From crossfire-request Fri Jun 17 16:55:47 1994 Return-Path: Received: from minerva.cis.yale.edu (MINERVA.CIS.YALE.EDU [130.132.21.250]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id ; Fri, 17 Jun 1994 16:55:44 +0200 Received: by minerva.cis.yale.edu (5.0/SMI-SVR4) id AA08004; Fri, 17 Jun 1994 10:56:44 +0500 Date: Fri, 17 Jun 1994 10:56:44 -0400 (EDT) From: "Roy F. Hardgrove" Subject: Crossfire v0.89.2 To: frankj@ifi.uio.no Cc: crossfire@ifi.uio.no Message-Id: Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII content-length: 894 Status: RO Hello, I am running Crossfire on a 486/40 Linux system. My compliments on the game--it is very much like the old Ultima series. However, I am having a couple of problems. 1. How do you shoot arrows or fire magic? The shift+direction does not seems to work... 2. How do you talk to other NPC? 3. Is there an easy way to wear/wield somthing that is not at the top of list. I do not have three button capability on my mouse. I'm sure these are very easy questions. I tried to find an FAQ but all I discovered was the mail archive. If an FAQ exists could you direct me to it? In the meantime, thanks so much for the help. Roy. ========================> Roy F. Hardgrove | "fifty,...a hundred million dollars...a player." Yale University | G.Gecko, Wall Street Academic Computing | Phone: (203) 432-6632 | FAX: 432-6165 | ========================> From crossfire-request Thu Jun 16 03:18:39 1994 Return-Path: Received: from eden-valley ([192.35.59.254]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Thu, 16 Jun 1994 03:18:27 +0200 Received: by eden-valley (5.65c/SMI-4.0/AAII) id AA11910; Thu, 16 Jun 1994 11:17:54 +1000 Date: Thu, 16 Jun 1994 11:17:54 +1000 From: "Rupert G. Goldie" Message-Id: <199406160117.AA11910@eden-valley> To: crossfire@ifi.uio.no Subject: Re: detect curse Status: RO > Since I like my horses good and dead, let me relate a story. A friend of > mine recently started playing crossfire. He quickly learned that the > only way to find out if an item was worth anything or not was to wear > it. He also quickly learned that some items are cursed. He has worn > cursed items three or four times now, spending a great deal of effort to > gain enough gold to buy a remove curse scroll each time, and has now > learned that wearing items just doesn't pay. What does he do now? He > sells everything. Period. No checking, no detection, just sell it. A > low level detect curse would clear up his problem. He would have a > reason to save up and buy the spell, and he wouldn't spend all his time > adventuring in a cursed state. > > --Bill The strategy I found you need to follow when starting out is the following. First sell any weapons or armour you find until you have enough money to buy a detect magic scroll. Now dump any stuff you find in a pile and use detect magic to weed out the non-magical stuff. Sell the non-magical stuff. Repeat until you can afford some identify scrolls. Now identify stuff and sell the stuff you don't need. Use the money to buy detect magic and identify scrolls and when you can afford it, a spellbook of detect magic. You really have to do this as you can't afford to just try things because of the risk of cursed items. Also, identified items are worth so much more than unidentified stuff, so you usually make money by buying a scroll of identify and identifying things rather than just selling the stuff unidentified. Rupert Oh, and if you really want detect curse to be another level, just change spell_params. That's what it's there for. From crossfire-request Wed Jun 15 21:52:45 1994 Return-Path: Received: from edison.eng.auburn.edu (edison.eng.auburn.edu [131.204.10.13]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Wed, 15 Jun 1994 21:52:42 +0200 Received: from darwin.eng.auburn.edu (darwin.eng.auburn.edu [131.204.109.11]) by edison.eng.auburn.edu (8.6.4/8.6.4) with ESMTP id OAA27753 for ; Wed, 15 Jun 1994 14:52:39 -0500 Received: from localhost (dyessww@localhost) by darwin.eng.auburn.edu (8.6.4/8.6.4) id OAA06809; Wed, 15 Jun 1994 14:52:36 -0500 Date: Wed, 15 Jun 1994 14:39:52 -0500 (CDT) From: Bill Dyess Sender: Bill Dyess Reply-To: Bill Dyess Subject: Re: detect curse To: crossfire@ifi.uio.no In-Reply-To: <94Jun15.194815eet_dst.167238-4@utu.fi> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; CHARSET=US-ASCII Status: RO > The differences make the detect curse much more wanted spell then the identify. > - it is fast and doesn't use much mana Speed doesn't mean much either way since it's a non-combat spell. > - it makes the identify last half the time if you are using identify spell > if you are using scolls you use only half the normal amount. Meaning that you have half as many (assuming half are cursed) items to identify as before, because you know they are cursed? True, it does. However, you now have to know two spells or have an extra scroll to do it. Plus, more importantly, detect magic does much the same thing by weeding out the mundane items. > - you can still sell the item and get money Sounds like a bug. > So I think there are very good reasons for it to be high level spell the same > way as remove curse or anything else that has to do with curses are. After > all magic and curses are in a way "different areas" so it is hard to use magic > for anything that consernes curses. Well, I hate to let reality views and logic get in the way of my games, but you could argue that this is not the case, as identify works on cursed items quite well. I hate to start a religious war over this though. Is it really that important? Sure, it will change the game a bit, just like any other capability (such as detect magic and identify do now). However, I can't see it unbalancing anything. Since I like my horses good and dead, let me relate a story. A friend of mine recently started playing crossfire. He quickly learned that the only way to find out if an item was worth anything or not was to wear it. He also quickly learned that some items are cursed. He has worn cursed items three or four times now, spending a great deal of effort to gain enough gold to buy a remove curse scroll each time, and has now learned that wearing items just doesn't pay. What does he do now? He sells everything. Period. No checking, no detection, just sell it. A low level detect curse would clear up his problem. He would have a reason to save up and buy the spell, and he wouldn't spend all his time adventuring in a cursed state. It says a lot about the game that he is still playing at all, considering his early luck. (is the horse dead yet?) It is also silly to believe that it takes less knowledge to remove a cursed than it does to detect one. --Bill From crossfire-request Wed Jun 15 18:48:20 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, 15 Jun 1994 18:48:19 +0200 Received: from polaris.cc.utu.fi by utu.fi id <167238-4>; Wed, 15 Jun 1994 19:48:15 +0300 Subject: Re: detect curse From: Tero Jyri Michael Pelander To: crossfire@ifi.uio.no Date: Wed, 15 Jun 1994 19:48:02 +0300 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 7BIT Content-Length: 1160 Message-Id: <94Jun15.194815eet_dst.167238-4@utu.fi> Status: RO "Eric Mehlhaff" wrote: > "Rupert G. Goldie" recently wrote: > > >> Any idea why detect curse is 11th level? Remove curse is 8th. All the > >> other detect spells are 1st through 3rd. > >11th does seem rather high. Detect curse does make things a lot easier > >of course, because if you know something is magical and uncursed, you > >might as well use it to try it out. Maybe it should be 5th level and stay > >at 10sp ? > > Doesn't the identify spell determine if something is cursed? I agree, > detect curse should be around second level. The differences make the detect curse much more wanted spell then the identify. - it is fast and doesn't use much mana - it makes the identify last half the time if you are using identify spell if you are using scolls you use only half the normal amount. - you can still sell the item and get money So I think there are very good reasons for it to be high level spell the same way as remove curse or anything else that has to do with curses are. After all magic and curses are in a way "different areas" so it is hard to use magic for anything that consernes curses. From crossfire-request Wed Jun 15 16:26:14 1994 Return-Path: Received: from waldorf.informatik.uni-dortmund.de (waldorf.Informatik.Uni-Dortmund.DE [129.217.4.42]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Wed, 15 Jun 1994 16:26:12 +0200 Received: from marvin.informatik.uni-dortmund.de by waldorf.informatik.uni-dortmund.de with SMTP (Sendmail 8.6.9/UniDo 2.0.18) id QAA16640; Wed, 15 Jun 1994 16:26:09 +0200 From: Sven Neuhaus Message-Id: <9406151426.AA18607@marvin.informatik.uni-dortmund.de> Received: by marvin.informatik.uni-dortmund.de id AA18607; Wed, 15 Jun 94 16:26:08 +0200 Subject: [Server] future temporarily shut down To: crossfire@ifi.uio.no Date: Wed, 15 Jun 1994 16:26:07 +0200 (MET DST) X-Mailer: ELM [version 2.4 PL23] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 475 Status: RO Hi, I'm sorry to announce that the crossfire server on future had to be shut down. We got trouble with the network crew who claimed it was eating too much bandwith. I hope I can get it back up again once crossfire moved to client/server. -Sven -- Sven Neuhaus, CS student at University of Dortmund, Germany/\Internet for Netrek, Doom & Empire addict.PGP key available upon request@@ the masses! KGB CIA Assassination Palestine explosive terrorist Uzi NSA\/info@ping.de From crossfire-request Wed Jun 15 08:08:11 1994 Return-Path: Received: from mail.crl.com (mail.crl.com [165.113.1.22]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 15 Jun 1994 08:08:10 +0200 Received: from crl.crl.com (crl.com) by mail.crl.com with SMTP id AA02250 (5.65c/IDA-1.5 for ); Tue, 14 Jun 1994 23:06:01 -0700 Received: from localhost.crl.com.0.0.127.IN-ADDR.ARPA by crl.crl.com with SMTP id AA29983 (5.65c/IDA-1.5); Tue, 14 Jun 1994 23:05:52 -0700 Message-Id: <199406150605.AA29983@crl.crl.com> To: "Rupert G. Goldie" Cc: crossfire@ifi.uio.no, mehlhaff@crl.com Subject: Re: detect curse In-Reply-To: Message from "Rupert G. Goldie" of Tue, 14 Jun 1994 12:32:22 +1000 <199406140232.AA10619@eden-valley> Date: Tue, 14 Jun 1994 23:05:46 -0700 From: "'Most Excellent' Eric Mehlhaff" Status: RO "Rupert G. Goldie" recently wrote: >> Any idea why detect curse is 11th level? Remove curse is 8th. All the >> other detect spells are 1st through 3rd. >> >11th does seem rather high. Detect curse does make things a lot easier >of course, because if you know something is magical and uncursed, you >might as well use it to try it out. Maybe it should be 5th level and stay >at 10sp ? Doesn't the identify spell determine if something is cursed? I agree, detect curse should be around second level. Clearly some rethinking of spell balance needs to be done... Eric Mehlhaff, mehlhaff@crl.com From crossfire-request Wed Jun 15 00:25:12 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, 15 Jun 1994 00:25:03 +0200 Received: from ferrari.gmi.edu by nova.gmi.edu (4.1/SMI-4.1-DNI) id AA07286; Tue, 14 Jun 94 18:28:12 EDT Date: Tue, 14 Jun 94 18:28:12 EDT From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9406142228.AA07286@nova.gmi.edu> To: crossfire@ifi.uio.no Status: RO Dont have X11R5 so cant use crossedit how can I modify maps, bitmaps, etc. The documentation is not up to date. Could someone who knows how spen 5 mins to clue me in. Thanks Ripclaw (Lev 20; Maintainer) From crossfire-request Tue Jun 14 13:15:10 1994 Return-Path: Received: from surt.ifi.uio.no (1232@surt.ifi.uio.no [129.240.76.2]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Tue, 14 Jun 1994 13:15:10 +0200 From: Kjetil Torgrim Homme Received: (from kjetilho@localhost) by surt.ifi.uio.no ; Tue, 14 Jun 1994 13:15:09 +0200 Date: Tue, 14 Jun 1994 13:15:09 +0200 Message-Id: <199406141115.4490.surt.ifi.uio.no@ifi.uio.no> To: crossfire Reply-To: crossfire-request@ifi.uio.no Subject: unsubscribing - a reminder Status: RO Summer vacation is approaching, so I guess I need to remind you. To unsubscribe, send mail to crossfire-REQUEST@ifi.uio.no (you can in ======== fact probably just do "reply" to this message). Remember that you can stay on the announcements list, which will keep you up-to-date while not overflowing your mail box. Please state clearly if you want this. I am human, and generally prefer human language -- the requests are often clearer that way (sounds contradictory, I know). Requests sent to the discussion list will _NOT_ have any effect, as I hope people will learn better how to behave on mailing lists if I _make_ them use the request address.. Kjetil T. From crossfire-request Tue Jun 14 04:33:29 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 ; Tue, 14 Jun 1994 04:33:10 +0200 Received: by eden-valley (5.65c/SMI-4.0/AAII) id AA10619; Tue, 14 Jun 1994 12:32:22 +1000 Date: Tue, 14 Jun 1994 12:32:22 +1000 From: "Rupert G. Goldie" Message-Id: <199406140232.AA10619@eden-valley> To: crossfire@ifi.uio.no Subject: Re: detect curse Status: RO > Any idea why detect curse is 11th level? Remove curse is 8th. All the > other detect spells are 1st through 3rd. > 11th does seem rather high. Detect curse does make things a lot easier of course, because if you know something is magical and uncursed, you might as well use it to try it out. Maybe it should be 5th level and stay at 10sp ? > While I'm on the subject, Invisible is listed in spellist.h (and in the > spoiler) as a 6th level spell (as is Improved invisibility), but if you > get it in the game it says it's 9th. Anyone lower than 9th gets the > 'unreadable symbols' message. > > --Bill Two things. Why is improved invis the same level as invis and cheaper !! ? They certainly weren't originally. Improved invis is much better than invis. As to needing to be 9th level, I noticed that invis to undead is 9th level. Maybe there is something bizzare going on to do with that ? Rupert From crossfire-request Mon Jun 13 16:18:53 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 ; Mon, 13 Jun 1994 16:18:50 +0200 Received: (from postman@localhost) by andrew.cmu.edu (8.6.7/8.6.6) id KAA04305 for crossfire@ifi.uio.no; Mon, 13 Jun 1994 10:18:25 -0400 Received: via switchmail; Mon, 13 Jun 1994 10:18:24 -0400 (EDT) Received: from freehold.andrew.cmu.edu via qmail ID ; Mon, 13 Jun 1994 10:16:29 -0400 (EDT) Received: from freehold.andrew.cmu.edu via qmail ID ; Mon, 13 Jun 1994 10:16:28 -0400 (EDT) Received: from BatMail.robin.v2.14.CUILIB.3.45.SNAP.NOT.LINKED.freehold.andrew.cmu.edu.sun4c.411 via MS.5.6.freehold.andrew.cmu.edu.sun4c_411; Mon, 13 Jun 1994 10:16:27 -0400 (EDT) Message-ID: Date: Mon, 13 Jun 1994 10:16:27 -0400 (EDT) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Re: Crossfire on HP9000 (fwd) / and inventory naming In-Reply-To: <199406122340.AA29371@bolero.rahul.net> References: <199406122340.AA29371@bolero.rahul.net> Status: RO Mark Wedel writes: > However, if R4 does not support the XCOMM, then it would break some > systems to use that (however, this may not be relevant, because we > probably do not want to limit ourselves by keeping backwards compatibility > with R4. However, enough systems probably still run R4, that we might > as well keep it for the time being. #if ProjectX < 5 #ifndef XCOMM #define XCOMM # #endif #endif XCOMM Or something like this will work for R4. -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 Mon Jun 13 04:41:02 1994 Return-Path: Received: from surt.ifi.uio.no (1232@surt.ifi.uio.no [129.240.76.2]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id ; Mon, 13 Jun 1994 04:41:02 +0200 From: Kjetil Torgrim Homme Received: (from kjetilho@localhost) by surt.ifi.uio.no ; Mon, 13 Jun 1994 04:41:01 +0200 Date: Mon, 13 Jun 1994 04:41:01 +0200 Message-Id: <199406130241.23010.surt.ifi.uio.no@ifi.uio.no> To: philb@soda.berkeley.edu CC: crossfire@ifi.uio.no In-reply-to: Philip Brown's message of Sun, 12 Jun 1994 18:46:43 -0700 (PDT) <199406130146.SAA28958@soda.berkeley.edu> Subject: Re: Crossfire & You.. I mean &XCOMM Status: RO It seems like there are a lot of urban legends here... This isn't XCOMM vs. /**/, it's XCOMM vs. # Imakefiles are processed by cpp. As we all know, cpp-directives start with #. Most cpp are pretty forgiving about all the "unknown directives" comments represent, but the "comment" # 2 files needed for blah will give warnings from most cpp, since it emits # itself for keeping track of nested include files. So, #define XCOMM # will keep cpp happy, and make will cheerfully accept the traditional # comments. +--- Philip Brown --------- <199406130146.SAA28958@soda.berkeley.edu> --- | Wait... what make on what system chokes on blank lines in the | makefile??? That's the silliest thing I've ever heard. Agreed. I guess Mark hints at "almost blank" lines. E.g. /* nice comment here */ will make make choke, since the TAB will survive, and you shouldn't have TABs begin lines except inside rules. +--- Philip Brown --------- <199406121846.LAA07754@soda.berkeley.edu> --- | Configuration that can only be done in the Imakefile can use /* */ . | However, if you do strange things, I think you should use XCOMM to | explain them. I agree with Philip, sometimes /* */ should be used, sometimes XCOMM. Kjetil T. From crossfire-request Mon Jun 13 03:46:52 1994 Return-Path: Received: from soda.berkeley.edu (soda.Berkeley.EDU [128.32.149.19]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Mon, 13 Jun 1994 03:46:47 +0200 Received: (philb@localhost) by soda.berkeley.edu (8.6.9/PHILMAIL-1.10) id SAA28958 for crossfire@ifi.uio.no; Sun, 12 Jun 1994 18:46:45 -0700 From: Philip Brown Message-Id: <199406130146.SAA28958@soda.berkeley.edu> Subject: Crossfire & You.. I mean &XCOMM To: crossfire@ifi.uio.no (Crossfire Mailing List) Date: Sun, 12 Jun 1994 18:46:43 -0700 (PDT) In-Reply-To: <199406122340.AA29371@bolero.rahul.net> from "Mark Wedel" at Jun 12, 94 04:40:17 pm X-Mailer: ELM [version 2.4 PL5] Content-Type: text Content-Length: 424 Status: RO >>>>[From Mark Wedel] well, the original discussion of XCOMM vs C comments got started because on some system, using the C comments doesn't work (it leaves blank lines in the Makefile, which make then does not like). So you do something like #ifndef XCOMM #define XCOMM # #endif :-) Wait... what make on what system chokes on blank lines in the makefile??? That's the silliest thing I've ever heard. From crossfire-request Mon Jun 13 02:25:01 1994 Return-Path: Received: from sirius.acs.uci.edu (root@sirius.acs.uci.edu [128.200.16.4]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Mon, 13 Jun 1994 02:24:58 +0200 From: shettich@sirius.acs.uci.edu Received: from localhost.acs.uci.edu by sirius.acs.uci.edu with SMTP id AA01563 (5.65c/IDA-1.4.3 for crossfire@ifi.uio.no); Sun, 12 Jun 1994 17:24:48 -0700 Message-Id: <199406130024.AA01563@sirius.acs.uci.edu> To: crossfire@ifi.uio.no Subject: XPM Date: Sun, 12 Jun 94 17:24:45 -0700 Status: RO I found the XPM's, installed xpm 3.3, and re-compiled the server, there were no error in the make depend or the make. When I run the server I get: Welcome to CrossFire, v0.91.1 Copyright (C) 1994 Mark Wedel. Copyright (C) 1992 Frank Tore Johansen. SIGSEGV received. IOT trap Any ideas? Seth Hettich From crossfire-request Mon Jun 13 01:40:32 1994 Return-Path: Received: from hustle.rahul.net (hustle.rahul.net [192.160.13.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Mon, 13 Jun 1994 01:40:29 +0200 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA27513 (5.67a8/IDA-1.5 for ); Sun, 12 Jun 1994 16:40:19 -0700 Received: by bolero.rahul.net id AA29371 (5.67a8/IDA-1.5); Sun, 12 Jun 1994 16:40:17 -0700 Date: Sun, 12 Jun 1994 16:40:17 -0700 From: Mark Wedel Message-Id: <199406122340.AA29371@bolero.rahul.net> To: Petri.Heinila@lut.fi, philb@soda.berkeley.edu Subject: Re: Crossfire on HP9000 (fwd) / and inventory naming Cc: crossfire@ifi.uio.no Status: RO well, the original discussion of XCOMM vs C comments got started because on some system, using the C comments doesn't work (it leaves blank lines in the Makefile, which make then does not like). However, if R4 does not support the XCOMM, then it would break some systems to use that (however, this may not be relevant, because we probably do not want to limit ourselves by keeping backwards compatibility with R4. However, enough systems probably still run R4, that we might as well keep it for the time being. From crossfire-request Sun Jun 12 20:46:29 1994 Return-Path: Received: from soda.berkeley.edu (soda.Berkeley.EDU [128.32.149.19]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Sun, 12 Jun 1994 20:46:27 +0200 Received: (philb@localhost) by soda.berkeley.edu (8.6.9/PHILMAIL-1.10) id LAA07754; Sun, 12 Jun 1994 11:46:21 -0700 From: Philip Brown Message-Id: <199406121846.LAA07754@soda.berkeley.edu> Subject: Re: Crossfire on HP9000 (fwd) / and inventory naming To: Petri.Heinila@lut.fi (Petri Heinil{) Date: Sun, 12 Jun 1994 11:46:19 -0700 (PDT) Cc: crossfire@ifi.uio.no In-Reply-To: from "Petri Heinil{" at Jun 12, 94 08:57:44 pm X-Mailer: ELM [version 2.4 PL5] Content-Type: text Content-Length: 408 Status: RO Reguarding XCOMM line vs /* line */ The difference, I think, is that one gets copied over the the Makefile, and one doesn't. XCOMMs get copied, I think. Some types of things really _should_ get commented in the makefile as well as the Imakefile. Configuration that can only be done in the Imakefile can use /* */ . However, if you do strange things, I think you should use XCOMM to explain them. From crossfire-request Sun Jun 12 19:57:48 1994 Return-Path: Received: from cc.lut.fi (hevi@cc.lut.fi [157.24.10.16]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Sun, 12 Jun 1994 19:57:47 +0200 Received: (from hevi@localhost) by cc.lut.fi (8.6.8/8.6.6/1.17.kim) id UAA03084; Sun, 12 Jun 1994 20:57:45 +0300 Date: Sun, 12 Jun 1994 20:57:44 +0300 (EETDST) From: Petri Heinil{ Subject: Re: Crossfire on HP9000 (fwd) / and inventory naming To: crossfire@ifi.uio.no In-Reply-To: <9406101120.AA14828@nova.pvv.unit.no> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Fri, 10 Jun 1994, Kjetil Wiekhorst J|rgensen wrote: > Scott MacFiggen writes: > >In message <199406092321.AA03634@bolero.rahul.net>you write: > >> actually, one thing I noticed for X11R6, at least, is that comment > >>lines should use XCOMM at the start. I imagine this is supposed to be > >>portable across all systems, where as the C style comments are not. > > > I believe that was standard in R5. I'll have to double check > > with my Imake book when I get home. > > XCOMM was introduced with X11R5, but in X11R4 which is the X11 release > delivered with most operation systems. So I don't think Crossfire > should start using XCOMM as comments in Imakefiles, since that won't > work with pre R5. Somewhere in config's of X11R5 has been said #define XCOMM # :) But in X11R6 this is build-in, due the some preprosessors do not think this way is fun. I don't either prefer the use of XCOMM's, because I feel the C comment are sufficient. The directory Imakefile's should keep so simple that there are no need to very descriptive commenting. The complexity should be put into /config's files. -- The Page -- From crossfire-request Sun Jun 12 06:58:51 1994 Return-Path: Received: from sirius.acs.uci.edu (root@sirius.acs.uci.edu [128.200.16.4]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sun, 12 Jun 1994 06:58:49 +0200 From: shettich@sirius.acs.uci.edu Received: from localhost.acs.uci.edu by sirius.acs.uci.edu with SMTP id AA15414 (5.65c/IDA-1.4.3 for crossfire@ifi.uio.no); Sat, 11 Jun 1994 21:58:43 -0700 Message-Id: <199406120458.AA15414@sirius.acs.uci.edu> To: crossfire@ifi.uio.no Subject: XPM Date: Sat, 11 Jun 94 21:58:41 -0700 Status: RO Where are the xpm files? Do they come in the main tar file? Alos, when I comment out the line in config.h about spells taking time the game won't work. As soon as I type in my PW and try to move it dies. any ideas? Seth Hettich From crossfire-request Sat Jun 11 18:26:18 1994 Return-Path: Received: from yrsa.ifi.uio.no (2102@yrsa.ifi.uio.no [129.240.104.2]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id ; Sat, 11 Jun 1994 18:26:17 +0200 From: =?iso-8859-1?Q?H=E5vard_Lindheim?