :).... Ripclaw (Maintainer) From crossfire-request Sat Dec 10 19:26:43 1994 Return-Path: Received: from nova.gmi.edu (nova.gmi.edu [192.138.137.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sat, 10 Dec 1994 19:26:39 +0100 Received: from prizm.gmi.edu.gmi.edu by nova.gmi.edu (4.1/SMI-4.1-DNI) id AA08732; Sat, 10 Dec 94 13:31:10 EST Date: Sat, 10 Dec 94 13:31:10 EST From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9412101831.AA08732@nova.gmi.edu> To: crossfire@ifi.uio.no Subject: linux Status: RO Has anyone successfully compiled crossfire on linux. If so what rel of crossfire and linux did you use? I managed to successfully compile all of crossfire but when it came to run time all it gave me was ... IOT trap and then it died with no furthur messages :(. If anyone has seen this before and found a solution please tell me what you did and it might be of help... Thanks in advance... :) Ripclaw (Maintainer) From crossfire-request Sat Dec 10 09:34:06 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sat, 10 Dec 1994 09:34:03 +0100 Received: from bolero.rahul.net by tango.rahul.net with SMTP id AA24521 (5.67b8/IDA-1.5 for ); Sat, 10 Dec 1994 00:33:45 -0800 Received: from foxtrot.rahul.net by bolero.rahul.net with SMTP id AA17648 (5.67b8/IDA-1.5); Sat, 10 Dec 1994 00:33:45 -0800 From: Mark Wedel Received: by foxtrot.rahul.net (5.67a8/jive-a2i-1.0) id AA17707; Sat, 10 Dec 1994 00:33:43 -0800 Date: Sat, 10 Dec 1994 00:33:43 -0800 Message-Id: <199412100833.AA17707@foxtrot.rahul.net> To: Tero.Haatanen@tel.vtt.fi, crossfire@ifi.uio.no Subject: Re: corpses Status: RO It would not be that hard to modify the code so that the treasure list of a monster can be changed map to map (reason it can't be done right now is because the treasure list pointer is stored in the archetype, and not the object). However, this would only enable using alternate treasure lists. Right now, items can be put into other items (monsters) inventories with crossedit, but you can't do that with random objects (ie random_scroll, random_weapon, etc). Actually, you can, but nothing get generated from them - they stay the random_* object type. Allowing treasure lists to be in maps would be a nice idea (idea also came up of allowing images/new faces in maps also). For treasure lists, the way to do it would probably be something like once seeing the treasure_list string to follow it through and generate teh appropriate items. But I don't see that getting added in the near future. Allowing treasures to be changed will probably be done at the same time the object structure is cleaned up/rearranged to make it use less space. --Mark From crossfire-request Sat Dec 10 08:07:26 1994 Return-Path: Received: from andrew.cmu.edu (ANDREW.CMU.EDU [128.2.10.101]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Sat, 10 Dec 1994 08:07:23 +0100 Received: (from postman@localhost) by andrew.cmu.edu (8.6.9/8.6.9) id CAA00242; Sat, 10 Dec 1994 02:02:03 -0500 Received: via switchmail; Sat, 10 Dec 1994 02:02:02 -0500 (EST) Received: from freehold.andrew.cmu.edu via qmail ID ; Sat, 10 Dec 1994 02:01:16 -0500 (EST) Received: from freehold.andrew.cmu.edu via qmail ID ; Sat, 10 Dec 1994 02:01:07 -0500 (EST) Received: from BatMail.robin.v2.14.CUILIB.3.45.SNAP.NOT.LINKED.freehold.andrew.cmu.edu.sun4m.412 via MS.5.6.freehold.andrew.cmu.edu.sun4c_411; Sat, 10 Dec 1994 02:01:06 -0500 (EST) Message-ID: Date: Sat, 10 Dec 1994 02:01:06 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Re: history In-Reply-To: <9412100313.AA00672@nova.gmi.edu> References: <9412100313.AA00672@nova.gmi.edu> Status: RO srin9340@nova.gmi.edu (Akshay Srinivasan) writes: > I have hacked my server a command history and a tell history.... > Wonder if it would be a good idea for some kind of history for commands and > maybe even some editing of an old command might be nice. Still working on the > editing aspect (kinda like tcsh's command history scrolling). You might want to consider either waiting until client server finishes, or just putting it in there now. Once client-server gets done, the plan is to rip out all of the X code from the crossfire server. -Eric ********************************************************* "It seemed like a good idea at the time" -The Mad Hatter "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From crossfire-request Sat Dec 10 04:08:55 1994 Return-Path: Received: from nova.gmi.edu (nova.gmi.edu [192.138.137.