= MIME-Version: 1.0 Received: (from haavarl@localhost) by yrsa.ifi.uio.no ; Sat, 11 Jun 1994 18:26:16 +0200 Date: Sat, 11 Jun 1994 18:26:14 +0200 To: Peter Mardahl Cc: Inge Berg Fenstad , crossfire@ifi.uio.no Subject: Re: CF:Bug in spell Polimorph In-Reply-To: Peter Mardahl 's message of Fri, 10 Jun 1994 15:09:31 -0700 References: <199406102209.PAA29185@soda.berkeley.edu> Message-ID: Status: RO > >> This means that you can create any artifact you want just by > >> do some changing on more available items. > > > >..it's only that you need one artifact to create another... > > > On the contrary. I have had lots of fun recently polymorphing cloaks > of leather and silk into cloaks of > protection, warmpth, > and even the Underworld. > > The artifact generation stuff is bad, polymorph should NOT > do it. That problem is ONLY valid with cloaks, and thus the problems lies within them - not the spell. The problem is that the artifact-cloaks are just random cloaks, with a chance of something like 250. Of course you can polymorph an ordinary cloak into a special one, if you try long enough (and not too long either, I agree). But other stuff - swords, shields, helmets etc. etc., that is not possible. The cloaks should be changed, not the spell. H-- From crossfire-request Sat Jun 11 15:55:40 1994 Return-Path: Received: from edison.eng.auburn.edu (edison.eng.auburn.edu [131.204.10.13]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Sat, 11 Jun 1994 15:55:39 +0200 Received: from zero.eng.auburn.edu (zero.eng.auburn.edu [131.204.31.7]) by edison.eng.auburn.edu (8.6.4/8.6.4) with ESMTP id IAA06666 for ; Sat, 11 Jun 1994 08:55:36 -0500 Received: from localhost (dyessww@localhost) by zero.eng.auburn.edu (8.6.4/8.6.4) id IAA02513; Sat, 11 Jun 1994 08:55:35 -0500 Date: Sat, 11 Jun 1994 08:49:24 -0500 (CDT) From: Bill Dyess Subject: detect curse To: crossfire@ifi.uio.no In-Reply-To: <199406111333.AA07357@crl.crl.com> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO Any idea why detect curse is 11th level? Remove curse is 8th. All the other detect spells are 1st through 3rd. While I'm on the subject, Invisible is listed in spellist.h (and in the spoiler) as a 6th level spell (as is Improved invisibility), but if you get it in the game it says it's 9th. Anyone lower than 9th gets the 'unreadable symbols' message. --Bill From crossfire-request Sat Jun 11 15:35:23 1994 Return-Path: Received: from mail.crl.com (mail.crl.com [165.113.1.22]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sat, 11 Jun 1994 15:35:22 +0200 Received: from crl.crl.com (crl.com) by mail.crl.com with SMTP id AA22142 (5.65c/IDA-1.5 for ); Sat, 11 Jun 1994 06:33:17 -0700 Received: from localhost.crl.com.0.0.127.IN-ADDR.ARPA by crl.crl.com with SMTP id AA07357 (5.65c/IDA-1.5); Sat, 11 Jun 1994 06:33:17 -0700 Message-Id: <199406111333.AA07357@crl.crl.com> To: Inge Berg Fenstad Cc: crossfire@ifi.uio.no, mehlhaff@crl.com Subject: Re: CF:Bug in spell Polimorph In-Reply-To: Message from Inge Berg Fenstad of Fri, 10 Jun 1994 16:41:50 +0200 <199406101441.AA13839@jord.alkymi.unit.no> Date: Sat, 11 Jun 1994 06:33:16 -0700 From: "'Most Excellent' Eric Mehlhaff" Status: RO Inge Berg Fenstad recently wrote: >Have discovered that when you cast the spell polymorph >items laying on the groud become changed as well as monsters. >This means that you can create any artifact you want just by >do some changing on more available items. In nethack they call it 'polypiling' and I think it adds a lot to the game. Of course, in nethack, objects would transorm into objects of like type -- i.e. rings turn into other rings, armour into random armour, etc. And, or course, occasionally metal (or stone) would all combine together and form a golem, and a rather upset one! >Bug or nice feature :~) Feature. The only bug is in the frequency of appearance of 'rare' items. Eric Mehlhaff, mehlhaff@crl.com From crossfire-request Fri Jun 10 23:45:30 1994 Return-Path: Received: from hustle.rahul.net (hustle.rahul.net [192.160.13.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 10 Jun 1994 23:45:24 +0200 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA04610 (5.67a8/IDA-1.5 for ); Fri, 10 Jun 1994 14:45:04 -0700 Received: by bolero.rahul.net id AA29847 (5.67a8/IDA-1.5); Fri, 10 Jun 1994 14:45:01 -0700 Date: Fri, 10 Jun 1994 14:45:01 -0700 From: Mark Wedel Message-Id: <199406102145.AA29847@bolero.rahul.net> To: crossfire@ifi.uio.no, jason@idiom.berkeley.ca.us Subject: Re: inventory lists - alternative display vs glyph Status: RO First, messing with the foreground/background colors in the item pixmap does nothing if running in XPM mode (likewise, changing the objects color in maps/archetypes via the color commands does nothing either). So this is not really a good option. Doing any stippling the the items image is (IMHO) a bad idea. many items are re-drawn quite often, and having to re-do the stipple each time probably isn't worth it. I don't know if we need to do a fancy display for cursed or damned items (blessed items don't exist). Using colors for the text might be a reasonable idea (something like red for cursed/damned items). I still prefer the idea of some bitmap for equipped items. Locked items could use another image, and a combined image could be used if it is both locked at equipped. Right now, the player has no idea if an item has been equipped or worn, other from memory or by how the item is described (ie, something like ring (Str+1) is obviously identified). However, something like just 'ring' could either be non-identified or nonmagical. The inventory probably shouldn't be telling the player if something has been identified, or equipped, etc. As for good support on non-color screens: Right now, there are many commands which are much more useful on color systems than black and white (magic mapping). While supporting the monochrome is good, I don't think that a portion of the program should not look as nice as it could, just so the display looks equal between monochrome and greyscale. From crossfire-request Fri Jun 10 23:37:25 1994 Return-Path: Received: from holmenkollen.ifi.uio.no (holmenkollen.ifi.uio.no [129.240.96.2]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id ; Fri, 10 Jun 1994 23:37:25 +0200 From: =?iso-8859-1?Q?H=E5vard_Lindheim?= MIME-Version: 1.0 Received: (from haavarl@localhost) by holmenkollen.ifi.uio.no ; Fri, 10 Jun 1994 23:36:54 +0200 Date: Fri, 10 Jun 1994 23:36:53 +0200 To: Inge Berg Fenstad Cc: crossfire@ifi.uio.no Subject: Re: CF:Bug in spell Polimorph In-Reply-To: Inge Berg Fenstad 's message of Fri, 10 Jun 1994 16:41:50 +0200 (MET DST) References: <199406101441.AA13839@jord.alkymi.unit.no> Message-ID: Status: RO > Have discovered that when you cast the spell polymorph > items laying on the groud become changed as well as monsters. > This means that you can create any artifact you want just by > do some changing on more available items. ..it's only that you need one artifact to create another... H-- From crossfire-request Fri Jun 10 18:23:36 1994 Return-Path: Received: from idiom.berkeley.ca.us (idiom.berkeley.ca.us [140.174.82.4]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 10 Jun 1994 18:23:25 +0200 Received: from idiom.berkeley.ca.us (localhost [127.0.0.1]) by idiom.berkeley.ca.us (8.6.8/8.6.6) with ESMTP id JAA14485 for ; Fri, 10 Jun 1994 09:23:20 -0700 Message-Id: <199406101623.JAA14485@idiom.berkeley.ca.us> To: crossfire@ifi.uio.no Subject: inventory lists - alternative display vs glyph Date: Fri, 10 Jun 1994 09:23:19 -0700 From: Jason Venner Status: RO In color mode it would be easy to do: by playing with the fg/bg colors In bitonal mode or grey scale it becomes more interesting. You could draw a box around the item, you can swap the fg & bg, you can tile the background with a pixmap you can stipple the text The last two can be hard to read. What ever mechanism we use, it needs to be able to display multiple attributes in a compact representation. ie: locked/unlocked cursed/normal/blessed unidentified/been worn (paratially identified)/identified not worn / worn - readied It would be good if the same mechanism could be used in both bitonal,greyscale and color. I propose: box around item for locked items Use a bold font and a light grey pixmap (light through dithering) for normal items. change background to solid black for cursed items use reverse video for blessed have some glyphs that are 'ored' together to indicate worn/not worn & the identified state Not worn blank Worn body outline unknown question mark been worn 1/2 a question mark identified nothing This could be extended fo support other attributes blessed halo around the body cursed - reverse video normal nothing locked - border around space From crossfire-request Fri Jun 10 16:41:13 1994 Return-Path: Received: from ild.alkymi.unit.no (ild.alkymi.unit.no [129.241.113.1]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 10 Jun 1994 16:41:12 +0200 Received: from jord.alkymi.unit.no by ild.alkymi.unit.no with SMTP id AA22462 (5.65c/IDA-1.4.4 for ); Fri, 10 Jun 1994 16:41:11 +0200 From: Inge Berg Fenstad Received: by jord.alkymi.unit.no ; Fri, 10 Jun 1994 16:41:50 +0200 Message-Id: <199406101441.AA13839@jord.alkymi.unit.no> Subject: CF:Bug in spell Polimorph To: crossfire@ifi.uio.no Date: Fri, 10 Jun 1994 16:41:50 +0200 (MET DST) X-Mailer: ELM [version 2.4 PL23] Content-Type: text Content-Length: 261 Status: RO Have discovered that when you cast the spell polymorph items laying on the groud become changed as well as monsters. This means that you can create any artifact you want just by do some changing on more available items. Bug or nice feature :~) Ingemaster B. From crossfire-request Fri Jun 10 13:20:59 1994 Return-Path: Received: from flipper.pvv.unit.no (flipper.pvv.unit.no [129.241.36.200]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 10 Jun 1994 13:20:59 +0200 Received: from nova.pvv.unit.no (nova.pvv.unit.no [129.241.36.207]) by flipper.pvv.unit.no (8.6.9/8.6.9) with SMTP id NAA12438 for ; Fri, 10 Jun 1994 13:20:51 +0200 From: Kjetil Wiekhorst J|rgensen Received: by nova.pvv.unit.no ; Fri, 10 Jun 94 13:20:55 +0200 Date: Fri, 10 Jun 94 13:20:55 +0200 Message-Id: <9406101120.AA14828@nova.pvv.unit.no> To: crossfire@ifi.uio.no In-Reply-To: <199406100008.RAA28239@soda.berkeley.edu> Subject: Re: Crossfire on HP9000 (fwd) / and inventory naming Status: RO Scott MacFiggen writes: >In message <199406092321.AA03634@bolero.rahul.net>you write: >> actually, one thing I noticed for X11R6, at least, is that comment >>lines should use XCOMM at the start. I imagine this is supposed to be >>portable across all systems, where as the C style comments are not. > I believe that was standard in R5. I'll have to double check > with my Imake book when I get home. XCOMM was introduced with X11R5, but in X11R4 which is the X11 release delivered with most operation systems. So I don't think Crossfire should start using XCOMM as comments in Imakefiles, since that won't work with pre R5. Kjetil From crossfire-request Fri Jun 10 08:35:38 1994 Return-Path: Received: from soda.berkeley.edu (soda.Berkeley.EDU [128.32.149.19]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 10 Jun 1994 08:35:37 +0200 Received: from localhost.Berkeley.EDU (localhost.Berkeley.EDU [127.0.0.1]) by soda.berkeley.edu (8.6.9/PHILMAIL-1.10) with SMTP id XAA27951; Thu, 9 Jun 1994 23:35:26 -0700 Message-Id: <199406100635.XAA27951@soda.berkeley.edu> To: Klaus Elsbernd cc: crossfire@ifi.uio.no Subject: Re: search command In-reply-to: Your message of "Fri, 10 Jun 1994 08:14:50 +0200." <199406100614.IAA17024@isg-200> Date: Thu, 09 Jun 1994 23:35:24 -0700 From: Peter Mardahl Status: RO In message <199406100614.IAA17024@isg-200>, Klaus Elsbernd writes: >So, I would like to keep the code. And if there are any bugs, solve them. I do not use the previous search command. I think it is remarked in the config.h that it can cause crashes so I have it undefined. The previous 'search' command is being changed to 'search-items'. (If Mark likes my code for search that is.) It is in no way going away. 'search' is a better term for trying to find traps and hidden stuff, the previous 'search' had much more to do with a pickup mode. Regards, PeterM From crossfire-request Fri Jun 10 08:16:54 1994 Return-Path: <<@isg-200.dfki.uni-kl.de:elsbernd@dfki.uni-kl.de>> Received: from gyda.ifi.uio.no (gyda.ifi.uio.no [129.240.78.2]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 10 Jun 1994 08:16:53 +0200 Received: from uni-kl.de (mmdf@stepsun.uni-kl.de [131.246.136.50]) by gyda.ifi.uio.no ; Fri, 10 Jun 1994 08:16:21 +0200 Received: from isg-200.dfki.uni-kl.de by stepsun.uni-kl.de id aa04555; 10 Jun 94 8:14 MET DST Received: from dfki.uni-kl.de (isg-201 [131.246.241.71]) by isg-200 (8.6.9/8.6.9) with ESMTP id IAA17024; Fri, 10 Jun 1994 08:14:53 +0200 Message-Id: <199406100614.IAA17024@isg-200> To: Peter Mardahl cc: crossfire@ifi.uio.no, elsbernd@dfki.uni-kl.de Subject: Re: search command In-reply-to: Your message of "Thu, 09 Jun 1994 22:25:37 MET DST." <199406100525.WAA21312@soda.berkeley.edu> Date: Fri, 10 Jun 1994 08:14:50 +0200 From: Klaus Elsbernd Status: RO From: Peter Mardahl >I'm going to take over the 'search' command. Right now, >it's use is solely in shops, I think. this is made mostly >obsolete by the shop listings. Also, it's buggy code, >I hear. I havn't noticed any bugs in the code (when running.) I use search regular when running trough maps, picking up rings or scrolls automatic. This functionallity isn't covered by the pickup-modes provided. So, I would like to keep the code. And if there are any bugs, solve them. MfG Klaus From crossfire-request Fri Jun 10 07:25:43 1994 Return-Path: Received: from soda.berkeley.edu (soda.Berkeley.EDU [128.32.149.19]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 10 Jun 1994 07:25:42 +0200 Received: (peterm@localhost) by soda.berkeley.edu (8.6.9/PHILMAIL-1.10) id WAA21312 for crossfire@ifi.uio.no; Thu, 9 Jun 1994 22:25:37 -0700 Date: Thu, 9 Jun 1994 22:25:37 -0700 From: Peter Mardahl Message-Id: <199406100525.WAA21312@soda.berkeley.edu> To: crossfire@ifi.uio.no Subject: search command Status: RO I'm going to take over the 'search' command. Right now, it's use is solely in shops, I think. this is made mostly obsolete by the shop listings. Also, it's buggy code, I hear. At any rate, the command name is moving from 'search' to 'search-items', and the function name which uses it is changing from command_search to command_search_items. The new search command I'll be installing is intended to find hidden things and traps such as runes. Regards, PeterM From crossfire-request Fri Jun 10 07:20:24 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 ; Fri, 10 Jun 1994 07:19:52 +0200 Received: by eden-valley (5.65c/SMI-4.0/AAII) id AA07495; Fri, 10 Jun 1994 15:18:57 +1000 Date: Fri, 10 Jun 1994 15:18:57 +1000 From: "Rupert G. Goldie" Message-Id: <199406100518.AA07495@eden-valley> To: crossfire@ifi.uio.no Subject: Re: Crossfire on HP9000 (fwd) / and inventory naming Status: RO > In message <199406100055.AA11070@bolero.rahul.net>you write: > > I would prefer symbols (bitmaps/pixmaps) of some sort, or font > >variations (maybe bold shows locked or equipped items). This is because > >right now, for objects that have long names, some of that stuff will > >disappear off the edge (either its status, or its name/abilities). So it > >would be nice to minimize the amount of information that actually > >gets appended to the item name. > > > >--Mark > > > I like your idea better, although I have no idea how > fonts work in crossfire. It will take a bit of hacking to figure > it out. Wanna give me a starting point? To boldface a font do > I need to make up a whole new set of fonts? > > -Scott > Font variation could be a bit difficult - particularly if you have a few. Perhaps drawing a box around the item, or crosshatching behind (again gets too messy if there are too many variations). How about putting the (w) at the front of the name, so you always see it, or even making some new bitmaps and drawing them right next to the item bitmap ? Rupert From crossfire-request Fri Jun 10 03:13:31 1994 Return-Path: Received: from hustle.rahul.net (hustle.rahul.net [192.160.13.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 10 Jun 1994 03:13:29 +0200 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA10618 (5.67a8/IDA-1.5 for ); Thu, 9 Jun 1994 18:13:22 -0700 Received: by bolero.rahul.net id AA12373 (5.67a8/IDA-1.5); Thu, 9 Jun 1994 18:13:22 -0700 Date: Thu, 9 Jun 1994 18:13:22 -0700 From: Mark Wedel Message-Id: <199406100113.AA12373@bolero.rahul.net> To: crossfire@ifi.uio.no, smurf@soda.berkeley.edu Subject: Re: Crossfire on HP9000 (fwd) / and inventory naming Status: RO The text font that is used is just some standard font that comes with X11. A bold and italic version of it likely exist. From crossfire-request Fri Jun 10 03:03:53 1994 Return-Path: Received: from soda.berkeley.edu (soda.Berkeley.EDU [128.32.149.19]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 10 Jun 1994 03:03:52 +0200 Received: from localhost.Berkeley.EDU (localhost.Berkeley.EDU [127.0.0.1]) by soda.berkeley.edu (8.6.9/PHILMAIL-1.10) with SMTP id SAA03219 for ; Thu, 9 Jun 1994 18:03:48 -0700 Message-Id: <199406100103.SAA03219@soda.berkeley.edu> To: crossfire@ifi.uio.no Subject: Re: Crossfire on HP9000 (fwd) / and inventory naming In-reply-to: Your message of "Thu, 09 Jun 1994 17:55:14 PDT." <199406100055.AA11070@bolero.rahul.net> Date: Thu, 09 Jun 1994 18:03:47 -0700 From: Scott MacFiggen Status: RO In message <199406100055.AA11070@bolero.rahul.net>you write: > I would prefer symbols (bitmaps/pixmaps) of some sort, or font >variations (maybe bold shows locked or equipped items). This is because >right now, for objects that have long names, some of that stuff will >disappear off the edge (either its status, or its name/abilities). So it >would be nice to minimize the amount of information that actually >gets appended to the item name. > >--Mark > I like your idea better, although I have no idea how fonts work in crossfire. It will take a bit of hacking to figure it out. Wanna give me a starting point? To boldface a font do I need to make up a whole new set of fonts? -Scott From crossfire-request Fri Jun 10 02:55:41 1994 Return-Path: Received: from hustle.rahul.net (hustle.rahul.net [192.160.13.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 10 Jun 1994 02:55:33 +0200 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA10198 (5.67a8/IDA-1.5 for ); Thu, 9 Jun 1994 17:55:14 -0700 Received: by bolero.rahul.net id AA11070 (5.67a8/IDA-1.5); Thu, 9 Jun 1994 17:55:14 -0700 Date: Thu, 9 Jun 1994 17:55:14 -0700 From: Mark Wedel Message-Id: <199406100055.AA11070@bolero.rahul.net> To: crossfire@ifi.uio.no, smurf@soda.berkeley.edu Subject: Re: Crossfire on HP9000 (fwd) / and inventory naming Status: RO I would prefer symbols (bitmaps/pixmaps) of some sort, or font variations (maybe bold shows locked or equipped items). This is because right now, for objects that have long names, some of that stuff will disappear off the edge (either its status, or its name/abilities). So it would be nice to minimize the amount of information that actually gets appended to the item name. Putting a * or other pixmap next to the present one also ahs the advantage that it makes it much easier to just glance at your inventory to see the status. Appending status of an object to the name means that the location of that status can vary (ie, it will be in a different place with a very short name compared to a long name). --Mark From crossfire-request Fri Jun 10 02:32:09 1994 Return-Path: Received: from sun2.nsfnet-relay.ac.uk (sun2.nsfnet-relay.ac.uk [128.86.8.45]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 10 Jun 1994 02:32:03 +0200 Via: uk.ac.edinburgh.dcs; Fri, 10 Jun 1994 01:31:53 +0100 Received: from islay.dcs.ed.ac.uk by dcs.ed.ac.uk id aa00390; 10 Jun 94 1:31 BST Message-Id: <4943.9406100031@islay.dcs.ed.ac.uk> Received: from tdsm.localhost.dcs.ed.ac.uk by islay.dcs.ed.ac.uk; Fri, 10 Jun 94 01:31:13 +0100 To: crossfire@ifi.uio.no Subject: HELP Date: Fri, 10 Jun 94 01:31:12 +0100 From: Tim Moss Status: RO >> >> >>I cannot seem to get my marking runes to hold any message - how do I do this >>The ones I get all just have (null) as their message. >> >>Thanks >> >>Tim > This is very hokey, but the commandline interpreter for all spells >requires an 'of' between the invocation of the spell and the parameter >of the spell. The following should work with marking rune: >invoke marking rune of >similarly, >invoke create food of >or >invoke magic rune of large fireball Thanks for the help Im just of to try that. I was wondering if anyone would be willing to write up a quick manual for all the commands - to be released with the next version For newbies who have not been playing since crossfire-0.xx.x it would be very helpful as there is no idication of what the commands do or how to use them. (Dont forget the dm commands either!!) Spell lists need to be revised as well It might be a good idea to include a document for the server administrator as to how to set the system up and run it effieciently once they have built the programs. I would be happy to spend the time to format and lay such information out but I dont have the information needed. If someone who does would like to mail me the information in a fairly rough form then I will be happy to tidy it up and return it to ifi for the next release. Cheer, Tim Moss From crossfire-request Fri Jun 10 02:08:22 1994 Return-Path: Received: from soda.berkeley.edu (soda.Berkeley.EDU [128.32.149.19]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 10 Jun 1994 02:08:20 +0200 Received: from localhost.Berkeley.EDU (localhost.Berkeley.EDU [127.0.0.1]) by soda.berkeley.edu (8.6.9/PHILMAIL-1.10) with SMTP id RAA28239 for ; Thu, 9 Jun 1994 17:08:14 -0700 Message-Id: <199406100008.RAA28239@soda.berkeley.edu> To: crossfire@ifi.uio.no Subject: Re: Crossfire on HP9000 (fwd) / and inventory naming In-reply-to: Your message of "Thu, 09 Jun 1994 16:21:38 PDT." <199406092321.AA03634@bolero.rahul.net> Date: Thu, 09 Jun 1994 17:08:12 -0700 From: Scott MacFiggen Status: RO In message <199406092321.AA03634@bolero.rahul.net>you write: > actually, one thing I noticed for X11R6, at least, is that comment >lines should use XCOMM at the start. I imagine this is supposed to be >portable across all systems, where as the C style comments are not. I believe that was standard in R5. I'll have to double check with my Imake book when I get home. Also, I want to change the way crossfire displays stuff in inventory a bit (Don't worry, this will be ifdef'ed). My idea is to have symbols representing the status of an item instead of full words. ex: a leather armour (wielded) would become a leather armour (w) or a leather armour * My idea: * worn/wielded - locked (my new hack) # opened @ active These symbols are basically random, I could also do: (w) worn/wielded (l) locked (my new hack) (o) opened (a) active Any opinions? ############################################################################## # Scott MacFiggen -- 88 VTR250 -- EUVE Systems Administrator -- CEA # # # # smurf@soda.berkeley.edu CSUA Vice-President scottmm@cea.berkeley.edu # ############################################################################## From crossfire-request Fri Jun 10 01:21:44 1994 Return-Path: Received: from hustle.rahul.net (hustle.rahul.net [192.160.13.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 10 Jun 1994 01:21:42 +0200 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA05923 (5.67a8/IDA-1.5 for ); Thu, 9 Jun 1994 16:21:39 -0700 Received: by bolero.rahul.net id AA03634 (5.67a8/IDA-1.5); Thu, 9 Jun 1994 16:21:38 -0700 Date: Thu, 9 Jun 1994 16:21:38 -0700 From: Mark Wedel Message-Id: <199406092321.AA03634@bolero.rahul.net> To: Petri.Heinila@lut.fi, crossfire@ifi.uio.no Subject: Re: Crossfire on HP9000 (fwd) Status: RO actually, one thing I noticed for X11R6, at least, is that comment lines should use XCOMM at the start. I imagine this is supposed to be portable across all systems, where as the C style comments are not. From crossfire-request Thu Jun 9 23:33:27 1994 Return-Path: Received: from cc.lut.fi (hevi@cc.lut.fi [157.24.10.16]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Thu, 9 Jun 1994 23:33:27 +0200 Received: (from hevi@localhost) by cc.lut.fi (8.6.8/8.6.6/1.17.kim) id AAA26301; Fri, 10 Jun 1994 00:33:25 +0300 Date: Fri, 10 Jun 1994 00:33:25 +0300 (EETDST) From: Petri Heinil{ Subject: Re: Crossfire on HP9000 (fwd) To: crossfire@ifi.uio.no In-Reply-To: <9406071505.AA23338@hplvesv1.lvld.hp.com> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Tue, 7 Jun 1994, Christopher L Hooven wrote: > These are the error we get when tring to compile on a HP9000/700 with HPUX 9.0 > crossfire-0.91.0># xmkmf > imake -DUseInstalled -I/usr/local/lib/imake > cpp: "Imakefile", line 58: warning 2006: Parameter holes filled with a null stri > making Makefiles in ./doc/spoiler... >... > Make: line 387: syntax error. Stop. In HP, there may NOT exist any comment marks or line continues by slahes in rules or in commands ! This means the out-comments and the long depency lines. Reason is, the output of HP cpp has equally same amount of lines as in input; the /* */ lines are replaced by empty LINES, which have meaning in make. As a fast (relative :) fix there can do; "make Makefiles" and then look the Imakefile in breaked dir and nuke the out-comments and join the continued depency lines together. This modification should be include the next release. -- The Page -- From crossfire-request Thu Jun 9 22:17:41 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 ; Thu, 9 Jun 1994 22:17:40 +0200 Received: from dancer.Dartmouth.EDU by dartvax.dartmouth.edu (8.6.8.1+DND/4.5HUB) id QAA23438; Thu, 9 Jun 1994 16:09:37 -0400 Message-id: <4925270@dancer.Dartmouth.EDU> Date: 09 Jun 94 16:09:31 EDT From: Preston.F.Crow@Dartmouth.EDU (Preston F. Crow) Reply-To: preston.crow@dancer.dartmouth.edu Subject: Re: Marking runes ... To: peterm@soda.berkeley.edu (Peter Mardahl), huma@netcom.com (Ben Fennema) Cc: tdsm@dcs.edinburgh.ac.uk, crossfire@ifi.uio.no Status: RO Of course, you could simply have a list of words that are ignored (of, with, etc.), and have the parser figure out the split. If that's difficult, have it turn "with" into "of" so that you don't have to distinguish between them in the code, but it can still look right to the human player. --PC From crossfire-request Thu Jun 9 20:56:58 1994 Return-Path: Received: from netcom.com (netcom10.netcom.com [192.100.81.120]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Thu, 9 Jun 1994 20:56:57 +0200 Received: by netcom.com (8.6.8.1/SMI-4.1/Netcom) id LAA01284; Thu, 9 Jun 1994 11:56:11 -0700 From: huma@netcom.com (Ben Fennema) Message-Id: <199406091856.LAA01284@netcom.com> Subject: Re: Marking runes ... To: peterm@soda.berkeley.edu (Peter Mardahl) Date: Thu, 9 Jun 1994 11:56:11 -0700 (PDT) Cc: tdsm@dcs.edinburgh.ac.uk, crossfire@ifi.uio.no In-Reply-To: <199406090810.BAA18094@soda.berkeley.edu> from "Peter Mardahl" at Jun 9, 94 01:09:24 am X-Mailer: ELM [version 2.4 PL23] MIME-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 974 Status: RO > > In message <16807.9406090706@davaar.dcs.ed.ac.uk>, Tim Moss writes: > > > > > >I cannot seem to get my marking runes to hold any message - how do I do this > >The ones I get all just have (null) as their message. > > > >Thanks > > > >Tim > > > This is very hokey, but the commandline interpreter for all spells > requires an 'of' between the invocation of the spell and the parameter > of the spell. The following should work with marking rune: > invoke marking rune of > similarly, > invoke create food of > or > invoke magic rune of large fireball > > Regards, > > PeterM > Ya, I think that little 'of' is pretty wierd too. Doesn't make sense in many instances... I have thought for a while that maybee replacing that of with 'with' might make a little more sense. 'incoke create food with 'invoke magic run with I guess the only place 'of' does make lotsof sense is the magic rune spell. --Ben From crossfire-request Thu Jun 9 11:32:02 1994 Return-Path: Received: from yrsa.ifi.uio.no (2102@yrsa.ifi.uio.no [129.240.104.2]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Thu, 9 Jun 1994 11:32:01 +0200 From: =?iso-8859-1?Q?H=E5vard_Lindheim?= MIME-Version: 1.0 Received: (from haavarl@localhost) by yrsa.ifi.uio.no ; Thu, 9 Jun 1994 11:32:00 +0200 Date: Thu, 9 Jun 1994 11:31:59 +0200 To: crossfire Subject: Levitation-spell Message-ID: Status: RO There really should be a way to cancel the levitation-spell, so that you don't stay in the air unless you want to. Or, you could travel above the ground when it was appropriate, and then come back down. Anybody going to invent the spell 'cancel levitation'? H-- From crossfire-request Thu Jun 9 10:12:15 1994 Return-Path: Received: from soda.berkeley.edu (soda.Berkeley.EDU [128.32.149.19]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Thu, 9 Jun 1994 10:12:13 +0200 Received: from localhost.Berkeley.EDU (localhost.Berkeley.EDU [127.0.0.1]) by soda.berkeley.edu (8.6.9/PHILMAIL-1.10) with SMTP id BAA18094; Thu, 9 Jun 1994 01:10:47 -0700 Message-Id: <199406090810.BAA18094@soda.berkeley.edu> To: Tim Moss cc: crossfire@ifi.uio.no Subject: Re: Marking runes ... In-reply-to: Your message of "Thu, 09 Jun 1994 08:06:21 BST." <16807.9406090706@davaar.dcs.ed.ac.uk> Date: Thu, 09 Jun 1994 01:09:24 -0700 From: Peter Mardahl Status: RO In message <16807.9406090706@davaar.dcs.ed.ac.uk>, Tim Moss writes: > > >I cannot seem to get my marking runes to hold any message - how do I do this >The ones I get all just have (null) as their message. > >Thanks > >Tim This is very hokey, but the commandline interpreter for all spells requires an 'of' between the invocation of the spell and the parameter of the spell. The following should work with marking rune: invoke marking rune of similarly, invoke create food of or invoke magic rune of large fireball Regards, PeterM From crossfire-request Thu Jun 9 09:06:53 1994 Return-Path: Received: from sun2.nsfnet-relay.ac.uk (sun2.nsfnet-relay.ac.uk [128.86.8.45]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Thu, 9 Jun 1994 09:06:51 +0200 Via: uk.ac.edinburgh.dcs; Thu, 9 Jun 1994 08:06:37 +0100 Received: from davaar.dcs.ed.ac.uk by dcs.ed.ac.uk id aa11463; 9 Jun 94 8:06 BST Message-Id: <16807.9406090706@davaar.dcs.ed.ac.uk> Received: from tdsm.localhost.dcs.ed.ac.uk by davaar.dcs.ed.ac.uk; Thu, 9 Jun 94 08:06:22 +0100 To: crossfire@ifi.uio.no Subject: Marking runes ... Date: Thu, 09 Jun 94 08:06:21 +0100 From: Tim Moss Status: RO I cannot seem to get my marking runes to hold any message - how do I do this The ones I get all just have (null) as their message. Thanks Tim From crossfire-request Thu Jun 9 02:16:12 1994 Return-Path: Received: from soda.berkeley.edu (soda.Berkeley.EDU [128.32.149.19]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Thu, 9 Jun 1994 02:16:09 +0200 Received: (peterm@localhost) by soda.berkeley.edu (8.6.9/PHILMAIL-1.10) id RAA16094 for crossfire@ifi.uio.no; Wed, 8 Jun 1994 17:16:02 -0700 Date: Wed, 8 Jun 1994 17:16:02 -0700 From: Peter Mardahl Message-Id: <199406090016.RAA16094@soda.berkeley.edu> To: crossfire@ifi.uio.no Subject: what's going on at soda: Status: RO I'm sending this on so other people don't re-do stuff that's getting done here. smurf@soda.berkeley.edu has recently done inventory locking. You may lock items into your inventory so that you cannot drop them accidently. The interface is pretty good: shift to lock/unlock items. Scott may wait to send this in until after he's made it save/restore from .pl files, and until after he's made a DROP command to drop all unlocked items. I've done: three clerical spells: cause light/medium/heavy wounds charm monster spell revised AT_POISON so it's a bit more flexible and deadly (dependent on the level of the poisoner) added AT_GODPOWER which clerical spells will use. Offensive clerical spells use about twice the mana of comparable mage spells. I've begun experimenting with traps. I will work on adapting the rune code so that runes can do sensible things from within inventories. raytrace@soda.berkeley.edu: improved mover for ball lightning working on making the spell of transferrence drive people mad, kill if the spellpoints too far exceeds maxsp. Regards, PeterM From owner-crossfire Wed Jun 8 18:39:08 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, 8 Jun 1994 18:38:51 +0200 Received: by utu.fi id <167128-4>; Wed, 8 Jun 1994 19:38:28 +0300 Subject: New bitmap for icon. From: Tero Jyri Michael Pelander To: crossfire-bugs@ifi.uio.no Date: Wed, 8 Jun 1994 19:38:11 +0300 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 7BIT Content-Length: 4416 Message-Id: <94Jun8.193828eet_dst.167128-4@utu.fi> Status: RO Crossfire 0.91.1, server icon When you iconize the server you see a picture that shows two crossed swords. The problem is that the size of the picture that is shown is 48x48 but the picture that crossfire tries to show is 60x60. Here is a replacement picture that would fit fine. Replace the include/bitmamaps.h with this to use it. It is basically just ripped of the crosedit and removed the EDIT text in the center. I'm including an other bitmap too that has the same swords and text "crossfire" on them. Chose what you want to use. #define crossfire_width 48 #define crossfire_height 48 static char crossfire_bits[] = { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xf0, 0x00, 0x00, 0x00, 0x00, 0x0f, 0xb0, 0x01, 0x00, 0x00, 0x80, 0x0f, 0x70, 0x03, 0x00, 0x00, 0xc0, 0x0b, 0xf0, 0x06, 0x00, 0x00, 0xe0, 0x0d, 0xe0, 0x0d, 0x00, 0x00, 0xf0, 0x06, 0xc0, 0x1b, 0x00, 0x00, 0x78, 0x03, 0x80, 0x37, 0x00, 0x00, 0xbc, 0x01, 0x00, 0x6f, 0x00, 0x00, 0xde, 0x00, 0x00, 0xde, 0x00, 0x00, 0x6f, 0x00, 0x00, 0xbc, 0x01, 0x80, 0x37, 0x00, 0x00, 0x78, 0x03, 0xc0, 0x1b, 0x00, 0x00, 0xf0, 0x06, 0xe0, 0x0d, 0x00, 0x00, 0xe0, 0x0d, 0xf0, 0x06, 0x00, 0x00, 0xc0, 0x1b, 0x78, 0x03, 0x00, 0x00, 0x80, 0x37, 0xbc, 0x01, 0x00, 0x00, 0x00, 0x6f, 0xde, 0x00, 0x00, 0x00, 0x00, 0xde, 0x6f, 0x00, 0x00, 0x00, 0x00, 0xbc, 0x37, 0x00, 0x00, 0x00, 0x00, 0xf8, 0x1b, 0x00, 0x00, 0x00, 0x00, 0xf0, 0x0d, 0x00, 0x00, 0x00, 0x00, 0xf0, 0x0e, 0x00, 0x00, 0x00, 0x00, 0x78, 0x1b, 0x00, 0x00, 0x00, 0x00, 0xbc, 0x37, 0x00, 0x00, 0x00, 0x00, 0xde, 0x6f, 0x00, 0x00, 0x00, 0x00, 0x6f, 0xde, 0x00, 0x00, 0x00, 0x80, 0x37, 0xbc, 0x01, 0x00, 0x00, 0xc0, 0x1b, 0x78, 0x03, 0x00, 0x00, 0xe0, 0x0d, 0xf0, 0x06, 0x00, 0x00, 0xf0, 0x06, 0xe0, 0x0d, 0x00, 0x00, 0x79, 0x03, 0xc0, 0x9b, 0x00, 0x80, 0xbf, 0x01, 0x80, 0xf7, 0x01, 0xc0, 0xdf, 0x00, 0x00, 0xef, 0x03, 0x80, 0x6f, 0x00, 0x00, 0xfe, 0x01, 0x80, 0x3f, 0x00, 0x00, 0xfc, 0x00, 0xc0, 0x3f, 0x00, 0x00, 0x7c, 0x03, 0xe0, 0x7d, 0x00, 0x00, 0xfe, 0x07, 0xf0, 0x3b, 0x00, 0x00, 0xfc, 0x0f, 0xf8, 0x13, 0x00, 0x00, 0xc8, 0x1f, 0xfc, 0x01, 0x00, 0x00, 0x80, 0x3f, 0xf8, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x70, 0x00, 0x00, 0x00, 0x00, 0x0e, 0x20, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00}; /* The other possible crossfire icon. This one has text "crossfire" on top of swords. */ #define crossfire_width 48 #define crossfire_height 48 static char crossfire_bits[] = { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xf0, 0x00, 0x00, 0x00, 0x00, 0x0f, 0xb0, 0x01, 0x00, 0x00, 0x80, 0x0f, 0x70, 0x03, 0x00, 0x00, 0xc0, 0x0b, 0xf0, 0x06, 0x00, 0x00, 0xe0, 0x0d, 0xe0, 0x0d, 0x00, 0x00, 0xf0, 0x06, 0xc0, 0x1b, 0x00, 0x00, 0x78, 0x03, 0x80, 0x37, 0x00, 0x00, 0xbc, 0x01, 0x00, 0x6f, 0x00, 0x00, 0xde, 0x00, 0x00, 0xde, 0x00, 0x00, 0x6f, 0x00, 0x00, 0xbc, 0x01, 0x80, 0x37, 0x00, 0x00, 0x78, 0x03, 0xc0, 0x1b, 0x00, 0x00, 0xf0, 0x06, 0xe0, 0x0d, 0x00, 0x00, 0xe0, 0x0d, 0xf0, 0x06, 0x00, 0x00, 0xc0, 0x1b, 0x78, 0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x30, 0xc7, 0x18, 0xf3, 0x3a, 0x0f, 0x48, 0x29, 0xa5, 0x14, 0x4a, 0x01, 0x48, 0x29, 0x85, 0x10, 0x4a, 0x01, 0x08, 0x29, 0x85, 0x10, 0x4a, 0x01, 0x08, 0x27, 0x19, 0x73, 0x3a, 0x07, 0x08, 0x25, 0x21, 0x14, 0x2a, 0x01, 0x48, 0x29, 0x21, 0x14, 0x4a, 0x01, 0x48, 0x29, 0xa5, 0x14, 0x4a, 0x01, 0x30, 0xc9, 0x18, 0x53, 0x4a, 0x0f, 0x00, 0x00, 0x42, 0xc0, 0x00, 0x00, 0x00, 0x80, 0x37, 0xbc, 0x01, 0x00, 0x00, 0xc0, 0x1b, 0x78, 0x03, 0x00, 0x00, 0xe0, 0x0d, 0xf0, 0x06, 0x00, 0x00, 0xf0, 0x06, 0xe0, 0x0d, 0x00, 0x00, 0x79, 0x03, 0xc0, 0x9b, 0x00, 0x80, 0xbf, 0x01, 0x80, 0xf7, 0x01, 0xc0, 0xdf, 0x00, 0x00, 0xef, 0x03, 0x80, 0x6f, 0x00, 0x00, 0xfe, 0x01, 0x80, 0x3f, 0x00, 0x00, 0xfc, 0x01, 0xc0, 0x3f, 0x00, 0x00, 0xfc, 0x03, 0xe0, 0x7d, 0x00, 0x00, 0xbe, 0x07, 0xf0, 0x3b, 0x00, 0x00, 0xdc, 0x0f, 0xf8, 0x13, 0x00, 0x00, 0xc8, 0x1f, 0xfc, 0x01, 0x00, 0x00, 0x80, 0x3f, 0xf8, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x70, 0x00, 0x00, 0x00, 0x00, 0x0e, 0x20, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00}; From crossfire-request Wed Jun 8 17:27:23 1994 Return-Path: Received: from thrall.cm.cf.ac.uk (thrall.cm.cf.ac.uk [131.251.42.22]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 8 Jun 1994 17:27:08 +0200 Received: from cm.cf.ac.uk by thrall.cm.cf.ac.uk with SMTP (PP) id <20479-0@thrall.cm.cf.ac.uk>; Wed, 8 Jun 1994 16:26:50 +0100 Date: Wed, 8 Jun 94 16:26:47 BST From: L T Mulheron Message-Id: <9406081526.AA01119@sentinel.cm.cf.ac.uk> To: crossfire@ifi.uio.no Subject: Instrinsic protections and vulnerabilities Status: RO Hi, Sometime ago a fellow player managed to get intrinsic reflect spells and hp regeneration + 1 in an emergency save. Lucky guy! Now all of the sudden I've picked up vulnerable to fire somehow and as you can imagine I'm none too happy about it. Does anyone have an idea why it happens and if so is it possible to remove it??? A soon to be toasted crossfire player! From crossfire-request Wed Jun 8 17:18:42 1994 Return-Path: Received: from thrall.cm.cf.ac.uk (thrall.cm.cf.ac.uk [131.251.42.22]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 8 Jun 1994 17:18:06 +0200 Received: from cm.cf.ac.uk by thrall.cm.cf.ac.uk with SMTP (PP) id <19629-0@thrall.cm.cf.ac.uk>; Wed, 8 Jun 1994 16:17:52 +0100 Date: Wed, 8 Jun 94 16:17:48 BST From: L T Mulheron Message-Id: <9406081517.AA00671@sentinel.cm.cf.ac.uk> To: crossfire@ifi.uio.no Subject: Enchant scrolls Status: RO Hi, This is just to clear up a problem with using the enchant scrolls that I encountered and judging from a few other peoples messages, one which they had too. The problem is the following:- when attempting to use a prepare weapon scroll a message might appear stating that the weapon is not at the top of the inventory and no matter what you do that message will always occur even if the weapon is the only item in your inventory (apart from the prepare weapon). Solution:- The scroll isn't applied because your character is at a location where spells cannot be cast and therefore scrolls cannot be applied. So simply go to an area where spell casting is allowed and use your enchant scrolls there. Simple eh! A once confused crossfire player! From crossfire-request Wed Jun 8 17:03:14 1994 Return-Path: Received: from hplb.hpl.hp.com (hplb.hpl.hp.com [15.255.59.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 8 Jun 1994 17:03:10 +0200 Received: from hplvec08.lvld.hp.com by hplb.hpl.hp.com; Wed, 8 Jun 1994 15:58:20 +0100 Received: by hplvesv1.lvld.hp.com (1.37.109.8/15.5+ECS 3.3) id AA20965; Wed, 8 Jun 1994 09:02:59 -0600 From: Christopher L Hooven Message-Id: <9406081502.AA20965@hplvesv1.lvld.hp.com> Subject: Help with compile To: crossfire@ifi.uio.no (Post Message in Crossfire) Date: Wed, 8 Jun 94 9:02:58 MDT Mailer: Elm [revision: 70.85] Status: RO I my having trouble compiling Crossfire on a HP9000/700 with HPUX 9.0 has anyone done this? Can I get your make files or the binary files. Thanks, -- ___________________________________ _________________________________________ | Christopher L. Hooven | e-mail: clh00@lvld.hp.com | | Hewlett Packard | Phone: (303)679-2940 | | 815 SW 14th St. BU218 | Alt: (303)679-2999 | | Loveland Co. 80537-6330 | Fax: (303)679-5959 | |___________________________________|________________________________________| From owner-crossfire Wed Jun 8 16:11:56 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, 8 Jun 1994 16:11:54 +0200 Received: by utu.fi id <167120-4>; Wed, 8 Jun 1994 17:11:44 +0300 Subject: runes and looking From: Tero Jyri Michael Pelander To: crossfire-bugs@ifi.uio.no Date: Wed, 8 Jun 1994 17:11:40 +0300 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 7BIT Content-Length: 454 Message-Id: <94Jun8.171144eet_dst.167120-4@utu.fi> Status: RO Crossfire 0.91.1 If you have some items _under_ a rune and the rune is invisible at the moment you get "You see nothing there." Also if you put items on top of a rune (by create food spell for example) you only see the item you put there. All the items under the rune are "invisible" at the same time as the rune is invisible. This means that if you have some floortype that has a name then anyone can just click on the map to see if there is a rune. From crossfire-request Wed Jun 8 15:10:58 1994 Return-Path: Received: from aino.it.lut.fi (haatanen@aino.it.lut.fi [157.24.11.71]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Wed, 8 Jun 1994 15:10:56 +0200 Received: from localhost (haatanen@localhost) by aino.it.lut.fi (8.6.5/8.6.5/1.12.kim) id QAA29152; Wed, 8 Jun 1994 16:10:53 +0300 (for crossfire@ifi.uio.no) From: Tero Haatanen Message-Id: <199406081310.QAA29152@aino.it.lut.fi> Subject: Re: config.h To: crossfire@ifi.uio.no Date: Wed, 8 Jun 94 16:10:52 EET DST In-Reply-To: <199406080218.AA00548@eden-valley>; from "Rupert G. Goldie" at Jun 8, 94 12:18 pm X-Mailer: ELM [version 2.3 PL11] Status: RO From: "Rupert G. Goldie" > I thouht it would be a good idea to make some of the options integral > parts of the game. The following options are ones I think should be > non-optional: > > SHOP_LISTINGS > USE_LOS > SHOW_SP_USAGE yes. > RESURRECTION no, It's not used with NOT_PERMADEATH and last time I looked it there was some bugs in it. > CD_LINE_OF_SIGHT Not sure about this, does anyone leave this out? > FULL_RING_DESCRIPTION Leave it optional. Maybe it should be fixed so that rings with title are showed in short form (e.g. ring of Fire, not ring of Fire (pro: fire)). Any comments? I would add also SAVE_PLAYER since it hard to play without it and it's used in code many places. Maybe it would be would be enough to support only one compress method. Defining COMPRESS to pointing compress isn't any meaning since compress and gzip are checked anyway. Does anyone really use two different compress program with crossfire? > Anyone have big problems with this ? It's good to have options but if they are the main part of a game then I don't see any reason to use #ifdef's since it's hard to support all the possible combinations. One note to Mark: There's a following comment in config.h. >/* > * It shouldn't be neccessary to change the following constants, but you > * are free at have a look at them 8) > */ And after that there are options (like SPELLPOINT_LEVEL_DEPEND) which seems to be normal configure options. So maybe those defines should be moved around a bit. -Tero From crossfire-request Wed Jun 8 12:31:57 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, 8 Jun 1994 12:31:55 +0200 Received: by utu.fi id <167117-1>; Wed, 8 Jun 1994 13:31:47 +0300 Subject: Re: config.h From: Tero Jyri Michael Pelander To: crossfire@ifi.uio.no Date: Wed, 8 Jun 1994 13:31:44 +0300 In-Reply-To: <199406080218.AA00548@eden-valley> from "Rupert G. Goldie" at Jun 8, 94 05:18:47 am MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 7BIT Content-Length: 464 Message-Id: <94Jun8.133147eet_dst.167117-1@utu.fi> Status: RO > ... The following options are ones I think should be non-optional: > > SHOP_LISTINGS > RESURRECTION > USE_LOS > CD_LINE_OF_SIGHT > SHOW_SP_USAGE > > and possibly FULL_RING_DESCRIPTION > > Anyone have big problems with this ? (And SPEED_GAME) At least I used to install the game without RESURRECTION or NO_PERMANENT_DEATH. I have changed my mind since that but I think that they should be left for site admins to chose. Otherwise I think it is a good idea. From crossfire-request Wed Jun 8 06:41:59 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 ; Wed, 8 Jun 1994 06:41:48 +0200 Received: by eden-valley (5.65c/SMI-4.0/AAII) id AA01278; Wed, 8 Jun 1994 14:40:18 +1000 Date: Wed, 8 Jun 1994 14:40:18 +1000 From: "Rupert G. Goldie" Message-Id: <199406080440.AA01278@eden-valley> To: crossfire@ifi.uio.no Subject: Re: config.h Status: RO > Yep... if you have NO_PERM_DEATH on you don't need to have RESURRECTION > on. I don't know if it would generate more code or not to have it on but > I still think it's nice to have all the flexability. It took me maybe 3-4 > minutes to go through config.h. I _REALLY_ don't think it's that > difficult. Spending a few minutes in there and the other header is a > dream come true compared to some of the nightmares we used to go through. > Used to take us a few hours to get x-fire running. Now we can install a > new version in about 20 minutes once we have it. I'll suffer with the > many options gladfully. > The problem isn't in configuring config.h for your site, it's the mess all the #ifdefs make in the code. It makes it much harder to follow what the code is doing and it makes errors a lot more likely (They also tend to be harder to pick up as you may need the right combination of #ifdefs to cause the problem). Nethack 2.3 had this problem as well and it made an absolute mess of the code. Rupert From crossfire-request Wed Jun 8 06:28:55 1994 Return-Path: Received: from db.erau.edu (db.erau.edu [155.31.1.13]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 8 Jun 1994 06:28:54 +0200 Received: from erau.db.erau.edu by db.erau.edu with smtp (Smail3.1.28.1 #2) id m0qBFG1-0007w6C; Wed, 8 Jun 94 00:28 EDT Received: by erau.db.erau.edu (4.1/client/jimberau-1.0) id AA18844; Wed, 8 Jun 94 00:30:48 EDT Date: Wed, 8 Jun 1994 00:27:54 -0400 (EDT) From: Jeff Judkins Subject: Re: config.h To: "Rupert G. Goldie" Cc: crossfire@ifi.uio.no In-Reply-To: <199406080218.AA00548@eden-valley> Message-Id: Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Wed, 8 Jun 1994, Rupert G. Goldie wrote: > I've noticed that recently quite a few new options have been added to > include/config.h. As code that is full of #ifdefs becomes hard to read, > I thouht it would be a good idea to make some of the options integral > parts of the game. The following options are ones I think should be > non-optional: > > SHOP_LISTINGS > RESURRECTION > USE_LOS > CD_LINE_OF_SIGHT > SHOW_SP_USAGE > > and possibly FULL_RING_DESCRIPTION > > Anyone have big problems with this ? > > > Rupert Yep... if you have NO_PERM_DEATH on you don't need to have RESURRECTION on. I don't know if it would generate more code or not to have it on but I still think it's nice to have all the flexability. It took me maybe 3-4 minutes to go through config.h. I _REALLY_ don't think it's that difficult. Spending a few minutes in there and the other header is a dream come true compared to some of the nightmares we used to go through. Used to take us a few hours to get x-fire running. Now we can install a new version in about 20 minutes once we have it. I'll suffer with the many options gladfully. +============================+==============================+ | This message courtesy of: | You bore me to death | | | So shut up for God's sake | | Jeff Judkins | Stop reading me the riot act | | judkinsj@erau.db.erau.edu | While my brains still intact | +============================+==============================+ Kill'em all and then just let God sort out the mess. From crossfire-request Wed Jun 8 04:44:13 1994 Return-Path: Received: from hustle.rahul.net (hustle.rahul.net [192.160.13.