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sat, 10 Dec 1994 04:08:54 +0100 Received: from prizm.gmi.edu.gmi.edu by nova.gmi.edu (4.1/SMI-4.1-DNI) id AA00672; Fri, 9 Dec 94 22:13:24 EST Date: Fri, 9 Dec 94 22:13:24 EST From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9412100313.AA00672@nova.gmi.edu> To: crossfire@ifi.uio.no Subject: history Status: RO I have hacked my server a command history and a tell history.... Wonder if it would be a good idea for some kind of history for commands and maybe even some editing of an old command might be nice. Still working on the editing aspect (kinda like tcsh's command history scrolling). Ripclaw (Maintainer) From crossfire-request Fri Dec 9 13:50:00 1994 Return-Path: Received: from nova.gmi.edu (nova.gmi.edu [192.138.137.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Dec 1994 13:49:58 +0100 Received: from trofeo.gmi.edu.gmi.edu by nova.gmi.edu (4.1/SMI-4.1-DNI) id AA21893; Fri, 9 Dec 94 07:54:31 EST Date: Fri, 9 Dec 94 07:54:31 EST From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9412091254.AA21893@nova.gmi.edu> To: crossfire@ifi.uio.no Subject: corpses Status: RO I like that idea from simonm@pact.srf.ac.uk. Corpses left corresponding to the hits taken is a good idea that way there wint be as many corpses floating around and they will show up where it counts. Ripclaw (Maintainer) From crossfire-request Fri Dec 9 13:13:35 1994 Return-Path: Received: from dira.bris.ac.uk (dira.bris.ac.uk [137.222.10.41]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Dec 1994 13:13:33 +0100 Received: from kukini.cs.bris.ac.uk by dira.bris.ac.uk with SMTP (PP); Fri, 9 Dec 1994 12:12:59 +0000 Received: from talisker.pact.srf.ac.uk by kukini.compsci.bristol.ac.uk id aa05804; 9 Dec 94 12:15 GMT Received: from springbank.srf.ac.uk by pact.srf.ac.uk (5.0/SMI-SVR4) id AA16106; Fri, 9 Dec 94 12:12:30 GMT Received: by springbank.srf.ac.uk (5.0/SMI-SVR4) id AA01947; Fri, 9 Dec 1994 12:12:28 +0000 From: Simon McIntosh-Smith Message-Id: <9412091212.AA01947@springbank.srf.ac.uk> Subject: Re: corpses To: crossfire@ifi.uio.no Date: Fri, 9 Dec 1994 12:12:26 +0000 (GMT) In-Reply-To: <9871979@dancer.Dartmouth.EDU> from "Preston F. Crow" at Dec 9, 94 06:16:13 am X-Mailer: ELM [version 2.4 PL22] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 1918 Status: RO > If you want them for atmosphere, then perhaps they should be added in > the same way other treasures are. This allows you to control the > frequency of corpses, so that you don't turn a field of orcs into a > field of corpses. (At least, I think it would look better if there > were only a scattering of corpses, but it's easy to experiment with.) This is a big point. I too think corpses are a great idea, but if every monster produced a corpse, we'd end up with far too many of them. Why not use the same method as other games, such as Nethack? Here, not every monster you kill leaves a corpse. Perhaps before leaving a corpse a quick check can be made to see how many negative hps the monster had when it died. The more negative the hp level, the more the monster was "chopped" by the attack that killed it, and it will be less likely to leave an intact corpse. So, a high level warrior wading through a sea of orcs will leave very few corpses behind as he blasts his way through. A low level fighter though will be finding it tough going, and it's likely that orcs he manages to kill will leave bodies that are relatively intact, hence more corpses will remain. This would also have the effect that monsters with loads of hps will be more likely to leave a corpse than lower level monsters. The original hp level of the monster will probably need to be taken into account, something like: if (hp after death < -100% of total) definitely no corpse left else if (hp after death < -50% of total) some chance that a corpse is left else if (hp after death < -10% of total) corpse definitely left (all numbers plucked out of the air completely at random) Just a thought... Sy Simon McIntosh-Smith, SGS-Thomson Inmos Ltd | Email : simonm@pact.srf.ac.uk PACT, 10 Priory Road, Bristol, BS8 1TU, UK | Phone : +44 (0)272 707162 WWW : http://www.pact.srf.ac.uk/ | Fax : +44 (0)272 707171 From crossfire-request Fri Dec 9 12:53:02 1994 Return-Path: Received: from nova.gmi.edu (nova.gmi.edu [192.138.137.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Dec 1994 12:53:00 +0100 Received: from trofeo.gmi.edu.gmi.edu by nova.gmi.edu (4.1/SMI-4.1-DNI) id AA19998; Fri, 9 Dec 94 06:57:33 EST Date: Fri, 9 Dec 94 06:57:33 EST From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9412091157.AA19998@nova.gmi.edu> To: crossfire@ifi.uio.no Subject: corpses Status: RO I agree with Preston.F.Crow@Dartmouth.EDU that you might not want a bunch of corpses around. So you could easily check to see if a corpse were already was on a tile and either not drop another corpse or change the face to show a special face for more than one corpse on the tile.... A face showing a pile of bodies to represent more than one corpse and of course dump all the inventory of the dead monsters in the corpse container. Ripclaw (Maintainer) From crossfire-request Fri Dec 9 12:31:54 1994 Return-Path: Received: from tel.vtt.fi (tel.vtt.fi [130.188.12.3]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Dec 1994 12:31:52 +0100 Received: by tel.vtt.fi id AA04978 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Fri, 9 Dec 1994 13:31:21 +0200 From: Tero Haatanen Message-Id: <199412091131.AA04978@tel.vtt.fi> Subject: Re: corpses To: crossfire@ifi.uio.no Date: Fri, 9 Dec 1994 13:31:20 +0200 (EET) In-Reply-To: <9871979@dancer.Dartmouth.EDU> from "Preston F. Crow" at Dec 9, 94 06:16:13 am Mime-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 570 Status: RO > If you want them for atmosphere, then perhaps they should be added in > the same way other treasures are. This allows you to control the > frequency of corpses, so that you don't turn a field of orcs into a > field of corpses. I don't like the current treasure system very much, since treasures can't be used in the map level. So map makers can't take out any items from monsters. Maybe treasure system could be changed so that it could be used also in maps. Or crossfire could have own langugage, which would be efficient, powerful and simple to use. ;) -Tero From crossfire-request Fri Dec 9 12:16:19 1994 Return-Path: Received: from dartvax.dartmouth.edu (dartvax.dartmouth.edu [129.170.16.4]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Dec 1994 12:16:17 +0100 Received: from dancer.Dartmouth.EDU (dancer.dartmouth.edu [129.170.208.7]) by dartvax.dartmouth.edu (8.6.9+DND/8.6.9) with SMTP id GAA17220 for ; Fri, 9 Dec 1994 06:16:15 -0500 Message-id: <9871979@dancer.Dartmouth.EDU> Date: 09 Dec 94 06:16:13 EST From: Preston.F.Crow@Dartmouth.EDU (Preston F. Crow) Reply-To: preston.crow@dancer.dartmouth.edu Subject: corpses To: crossfire@ifi.uio.no Status: RO If you want them for atmosphere, then perhaps they should be added in the same way other treasures are. This allows you to control the frequency of corpses, so that you don't turn a field of orcs into a field of corpses. (At least, I think it would look better if there were only a scattering of corpses, but it's easy to experiment with.) --PC From crossfire-request Fri Dec 9 11:33:51 1994 Return-Path: Received: from nova.gmi.edu (nova.gmi.edu [192.138.137.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Dec 1994 11:33:50 +0100 Received: from trofeo.gmi.edu.gmi.edu by nova.gmi.edu (4.1/SMI-4.1-DNI) id AA17491; Fri, 9 Dec 94 05:38:23 EST Date: Fri, 9 Dec 94 05:38:23 EST From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9412091038.AA17491@nova.gmi.edu> To: crossfire@ifi.uio.no Subject: corpses Status: RO Most of the time players will not have the time to clear all the stuff out of a dungeon. So what happens is a lot of littering. It would be nice to have an option that would create corpses with timers that destroy all the stuff in them if they arent looted within the timers time period. I thought this might save memory too but if thats not an issue then I guess it wont make much sense. I