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 8 Jun 1994 04:44:12 +0200 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA02720 (5.67a8/IDA-1.5 for ); Tue, 7 Jun 1994 19:43:42 -0700 Received: by bolero.rahul.net id AA24550 (5.67a8/IDA-1.5); Tue, 7 Jun 1994 19:43:41 -0700 Date: Tue, 7 Jun 1994 19:43:41 -0700 From: Mark Wedel Message-Id: <199406080243.AA24550@bolero.rahul.net> To: crossfire@ifi.uio.no, rgg@aaii.oz.au Subject: Re: config.h Status: RO Well, for most I do not. I can't really see any reason not to have SHOP_LISTINGS defined (I personally don't think that part of the game is wondering around all the shop squares to see if the item you want is there). USE_LOS certainly should be mandatory - many maps were designed with it in mind, helment of x-rays has no meaning otherwise, etc. SHOW_SP_USAGE is likewise something that is harmless in its addition (and with variable spellpoint costs depning on your level (another option), really is mandatory. I personally play with FULL_RING_DESCRIPTION also, so would have no problem with it being mandatory. Others might - I don't know. One thing that would be nice would be to have some nice graphic that shows if an item is equipped, instead of appending (worn) to the item name. The problem with the later is that if the item name is particularly long (some artifacts, especially those in the artifacts file) cause the worn portion to not be displayed. SPEED_GAME could also be added to the list. I always compile with that on, and very seldom get core dumps (and if so, I usually trace the problem and fix it). SAVE_PLAYER is another that could probably be a non selectable option. The other related options should be retained (SAVE_HOMEDIR, LOCK_PLAYER, USE_CHECKSUM, ENABLE_CHECKSUM). --MArk From crossfire-request Wed Jun 8 04:19:41 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 ; Wed, 8 Jun 1994 04:19:30 +0200 Received: by eden-valley (5.65c/SMI-4.0/AAII) id AA00548; Wed, 8 Jun 1994 12:18:47 +1000 Date: Wed, 8 Jun 1994 12:18:47 +1000 From: "Rupert G. Goldie" Message-Id: <199406080218.AA00548@eden-valley> To: crossfire@ifi.uio.no Subject: config.h Status: RO I've noticed that recently quite a few new options have been added to include/config.h. As code that is full of #ifdefs becomes hard to read, I thouht it would be a good idea to make some of the options integral parts of the game. The following options are ones I think should be non-optional: SHOP_LISTINGS RESURRECTION USE_LOS CD_LINE_OF_SIGHT SHOW_SP_USAGE and possibly FULL_RING_DESCRIPTION Anyone have big problems with this ? Rupert From crossfire-request Wed Jun 8 02:46:10 1994 Return-Path: Received: from hustle.rahul.net (hustle.rahul.net [192.160.13.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 8 Jun 1994 02:46:03 +0200 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA24351 (5.67a8/IDA-1.5 for ); Tue, 7 Jun 1994 17:45:51 -0700 Received: by bolero.rahul.net id AA15863 (5.67a8/IDA-1.5); Tue, 7 Jun 1994 17:45:50 -0700 Date: Tue, 7 Jun 1994 17:45:50 -0700 From: Mark Wedel Message-Id: <199406080045.AA15863@bolero.rahul.net> To: crossfire@ifi.uio.no, peterm@soda.berkeley.edu Subject: Re: Question about monster's speeds Status: RO negative speed has special meaning - it basically means that the objects speed_left should be random when it is loaded (in this way, a bunch of orcs swing their clubs at different times). I fixed the problem in attack.c by just using the absolute value of op->speed for some of the calculations. This should solve the problem. From crossfire-request Wed Jun 8 00:36:36 1994 Return-Path: Received: from soda.berkeley.edu (soda.Berkeley.EDU [128.32.149.19]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Wed, 8 Jun 1994 00:36:30 +0200 Received: (peterm@localhost) by soda.berkeley.edu (8.6.9/PHILMAIL-1.10) id PAA19858 for crossfire@ifi.uio.no; Tue, 7 Jun 1994 15:36:24 -0700 Date: Tue, 7 Jun 1994 15:36:24 -0700 From: Peter Mardahl Message-Id: <199406072236.PAA19858@soda.berkeley.edu> To: crossfire@ifi.uio.no Subject: Question about monster's speeds Status: RO Some monsters have negative speeds. These self-same monsters react in a nasty way to the spell of paralysis. They get faster. Why should any monster have a negative speed? Is this intentional? If it isn't intentional, then either: code should be changed so paralyze doesn't do this or the archetypes should be changed so that nothing has a negative speed (or at least, no monsters have negative speeds.) Regards, PeterM From crossfire-request Tue Jun 7 07:39:33 1994 Return-Path: Received: from idiom.berkeley.ca.us (idiom.berkeley.ca.us [140.174.82.4]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Tue, 7 Jun 1994 07:39:28 +0200 Received: from idiom.berkeley.ca.us (localhost [127.0.0.1]) by idiom.berkeley.ca.us (8.6.8/8.6.6) with ESMTP id WAA06323 for ; Mon, 6 Jun 1994 22:39:23 -0700 Message-Id: <199406070539.WAA06323@idiom.berkeley.ca.us> To: crossfire@ifi.uio.no Subject: sound question - missing sound files Date: Mon, 06 Jun 1994 22:39:22 -0700 From: Jason Venner Status: RO THe 91.1 version references a couple of sound files that I can not find It looks for: maqic.au toreskrell.au trombone.au I have all of the rest of the files (Note: I have the file magic.au which is also referenced). If you have them could you drop them on idiom.berkeley.ca.us in the ~ftp/incoming directory and drop me a note. Thanks -- Jason From crossfire-request Tue Jun 7 04:47:03 1994 Return-Path: Received: from mail.crl.com (mail.crl.com [165.113.1.22]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Tue, 7 Jun 1994 04:47:01 +0200 Received: from crl2.crl.com by mail.crl.com with SMTP id AA15332 (5.65c/IDA-1.5 for ); Mon, 6 Jun 1994 19:44:58 -0700 Received: from localhost.crl.com.0.0.127.IN-ADDR.ARPA by crl2.crl.com with SMTP id AA27564 (5.65c/IDA-1.5); Mon, 6 Jun 1994 19:44:55 -0700 Message-Id: <199406070244.AA27564@crl2.crl.com> To: Scott MacFiggen Cc: crossfire@ifi.uio.no, mehlhaff@crl.com Subject: Re: CF: Bugs and suggestions In-Reply-To: Message from Scott MacFiggen of Mon, 06 Jun 1994 17:47:11 -0700 <199406070047.RAA17123@soda.berkeley.edu> Date: Mon, 06 Jun 1994 19:44:55 -0700 From: "'Most Excellent' Eric Mehlhaff" Status: RO Scott MacFiggen recently wrote: >In message <9406070010.AA12427@thurso.maths.adelaide.edu.au>you write: >> >>(In fact, a sell all command would be handy on crossfire too ... ) >> >>David T Cook e-mail: dcook@spam.adelaide.edu.au Phone: +61 8 303 5709 > > Thats actually a good idea. You could also expand that >to include a sell all weapons, sell all misc, etc... Maybe I'll >work on that. Actually, what I'd like to see is a way to just dump the entire contents of a container onto the floor. This way, you can can make looting of dungeons very easy. Just autopickup into an active bag, identify, pick what you want out of the bag, and then when you return to a shop, dump the bag's contents out onto the floor. Alternatively, dump the junk out of the bag, fire up the old alchemy spell, pickup the rocks, and continue dungeon-looting. BTW, I call running around with autopickup on into an active "The Luggage" being a Dungeon Vacuum (tm). :-) Eric Mehlhaff, mehlhaff@crl.com From crossfire-request Tue Jun 7 02:47:18 1994 Return-Path: Received: from soda.berkeley.edu (soda.Berkeley.EDU [128.32.149.19]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Tue, 7 Jun 1994 02:47:16 +0200 Received: from localhost.Berkeley.EDU (localhost.Berkeley.EDU [127.0.0.1]) by soda.berkeley.edu (8.6.9/PHILMAIL-1.10) with SMTP id RAA17123 for ; Mon, 6 Jun 1994 17:47:12 -0700 Message-Id: <199406070047.RAA17123@soda.berkeley.edu> To: crossfire@ifi.uio.no Subject: Re: CF: Bugs and suggestions In-reply-to: Your message of "Tue, 07 Jun 1994 09:40:18 +0930." <9406070010.AA12427@thurso.maths.adelaide.edu.au> Date: Mon, 06 Jun 1994 17:47:11 -0700 From: Scott MacFiggen Status: RO In message <9406070010.AA12427@thurso.maths.adelaide.edu.au>you write: > >> Selling itmes you did not want to sell: This can be annoying, but would >> be difficult to keep track of. >> > >Perhaps the simplest method is the one used on the player-killing Mud >Genocide - players can "lock" items into their inventory, preventing them >from being sold (on a PK Mud, speed is of the essence, and "sell all" is >the only way to shop :-). > >(In fact, a sell all command would be handy on crossfire too ... ) > >David T Cook e-mail: dcook@spam.adelaide.edu.au Phone: +61 8 303 5709 Thats actually a good idea. You could also expand that to include a sell all weapons, sell all misc, etc... Maybe I'll work on that. ############################################################################## # Scott MacFiggen -- 88 VTR250 -- EUVE Systems Administrator -- CEA # # # # smurf@soda.berkeley.edu CSUA Vice-President scottmm@cea.berkeley.edu # ############################################################################## From crossfire-request Tue Jun 7 02:11:07 1994 Return-Path: Received: from thurso.maths.adelaide.edu.au (thurso.maths.adelaide.edu.au [129.127.44.113]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Tue, 7 Jun 1994 02:11:05 +0200 Received: by thurso.maths.adelaide.edu.au (5.64+1.3.1+0.50/UA-5.19) id AA12427; Tue, 7 Jun 1994 09:40:20 +0930 From: David Cook Message-Id: <9406070010.AA12427@thurso.maths.adelaide.edu.au> Subject: Re: CF: Bugs and suggestions To: crossfire@ifi.uio.no Date: Tue, 7 Jun 1994 09:40:18 +0930 (CST) In-Reply-To: <199406060703.AA03645@bolero.rahul.net> from "Mark Wedel" at Jun 6, 94 00:03:18 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: 696 Status: RO > Selling itmes you did not want to sell: This can be annoying, but would > be difficult to keep track of. > Perhaps the simplest method is the one used on the player-killing Mud Genocide - players can "lock" items into their inventory, preventing them from being sold (on a PK Mud, speed is of the essence, and "sell all" is the only way to shop :-). (In fact, a sell all command would be handy on crossfire too ... ) David T Cook e-mail: dcook@spam.adelaide.edu.au Phone: +61 8 303 5709 Assistant Computer Manager, Stats, Pure and Applied Maths, Adelaide Uni. "Behind the lines, a face that glimmers. Still looking for a face that shines." - Heartland, The Sisters of Mercy From crossfire-request Mon Jun 6 23:21:37 1994 Return-Path: Received: from cc.lut.fi (hevi@cc.lut.fi [157.24.10.16]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Mon, 6 Jun 1994 23:21:36 +0200 Received: (from hevi@localhost) by cc.lut.fi (8.6.8/8.6.6/1.17.kim) id AAA25590; Tue, 7 Jun 1994 00:20:00 +0300 Date: Tue, 7 Jun 1994 00:20:00 +0300 (EETDST) From: Petri Heinil{ Subject: Re: Crossfire on HP9000 To: Christopher L Hooven cc: crossfire@ifi.uio.no In-Reply-To: <9406062038.AA13364@hplvesv1.lvld.hp.com> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Mon, 6 Jun 1994, Christopher L Hooven wrote: > I am tring to compile crossfire on my HP9000 700 (PA-RISC) with HPUX 9.0. > I was wondering if you know where I can get the make files for HPUX. do the > xmkmf > make Makefiles > make depend > make ... check around > make install -- The Page -- From crossfire-request Mon Jun 6 22:38:58 1994 Return-Path: Received: from hplb.hpl.hp.com (hplb.hpl.hp.com [15.255.59.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Mon, 6 Jun 1994 22:38:56 +0200 Received: from hplvec08.lvld.hp.com by hplb.hpl.hp.com; Mon, 6 Jun 1994 21:34:12 +0100 Received: by hplvesv1.lvld.hp.com (1.37.109.8/15.5+ECS 3.3) id AA13364; Mon, 6 Jun 1994 14:38:47 -0600 From: Christopher L Hooven Message-Id: <9406062038.AA13364@hplvesv1.lvld.hp.com> Subject: Crossfire on HP9000 To: crossfire@ifi.uio.no Date: Mon, 6 Jun 94 14:38:45 MDT Mailer: Elm [revision: 70.85] Status: RO I am tring to compile crossfire on my HP9000 700 (PA-RISC) with HPUX 9.0. I was wondering if you know where I can get the make files for HPUX. thanx much -- ___________________________________ _________________________________________ | Christopher L. Hooven | e-mail: clh00@hplvec.lvld.hp.com | | Hewlett Packard | Phone: (303)679-2940 | | 815 SW 14th St. BU218 | Alt: (303)679-2617 | | Loveland Co. 80537-6330 | Fax: (303)679-5959 | |___________________________________|________________________________________| From crossfire-request Mon Jun 6 16:42:48 1994 Return-Path: Received: from mailsun.aber.ac.uk (isode@mailsun.aber.ac.uk [144.124.16.7]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Mon, 6 Jun 1994 16:42:45 +0200 Received: from mailhost.aber.ac.uk (actually saturn.dcs.aber.ac.uk) by mailsun.aber.ac.uk with SMTP (PP); Mon, 6 Jun 1994 15:42:03 +0100 To: crossfire@ifi.uio.no Subject: Tabbland Date: Mon, 06 Jun 1994 15:42:01 +0100 Message-ID: <26414.770913721@mailhost.aber.ac.uk> From: Benjamin Thomas Ketteridge Status: RO Hi folks, two questions on the tabbland quest: 1) is it finished - I can't get further than doing fire and earth, but I can see water in the map directory. and I can't find the logical extension, air! 2) why make maps, especially half-way through quest, which need more than one player to solve? (I actuallyt modified the levers in fire (and added the missing ones) so that I could complete map. :-) - no-one else plays xfire here, so as DM I felt it reasonable to mess with the maps for my own use! :-) Ben. +--------------------------------------------------------------------------+ | _|--|_ | Disclaimer: I've got a degree and maybe 1/2 of a PhD. | | (\/) +--------------------------------+--------------------------+ | vv | However, I still know nothing! | btk@aber.ac.uk | +--------------+--------------------------------+--------------------------+ From crossfire-request Mon Jun 6 14:59:32 1994 Return-Path: Received: from mailsun.aber.ac.uk (isode@mailsun.aber.ac.uk [144.124.16.7]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Mon, 6 Jun 1994 14:59:31 +0200 Received: from mailhost.aber.ac.uk (actually saturn.dcs.aber.ac.uk) by mailsun.aber.ac.uk with SMTP (PP); Mon, 6 Jun 1994 13:59:20 +0100 To: crossfire@ifi.uio.no Subject: Re: CF: Bugs and suggestions In-reply-to: Your message of "04 Jun 1994 20:39:46 EDT." <4793873@dancer.Dartmouth.EDU> Date: Mon, 06 Jun 1994 13:59:15 +0100 Message-ID: <22967.770907555@mailhost.aber.ac.uk> From: Benjamin Thomas Ketteridge Status: RO Preston Crow wrote: > 9. I can't believe that the dragon transport and ships are FREE! > Maybe there should be a toll. Maybe this would just needlessly hassle > players. Surely you could just hide the transport behind a cash operated door/gate or require the player to buy a particular type of token (special key maybe) to operate a teleporter into the transport? Ben. +--------------------------------------------------------------------------+ | _|--|_ | Disclaimer: I've got a degree and maybe 1/2 of a PhD. | | (\/) +--------------------------------+--------------------------+ | vv | However, I still know nothing! | btk@aber.ac.uk | +--------------+--------------------------------+--------------------------+ From crossfire-request Mon Jun 6 14:35:34 1994 Return-Path: Received: from hilja.it.lut.fi (haatanen@hilja.it.lut.fi [157.24.11.72]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Mon, 6 Jun 1994 14:35:34 +0200 Received: from localhost (haatanen@localhost) by hilja.it.lut.fi (8.6.5/8.6.5/1.12.kim) id PAA24597; Mon, 6 Jun 1994 15:35:25 +0300 (for crossfire@ifi.uio.no) From: Tero Haatanen Message-Id: <199406061235.PAA24597@hilja.it.lut.fi> Subject: Re: CF: Bugs and suggestions To: crossfire@ifi.uio.no Date: Mon, 6 Jun 94 15:35:24 EET DST In-Reply-To: ; from "Preston F. Crow" at Jun 4, 94 8:39 pm X-Mailer: ELM [version 2.3 PL11] Status: RO From: Preston.F.Crow@Dartmouth.EDU (Preston F. Crow) [1-3. Problems with windows] Probably not very high on TODO list. The code must be rewritten anyway when doing the client/server split. > 4. Inventory weight is not always correct. This seems to be rather > intermitant, but occasionally it will say that I'm carrying a lot more > than I am, and my speed will be reduced. I remember that some older version (0.90.x) didn't fixed weight correctly when buying or selling items (might be something to do with containers, not sure). I haven't had time to play recently so I don't know if it's fixed or not. > 5. Inventory display isn't always correct. I've noticed sometimes > after identifying some scrolls, several will display as being of the > same type when they are different. Never seen this, but identify doesn't combine objects in the same slot. So if player has identified sword and unidentified one they don't automatically go in the same slot after an identify spell. Dropping them on the ground and picking up fixes this. > 6. It's too easy to cheat with the lack of an autosave: If you can > crash the server, you can multiply your inventory by using multiple > characters--just save each character while holding all your stuff > before crashing the server. If you can start the server then it much easier to cheat editing a player file. And if can't start the server then it's much harder to crash it. > Suggestions: > 1. Pickup-by-weight/gold-ratio modes are effected by charisma, which > makes it difficult to get consistent behaviour between characters. Maybe or maybe not :). Player doesn't normally know the 'fixed' price of object, just what (s)he would get if selling that item. So weight/gold ratio is really personal. This mode is a little artificial even it might be useful, IMHO. > 2. I should be able to program my character to automatically eat my > food when I get hungry. I disagree. I think this kind of thing don't belong to the server. If client/server comes, then it's perfect client feature. > 3. I would like to be able to tell if a map has been "cleared." This > could be an automatic ability or a spell. My idea would be that a map > is "empty" if there are no generators or unfriendly monsters, no > chests, and no items that I would pick up in my current pickup mode. I thought sometimes that it would be nice feature to get extra experience when whole level is cleared. So it would be useful to kill all monster and not just run and collect treasures. But the physical map and map what player see isn't the same thing, so it would be very hard to implemented correctly. And your proposal seems some what too easy if tresures and chest are included. It might be reasonable to detect the _moving_ monster, but hard to implemented. > 4. As to the client-server model, I suggest that the client should > have as much flexibility as possible without being able to cheat. > Ideally, things like macros and pickup modes should be entirely on the > client side (though saved in the character file on the server in some > sort of "pass this to the client" field). I agree, but client options are saved in the client side not the server side (But I don't want to start the pointless client/server discussion) > 5. I really like the idea of being able to deny use of a door or > gateway based on character level. This has been my TODO list a long time ;). Hopefully someone implements it. > 6. It would be nice if there was some way to unsell items that you didn't > mean to sell in a shop without paying the extraordinary markup. As Mark already said, very hard to implemented in the multiplayer game. I have some ideas how it could be done, but not any easy solution. > It would be nice if there was some way to disable applying items inside > open containers. Should close_container object be first also in normal containers, not only sacks on the ground? If you haven't test this then drop the sack on the ground and apply it. I didn't use close_container sacks which are in inventory because it fills one slot from look window. And the look window is already small. It's easy to implement if players like it better. > 7. I would like some more auto-xxx modes, like auto-open-chests, > auto-attack-neighboring-unfriendly-monsters-and-generators. Not in server, only for the client side, IMHO. > 9. I can't believe that the dragon transport and ships are FREE! > Maybe there should be a toll. Interesting idea, must consider this more! > 10. Charisma is dumb. The obvious thing to do is create an elf with a > max charisma to do all the trading for the party. Yes, charisma is little dump but still I don't see why everyone has so big problems with it. If you want to cheat then you can do it anyway. -Tero From crossfire-request Mon Jun 6 12:00:19 1994 Return-Path: Received: from soda.berkeley.edu (soda.Berkeley.EDU [128.32.149.19]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Mon, 6 Jun 1994 12:00:17 +0200 Received: from localhost.Berkeley.EDU (localhost.Berkeley.EDU [127.0.0.1]) by soda.berkeley.edu (8.6.9/PHILMAIL-1.10) with SMTP id DAA14956; Mon, 6 Jun 1994 03:00:10 -0700 Message-Id: <199406061000.DAA14956@soda.berkeley.edu> To: Mark Wedel cc: crossfire@ifi.uio.no Subject: Re: CF: Bugs and suggestions In-reply-to: Your message of "Mon, 06 Jun 1994 00:03:18 PDT." <199406060703.AA03645@bolero.rahul.net> Date: Mon, 06 Jun 1994 03:00:08 -0700 From: Peter Mardahl Status: RO In message <199406060703.AA03645@bolero.rahul.net>, Mark Wedel writes: > Charisma: Having a character with a super high charisma to do all buying/ >selling is a problem. Perhaps the solution is really just to remove >charisma altogether - it main (only?) purpose right now is for >buying/selling equipment. > > --Mark I second this.... Let's replace it with 'power', a stat which determines the amount of mana. Wisdom could then have to do with learning prayers only, and bonuses for some prayers, intelligence would have to do with learning magic spells only. I've never really understood linking mana with intelligence. Regards, PeterM From crossfire-request Mon Jun 6 11:41:12 1994 Return-Path: Received: from waldorf.informatik.uni-dortmund.de (waldorf.Informatik.Uni-Dortmund.DE [129.217.4.42]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Mon, 6 Jun 1994 11:41:11 +0200 Received: from marvin.informatik.uni-dortmund.de by waldorf.informatik.uni-dortmund.de with SMTP (Sendmail 8.6.9/UniDo 2.0.18) id LAA15070; Mon, 6 Jun 1994 11:41:08 +0200 From: Sven Neuhaus Message-Id: <9406060941.AA20475@marvin.informatik.uni-dortmund.de> Received: by marvin.informatik.uni-dortmund.de id AA20475; Mon, 6 Jun 94 11:41:07 +0200 Subject: [server]: changes at future To: crossfire@ifi.uio.no Date: Mon, 6 Jun 1994 11:41:06 +0200 (MET DST) X-Mailer: ELM [version 2.4 PL23] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 1095 Status: RO Here's an update of changes to the crossfire server running at future.chemietechnik.uni-dortmund.de (129.217.176.31) port 13326 o The Server has been updated to 0.91.1 o AKS patch (gives monster status when hitting them) o Monday playerkilling day (experimental, give me feedback) o Server "god" mail address changed to neuhau00@marvin.informatik.uni-dortmund.de Remember that the university of dortmund is behind a X firewall (port 6000) so if you want to play from outside, you'll have to use a port remapper like xroute (ftp.germany.eu.net:/pub/X11/XConsortium/contrib/xroute.6.3.93.tar.Z). If you can't get it to work, let me know. Please don't play with XPM if you have a bad connection. The crossfire font file that matches the version of the server running on future can be ftp'ed from plato.chemietechnik.uni-dortmund.de:/pub/incoming Cheers, -Sven -- Sven Neuhaus, CS student at University of Dortmund, Germany/\Internet for Netrek, Doom & Empire addict.PGP key available upon request@@ the masses! KGB CIA Assassination Palestine explosive terrorist Uzi NSA\/info@ping.de From crossfire-request Mon Jun 6 09:58:46 1994 Return-Path: Received: from idiom.berkeley.ca.us (idiom.berkeley.ca.us [140.174.82.4]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Mon, 6 Jun 1994 09:58:41 +0200 Received: from idiom.berkeley.ca.us (localhost [127.0.0.1]) by idiom.berkeley.ca.us (8.6.8/8.6.6) with ESMTP id AAA28023 for ; Mon, 6 Jun 1994 00:58:37 -0700 Message-Id: <199406060758.AAA28023@idiom.berkeley.ca.us> To: crossfire@ifi.uio.no Subject: Sound for ncd terminals Date: Mon, 06 Jun 1994 00:58:37 -0700 From: Jason Venner Status: RO My ncd supports sound via the Xau protocol, can I use the sound support in crossfire? I have rplay up and running, but I currently only get sound on my pc via /dev/audio. Thanks -- Jason From crossfire-request Mon Jun 6 09:35:42 1994 Return-Path: Received: from mail.crl.com (mail.crl.com [165.113.1.22]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Mon, 6 Jun 1994 09:35:39 +0200 Received: from crl.crl.com (crl.com) by mail.crl.com with SMTP id AA05807 (5.65c/IDA-1.5 for ); Mon, 6 Jun 1994 00:33:40 -0700 Received: from localhost.crl.com.0.0.127.IN-ADDR.ARPA by crl.crl.com with SMTP id AA27251 (5.65c/IDA-1.5); Mon, 6 Jun 1994 00:33:38 -0700 Message-Id: <199406060733.AA27251@crl.crl.com> To: preston.crow@dancer.dartmouth.edu Cc: crossfire@ifi.uio.no, mehlhaff@crl.com Subject: Re: CF: Bugs and suggestions In-Reply-To: Message from Preston.F.Crow@Dartmouth.EDU (Preston F. Crow) of 04 Jun 1994 20:39:46 -0400 <4793873@dancer.Dartmouth.EDU> Date: Mon, 06 Jun 1994 00:33:38 -0700 From: "'Most Excellent' Eric Mehlhaff" Status: RO Preston.F.Crow@Dartmouth.EDU (Preston F. Crow) recently wrote: >I've noticed a number of little bugs in the user interface that >haven't changed for several versions (I'm using 0.91.1 now): > > >4. Inventory weight is not always correct. This seems to be rather >intermitant, but occasionally it will say that I'm carrying a lot more >than I am, and my speed will be reduced. I've noticed some real bad bugs with weight in containers. However, occasionally crossfire fixes player inventories and takes care of this. It's still annoyign while it's happneing. >2. I should be able to program my character to automatically eat my >food when I get hungry. Interestingly, there's code in the server to automatically eat when you hit <=0 food. Perhaps we should allow players to raise this to some other value, say 500 food, or whatever they choose.. >there was some way to unsell items that you didn't mean to sell in a >shop without paying the extraordinary markup. It would be nice if >there was some way to disable applying items inside open containers (I >do this now by keeping a sack at the top of the items in my >container). Interestingly, nethack 3.1.3 does this. It's not such a problem, except that in crossfire it seems characters sell more junk than in nethack. Even if you use alchemy alot. >10. Charisma is dumb. The obvious thing to do is create an elf with a >max charisma to do all the trading for the party. Or maybe this is >just an advantage of party play. Maybe if there were "charm" spells, >they could be enhanced by a high charisma. Actually, what I've seen done is use high-charisma storage characters. If you're going to need a storage character to hold all your junk, you might as well hise it to buy and sell stuff too. Eric Mehlhaff, mehlhaff@crl.com From crossfire-request Mon Jun 6 09:03:27 1994 Return-Path: Received: from hustle.rahul.net (hustle.rahul.net [192.160.13.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Mon, 6 Jun 1994 09:03:25 +0200 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA05371 (5.67a8/IDA-1.5 for ); Mon, 6 Jun 1994 00:03:19 -0700 Received: by bolero.rahul.net id AA03645 (5.67a8/IDA-1.5); Mon, 6 Jun 1994 00:03:18 -0700 Date: Mon, 6 Jun 1994 00:03:18 -0700 From: Mark Wedel Message-Id: <199406060703.AA03645@bolero.rahul.net> To: crossfire@ifi.uio.no, preston.crow@dancer.dartmouth.edu Subject: Re: CF: Bugs and suggestions Status: RO Cheating with autosave: Yes, its possible to do. The best solution is really to make the server non crashable. There is no other really good solution. Selling itmes you did not want to sell: This can be annoying, but would be difficult to keep track of. Asking 'are you sure you want to sell this' would be annoying, and to keep track if an item has been sold would start new bugs, as who sold the item would need to be kept track of (othewise, next character who walks in could buy an itme someone else sold without the high markup.) At least one reason the price is so high, is that if the item is worth a certain amount, the value you get for selling it is greatly reduced (becomes something like X + sqrt(Y) instead of just Y). So the item gets sold for very little compared to how much it would cost (Y). Charisma and sell/buy multipliers are also applied to these values, but I think you get the idea of why some items can have incredible markups. I would be curious to know why this method was used in the game in the first place - my guess is to limit the amount of money people can make for selling potions or artifacts, but at the same time have them cost a lot of money. Flying carpets, boats you control, wagons, etc, are long term things that I hope get added sometime. But they are fairly low priority (client server is actually getting pretty close to the top now) At least one reason is that many changes that happen right now might just get obsoleted by client server, or need to be completely changed. Charisma: Having a character with a super high charisma to do all buying/ selling is a problem. Perhaps the solution is really just to remove charisma altogether - it main (only?) purpose right now is for buying/selling equipment. --Mark From crossfire-request Mon Jun 6 02:28:31 1994 Return-Path: Received: from hydra.acs.uci.edu (root@hydra.acs.uci.edu [128.200.16.3]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Mon, 6 Jun 1994 02:28:30 +0200 From: shettich@hydra.acs.uci.edu Received: from localhost.acs.uci.edu by hydra.acs.uci.edu with SMTP id AA02603 (5.65c/IDA-1.4.4 for ); Sun, 5 Jun 1994 17:28:24 -0700 Message-Id: <199406060028.AA02603@hydra.acs.uci.edu> To: crossfire@ifi.uio.no Subject: New to crossfire... Date: Sun, 05 Jun 94 17:28:23 -0700 Status: RO I just ftpd crossfire a few days ago and I must say I am very impressed. I got the server and client to compile (on a sun) I took me a while but I got the fonts to work, but it only works when connecting to my server, at other servers I just get random pics. XPM mode works fine, and I like the look much better, is it any faster or slower? Also I was wondering how demanding the server is. There are a few machines here that I could run one on, there is a 486 25 w/ 8megs ram, would that be to slow? I could also run it on the student machine (a sparc station 10) if it didn't slow it down to much.... What do I have to do to get XPM mode to work on my server, I looked in the config file and it looks llike it is defined, but when I try to run it in XPM mode I get This version was not compiled with color pixmap (XPM) support. We have XPM installed, I'm not sure what version. Well, let me know if you have any ideas, and great work, this looks like an execelent game! p.s. - does anyone know of some servers I could try? Seth Hettich Distributed Computing Support Office of Academic Computing University of California, Irvine (714) 856-8383 From crossfire-request Mon Jun 6 02:26:32 1994 Return-Path: <<@vm1.ulg.ac.be:quinet@montefiore.ulg.ac.be>> Received: from vm1.ulg.ac.be (vm1.ulg.ac.be [139.165.32.1]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Mon, 6 Jun 1994 02:26:31 +0200 Received: from montefiore.ulg.ac.be by vm1.ulg.ac.be (IBM VM SMTP V2R2) with TCP; Mon, 06 Jun 94 02:25:21 +0200 Received: from verif6.montefiore.ulg.ac.be by montefiore.ulg.ac.be (4.1/SMI-4.1) id AA01824; Mon, 6 Jun 94 02:26:24 +0200 Date: Mon, 6 Jun 94 02:26:24 +0200 From: quinet@montefiore.ulg.ac.be (Raphael Quinet) Message-Id: <9406060026.AA01824@montefiore.ulg.ac.be> To: crossfire@ifi.uio.no, jason@idiom.berkeley.ca.us Subject: Re: Where do you get the sound files? Status: RO The best archive for *.au files was "sounds.sdsu.edu", but they had to shut down their ftp server because there were too many people downloading files, and I guess academic authorities frowned at that. :-( Anyway, you will find the sound files for CrossFire on my ftp server: "ftp2.montefiore.ulg.ac.be", in the "/pub/sounds/crossfire" directory. You may find some other interesting sound effects in the "unsorted" directory. Warning: our net connection is rather slow, so be patient... You will also find the sounds for CrossFire in the file "sound-files-0.89.3.tar.Z", in the "/pub/crossfire/incoming" directory on "ftp.ifi.uio.no". Hope this helps... -Raphael P.S.: The sounds stuff needs some rewriting, but I haven't had the time to do it yet (I'm working on other less serious things - an editor for Doom). I hope to find some time to do it when the new rplay library is officially released; it has 16-bit stereo sound support, and other nice new features. From crossfire-request Mon Jun 6 02:11:51 1994 Return-Path: Received: from cc.lut.fi (hevi@cc.lut.fi [157.24.10.16]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Mon, 6 Jun 1994 02:11:50 +0200 Received: (from hevi@localhost) by cc.lut.fi (8.6.8/8.6.6/1.17.kim) id DAA19289; Mon, 6 Jun 1994 03:11:47 +0300 Date: Mon, 6 Jun 1994 03:11:46 +0300 (EETDST) From: Petri Heinil{ Subject: Re: Crossedit To: crossfire@ifi.uio.no In-Reply-To: <199406052335.RAA05546@c3serve> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Sun, 5 Jun 1994, Michael Neuman wrote: > 1) Is it possible to bestow spells or abilities on created monsters without > editing the raw map? Basically it should go just adding the ability into monsters invertory. Have to test. > 2) How does one keep a monster from walking over to the door nearest the > player? (I know Skud Tower does something like this with the King Slime > monster). I have not tried and so I let the Scud's creator to tell. > 3) Is there a way to have a one way trigger button (kinda like an altar > but I'd rather have it invisible and triggered when someone walks over it). Yes. The both button and door have to be trigger ones. > 4) Is there a way to control what a monster changes into when it's > killed (ie the c_sage changes into a knight). No/yes. The knight is in sage inventory sleeping and killing the sage wakes up it. > 5) Is there a way to limit the use of an ability? (I've created a dark > unicorn with an ability_lightning and it's near impossible to kill him) You can try put it as well as into inventory. ps. the attributes comes from shift+middle button, if not know for some reason. -- The Page -- From crossfire-request Mon Jun 6 02:05:55 1994 Return-Path: Received: from bambi.eeap.cwru.edu (bambi.EEAP.CWRU.Edu [129.22.56.43]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Mon, 6 Jun 1994 02:05:54 +0200 Message-Id: <199406060005.21230.ifi@ifi.uio.no> Received: by bambi.eeap.cwru.edu (1.38.193.4/16.2) id AA03124; Sun, 5 Jun 1994 20:09:58 -0400 From: Tim Kordas Subject: HP9000/700 problems To: crossfire@ifi.uio.no Date: Sun, 5 Jun 94 20:09:58 EDT Mailer: Elm [revision: 70.85] Status: RO I've just been trying to set up 0.91.1: I've gotten everything to compile pretty well (I haven't done anything with crossfire since something like version 0.85 - so it has been a while) but I cannot get the crossclient to work at all...I get a bus error but I can track that down, does anyone have a HP binary for the crossclient - or even could someone suggest any "likely" problems...it compiles fine, but bus errors on execution...I have to reinstall an old version of gcc before I can use a debugger :-) -Tim -- Timothy J. Kordas | tjk@bambi.eeap.cwru.edu Electrical Engineering and Applied Physics | Case Western Reserve University | PGP public key available Cleveland, Ohio 44106 | via finger From crossfire-request Mon Jun 6 01:57:14 1994 Return-Path: Received: from idiom.berkeley.ca.us (idiom.berkeley.ca.us [140.174.82.4]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Mon, 6 Jun 1994 01:57:11 +0200 Received: from idiom.berkeley.ca.us (localhost [127.0.0.1]) by idiom.berkeley.ca.us (8.6.8/8.6.6) with ESMTP id QAA25011 for ; Sun, 5 Jun 1994 16:57:06 -0700 Message-Id: <199406052357.QAA25011@idiom.berkeley.ca.us> To: crossfire@ifi.uio.no Subject: Where do you get the sound files? Date: Sun, 05 Jun 1994 16:57:05 -0700 From: Jason Venner Status: RO From crossfire-request Mon Jun 6 01:35:34 1994 Return-Path: Received: from c3serve (c3serve.c3.lanl.gov [128.165.20.100]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Mon, 6 Jun 1994 01:35:33 +0200 Received: from parity.c3.lanl.gov.c3net4 (parity.c3.lanl.gov [128.165.112.86]) by c3serve (8.6.8/93112601) with SMTP id RAA05546 for ; Sun, 5 Jun 1994 17:35:30 -0600 Date: Sun, 5 Jun 1994 17:35:30 -0600 From: Michael Neuman Message-Id: <199406052335.RAA05546@c3serve> To: crossfire@ifi.uio.no Subject: Crossedit Status: RO I'm a little baffled by crossedit, maybe someone can help... 1) Is it possible to bestow spells or abilities on created monsters without editing the raw map? 2) How does one keep a monster from walking over to the door nearest the player? (I know Skud Tower does something like this with the King Slime monster). 3) Is there a way to have a one way trigger button (kinda like an altar but I'd rather have it invisible and triggered when someone walks over it). 4) Is there a way to control what a monster changes into when it's killed (ie the c_sage changes into a knight). 5) Is there a way to limit the use of an ability? (I've created a dark unicorn with an ability_lightning and it's near impossible to kill him) That's all I can think of at the moment. :-) -Mike From crossfire-request Sun Jun 5 15:03:34 1994 Return-Path: Received: from clubX.anu.edu.au (root@clubx.anu.edu.au [150.203.63.36]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sun, 5 Jun 1994 15:03:09 +0200 Received: by clubX.anu.edu.au (Linux Smail3.1.28.1 #1) id m0qAHo3-000BCCC; Sun, 5 Jun 94 23:00 EST Message-Id: From: wlee@clubX.anu.edu.au (W.Lee) Subject: Server To: crossfire@ifi.uio.no Date: Sun, 5 Jun 1994 23:00:02 +1000 (EST) X-Mailer: ELM [version 2.4 PL23] Content-Type: text Content-Length: 53 Status: RO new crossfire server: clubx.anu.edu.au please try. From crossfire-request Sun Jun 5 02:39:56 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 ; Sun, 5 Jun 1994 02:39:55 +0200 Received: from dancer.Dartmouth.EDU by dartvax.dartmouth.edu (8.6.8.1+DND/4.5HUB) id UAA10986; Sat, 4 Jun 1994 20:39:50 -0400 Message-id: <4793873@dancer.Dartmouth.EDU> Date: 04 Jun 94 20:39:46 EDT From: Preston.F.Crow@Dartmouth.EDU (Preston F. Crow) Reply-To: preston.crow@dancer.dartmouth.edu Subject: CF: Bugs and suggestions To: crossfire@ifi.uio.no Status: RO I've noticed a number of little bugs in the user interface that haven't changed for several versions (I'm using 0.91.1 now): 1. The saved window position shifts the windows down by the size of the headder bar when using twm (emacs has the same bug under certain conditions, but not in general). 2. Saved window positions are erased when you load the character without split windows (instead of simply ignored and saved). 3. Large windows are not dealt with properly on the right-hand side: If you have a wide inventory window, clicking towards the right-hand side is treated as clicking on the scroll bar, not the item. Also, with a wide text window, the right-most text isn't erased when it is overwritten by a shorter line. 4. Inventory weight is not always correct. This seems to be rather intermitant, but occasionally it will say that I'm carrying a lot more than I am, and my speed will be reduced. 5. Inventory display isn't always correct. I've noticed sometimes after identifying some scrolls, several will display as being of the same type when they are different. 6. It's too easy to cheat with the lack of an autosave: If you can crash the server, you can multiply your inventory by using multiple characters--just save each character while holding all your stuff before crashing the server. Suggestions: 1. Pickup-by-weight/gold-ratio modes are effected by charisma, which makes it difficult to get consistent behaviour between characters. (It should use the non-adjusted values, as does alchemy.) 2. I should be able to program my character to automatically eat my food when I get hungry. 3. I would like to be able to tell if a map has been "cleared." This could be an automatic ability or a spell. My idea would be that a map is "empty" if there are no generators or unfriendly monsters, no chests, and no items that I would pick up in my current pickup mode. 4. As to the client-server model, I suggest that the client should have as much flexibility as possible without being able to cheat. Ideally, things like macros and pickup modes should be entirely on the client side (though saved in the character file on the server in some sort of "pass this to the client" field). In fact, if I was studying AI, I should be able to do a thesis by programming a computer to play my character (which would be great for NPC's, as has been suggested). 5. I really like the idea of being able to deny use of a door or gateway based on character level. This would not only prevent newbies from needless massacres and high-level characters from scumming easy treasure, but it could easily prevent the use of temporary first-level characters to distract monsters and such (though they can be very useful if you get stuck on the wrong side of a gate with no lever and no word-of-recal scroll). 6. It's too easy to accidently mess yourself up. It would be nice if there was some way to unsell items that you didn't mean to sell in a shop without paying the extraordinary markup. It would be nice if there was some way to disable applying items inside open containers (I do this now by keeping a sack at the top of the items in my container). 7. I would like some more auto-xxx modes, like auto-open-chests, auto-attack-neighboring-unfriendly-monsters-and-generators. 8. The addition of transportation might be interesting--flying carpets, horses, and boats. This would require some thought and care. 9. I can't believe that the dragon transport and ships are FREE! Maybe there should be a toll. Maybe this would just needlessly hassle players. 10. Charisma is dumb. The obvious thing to do is create an elf with a max charisma to do all the trading for the party. Or maybe this is just an advantage of party play. Maybe if there were "charm" spells, they could be enhanced by a high charisma. --PC From crossfire-request Fri Jun 3 15:39:19 1994 Return-Path: Received: from clubX.anu.edu.au (root@clubx.anu.edu.au [150.203.63.36]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 3 Jun 1994 15:39:11 +0200 Received: by clubX.anu.edu.au (Linux Smail3.1.28.1 #1) id m0q9ZRH-000BLSC; Fri, 3 Jun 94 23:37 EST Message-Id: Date: Fri, 3 Jun 94 23:37 EST From: wlee@clubX.anu.edu.au (W.Lee) To: crossfire@ifi.uio.no Subject: subscribe Status: RO From crossfire-request Fri Jun 3 18:33:19 1994 Return-Path: Received: from soda.berkeley.edu (soda.Berkeley.EDU [128.32.149.19]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 3 Jun 1994 18:32:59 +0200 Received: from localhost.Berkeley.EDU (localhost.Berkeley.EDU [127.0.0.1]) by soda.berkeley.edu (8.6.9/PHILMAIL-1.10) with SMTP id JAA14200 for ; Fri, 3 Jun 1994 09:32:41 -0700 Message-Id: <199406031632.JAA14200@soda.berkeley.edu> To: crossfire@ifi.uio.no Subject: Re: annoying bug, any hints on how to fix? In-reply-to: Your message of "Fri, 03 Jun 1994 04:59:36 PDT." <199406031159.AA00832@crl2.crl.com> Date: Fri, 03 Jun 1994 09:32:39 -0700 From: Scott MacFiggen Status: RO In message <199406031159.AA00832@crl2.crl.com>you write: >>Peter Mardahl recently wrote: >> >>Our server at berkeley crashes a lot after many >>'trying to remove removed object'... >>messages. > >For what it's worth I managed to trace this down to players causing the server >to crash by XDestroy'ing their windows. It turns out that as free_player is > Eric Mehlhaff, mehlhaff@crl.com I've seen it happen at other times too. Mostly when the game is heavily loaded, like when players are clearing out the zoo. ############################################################################## # Scott MacFiggen -- 88 VTR250 -- EUVE Systems Administrator -- CEA # # # # smurf@soda.berkeley.edu CSUA Vice-President scottmm@cea.berkeley.edu # ############################################################################## From crossfire-request Fri Jun 3 14:36:58 1994 Return-Path: Received: from mail.crl.com (mail.crl.com [165.113.1.22]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 3 Jun 1994 14:36:55 +0200 Received: from crl2.crl.com by mail.crl.com with SMTP id AA01523 (5.65c/IDA-1.5 for ); Fri, 3 Jun 1994 05:34:58 -0700 Received: from localhost.crl.com.0.0.127.IN-ADDR.ARPA by crl2.crl.com with SMTP id AA01815 (5.65c/IDA-1.5); Fri, 3 Jun 1994 05:34:57 -0700 Message-Id: <199406031234.AA01815@crl2.crl.com> To: crossfire@ifi.uio.no, mehlhaff@crl.com Subject: scotch crossfire server has moved! Date: Fri, 03 Jun 1994 05:34:57 -0700 From: "'Most Excellent' Eric Mehlhaff" Status: RO I just wanted to mention that we moved our crossfire server to a different machine. The Crossfire server that was formerly running on scotch.berkeley.edu is now running on coke.csua.berkeley.edu port 13326. We're still running a X font server on port 13325. Coke.csua is virtually identical a machine as scotch, except maybe that its CPU is about 30% faster at floating point math. It's also a machine that is doing nothing but crossfire, so there should no longer be problems with load interference with other users on scotch. The result is that the server should be a bit faster. Our crossfire server has lots of little modifications and improvements that we haven't gotten folded back into the main crossfire source code. Hopefully we'll get that taken care of soon. Eric Mehlhaff, mehlhaff@crl.com From crossfire-request Fri Jun 3 14:01:59 1994 Return-Path: Received: from mail.crl.com (mail.crl.com [165.113.1.22]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 3 Jun 1994 14:01:57 +0200 Received: from crl2.crl.com by mail.crl.com with SMTP id AA00245 (5.65c/IDA-1.5 for ); Fri, 3 Jun 1994 04:59:37 -0700 Received: from localhost.crl.com.0.0.127.IN-ADDR.ARPA by crl2.crl.com with SMTP id AA00832 (5.65c/IDA-1.5); Fri, 3 Jun 1994 04:59:36 -0700 Message-Id: <199406031159.AA00832@crl2.crl.com> To: Peter Mardahl Cc: crossfire@ifi.uio.no, mehlhaff@crl.com Subject: Re: annoying bug, any hints on how to fix? In-Reply-To: Message from Peter Mardahl of Thu, 02 Jun 1994 17:23:51 -0700 <199406030023.RAA17762@soda.berkeley.edu> Date: Fri, 03 Jun 1994 04:59:36 -0700 From: "'Most Excellent' Eric Mehlhaff" Status: RO Peter Mardahl recently wrote: > >Our server at berkeley crashes a lot after many >'trying to remove removed object'... >messages. For what it's worth I managed to trace this down to players causing the server to crash by XDestroy'ing their windows. It turns out that as free_player is running, it'd try and update the players' display window about objects getting freed from their inventory. Naturally, with their window gone, that'd be pretty messy... I have a patch, and will mail it in rsn... Eric Mehlhaff, mehlhaff@crl.com From crossfire-request Fri Jun 3 13:58:49 1994 Return-Path: Received: from mail.crl.com (mail.crl.com [165.113.1.22]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 3 Jun 1994 13:58:45 +0200 Received: from crl2.crl.com by mail.crl.com with SMTP id AA00145 (5.65c/IDA-1.5 for ); Fri, 3 Jun 1994 04:56:45 -0700 Received: from localhost.crl.com.0.0.127.IN-ADDR.ARPA by crl2.crl.com with SMTP id AA00774 (5.65c/IDA-1.5); Fri, 3 Jun 1994 04:56:43 -0700 Message-Id: <199406031156.AA00774@crl2.crl.com> To: jimdipalma@ptc.com (Jim Dipalma) Cc: Peter Mardahl , crossfire@ifi.uio.no, mehlhaff@crl.com Subject: Re: Suggestions for crossfire change. In-Reply-To: Message from jimdipalma@ptc.com (Jim Dipalma) of Tue, 31 May 1994 19:06:16 -0400 <9405312306.AA06829@taz> Date: Fri, 03 Jun 1994 04:56:43 -0700 From: "'Most Excellent' Eric Mehlhaff" Status: RO jimdipalma@ptc.com (Jim Dipalma) recently wrote: >You mention this a number of times, each time in response to some >game characteristic that guilds would provide. I encourage guilds >for two reasons: > - forcing players to return to a specified location before > advancing their skills prevents players from obtaining > skills _during_ combat. How is players improving skills during combat necessarily a bad thing? Ideally, I'd like to see skill improvement work something like the way the RuneQuest RPG does it. I.e. When time you succeed a skill check, you make a another skill check, and only when you fail that one do you actually improve any. There's a bit more behind the RQ system than this, but basically, the skill growth curve is reasonably nice -- the better you get, the harder it is to get better. Note that by this system it is also hard to gain any skill in a skill that you don't have any skill in. Runequest's solution for this was that you could get training to get the initial skill levels. This is something that might be nice to add into the game. > - guilds provide a training location for learning non-combat > skills. Ex: increased hp total, pricing gems/swords/wands, > curing poisons. Guilds as a site to acquire 'book learning' is a good thing in that respect. You still don't necessarily need classes in order to have institutions of non- combat skills. I it might not be to hard to implement skills and such as a set of objects hidden in a characters' inventory, or perhaps, ininstead in a special 'inventory'. Training could similarly be implemented as special 'objects' that when applied increase or add a skill to the applying character. Obtaining them would involve buying them, or any of a host of standard crossfire object creation methods. Eric Mehlhaff, mehlhaff@crl.com From crossfire-request Fri Jun 3 13:33:13 1994 Return-Path: Received: from mail.crl.com (mail.crl.com [165.113.1.22]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 3 Jun 1994 13:33:10 +0200 Received: from crl2.crl.com by mail.crl.com with SMTP id AA29170 (5.65c/IDA-1.5 for ); Fri, 3 Jun 1994 04:31:12 -0700 Received: from localhost.crl.com.0.0.127.IN-ADDR.ARPA by crl2.crl.com with SMTP id AA00205 (5.65c/IDA-1.5); Fri, 3 Jun 1994 04:31:11 -0700 Message-Id: <199406031131.AA00205@crl2.crl.com> To: d91-jda@nada.kth.se Cc: crossfire@ifi.uio.no, mehlhaff@crl.com Subject: Re: Skills! In-Reply-To: Message from d91-jda@nada.kth.se of Fri, 03 Jun 1994 11:16:03 +0200 <9406030916.AA17588@buzzcocks.nada.kth.se> Date: Fri, 03 Jun 1994 04:31:11 -0700 From: "'Most Excellent' Eric Mehlhaff" Status: RO d91-jda@nada.kth.se recently wrote: > >> > 'cast line 10 death 10 time 5 >> > >> > 'cast ball 3 poison 10 trigger >[snip] >> >> Uh, please imagine for a second what playing would be like. >> Imagine typing all this garbage in while some monster is pounding >> you. JOY! > >This is a problem, but I think that if you can solve it, it would add >another dimension to the game. There's a simple solution, really. You use the game's macroing facilities to do it, and/or just define individual spells as a certain collection of spell rules. i.e. 