would also like to see corpses as it would give as someone mentioned atmosphere to the game though I didnt have that exactly in mind when I though of it. Ripclaw (Maintainer) From crossfire-request Fri Dec 9 10:54:13 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Dec 1994 10:54:09 +0100 Received: from bolero.rahul.net by tango.rahul.net with SMTP id AA19462 (5.67b8/IDA-1.5 for ); Fri, 9 Dec 1994 01:54:01 -0800 Received: from foxtrot.rahul.net by bolero.rahul.net with SMTP id AA09057 (5.67b8/IDA-1.5); Fri, 9 Dec 1994 01:54:00 -0800 From: Mark Wedel Received: by foxtrot.rahul.net (5.67a8/jive-a2i-1.0) id AA28931; Fri, 9 Dec 1994 01:53:59 -0800 Date: Fri, 9 Dec 1994 01:53:59 -0800 Message-Id: <199412090953.AA28931@foxtrot.rahul.net> To: crossfire@ifi.uio.no, srin9340@nova.gmi.edu Subject: Corpse destruction. Status: RO But why should the object be destroyed just because the corpse 'decomposes'? Sure, the corpse should disappear, but the object shouldn't. I probalby wouldn't consider it much of a problem in any case. Either the maps gets cleared out in a somewhat reasonable amount of time, and people don't visit it anymore (so it gets swapped out), players pick up items as they go along (which with corpses probalby wouldn't change). It takes a lot of objects to start using a bit of memory. EAch object is around 1/4 K, so it takes 4000 objects or so to use a meg of RAM. That is a lot of objects, and as RAM becomes cheaper, not all that much. From crossfire-request Fri Dec 9 10:32:46 1994 Return-Path: Received: from nova.gmi.edu (nova.gmi.edu [192.138.137.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Dec 1994 10:32:44 +0100 Received: from trofeo.gmi.edu.gmi.edu by nova.gmi.edu (4.1/SMI-4.1-DNI) id AA15698; Fri, 9 Dec 94 04:37:12 EST Date: Fri, 9 Dec 94 04:37:12 EST From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9412090937.AA15698@nova.gmi.edu> To: crossfire@ifi.uio.no Status: RO The corpse object will have a timer on it and when the timer runs out it will destroy everything in it and itself, this is akin to a corpse decaying in rl.... thats what I thought would reduce the number of objects.... Ripclaw (Maintainer) From crossfire-request Fri Dec 9 10:14:40 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Dec 1994 10:14:31 +0100 Received: from bolero.rahul.net by tango.rahul.net with SMTP id AA18635 (5.67b8/IDA-1.5 for ); Fri, 9 Dec 1994 01:14:25 -0800 Received: from foxtrot.rahul.net by bolero.rahul.net with SMTP id AA06722 (5.67b8/IDA-1.5); Fri, 9 Dec 1994 01:14:23 -0800 From: Mark Wedel Received: by foxtrot.rahul.net (5.67a8/jive-a2i-1.0) id AA26706; Fri, 9 Dec 1994 01:14:21 -0800 Date: Fri, 9 Dec 1994 01:14:21 -0800 Message-Id: <199412090914.AA26706@foxtrot.rahul.net> To: peterm@csua.berkeley.edu, preston.crow@dancer.dartmouth.edu, srin9340@nova.gmi.edu Subject: Re: Cc: crossfire@ifi.uio.no Status: RO I believe everything is 'dropped' when a creature dies. I have gone through various squares and find things like '15 daggers' sitting on a square. In fact, it is insert_ob_in_map which also does object merging, and has nothing to do with the drop code (other than the fact that the drop code calls this, but so will whatever function that puts the objects on the map). A corpse object with items in its inventory will not reduce space/number of items in any way. The only difference will be that they are in another objects inventory, and not on the map. But it still uses the same amount of memory. Doing this will have the unexpected feature that for the most part, objects will not be destroyed by fire or other such attacks. The only time that will happen is when the corpse is destroyed, at which point the object are put back on the map. When a map is swapped out, all object are swapped out with the map - this includes objects in object or objects directly on the map. --Mark From crossfire-request Fri Dec 9 09:55:45 1994 Return-Path: Received: from tel.vtt.fi (tel.vtt.fi [130.188.12.3]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Dec 1994 09:55:44 +0100 Received: by tel.vtt.fi id AA02324 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Fri, 9 Dec 1994 10:55:13 +0200 From: Tero Haatanen Message-Id: <199412090855.AA02324@tel.vtt.fi> Subject: Corpse object To: crossfire@ifi.uio.no Date: Fri, 9 Dec 1994 10:55:12 +0200 (EET) In-Reply-To: <199412082211.OAA17194@soda.CSUA.Berkeley.EDU> from "Peter Mardahl" at Dec 8, 94 02:11:19 pm Mime-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1006 Status: RO > >It would be a good idea to code a corpse object that is called > >when something dies and put all the killed creatures stuff in it. > > A corpse object would be cool because then you could have trolls > coming back from the dead, etc. This is a good suggestion for > added capabilities and atmosphere, however, I don't think there's > much point in having items disappear from memory. Remember that > maps get swapped out. It'd be better to reduce the object size > by coming up with some creative unions. Something like newbie tower could be interesting place when you have killed all monsters, corridors which are full of bodies ;). I agree that bodies could make better atmosphere, but it won't have any effect to memory requiments (probably only adding the memory usage). The corpses could be containers containing all stuff what monster was carrying when it died. However this makes looting the bodies slower :(. Hopefully someone can make good pixmaps for different monsters bodies. -Tero From crossfire-request Fri Dec 9 00:16:21 1994 Return-Path: Received: from dartvax.dartmouth.edu (dartvax.dartmouth.edu [129.170.16.4]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Dec 1994 00:16:20 +0100 Received: from dancer.Dartmouth.EDU (dancer.dartmouth.edu [129.170.208.7]) by dartvax.dartmouth.edu (8.6.9+DND/8.6.9) with SMTP id SAA25998; Thu, 8 Dec 1994 18:16:04 -0500 Message-id: <9867612@dancer.Dartmouth.EDU> Date: 08 Dec 94 18:15:56 EST From: Preston.F.Crow@Dartmouth.EDU (Preston F. Crow) Reply-To: preston.crow@dancer.dartmouth.edu Subject: Re: To: srin9340@nova.gmi.edu (Akshay Srinivasan), peterm@csua.berkeley.edu (Peter Mardahl) Cc: crossfire@ifi.uio.no Status: RO One way of reducing the number of objects is quite simple: When a monster is slain, everything he carries appears on the square. If instead, it is "dropped" on the square, then identical items will be merged. This is especially needed for long battles in narrow passages. (Or when sitting braced near a generator for an hour.) --PC From crossfire-request Thu Dec 8 23:11:32 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Thu, 8 Dec 1994 23:11:29 +0100 Received: from LOCALHOST (LOCALHOST [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id OAA17194; Thu, 8 Dec 1994 14:11:21 -0800 Message-Id: <199412082211.OAA17194@soda.CSUA.Berkeley.EDU> To: srin9340@nova.gmi.edu (Akshay Srinivasan) cc: crossfire@ifi.uio.no In-reply-to: Your message of "Thu, 08 Dec 1994 12:47:43 EST." <9412081747.AA01856@nova.gmi.edu> Date: Thu, 08 Dec 1994 14:11:19 -0800 From: Peter Mardahl Status: RO In message <9412081747.AA01856@nova.gmi.edu>, Akshay Srinivasan writes: >It would be a good idea to code a corpse object that is called >when something dies and put all the killed creatures stuff in it. >Then have a counter on the corpse that destructs and frees all the >stuff if it isnt picked up before it counts down. This will make >for a smaller number of objects in memory. > A corpse object would be cool because then you could have trolls coming back from the dead, etc. This is a good suggestion for added capabilities and atmosphere, however, I don't think there's much point in having items disappear from memory. Remember that maps get swapped out. It'd be better to reduce the object size by coming up with some creative unions. PeterM From crossfire-request Thu Dec 8 19:06:58 1994 Return-Path: Received: from hilja.it.lut.fi (hevi@hilja.it.lut.fi [157.24.11.72]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Thu, 8 Dec 1994 19:06:57 +0100 Received: from localhost (hevi@localhost) by hilja.it.lut.fi (8.6.5/8.6.5/1.12.kim) id UAA27232; Thu, 8 Dec 1994 20:06:41 +0200 Date: Thu, 8 Dec 1994 20:06:39 +0200 (EET) From: Petri Heinila X-Sender: hevi@hilja.it.lut.fi To: "Eric A. Anderson" cc: crossfire@ifi.uio.no Subject: Re: Pixmaps .vs. bitmaps In-Reply-To: Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Wed, 