'cast small ligntning would be the same as 'case bolt 3 electricity 4 time 1 GAme server admins could administer spells as a fixed set of spell forumlae, or let players make up their own and cast those custom formulae via bound keys. This is one example of getting a nice meta-system separated out from the rest of the basic game mechanics code. I really like this idea, btw. Something like this has been on my 'ideas' list (and others' I'm sure) for some time now... Eric Mehlhaff, mehlhaff@crl.com From crossfire-request Fri Jun 3 11:16:10 1994 Return-Path: Received: from buzzcocks.nada.kth.se (buzzcocks.nada.kth.se [130.237.227.18]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 3 Jun 1994 11:16:10 +0200 From: d91-jda@nada.kth.se Received: by buzzcocks.nada.kth.se (5.61-bind 1.4+ida/nada-mx-1.0) id AA17588; Fri, 3 Jun 94 11:16:04 +0200 Message-Id: <9406030916.AA17588@buzzcocks.nada.kth.se> Subject: Re: Skills! To: crossfire@ifi.uio.no Date: Fri, 3 Jun 1994 11:16:03 +0200 (MET DST) In-Reply-To: <199406022309.QAA12193@soda.berkeley.edu> from "Peter Mardahl" at Jun 2, 94 04:09:51 pm X-Mailer: ELM [version 2.4 PL20] Mime-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8bit Content-Length: 775 Status: RO > > 'cast line 10 death 10 time 5 > > > > 'cast ball 3 poison 10 trigger [snip] > > Uh, please imagine for a second what playing would be like. > Imagine typing all this garbage in while some monster is pounding > you. JOY! This is a problem, but I think that if you can solve it, it would add another dimension to the game. > I like the idea a lot too, but crossfire is far too quick-paced > for this..... It'd be adding a complicated feature which is mostly > unused. Better to invest energy in a server-client split. I agree. Client-server for v1.0 and other fancy things, like a better spell system, for Crossfire 2000, or whatever :-) > PeterM | d91-jda@nada.kth.se | Everything's cool and froody. | Johan Danielsson | -ZB From crossfire-request Fri Jun 3 10:39:30 1994 Return-Path: Received: from cc.lut.fi (hevi@cc.lut.fi [157.24.10.16]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 3 Jun 1994 10:39:29 +0200 Received: (from hevi@localhost) by cc.lut.fi (8.6.8/8.6.6/1.17.kim) id LAA24680; Fri, 3 Jun 1994 11:37:29 +0300 Date: Fri, 3 Jun 1994 11:37:29 +0300 (EETDST) From: Petri Heinil{ Subject: Re: Skills! To: "Rupert G. Goldie" cc: crossfire@ifi.uio.no In-Reply-To: <199406030729.AA06334@eden-valley> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Fri, 3 Jun 1994, Rupert G. Goldie wrote: > > From: Peter Mardahl > > What would happen is that everyone would bind a small subset > > of these spells to keys. This is fine, but what is the point? > > Even as it is, people only use a small subset of the spells often. > > > > I like the idea a lot too, but crossfire is far too quick-paced > > for this..... It'd be adding a complicated feature which is mostly > > unused. Better to invest energy in a server-client split. > > While this sort of system seems like a good idea it is flawed in a couple > of ways. One, as Peter has pointed out, is that it is too complex. The other > problem is game balance - with a automatic system you can't get the balance > right, so people will soon discover the best spell combination for spell > point cost. You will also not be able to create spells like magic-mapping > or resurrection with this type of system, all the spells will become variations > on a very basic theme. Th idea is just in it's medium complexity, to make and test combinations, to get feel of make magic (or isn't magic just to make weird systems :). It's medium complexity. For typing it's just like as to say something to monster. And there are the input system just for this :). You can imagine a system with large complexity, where the spells are written like subroutines, with "if"'s ano so on. The balancing can be done as adjusting the spellpoint costs, as it done before. The number of variations depends the player and the character (if the will be made differiencies between characters). The mage have of course the bigger list of variations than the fighter. And different people likes different spells as weapons. > I agree with Peter - there are things like client/server which deserve more > attention right now. I agree with this also. The spell systems, etc. are the world creating stuff. The client/server are the base resources upon the world is created. -- The Page -- From crossfire-request Fri Jun 3 10:30:09 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 ; Fri, 3 Jun 1994 10:26:41 +0200 Received: by eden-valley (5.65c/SMI-4.0/AAII) id AA06630; Fri, 3 Jun 1994 18:25:46 +1000 Date: Fri, 3 Jun 1994 18:25:46 +1000 From: "Rupert G. Goldie" Message-Id: <199406030825.AA06630@eden-valley> To: crossfire@ifi.uio.no Subject: XP of monsters Status: RO I've done a bit of a review of the experience values of the monsters in Crossfire. The way I did it was to use crossfire -m to generate calculated xp for monsters and then review any that seemed way off the assigned values. I mainly just tweaked xp towards the calculated value as the formula doesn't take spell abilities into account. Any comments on these new values ? Rupert monster | current | calculated | new | ----------------------------------------------------------------- sandy | 250 | 689 | 500 | black_pudding | 400 | 972 | 800 | green slime | 400 | 74 | 200 | behemoth | 30000 | 6040 | 20000 | panther | 30 | 94 | 60 | dread | 60000 | 22914 | 50000 | demon_lord | 70000 | 149694 | 90000 | big_dragon | 100000 | 38046 | 90000 | earth_elemental | 250 | 689 | 500 | dwarf | 50 | 154 | 100 | knight | 1200 | 3994 | 1500 | pyromaniac | 1000 | 290 | 500 | baslic | 60000 | 8966 | 40000 | demilich | 500000 | 14683 | 100000 | lich | 100000 | 16071 | 40000 | ----------------------------------------------------------------- From crossfire-request Fri Jun 3 09:30:43 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 ; Fri, 3 Jun 1994 09:30:30 +0200 Received: by eden-valley (5.65c/SMI-4.0/AAII) id AA06334; Fri, 3 Jun 1994 17:29:49 +1000 Date: Fri, 3 Jun 1994 17:29:49 +1000 From: "Rupert G. Goldie" Message-Id: <199406030729.AA06334@eden-valley> To: crossfire@ifi.uio.no Subject: Re: Skills! Status: RO > From: Peter Mardahl > > In message , =?iso-8859-1?Q?Bj=F8rn > _Georg_Ludvigsen?= writes: > > > > 'cast line 10 death 10 time 5 > > > > 'cast ball 3 poison 10 trigger > > > >I think this idea is ENORMOUSLY GOOD. What do you think? It WOULD > >require a complete rewrite of the magic system, but it would make > >people use spells MUCH more creativly. I most totally love it. > > Uh, please imagine for a second what playing would be like. > Imagine typing all this garbage in while some monster is pounding > you. JOY! > > What would happen is that everyone would bind a small subset > of these spells to keys. This is fine, but what is the point? > Even as it is, people only use a small subset of the spells often. > > I like the idea a lot too, but crossfire is far too quick-paced > for this..... It'd be adding a complicated feature which is mostly > unused. Better to invest energy in a server-client split. While this sort of system seems like a good idea it is flawed in a couple of ways. One, as Peter has pointed out, is that it is too complex. The other problem is game balance - with a automatic system you can't get the balance right, so people will soon discover the best spell combination for spell point cost. You will also not be able to create spells like magic-mapping or resurrection with this type of system, all the spells will become variations on a very basic theme. I agree with Peter - there are things like client/server which deserve more attention right now. Rupert From crossfire-request Fri Jun 3 02:23:57 1994 Return-Path: Received: from soda.berkeley.edu (soda.Berkeley.EDU [128.32.149.19]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 3 Jun 1994 02:23:56 +0200 Received: (peterm@localhost) by soda.berkeley.edu (8.6.9/PHILMAIL-1.10) id RAA17762 for crossfire@ifi.uio.no; Thu, 2 Jun 1994 17:23:51 -0700 Date: Thu, 2 Jun 1994 17:23:51 -0700 From: Peter Mardahl Message-Id: <199406030023.RAA17762@soda.berkeley.edu> To: crossfire@ifi.uio.no Subject: annoying bug, any hints on how to fix? Status: RO Our server at berkeley crashes a lot after many 'trying to remove removed object'... messages. Has anyone any idea of what might cause this? It's the major source of server instability now it seems. I'm looking at it, I'm hoping someone more familiar with those sections of code could please give me some insight? Regards, PeterM From crossfire-request Fri Jun 3 01:09:59 1994 Return-Path: Received: from soda.berkeley.edu (soda.Berkeley.EDU [128.32.149.19]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id ; Fri, 3 Jun 1994 01:09:57 +0200 Received: from localhost.Berkeley.EDU (localhost.Berkeley.EDU [127.0.0.1]) by soda.berkeley.edu (8.6.9/PHILMAIL-1.10) with SMTP id QAA12193; Thu, 2 Jun 1994 16:09:53 -0700 Message-Id: <199406022309.QAA12193@soda.berkeley.edu> To: =?iso-8859-1?Q?Bj=F8rn_Georg_Ludvigsen?= cc: Petri Heinil{ , crossfire@ifi.uio.no Subject: Re: Skills! In-reply-to: Your message of "Thu, 02 Jun 1994 23:08:58 +0200." Date: Thu, 02 Jun 1994 16:09:51 -0700 From: Peter Mardahl Status: RO In message , =?iso-8859-1?Q?Bj=F8rn _Georg_Ludvigsen?= writes: > > 'cast line 10 death 10 time 5 > > 'cast ball 3 poison 10 trigger > >I think this idea is ENORMOUSLY GOOD. What do you think? It WOULD >require a complete rewrite of the magic system, but it would make >people use spells MUCH more creativly. I most totally love it. Uh, please imagine for a second what playing would be like. Imagine typing all this garbage in while some monster is pounding you. JOY! What would happen is that everyone would bind a small subset of these spells to keys. This is fine, but what is the point? Even as it is, people only use a small subset of the spells often. I like the idea a lot too, but crossfire is far too quick-paced for this..... It'd be adding a complicated feature which is mostly unused. Better to invest energy in a server-client split. Regards, PeterM From crossfire-request Thu Jun 2 23:09:01 1994 Return-Path: Received: from holmenkollen.ifi.uio.no (2116@holmenkollen.ifi.uio.no [129.240.96.2]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id ; Thu, 2 Jun 1994 23:09:00 +0200 From: =?iso-8859-1?Q?Bj=F8rn_Georg_Ludvigsen?= MIME-Version: 1.0 Received: (from bjornlu@localhost) by holmenkollen.ifi.uio.no ; Thu, 2 Jun 1994 23:08:59 +0200 Date: Thu, 2 Jun 1994 23:08:58 +0200 To: Petri Heinil{ Cc: crossfire@ifi.uio.no Subject: Re: Skills! In-Reply-To: Petri Heinil{ 's message of Wed, 1 Jun 1994 23:54:48 +0300 (EETDST) References: Message-ID: Status: RO >Well, I had thinked this like classing: I love the idea. >There are three type functioning spell: > >1. Effect >2. Transfer >3. Trigger >The Effect spell is the damage, etc. that hit the target. >The effect has also a strengt (small,medium,large) as attribute. I'd rather think of it as a number, perhaps 1-10. More on this later. >The transfer is how the spell is propagated among. >Transfers are: > - Bolt > - [...] - Maelstroem A swastika with the lines curved instead of with sharp corners, rotating out of the point where it was created. Aroubah. My secret dream. >The Trigger determines how the spell is lauched. >And the final object casting spell instance is combination >of all these (Effect,Transfer,Trigger). The player can for >example command: > > > cast Cone of Fire by Immediate # that's burning hands > > cast Line of Electricity by Immediate # lightning > > cast HeatSeaker of large Fire by TouchTo5x5 # that's smart nuke :) > > cast Self of Cure poison by Immediate # ... >The player have to learn all the components separetly. I love this. If we do it like this, the effects/transfers/triggers may all be skills. This is a lot like Ars Magicia, a spellcaster roleplaying game. Any spellskill (effects/transfers/triggers) may be learned separately, and at different levels. The better you know the spellskill, the less sp do you use casting a spell with this component. Also, there is the possibility to find weird spellskills far down into a dungeon. Which could be great fun. I suggest making the syntax a bit different, though. By adding numbers instead of small/medium/large. My suggestion looks like this: 'cast cone 2 heal 5 immediate Which would cast a cone, not very big as one only puts "2" power in it, try to heal with this cone, and heal pretty good too, 5, and do it now. Heal the party. 'cast line 10 death 10 time 5 This creates a VERY long (10) line of potent (10) death in an interval of 5 time units. We'll have to decide on some appropriate time. 'cast ball 3 poison 10 trigger Creates a relatively small ball (3) of very potent and damaging poison (10) around the square that is stepped on. We'll have to add in an alias command for spells, so that one may define "lb5" as "line 5 electricity 5 immediate", and then type "'cast lb5". And, let's get a more prompt on those binds. Right away. I think this idea is ENORMOUSLY GOOD. What do you think? It WOULD require a complete rewrite of the magic system, but it would make people use spells MUCH more creativly. I most totally love it. - Bjorn From crossfire-request Thu Jun 2 22:45:14 1994 Return-Path: Received: from holmenkollen.ifi.uio.no (2116@holmenkollen.ifi.uio.no [129.240.96.2]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id ; Thu, 2 Jun 1994 22:45:14 +0200 From: =?iso-8859-1?Q?Bj=F8rn_Georg_Ludvigsen?= MIME-Version: 1.0 Received: (from bjornlu@localhost) by holmenkollen.ifi.uio.no ; Thu, 2 Jun 1994 22:45:12 +0200 Date: Thu, 2 Jun 1994 22:45:11 +0200 To: Brett Rabe Cc: Mark Wedel , crossfire@ifi.uio.no, peterm@soda.berkeley.edu Subject: Re: Skills! In-Reply-To: Brett Rabe 's message of Wed, 01 Jun 1994 07:21:49 -0500 References: <9406011221.AA02680@uh.msc.edu> Message-ID: Status: RO >Writing games, even with computers capable of astonishing processing, >is sometimes a matter of oversimplifying. Perhaps an appropriate >oversimplification that would allow for weapon skills but would >drastically reduce the info-tracking would be to simply go with a >fairly standard set of weapon-types --- bashing, slicing and >stabbing.... This could perhaps be taken into account in the damage done. Slashing weapons will remove your arm in a robe but will bounce off a plate mail. If we some day when the TODO list is empty (rrrrright) equip all the monsters with the proper equipment and give them weapons they wield instead of just stacking items on them and increasing their damage, this is a great idea. As for now, very few monsters are equipped with the equipment they should have. - Bjorn From crossfire-request Thu Jun 2 22:40:05 1994 Return-Path: Received: from holmenkollen.ifi.uio.no (2116@holmenkollen.ifi.uio.no [129.240.96.2]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id ; Thu, 2 Jun 1994 22:40:04 +0200 From: =?iso-8859-1?Q?Bj=F8rn_Georg_Ludvigsen?= MIME-Version: 1.0 Received: (from bjornlu@localhost) by holmenkollen.ifi.uio.no ; Thu, 2 Jun 1994 22:40:03 +0200 Date: Thu, 2 Jun 1994 22:40:01 +0200 To: Frank Tore Johansen Cc: crossfire@ifi.uio.no Subject: Re: Skills! In-Reply-To: Frank Tore Johansen 's message of Wed, 1 Jun 1994 14:10:40 +0200 (MET DST) References: <199406011210.20739.beli.ifi.uio.no@ifi.uio.no> Message-ID: Status: RO >Another thing, make it automatical...Build up an array describing how >much a character does different things, increase the appropriate number >when hitting with broadsword, when picking a door, when casting certain >types of spells, etc. Then, when the character advance, give a >static number of "skill points", but _divide_ it among the skills according >to which skills have been used since previous level. The idea is good, but this way you'll only learn skills in the school of nature, and not at any teaching institution. Perhaps a combination of the two? - Bjorn From crossfire-request Thu Jun 2 22:35:34 1994 Return-Path: Received: from holmenkollen.ifi.uio.no (2116@holmenkollen.ifi.uio.no [129.240.96.2]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id ; Thu, 2 Jun 1994 22:35:33 +0200 From: =?iso-8859-1?Q?Bj=F8rn_Georg_Ludvigsen?= MIME-Version: 1.0 Received: (from bjornlu@localhost) by holmenkollen.ifi.uio.no ; Thu, 2 Jun 1994 22:35:32 +0200 Date: Thu, 2 Jun 1994 22:35:32 +0200 To: d91-jda@nada.kth.se Cc: crossfire@ifi.uio.no Subject: Re: Skills! In-Reply-To: d91-jda@nada.kth.se's message of Wed, 1 Jun 1994 05:19:03 +0200 (MET DST) References: <9406010319.AA27592@adverts.nada.kth.se> Message-ID: Status: RO >The way I imagine magic works, there really isn't any limit to what >you can do, but the casters imagination. A nice thing would be if >there were some kind of spell-description-language, SDL, that let you >design your own spells, with some kind of automatic >cost-calculation-system, so you can't create a >major-nuclear-war-kill'em-all spell with a cost of 1 sp. Goodie, goodie, goodie GOOD! Great idea. More on this later. I've got the implementation ready already. - Bjorn From crossfire-request Thu Jun 2 22:29:56 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 ; Thu, 2 Jun 1994 22:29:54 +0200 Received: from achieva.gmi.edu by nova.gmi.edu (4.1/SMI-4.1-DNI) id AA00412; Thu, 2 Jun 94 16:32:59 EDT Date: Thu, 2 Jun 94 16:32:59 EDT From: srin9340@nova.gmi.edu (akshay srinivasan) Message-Id: <9406022032.AA00412@nova.gmi.edu> To: crossfire@ifi.uio.no Status: RO >From peterm@soda.berkeley.edu Thu Jun 2 16:17:33 1994 > This is bizarre. Monsters cannot step on places where people have >quit out? BIZARRE. Definitely a bug. How would anyone discover this? >Weirdness...... Sorry I did not mean that the squares were unusable by monsters. Ill try to explain more cogently. Lets see now ..... when a player types 'quit the game pauses asking the player y/n for safety. Now while this is happening the players character is not removed from the world as he has not yet determined if he should quit or not. Also this suspended character cannot be harmed in any way but the game behaves as though he is still there as nobody including monsters can move through or into the square occupied by the suspended character So now you get a bunch of low level characters and trap a large monster by the following steps :: 1) get someone to bring on low level dummy characters and quit these without typing y/n. 2) now bring in your xx level character and push these suspended characters into strategic positions around the monster hedging it into a corner. 3) now kill the monster from a safe distance with long range weapons and magic. Due to the inherent nature of the ruse it will work with monsters that are made up of multiple squares. Single square monsters would be virtually impossible unless in a narrow corridor or someplace else. Hope this is a clearer explanation. Have a nice day Ripclaw (Lev 14; Maintainer) From crossfire-request Thu Jun 2 22:23:36 1994 Return-Path: Received: from holmenkollen.ifi.uio.no (2116@holmenkollen.ifi.uio.no [129.240.96.2]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id ; Thu, 2 Jun 1994 22:23:35 +0200 From: =?iso-8859-1?Q?Bj=F8rn_Georg_Ludvigsen?