7 Dec 1994, Eric A. Anderson wrote: > As I'm working on putting bitmaps into the client/server stuff, I ran > into a problem that the pixmaps don't support setting the fg/bg, but > the bitmaps do. I've been wondering what people think about this, I > personally like the pixmaps better than the bitmaps, and think that > the performance of pixmaps can be improved so that pretty much > everyone can use them. However, pixmaps lose the change the monster > by changing the fg/bg ability. Do people care about this? Is it > important, or can I hack something up for bitmaps to make them act > more like pixmaps? The fore/background coloring is good for random coloring purposes, eg. like the potions in nethack. Or it can show the state of item, for example altar. Or it's easy way to wary different kind of monsters. or ... One solution is to reserve the pixels 1 for foreground and 2 for background, the 0 exist already for transparency. This would need the refiging the pixmaps for that use, that might be a quite work. btw. if someone sometime redraws the pixmaps, please make the look'n feel more darker, gruel and to show out more sorrow and agony, they are just too happy to me >:) . -- The Page -- From crossfire-request Thu Dec 8 18:43:13 1994 Return-Path: Received: from nova.gmi.edu (nova.gmi.edu [192.138.137.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Thu, 8 Dec 1994 18:43:11 +0100 Received: from prizm.gmi.edu.gmi.edu by nova.gmi.edu (4.1/SMI-4.1-DNI) id AA01856; Thu, 8 Dec 94 12:47:43 EST Date: Thu, 8 Dec 94 12:47:43 EST From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9412081747.AA01856@nova.gmi.edu> To: crossfire@ifi.uio.no Status: RO It would be a good idea to code a corpse object that is called when something dies and put all the killed creatures stuff in it. Then have a counter on the corpse that destructs and frees all the stuff if it isnt picked up before it counts down. This will make for a smaller number of objects in memory. Ripclaw (Maintainer) From crossfire-request Thu Dec 8 08:51:22 1994 Return-Path: Received: from maud.ifi.uio.no (0@maud.ifi.uio.no [129.240.74.2]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Thu, 8 Dec 1994 08:51:21 +0100 Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by maud.ifi.uio.no ; Thu, 8 Dec 1994 08:51:19 +0100 Received: from bolero.rahul.net by tango.rahul.net with SMTP id AA07882 (5.67b8/IDA-1.5 for ); Wed, 7 Dec 1994 23:49:59 -0800 Received: from foxtrot.rahul.net by bolero.rahul.net with SMTP id AA11810 (5.67b8/IDA-1.5); Wed, 7 Dec 1994 23:49:57 -0800 From: Mark Wedel Received: by foxtrot.rahul.net (5.67a8/jive-a2i-1.0) id AA21715; Wed, 7 Dec 1994 23:49:55 -0800 Date: Wed, 7 Dec 1994 23:49:55 -0800 Message-Id: <199412080749.AA21715@foxtrot.rahul.net> To: crossfire@ifi.uio.no, eanders+@CMU.EDU Subject: Re: Pixmaps .vs. bitmaps Status: RO Tero and I had a reasonably long discussion about this. End result was this: Chaning the foreground and background colors of objects will not be possible. In this way, a bitmap will always have teh same foreground and background colors. If you want to use a different colored image on a map, then what will be needed is creating a new image with those colors (image name to be exact. It is reasonable that you will link an old image name to the new one, and then just have that new one use different colors). --Mark From crossfire-request Wed Dec 7 23:49:21 1994 Return-Path: Received: from andrew.cmu.edu (ANDREW.CMU.EDU [128.2.10.101]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Wed, 7 Dec 1994 23:49:18 +0100 Received: (from postman@localhost) by andrew.cmu.edu (8.6.9/8.6.9) id RAA22604; Wed, 7 Dec 1994 17:49:07 -0500 Received: via switchmail; Wed, 7 Dec 1994 17:49:06 -0500 (EST) Received: from freehold.andrew.cmu.edu via qmail ID ; Wed, 7 Dec 1994 17:48:59 -0500 (EST) Received: from freehold.andrew.cmu.edu via qmail ID ; Wed, 7 Dec 1994 17:48:52 -0500 (EST) Received: from BatMail.robin.v2.14.CUILIB.3.45.SNAP.NOT.LINKED.freehold.andrew.cmu.edu.sun4m.412 via MS.5.6.freehold.andrew.cmu.edu.sun4c_411; Wed, 7 Dec 1994 17:48:49 -0500 (EST) Message-ID: Date: Wed, 7 Dec 1994 17:48:49 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Pixmaps .vs. bitmaps Status: RO As I'm working on putting bitmaps into the client/server stuff, I ran into a problem that the pixmaps don't support setting the fg/bg, but the bitmaps do. I've been wondering what people think about this, I personally like the pixmaps better than the bitmaps, and think that the performance of pixmaps can be improved so that pretty much everyone can use them. However, pixmaps lose the change the monster by changing the fg/bg ability. Do people care about this? Is it important, or can I hack something up for bitmaps to make them act more like pixmaps? -Eric ********************************************************* "It seemed like a good idea at the time" -The Mad Hatter "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From crossfire-request Wed Dec 7 00:33:35 1994 Return-Path: Received: from nova.gmi.edu (nova.gmi.edu [192.138.137.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 7 Dec 1994 00:33:31 +0100 Received: from jaguar.gmi.edu.gmi.edu by nova.gmi.edu (4.1/SMI-4.1-DNI) id AA12049; Tue, 6 Dec 94 18:37:46 EST Date: Tue, 6 Dec 94 18:37:46 EST From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9412062337.AA12049@nova.gmi.edu> To: crossfire@ifi.uio.no Subject: crash Status: RO A friend of mine has now managed to crash the server twice by openeing another window while playing. ======================== Begin New Server Session ======================== Opening add user socket on 13326 Waiting for connections... player_move_attack: get_map_ob returns NULL, but player an not more there. player_move_attack: get_map_ob returns NULL, but player an not more there. player_move_attack: get_map_ob returns NULL, but player an not more there. Present called outside map. Object mystic_fist has no speed, but is on active list Object arrow has no speed, but is on active list SIGSEGV received. Emergency saves disabled, no save attempted Cleaning up... From crossfire-request Tue Dec 6 04:25:01 1994 Return-Path: Received: from dartvax.dartmouth.edu (dartvax.dartmouth.edu [129.170.16.4]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Tue, 6 Dec 1994 04:24:54 +0100 Received: from dancer.Dartmouth.EDU (dancer.dartmouth.edu [129.170.208.7]) by dartvax.dartmouth.edu (8.6.9+DND/8.6.9) with SMTP id WAA04369 for ; Mon, 5 Dec 1994 22:24:53 -0500 Message-id: <9758060@dancer.Dartmouth.EDU> Date: 05 Dec 94 22:24:35 EST From: Preston.F.Crow@Dartmouth.EDU (Preston F. Crow) Reply-To: preston.crow@dancer.dartmouth.edu Subject: CF: Server crash To: crossfire@ifi.uio.no Status: RO It seems that the server will crash under certain circumstances when you bungle a spell. It has happened in the same place twice now--it seems to be trying to place flowers off the edge of the map. It's occuring when I'm on the very edge of the map (/brittany/Brest/underground). --PC From crossfire-request Mon Dec 5 23:41:27 1994 Return-Path: Received: from nova.gmi.edu (nova.gmi.edu [192.138.137.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Mon, 5 Dec 1994 23:41:24 +0100 Received: from audi.gmi.edu.gmi.edu by nova.gmi.edu (4.1/SMI-4.1-DNI) id AA10705; Mon, 5 Dec 94 17:45:56 EST Date: Mon, 5 Dec 94 17:45:56 EST From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9412052245.AA10705@nova.gmi.edu> To: crossfire@ifi.uio.no Subject: steal Status: RO Err how do you use steal then if it is in the game.... Ripclaw (Maintainer) From crossfire-request Mon Dec 5 09:41:54 1994 Return-Path: Received: from nova.gmi.edu (nova.gmi.edu [192.138.137.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Mon, 5 Dec 1994 09:41:53 +0100 Received: from prizm.gmi.edu.gmi.edu by nova.gmi.edu (4.1/SMI-4.1-DNI) id AA25036; Mon, 5 Dec 94 03:46:25 EST Date: Mon, 5 Dec 94 03:46:25 EST From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9412050846.AA25036@nova.gmi.edu> To: crossfire@ifi.uio.no Status: RO There is a steal ability coded into thief.c in server is there any patch that links it to a steal command that the player can use. I know that skills havent been approved as yet but I wont mind having it in my server if possible. Doesnt matter if buggy, I will accept it as is no complaints :).... Thanks in advance. Ripclaw (Maintainer)