= MIME-Version: 1.0 Received: (from bjornlu@localhost) by holmenkollen.ifi.uio.no ; Thu, 2 Jun 1994 22:23:34 +0200 Date: Thu, 2 Jun 1994 22:23:33 +0200 To: Peter Mardahl Cc: crossfire@ifi.uio.no Subject: Re: Skills! In-Reply-To: Peter Mardahl 's message of Tue, 31 May 1994 16:22:41 -0700 References: <199405312322.QAA14220@soda.berkeley.edu> Message-ID: Status: RO >>But, to prevent this, I propose adding a new type of books to the >>game, books which give you the nessecary theory to practice the skill >>on your own. You must agree, one simply cannot learn Monster Lore >>without some theory to back it up. "book of Monster Lore". > I like this much better. I'd rather have places to learn skills, to add in a taste of realism too. > Weapons skills are related. The same muscles and experience that >allows someone to swing a sword around probably also allow him to >use other weapons effectively also. It is easier to pick up a second >fighting skill having learned the body control necessary for one. >Therefore, even training in a specialty should also be applied in >part to training in the general skill. As a solution to relating skills to each other, I suggest another, more flexible way of measuring skills. By an integer as before, but the integer now represents how many points are put into the skill. Let's take an example. Skill point table (I'll keep it short) : lvl 2pt 8pt ------------------- 1 : 2 : 8 2 : 4 : 16 3 : 6 : 24 4 : 8 : 32 5 : 10 : 40 6 : 12 : 48 7 : 14 : 56 8 : 16 : 64 9 : 18 : 72 10 : 20 : 80 2/8pt are skills with base cost 2 and 8, respectively. Now, let's say (for now) that Broadsword is a 2pt skill, and General Weapon use is a 8pt skill (more on this specific skills later). Let's say you've put 20 points into Broadsword. This gives you a lvl 10 skill. Now, let's say Broadsword has a 1/5 relation factor to General. This means that 1/5 of the points in Broadsword go into General too. That's 4 points. Now, if you want to learn General up to 1st level, you'd only have to spend 4 points. > As a real life example, black-belts in any martial arts disciple often >advance *very* quickly in others. They have built up the necessary >coordination, agility, stamina, and mental discipline which are the core >requirements of all martial arts. Thanks for the example. You will find that all of the above mentioned abilities are stats. (Which I'd implement as reduced base cost to skills) > Having picked up ANY fighting skill, then, should reduce the cost >of picking up a second fighting skill by a very great deal, and the >third should also be reduced even MORE. Dunno about the "very great deal", not to mention the "even MORE", and I also don't know about the "reduce the cost of picking up a second fighting skill". I don't think reduced cost is it, I'd rather have the skills relate to each other like i mentioned. If we do it my way, you receive skill levels in other skills as you train a skill. If we do it your way, it'd be easier to learn the second skill later, but you wouldn't benefit from this until you put a few points in this second skill. I think my version serves reality better. > Also, my fencing is weak, but it seems to me that skill with the >Broadsword is so readily applicable to Long Sword and Short Sword that >it is unnecessary to distinguish between them..... Agreed. (again, now) > So the fighting skills should be thus: > Sword--Ball & Chain--Polearm--Axe & Hammer--Sticks--Archery Pity there are no polearms and only one stick... But this could/should be added shortly. But the idea of splitting weapons into categories like this is a great idea. I suggest adding a new category, though. Two-Handed. I don't know if we should divide it further into two-handed swords, two-handed sticks and two-handed ball & chain weapons. What do you think? Another thing is two-handed weapons. Like most polearms, and also really the quarterstaff. An "easy" way to implement the use of two-handed weapons would be to keep a record of which hands are used on the player. This could be boolean in it simplest sense, and a complete every-location-pointerstructure for the really bored ones out there. (which I would recommend, as it could be used to check if the player was wearing (metal) armor, the weight of wielded weapons etc for a really good spell-failure system) But if we stick to the simple keep-track-of-two-boolean-values-theory, a simple way was to say that any two-handed weapon requires two hands, which is represented as false i both of these values. Any one-handed weapon and all shields both occupy one hand, or one of the values. Is this really that hard? If we're feeling really cool, let's add a field in the playerfile - arms. And when a player wields a weapon, int free_arms in the playerstructure is deducted by the arms usage of the weapon/shield. (two-handed full body shields are also possible) Wouldn't it be cool to have a race that had say four arms? Do I hear six? > No one would ever want to train in any skill other than Sword, then, >because all the coolest artifacts are swords. Holy Avenger, Defender, >Darkblade, Demonbane, Dragonslayer, Stormbringer, Mournblade.... >These are the best, and these are all swords. We need to add new artifacts. But this is the funny job, and shouldn't really pose a threat to the project. > I happen to think that learning the spell of Small fireball should make >it easier to learn and be effective with Medium Fireball, and Large Fireball, >and might even help with Burning Hands, and other missile spells like >Comet, large bullet, magic bullet. I think dividing magic skills by spell >is bad. Dividing by path is better, but I think the whole field of channeling >mana to produce effects is so inter-related that learning in any one area >should enhance all the rest. More on this in a later post. >>I'd like there to be a possibility to learn a spell very good and >>perhaps not to be equally good at another spell. > This is already sort of in the code. The level dependencies on spells >address this issue. A spell you've just learned (it's level is near yours) >is cast more weakly than you learn how to do it later when you've gained >some more experience. But, you HAVE to learn/do automatically learn the spell better as your level increases. You cannot choose to concentrate on one spell. >And i don't see why a great mage couldn't learn say, burning hands >for the first time, smack his head, and say, 'oh, i see, how trivial' >and really blast out awesome burning hands spells right off. Also, >rgg (Rupert) has added spell-paths, so broad areas of spells can have >different effectiveness for different players. If he has a lot of points in a related path, this is quite ok. More on this later. >>In general, not making everybody know the same things equally good >>gives each character more personality. > True, true. But not even MUD's have this capability, I think, and >they don't have to deal with the additional complexity of having an >x-interface, etc.... Mud players introduce personality into their >characters by WHAT THEY SAY...... With the not-so-good (shitty) talk/shout-interface presented to characters now, I'm surprised they say anything at all. And, they rarely do. >>That might very well be the case, indeed. But what I don't know is if >>the audience would be pleased with implementing your system and stopping >>there, or if they'd like my system on top of yours. > A great many people have expressed support for the 4-skill proposal i made. I'm not ready drafting up my proposal yet, nor making my mind up as to what would be better. But soon all this will be gathered, and we'll see what people think. But to see which way this is going, what do you think about the things you've heard so far, folks? >>Would you like to stop after implementing your system, or would you >>agree to my compromise mentioned on top of the message? > Quite frankly, yes, I'd be happy to stop. >I can see pretty clearly everything needed to >put in the 4-skill system, and have an idea of the complexity involved. >The major weakness is the Thief area. I cannot do everything required >to do justice to Thieves. Can you with my system? I think my system would be A LOT more flexible. And, to use your own words against you: what if someone wants to chunk out everything, redraw all the pixmaps and make this a sci-fi game? He'd have to do some extensive coding to adjust/remove the four "skill areas" you're suggesting. As for my system, he could remove/add the races he wanted, remove/add the skills he wanted and have a very functional system indeed. What are we striving for, making a good fantasy game or making a game system? (a darn good one, I might add) >>One could of course pick any lock, including the ones on the doors >>which you now have to bash down if you don't have a key. I'd say there >>are a lot of locks out there, just waiting to be picked. > The code support is not there yet. You cannot say 'pick the look on >this door', and have it open yet. The door cannot have traps in it yet. I'm not sure you understand what I mean. Any door could be picked. Don't tell me you haven't run into a door on your journeys? You know, you smash the door with a bonecrunching sound? These are the doors I'm talking about. > What I'd like to do is make it so that doors are trapped at random. >Any door at all might have a trap. This would remove the necessity >of editing all the damned maps to put in trapped doors. Same with >chests. Severity and level of traps would depend on the difficulty >of the dungeon. I think there should be a possibility of adding un-trapped doors, and also adding trapped doors. We could have a random-trapped-door too, of course. But not random only. >>effect? Having traps without being able to disarm them isn't very > Yes, that's true. >>cool, and I think it would be a rather big addition to add your entire >>system as well as traps in one batch. But adding both our systems > Which is why I propose doing the traps/thief stuff first. What is this stuff you're talking about? You DO have to add the three xp pools etc to get the thief stuff, don't you? >>The reason thieves had no purpose before, was that characters had no >>skills. Thieves are skill-based characters, as opposed to all other >>classes (in crossfire). > No, the reason thieves don't exist is because opening doors is riskless, >traps don't exist, chests are QUITE safe to open, and there are no hidden >buttons, doors for them to search and find! You'd be amazed by how much >people will start acting like thiefs if they could die from a bomb in a >chest. Depends on how you see it... I mean there shall not be a skill without a purpose, therefore Disarm Traps wouldn't exist without traps to disarm. You mean that it's because there are no traps that thieves don't have a purpose. I mean that skills are needed to make thieves, you mean the things to use the skills on are needed to make thieves. Pretty similar, really. It all sums up in adding skills, one way or the other. - Bjorn From crossfire-request Thu Jun 2 20:52:20 1994 Return-Path: Received: from holmenkollen.ifi.uio.no (2116@holmenkollen.ifi.uio.no [129.240.96.2]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id ; Thu, 2 Jun 1994 20:52:20 +0200 From: =?iso-8859-1?Q?Bj=F8rn_Georg_Ludvigsen?= MIME-Version: 1.0 Received: (from bjornlu@localhost) by holmenkollen.ifi.uio.no ; Thu, 2 Jun 1994 20:52:19 +0200 Date: Thu, 2 Jun 1994 20:52:18 +0200 To: Mark Wedel Cc: crossfire@ifi.uio.no, peterm@soda.berkeley.edu Subject: Re: Skills! In-Reply-To: Mark Wedel 's message of Tue, 31 May 1994 15:28:49 -0700 References: <199405312228.AA28729@bolero.rahul.net> Message-ID: Status: RO > Having a multitude of weapon skills becomes fairly difficult to program. >Either you need to have space for all the potential weapons in the player >structure (which would be a lot), or some other method needs to be found >to keep track of the skill levels. > Keeping track of the specific weapon skills in the player also has the >disadvantage of new weapons being added. If there is a set amount of >space, and someone adds a new weapon, things really get more complicated. Can't this be done pretty dynamically? For example (playerfile excerpt) : -snip- skillist begin 3 skill broadsword level 3 endskill skill pick_pocket level 2 endskill skill path_fire level 6 endskill endskillist -snip- Or something similar. - Bjorn From crossfire-request Thu Jun 2 16:56:16 1994 Return-Path: Received: from db.erau.edu (db.erau.edu [155.31.1.13]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Thu, 2 Jun 1994 16:56:14 +0200 Received: from erau.db.erau.edu by db.erau.edu with smtp (Smail3.1.28.1 #2) id m0q9ED3-0007w7C; Thu, 2 Jun 94 10:57 EDT Received: by erau.db.erau.edu (4.1/client/jimberau-1.0) id AA15074; Thu, 2 Jun 94 10:59:25 EDT Date: Thu, 2 Jun 1994 10:58:15 -0400 (EDT) From: Jeff Judkins Subject: Re: your mail To: akshay srinivasan Cc: crossfire@ifi.uio.no In-Reply-To: <9406021331.AA11413@nova.gmi.edu> Message-Id: Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=ISO-2022-JP Status: RO On Thu, 2 Jun 1994, akshay srinivasan wrote: > I have seen some players over here pull some funny moves to kill hard mosters. > They will bring in dummy players and then quit them at strategic sites around > the moster. Since they have not completely left the game the monster is blocked > by them but cannot hurt them. Now other live players safely kill the monsters > from a distance. No use limiting them to one dummy character each as they will > find others to help them do it. Some recoding of the quit command maybe?? > > Thanks > Ripclaw > (Lev 14; Maintainer) Here's the method I use to discourage cheating of any sort. If I see you doing it, I kill your login shell which nicely logs you out of the system and then nuke there character file. Really quite effective... people tend to catch on _REAL_ quick. +============================+==============================+ | This message courtesy of: | You bore me to death | | | So shut up for God's sake | | Jeff Judkins | Stop reading me the riot act | | judkinsj@erau.db.erau.edu | While my brains still intact | +============================+==============================+ Kill'em all and then just let God sort out the mess. From crossfire-request Thu Jun 2 15:28:24 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, 2 Jun 1994 15:28:21 +0200 Received: from achieva.gmi.edu by nova.gmi.edu (4.1/SMI-4.1-DNI) id AA11413; Thu, 2 Jun 94 09:31:20 EDT Date: Thu, 2 Jun 94 09:31:20 EDT From: srin9340@nova.gmi.edu (akshay srinivasan) Message-Id: <9406021331.AA11413@nova.gmi.edu> To: crossfire@ifi.uio.no Status: RO I have seen some players over here pull some funny moves to kill hard mosters. They will bring in dummy players and then quit them at strategic sites around the moster. Since they have not completely left the game the monster is blocked by them but cannot hurt them. Now other live players safely kill the monsters from a distance. No use limiting them to one dummy character each as they will find others to help them do it. Some recoding of the quit command maybe?? Thanks Ripclaw (Lev 14; Maintainer) From crossfire-request Thu Jun 2 15:00:02 1994 Return-Path: Received: from mailsun.aber.ac.uk (isode@mailsun.aber.ac.uk [144.124.16.7]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Thu, 2 Jun 1994 15:00:01 +0200 Received: from mailhost.aber.ac.uk (actually saturn.dcs.aber.ac.uk) by mailsun.aber.ac.uk with SMTP (PP); Thu, 2 Jun 1994 13:59:29 +0100 To: crossfire@ifi.uio.no Subject: Re: Skills! In-reply-to: Your message of "Wed, 01 Jun 1994 17:46:43 PDT." <199406020046.RAA07487@soda.berkeley.edu> Date: Thu, 02 Jun 1994 13:59:24 +0100 Message-ID: <6495.770561964@mailhost.aber.ac.uk> From: Benjamin Thomas Ketteridge Status: RO Peter Mardahl wrote: > i don't know what the hell a 'bastard' sword is. A bastard sword can be one of a number of swords, usually very long/ wide and heavy, often two-handed, and sometimes with a serated edge! They occur in some RPGs (AD&D is one, if I remember correctly), but based on real weapons, such as the claymore. Ben. +--------------------------------------------------------------------------+ | _|--|_ | Disclaimer: I've got a degree and maybe 1/2 of a PhD. | | (\/) +--------------------------------+--------------------------+ | vv | However, I still know nothing! | btk@aber.ac.uk | +--------------+--------------------------------+--------------------------+ From crossfire-request Thu Jun 2 14:31:23 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 ; Thu, 2 Jun 1994 14:31:22 +0200 Received: from polaris.cc.utu.fi by utu.fi id <167037-3>; Thu, 2 Jun 1994 15:31:10 +0300 Subject: Re: Skills and drain From: Tero Jyri Michael Pelander To: crossfire@ifi.uio.no Date: Thu, 2 Jun 1994 15:31:03 +0300 In-Reply-To: <199406020058.RAA08674@soda.berkeley.edu> from "Peter Mardahl" at Jun 2, 94 03:58:33 am MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 7BIT Content-Length: 882 Message-Id: <94Jun2.153110eet_dst.167037-3@utu.fi> Status: RO > >PS: What does "haste" spell do? I haven't noticed any effect when using it. > > The haste spell is supposed to speed you up. I put severe limits, because > if you can haste yourself too much, you're invincible. Titans become > tinfoil. Perhaps it just does nothing for you, since you're already fast. > Perhaps the spells is simply broken.... When I stripped all stat bonus items and cast it again I noticed the difference. After wearing the items again and without body armour I got movement speed 4.70. That includes only one (speed+1) from a ring. Btw. Have you tried this. Make personal weapon. Make base damage 50 then lower the weight to nothing. Make your strength and dexterity high. I have both at 30 and get over 8.00 for attack speed. Very effective weapon. Somehow I think this wasn't what was targeted at when the weapon building scrolls were added. From crossfire-request Thu Jun 2 05:23:16 1994 Return-Path: Received: from hustle.rahul.net (hustle.rahul.net [192.160.13.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Thu, 2 Jun 1994 05:23:15 +0200 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA10768 (5.67a8/IDA-1.5 for ); Wed, 1 Jun 1994 20:23:02 -0700 Received: by bolero.rahul.net id AA12726 (5.67a8/IDA-1.5); Wed, 1 Jun 1994 20:23:02 -0700 Date: Wed, 1 Jun 1994 20:23:02 -0700 From: Mark Wedel Message-Id: <199406020323.AA12726@bolero.rahul.net> To: peterm@soda.berkeley.edu, tpeland@utu.fi Subject: Re: Skills and drain Cc: crossfire@ifi.uio.no Status: RO Haste works ok. However, it is a fairly high level spell, and will only do something if your speed is below a certain level (how slow you have to be moving for it to take affect depends on what level the caster is). In general, you need to be moving pretty slowly. It can be useful when hauling everything out of a dungeon, so that you can still keep a reasonable speed. From crossfire-request Thu Jun 2 02:58:52 1994 Return-Path: Received: from soda.berkeley.edu (soda.Berkeley.EDU [128.32.149.19]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Thu, 2 Jun 1994 02:58:51 +0200 Received: from localhost.Berkeley.EDU (localhost.Berkeley.EDU [127.0.0.1]) by soda.berkeley.edu (8.6.9/PHILMAIL-1.10) with SMTP id RAA08674; Wed, 1 Jun 1994 17:58:40 -0700 Message-Id: <199406020058.RAA08674@soda.berkeley.edu> To: Tero Jyri Michael Pelander cc: crossfire@ifi.uio.no Subject: Re: Skills and drain In-reply-to: Your message of "Wed, 01 Jun 1994 19:25:46 +0300." <94Jun1.192602eet_dst.167026-4@utu.fi> Date: Wed, 01 Jun 1994 17:58:33 -0700 From: Peter Mardahl Status: RO In message <94Jun1.192602eet_dst.167026-4@utu.fi>, Tero Jyri Michael Pelander w rites: >I like the four skill proposition. There is just one thing I'm a bit >unsurtain how to handle. The d[r]aining. Mournblade and Stormbringer in the books from which they came drained hp (life force) rather than experience. The strength they gave their users was thus transient in duration rather than permanent. I like this better. Let's change their attack to 'take x-hitpoints and add 1/10 to mine'. But if we decide to leave it as draining experience rather than hp, (easier for balancing the weapons) then since Mournblade and Stormbringer are weapons, their use should go into fighting, IMHO. >Also should there be some special rules when killing draining monsters like >grimreapers? Whyfor? >PS: What does "haste" spell do? I haven't noticed any effect when using it. The haste spell is supposed to speed you up. I put severe limits, because if you can haste yourself too much, you're invincible. Titans become tinfoil. Perhaps it just does nothing for you, since you're already fast. Perhaps the spells is simply broken.... Regards, PeterM From crossfire-request Wed Jun 1 22:54:55 1994 Return-Path: Received: from cc.lut.fi (hevi@cc.lut.fi [157.24.10.16]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Wed, 1 Jun 1994 22:54:53 +0200 Received: (from hevi@localhost) by cc.lut.fi (8.6.8/8.6.6/1.17.kim) id XAA27779; Wed, 1 Jun 1994 23:54:50 +0300 Date: Wed, 1 Jun 1994 23:54:48 +0300 (EETDST) From: Petri Heinil{ Subject: Re: Skills! To: crossfire@ifi.uio.no In-Reply-To: <9406010319.AA27592@adverts.nada.kth.se> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Wed, 1 Jun 1994 d91-jda@nada.kth.se wrote: > > I happen to think that learning the spell of Small fireball should make > > it easier to learn and be effective with Medium Fireball, and Large Fireball, > > and might even help with Burning Hands, and other missile spells like > > Comet, large bullet, magic bullet. I think dividing magic skills by spell > > is bad. Dividing by path is better, but I think the whole field of channeling > > mana to produce effects is so inter-related that learning in any one area > > should enhance all the rest. > > ... > One solution to this is to group the spells into classes. In Crossfire > and most muds, a spell is a spell and doesn't have anything to do with > other spells. >... Well, I had thinked this like classing: There are three type functioning spell: 1. Effect 2. Transfer 3. Trigger The Effect spell is the damage, etc. that hit the target. The effect has also a strengt (small,medium,large) as attribute. Effects are like - Fire - Frost - Electricity - Cure The transfer is how the spell is propagated among. Transfers are: - Bolt - Line (this is Bolt in xfire) - Cone - Ball - Heat Seaker :) (speed ball,...) - Mine - Self The Trigger determines how the spell is lauched. Triggers are: - Immediate - Time - TouchToSquare - TouchTo3x3 - TouchTo5x5 - Selective And the final object casting spell instance is combination of all these (Effect,Transfer,Trigger). The player can for example command: > cast Cone of Fire by Immediate # that's burning hands > cast Line of Electricity by Immediate # lightning > cast HeatSeaker of large Fire by TouchTo5x5 # that's smart nuke :) > cast Self of Cure poison by Immediate # ... The player have to learn all the components separetly. And there are different fumbling rates also, the HeatSeaker may be hardest (heading to self, instead :) for example. -- The Page -- From crossfire-request Wed Jun 1 22:31:02 1994 Return-Path: Received: from cc.lut.fi (hevi@cc.lut.fi [157.24.10.16]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Wed, 1 Jun 1994 22:31:01 +0200 Received: (from hevi@localhost) by cc.lut.fi (8.6.8/8.6.6/1.17.kim) id XAA27381; Wed, 1 Jun 1994 23:30:59 +0300 Date: Wed, 1 Jun 1994 23:30:59 +0300 (EETDST) From: Petri Heinil{ Subject: Re: Skills and drain To: Tero Jyri Michael Pelander cc: crossfire@ifi.uio.no In-Reply-To: <94Jun1.192602eet_dst.167026-4@utu.fi> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Wed, 1 Jun 1994, Tero Jyri Michael Pelander wrote: > PS: What does "haste" spell do? I haven't noticed any effect when using it. In nethack, it speeds you. -- The Page -- From crossfire-request Wed Jun 1 22:30:29 1994 Return-Path: Received: from cc.lut.fi (hevi@cc.lut.fi [157.24.10.16]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Wed, 1 Jun 1994 22:30:29 +0200 Received: (from hevi@localhost) by cc.lut.fi (8.6.8/8.6.6/1.17.kim) id XAA27374; Wed, 1 Jun 1994 23:30:20 +0300 Date: Wed, 1 Jun 1994 23:30:19 +0300 (EETDST) From: Petri Heinil{ Subject: Re: Skills! To: Dwayne Forsyth cc: crossfire@ifi.uio.no In-Reply-To: <9406011422.AA08401@anteater.cig.mot.com> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Wed, 1 Jun 1994, Dwayne Forsyth wrote: > Someone a while back suggested allowing objects to have code in them. By using > either TCL, list, perl, etc you could allow the language to grow without having > to recompile. This allows the ability to do fancy things with objects with > having to re-combile code when they are added. This would also turn crossfire in > into more of a game system. It indeed doesn't need perl, tcl, ... .We done some time ago, a test, when saying bad to the guardian, it alarms the other ones and creates few wyverns. This was done by changing the message area from text to commandlines, you just type in crossfire. The commands are just the language wanted. Of cource there have to made own commands like "patchall" or "create", because the current commands are too much depend the player. So if you make a "if" statement to commands and make them player independed you have a just like a controlling language for object. -- The Page -- From crossfire-request Wed Jun 1 18:26:12 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, 1 Jun 1994 18:26:11 +0200 Received: by utu.fi id <167026-4>; Wed, 1 Jun 1994 19:26:02 +0300 Subject: Skills and drain From: Tero Jyri Michael Pelander To: crossfire@ifi.uio.no Date: Wed, 1 Jun 1994 19:25:46 +0300 MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 7BIT Content-Length: 503 Message-Id: <94Jun1.192602eet_dst.167026-4@utu.fi> Status: RO I like the four skill proposition. There is just one thing I'm a bit unsurtain how to handle. The daining. Let's say you are using Mournblade or Stormbringer. What type of experience should it give you? Some monsters have 'magicuser' set so you could divide between magic and fighting experinece. But what about the other types? Also should there be some special rules when killing draining monsters like grimreapers? PS: What does "haste" spell do? I haven't noticed any effect when using it. From crossfire-request Wed Jun 1 16:23:18 1994 Return-Path: Received: from motgate.mot.com (motgate.mot.com [129.188.136.100]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 1 Jun 1994 16:23:16 +0200 Received: from pobox.mot.com ([129.188.137.100]) by motgate.mot.com with SMTP (5.67b/IDA-1.4.4/MOT-3.1 for ) id AA04422; Wed, 1 Jun 1994 09:22:42 -0500 Received: from motcig.cig.mot.com by pobox.mot.com with SMTP (5.67b/IDA-1.4.4/MOT-3.1 for ) id AA16743; Wed, 1 Jun 1994 09:22:41 -0500 Received: from anteater.cig.mot.com by motcig.cig.mot.com (4.1/SMI-4.1) id AA03844; Wed, 1 Jun 94 09:22:35 CDT Received: by anteater.cig.mot.com (4.1/SMI-4.1-CIG-1.1) id AA08401; Wed, 1 Jun 94 09:22:35 CDT Date: Wed, 1 Jun 94 09:22:35 CDT From: forsyth@anteater.cig.mot.com (Dwayne Forsyth) Message-Id: <9406011422.AA08401@anteater.cig.mot.com> To: crossfire@ifi.uio.no Subject: Re: Skills! X-Mailer: Siren Mail (Motif 1.2 94/03/14) Mime-Version: 1.0 Content-Id: <4248_25743_770480555_37@anteater> Content-Type: text/plain Status: RO >Having a multitude of weapon skills becomes fairly difficult to program. >Either you need to have space for all the potential weapons in the player >structure (which would be a lot), or some other method needs to be found >to keep track of the skill levels. > >Keeping track of the specific weapon skills in the player also has the >disadvantage of new weapons being added. If there is a set amount of >space, and someone adds a new weapon, things really get more complicated. Don't make the player record a static structure. Have a list of skills and values. If the skill is not in the list the value is zero. But you still have to re-comple to add special functionality to the object. Someone a while back suggested allowing objects to have code in them. By using either TCL, list, perl, etc you could allow the language to grow without having to recompile. This allows the ability to do fancy things with objects with having to re-combile code when they are added. This would also turn crossfire in into more of a game system. ------ Dwayne From crossfire-request Wed Jun 1 15:04:56 1994 Return-Path: Received: from mailsun.aber.ac.uk (isode@mailsun.aber.ac.uk [144.124.16.7]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 1 Jun 1994 15:04:55 +0200 Received: from mailhost.aber.ac.uk (actually saturn.dcs.aber.ac.uk) by mailsun.aber.ac.uk with SMTP (PP); Wed, 1 Jun 1994 14:04:43 +0100 To: crossfire@ifi.uio.no Subject: Re: Skills! In-reply-to: Your message of "Tue, 31 May 1994 16:22:41 PDT." <199405312322.QAA14220@soda.berkeley.edu> Date: Wed, 01 Jun 1994 14:04:37 +0100 Message-ID: <24262.770475877@mailhost.aber.ac.uk> From: Benjamin Thomas Ketteridge Status: RO Peter Mardahl wrote: > >If a character finds an Artifact of any kind, he simply places it on > > No one would ever want to train in any skill other than Sword, then, > because all the coolest artifacts are swords. Holy Avenger, Defender, > Darkblade, Demonbane, Dragonslayer, Stormbringer, Mournblade.... > These are the best, and these are all swords. What about Bonecrusher and Sting? And anyway, who says we can't change some of the Sword artifacts into other weapon types? btw, have you ever tried fighting with the different types of sword? broad vs. short vs. long vs. bastard vs epee vs sabre, etc? You cannot fence with a broadsword, or smash through plate mail with an epee! Just another ha'penneth! Ben. +--------------------------------------------------------------------------+ | _|--|_ | Disclaimer: I've got a degree and maybe 1/2 of a PhD. | | (\/) +--------------------------------+--------------------------+ | vv | However, I still know nothing! | btk@aber.ac.uk | +--------------+--------------------------------+--------------------------+ From crossfire-request Wed Jun 1 14:51:43 1994 Return-Path: Received: from mailsun.aber.ac.uk (isode@mailsun.aber.ac.uk [144.124.16.7]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 1 Jun 1994 14:51:40 +0200 Received: from mailhost.aber.ac.uk (actually saturn.dcs.aber.ac.uk) by mailsun.aber.ac.uk with SMTP (PP); Wed, 1 Jun 1994 13:51:18 +0100 To: crossfire@ifi.uio.no Subject: Re: Skills! In-reply-to: Your message of "Tue, 31 May 1994 15:28:49 PDT." <199405312228.AA28729@bolero.rahul.net> Date: Wed, 01 Jun 1994 13:51:15 +0100 Message-ID: <23607.770475075@mailhost.aber.ac.uk> From: Benjamin Thomas Ketteridge Status: RO Mark Wedel wrote: > A few notes on the proposed system of micro skills: > > Having a multitude of weapon skills becomes fairly difficult to program. > Either you need to have space for all the potential weapons in the player > structure (which would be a lot), or some other method needs to be found > to keep track of the skill levels. Hasn't anybody thought of hanging a linked list off of a single pointer in the player structure? That's the obvious way of keeping track of a variable number of items in a list - the same could be done with spells. Linked lists are probably the easiest complex structure to build in C - I learnt C on a commercial course in a week, and by the end of the week I had basically built a simple-minded single-user database using linked lists. Just my ha'penneth, Ben. +--------------------------------------------------------------------------+ | _|--|_ | Disclaimer: I've got a degree and maybe 1/2 of a PhD. | | (\/) +--------------------------------+--------------------------+ | vv | However, I still know nothing! | btk@aber.ac.uk | +--------------+--------------------------------+--------------------------+ From crossfire-request Wed Jun 1 14:22:00 1994 Return-Path: Received: from noc.msc.edu (noc.msc.edu [137.66.12.254]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id ; Wed, 1 Jun 1994 14:21:59 +0200 Received: from uh.msc.edu by noc.msc.edu (5.65/MSC/v3.0.1(920324)) id AA19076; Wed, 1 Jun 94 07:21:51 -0500 Received: by uh.msc.edu (5.65/MSC/v3.1r(920220)) id AA02680; Wed, 1 Jun 94 07:21:50 -0500 Message-Id: <9406011221.AA02680@uh.msc.edu> To: Mark Wedel Cc: bjornlu@ifi.uio.no, crossfire@ifi.uio.no, peterm@soda.berkeley.edu Subject: Re: Skills! In-Reply-To: Your message of "Tue, 31 May 1994 15:28:49 PDT." <199405312228.AA28729@bolero.rahul.net> Date: Wed, 01 Jun 1994 07:21:49 -0500 From: Brett Rabe Status: RO > > A few notes on the proposed system of micro skills: > > Having a multitude of weapon skills becomes fairly difficult to program. >Either you need to have space for all the potential weapons in the player >structure (which would be a lot), or some other method needs to be found >to keep track of the skill levels. > > Keeping track of the specific weapon skills in the player also has the >disadvantage of new weapons being added. If there is a set amount of >space, and someone adds a new weapon, things really get more complicated. > > Also, as far as the server knows, a weapon is a weapon is a weapon. The >only differences it could determine would be the name. And in a specific >weapon system, I would think that once you learn one weapon, it should >be easier to learn a related one. For example, it might cost the normal >two points to learn club, but should be easier to learn mace, since they >are similar weapons. > > --Mark Writing games, even with computers capable of astonishing processing, is sometimes a matter of oversimplifying. Perhaps an appropriate oversimplification that would allow for weapon skills but would drastically reduce the info-tracking would be to simply go with a fairly standard set of weapon-types --- bashing, slicing and stabbing.... -Brett From frankj Wed Jun 1 14:10:40 1994 Subject: Re: Skills! To: crossfire@ifi.uio.no Date: Wed, 1 Jun 1994 14:10:40 +0200 (MET DST) In-Reply-To: <199405312322.QAA14220@soda.berkeley.edu> from "Peter Mardahl" at May 31, 94 04:22:41 pm X-Mailer: ELM [version 2.4 PL21] Content-Type: text Content-Length: 1838 Status: RO Peter wrote: > Weapons skills are related. The same muscles and experience that > allows someone to swing a sword around probably also allow him to > use other weapons effectively also. It is easier to pick up a second > fighting skill having learned the body control necessary for one. > Therefore, even training in a specialty should also be applied in > part to training in the general skill. I agree that learning one of two similar thing gives you basic knowledge in the other. But to become master in a similar art, you might have to unlearn something you had assumed were correct due to your experience in the first art. This slows you down somewhat. Another thing, make it automatical...Build up an array describing how much a character does different things, increase the appropriate number when hitting with broadsword, when picking a door, when casting certain types of spells, etc. Then, when the character advance, give a static number of "skill points", but _divide_ it among the skills according to which skills have been used since previous level. Considering level drain, this should probably look something like: enum skills {skill_bow, skill_pick_lock, etc..., nrofskills}; In player structure: int skill_used[MAXLEVELS][nrofskills]; I haven't read all posts lately, hope I'm not suggestion something which is already discussed to death... -Frank. P.S.: Nice mode for wannabe-thieves: Halve (or more) movement and search automatically for traps on chests/door/floor in the nine squares around character each time he moves or could have moved. Add some animation to show when a trap has been discovered, and maybe add some flag, so a chest becomes "a chest (trapped)". (Of course, to make it simple we assume the character marks this in white chalk, for all the other players to see 8) From crossfire-request Wed Jun 1 14:10:42 1994 Return-Path: Received: from beli.ifi.uio.no (frankj@beli.ifi.uio.no [129.240.68.3]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Wed, 1 Jun 1994 14:10:42 +0200 From: Frank Tore Johansen Received: (from frankj@localhost) by beli.ifi.uio.no ; Wed, 1 Jun 1994 14:10:41 +0200 Message-Id: <199406011210.20739.beli.ifi.uio.no@ifi.uio.no> Subject: Re: Skills! To: crossfire@ifi.uio.no Date: Wed, 1 Jun 1994 14:10:40 +0200 (MET DST) In-Reply-To: <199405312322.QAA14220@soda.berkeley.edu> from "Peter Mardahl" at May 31, 94 04:22:41 pm X-Mailer: ELM [version 2.4 PL21] Content-Type: text Content-Length: 1837 Status: RO Peter wrote: > Weapons skills are related. The same muscles and experience that > allows someone to swing a sword around probably also allow him to > use other weapons effectively also. It is easier to pick up a second > fighting skill having learned the body control necessary for one. > Therefore, even training in a specialty should also be applied in > part to training in the general skill. I agree that learning one of two similar thing gives you basic knowledge in the other. But to become master in a similar art, you might have to unlearn something you had assumed were correct due to your experience in the first art. This slows you down somewhat. Another thing, make it automatical...Build up an array describing how much a character does different things, increase the appropriate number when hitting with broadsword, when picking a door, when casting certain types of spells, etc. Then, when the character advance, give a static number of "skill points", but _divide_ it among the skills according to which skills have been used since previous level. Considering level drain, this should probably look something like: enum skills {skill_bow, skill_pick_lock, etc..., nrofskills}; In player structure: int skill_used[MAXLEVELS][nrofskills]; I haven't read all posts lately, hope I'm not suggestion something which is already discussed to death... -Frank. P.S.: Nice mode for wannabe-thieves: Halve (or more) movement and search automatically for traps on chests/door/floor in the nine squares around character each time he moves or could have moved. Add some animation to show when a trap has been discovered, and maybe add some flag, so a chest becomes "a chest (trapped)". (Of course, to make it simple we assume the character marks this in white chalk, for all the other players to see 8) From crossfire-request Wed Jun 1 10:04:54 1994 Return-Path: Received: from soda.berkeley.edu (soda.Berkeley.EDU [128.32.149.19]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Wed, 1 Jun 1994 10:04:52 +0200 Received: from localhost.Berkeley.EDU (localhost.Berkeley.EDU [127.0.0.1]) by soda.berkeley.edu (8.6.9/PHILMAIL-1.10) with SMTP id BAA27225 for ; Wed, 1 Jun 1994 01:04:43 -0700 Message-Id: <199406010804.BAA27225@soda.berkeley.edu> cc: crossfire@ifi.uio.no Subject: Re: funny behavior of find_dir In-reply-to: Your message of "Wed, 01 Jun 1994 00:42:51 PDT." <199406010742.AAA25880@soda.berkeley.edu> Date: Wed, 01 Jun 1994 01:04:41 -0700 From: Peter Mardahl Status: RO In message <199406010742.AAA25880@soda.berkeley.edu>, Peter Mardahl writes: >and consider the case where there is only one wall directly south directly NORTH From crossfire-request Wed Jun 1 09:42:58 1994 Return-Path: Received: from soda.berkeley.edu (soda.Berkeley.EDU [128.32.149.19]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Wed, 1 Jun 1994 09:42:57 +0200 Received: (peterm@localhost) by soda.berkeley.edu (8.6.9/PHILMAIL-1.10) id AAA25880 for crossfire@ifi.uio.no; Wed, 1 Jun 1994 00:42:51 -0700 Date: Wed, 1 Jun 1994 00:42:51 -0700 From: Peter Mardahl Message-Id: <199406010742.AAA25880@soda.berkeley.edu> To: crossfire@ifi.uio.no Subject: funny behavior of find_dir Status: RO find_dir is supposed to find a target for some functions: it finds a target to go toward..... (I think magic missile uses it, and I used for ball lightnign.) However, I find myself very puzzled about how it tries to deal with walls. Look at the role of max as loop control, and consider the case where there is only one wall directly south of us, and that is the only wall around. Also, no monsters are in the squares immediately surrounding the ball lighting, but there can be many which are not immediately adjacent. Here's the relevant stuff: int freearr_x[SIZEOFFREE]= {0, 0 ,1 ,1 ,1 ,0 ,-1,-1,-1 ,0 ,1 ,2 ,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1, 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; int freearr_y[SIZEOFFREE]= {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; static int maxfree[SIZEOFFREE]= {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; static int freedir[SIZEOFFREE]= { 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; /* * find_dir(map, x, y, exclude) will search some close squares in the * given map at the given coordinates for live objects. * It will not considered the object given as exlude among possible * live objects. * It returns the direction toward the first/closest live object if finds * any, otherwise 0. */ int find_dir(mapstruct *m, int x, int y, object *exclude) { int i,max=SIZEOFFREE; object *tmp; if (exclude && exclude->head) exclude = exclude->head; for(i=1;itype!=PLAYER) || (tmp == exclude || (tmp->head && tmp->head == exclude)))) tmp=tmp->above; if(tmp!=NULL) return freedir[i]; } } return 0; } What is it SUPPOSED to do? Regards, PeterM From crossfire-request Wed Jun 1 05:19:07 1994 Return-Path: Received: from adverts.nada.kth.se (adverts.nada.kth.se [130.237.227.15]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 1 Jun 1994 05:19:07 +0200 From: d91-jda@nada.kth.se Received: by adverts.nada.kth.se (5.61-bind 1.4+ida/nada-mx-1.0) id AA27592; Wed, 1 Jun 94 05:19:04 +0200 Message-Id: <9406010319.AA27592@adverts.nada.kth.se> Subject: Re: Skills! To: crossfire@ifi.uio.no Date: Wed, 1 Jun 1994 05:19:03 +0200 (MET DST) In-Reply-To: <199405312322.QAA14220@soda.berkeley.edu> from "Peter Mardahl" at May 31, 94 04:22:41 pm X-Mailer: ELM [version 2.4 PL20] Mime-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8bit Content-Length: 3261 Status: RO Reply to Peter Mardahl: > Holy Avenger, Defender, Darkblade, Demonbane, Dragonslayer, > Stormbringer, Mournblade.... These are the best, and these are all > swords. This problem is easily solved. > [stuff about the Long Lost Tome of Abysmal Icemagic deleted] > > I happen to think that learning the spell of Small fireball should make > it easier to learn and be effective with Medium Fireball, and Large Fireball, > and might even help with Burning Hands, and other missile spells like > Comet, large bullet, magic bullet. I think dividing magic skills by spell > is bad. Dividing by path is better, but I think the whole field of channeling > mana to produce effects is so inter-related that learning in any one area > should enhance all the rest. And: > >I'd like there to be a possibility to learn a spell very good and > >perhaps not to be equally good at another spell. > > This is already sort of in the code. The level dependencies on spells > address this issue. A spell you've just learned (it's level is near yours) > is cast more weakly than you learn how to do it later when you've gained > some more experience. And i don't see why a great mage couldn't learn > say, burning hands for the first time, smack his head, and say, 'oh, i > see, how trivial' and really blast out awesome burning hands spells right > off. Also, rgg (Rupert) has added spell-paths, so broad areas of spells > can have different effectiveness for different players. One solution to this is to group the spells into classes. In Crossfire and most muds, a spell is a spell and doesn't have anything to do with other spells. In fact (or was that fiction) all of the fireball spells really *are* the same, they just differ in power put into them and, IMO, if you want to make a *really* big nice fire, you should be able to cast a 500 sp fireball. And then you might be able to combine different lines of spells, like hmm, I don't think I can think of any right now, maybe it wasn't such a good idea :-) If you do the spell system this way, you both get fewer spells, in the sence of skills, and more spells, in the sence of power. The way I imagine magic works, there really isn't any limit to what you can do, but the casters imagination. A nice thing would be if there were some kind of spell-description-language, SDL, that let you design your own spells, with some kind of automatic cost-calculation-system, so you can't create a major-nuclear-war-kill'em-all spell with a cost of 1 sp. [Debate over what is harder to implement] Yes, quite obviously, a simpler system will take less time to implement. A skill system could be made without much effort (*grin*), but a major revision to the game (v2.0?), could implement the other things mentioned by Bj|rn Ludvigsen and others. And while Im on the subject, are there any plans of tidying up the code? You have to admit, and this is not a criticism, that it really isn't very pretty, lots of code that doesn't do anything, and code that occur on more than one place, etc, etc. And yes I do realize that this will take some time /JoDa (Who really isn't that familiar with the code.) | d91-jda@nada.kth.se | Everything's cool and froody. | Johan Danielsson | -ZB From crossfire-request Wed Jun 1 04:14:05 1994 Return-Path: Received: from staff.cs.su.OZ.AU (staff.cs.su.OZ.AU [129.78.8.1]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 1 Jun 1994 04:14:00 +0200 Message-Id: <199406010214.444.ifi@ifi.uio.no> Received: from basser.cs.su.oz.au by staff.cs.su.OZ.AU (mail from ftww for crossfire@ifi.uio.no) with MHSnet; Wed, 01 Jun 1994 12:13:57 +1000 Subject: Re: Help with implementing Thiefly things? To: crossfire@ifi.uio.no Date: Wed, 1 Jun 1994 12:13:46 +1000 (EST) From: "Fred the Wonder Worm" In-Reply-To: <199405312328.QAA14661@soda.berkeley.edu> from "Peter Mardahl" at May 31, 94 04:28:19 pm X-Face: )\c`u_%V|7EQUDUt%5v'IJ?=@^Wf^<#,~CjzL`/2q0=-O6XW/Z8A2j.kgg:| 7|YZPSxy}rIuw8qD|/cQZ9^6kb:1XLleXhOl-U>(c~d`bC)%7FItZOUEw?=x%TBQ~NFJ,U|3wi[jzXd5-bMC Reply-To: ftww@cs.su.oz.au Content-Type: text Content-Length: 1880 Status: RO >> This isn't what worries me. I'm worried that I might have to spend a >> minute or two on every chest I find looking for traps so that I don't >> blow myself into oblivion when I open it. >> >> Yes, thieving should be useful. But please don't make it impossible to >> live if you don't have thieving capabilities. > > 1) All treasure is not in chests, True. I never said it was. > 2) traps' deadliness would be in line with the difficulty of the dungeon, > thus, probably unable to kill you if you're not being arrogant with > someone weak. Ah. Well I guess I'm in trouble then. :) > 3) *I* would have strong objections to making it too much work to examine > and disarm chests. There are so *many* damned chests. Yes! Possible idea: characters opening chests are assumed to perform some extremely basic form of trap searching first. This skill could never rise above, say, 50%. (That may be a bit high. But then again, that could be only achievable for very high levels.) Then there is a command which examines the chest carefully for traps. This either uses a different skill, or the other one at twice strength, or something like that. This skill/command should be applicable to potentially trapped items generally. The basic searching skill could also be used when walking to detect traps (at a lesser chance, I think. Perhaps halved). This could make things automatic to some extent, while still having active searching be a useful thing to do. > 4) Magical alternatives would be given.... Sounds good. Cheers, Geoff. ------------------------------------------------------------------------------- Geoff Bailey (Fred the Wonder Worm) | Programmer by trade -- ftww@cs.su.oz.au | Gameplayer by vocation. ------------------------------------------------------------------------------- From owner-crossfire Fri Jun 24 22:56:46 1994 Return-Path: Received: from soda.berkeley.edu (soda.Berkeley.EDU [128.32.149.19]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 24 Jun 1994 22:56:41 +0200 Received: (peterm@localhost) by soda.berkeley.edu (8.6.9/PHILMAIL-1.10) id NAA05085 for crossfire-bugs@ifi.uio.no; Fri, 24 Jun 1994 13:56:36 -0700 Date: Fri, 24 Jun 1994 13:56:36 -0700 From: Peter Mardahl Message-Id: <199406242056.NAA05085@soda.berkeley.edu> To: crossfire-bugs@ifi.uio.no Subject: crossedit invisibility bug Status: RO When using the map editor all objects should be seen, even if they have 'invisible 1' in their archetype. It makes it very hard to place runes etc. when they're invisible. Regards, PeterM From crossfire-request Fri Jun 24 06:39:53 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, 24 Jun 1994 06:39:52 +0200 Received: from trofeo.gmi.edu by nova.gmi.edu (4.1/SMI-4.1-DNI) id AA07031; Fri, 24 Jun 94 00:43:08 EDT Date: Fri, 24 Jun 94 00:43:08 EDT From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9406240443.AA07031@nova.gmi.edu> To: crossfire@ifi.uio.no Status: RO There seems to be a problem with the cd/cd.tower1.754 map file as it does not work when used with compress. All the other maps that I have played worked. The problem occurs when using the stairwell to the room when the file is compressed. When I uncompress it only the stairwell works fine. Have a good game Ripclaw (Lev 20; Maintainer) From crossfire-request Tue Jun 21 21:11:18 1994 Return-Path: Received: from virginia.edu (uvaarpa.Virginia.EDU [128.143.2.7]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Tue, 21 Jun 1994 21:11:16 +0200 Received: from sonja.math.virginia.edu by uvaarpa.virginia.edu id aa18770; 21 Jun 94 15:11 EDT Received: by sonja.math.Virginia.EDU (NX5.67c/NX3.0S) id AA05297; Tue, 21 Jun 94 15:11:18 -0400 From: "Kevin H. Weiss" Message-Id: <9406211911.AA05297@sonja.math.Virginia.EDU> Subject: Re: detect curse To: crossfire@ifi.uio.no Date: Tue, 21 Jun 1994 15:11:15 -36803936 (EDT) X-Mailer: ELM [version 2.4 PL21] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 843 Status: RO well, here's a thought... You could make detect curse a low level spell. Just fix it so that the success of detecting a curse depends on the level of the spell caster (and perhaps the power of the item). And, to really make this meaningful, the player should NOT know that the spell failed. And, a marker in the item could signify that detect curse has already been cast on that item. As it is now, I've almost never had to wear any cursed items -- it's too easy to avoid them. BTW, my server, sonja.math.virginia.edu, has been crashing regularly -- and getting stuck in a loop. The error message is: SIGSEGV received. Emergency saves disabled, no save attempted Cleaning up... Then it just sits there... any way to make it crash less often? Or, anybody got a hack to crossloop that will `kill -KILL %crossfire` when it needs it? From crossfire-request Tue Jun 21 04:10:17 1994 Return-Path: Received: from yrsa.ifi.uio.no (2102@yrsa.ifi.uio.no [129.240.104.2]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id ; Tue, 21 Jun 1994 04:10:17 +0200 From: =?iso-8859-1?Q?H=E5vard_Lindheim?= MIME-Version: 1.0 Received: (from haavarl@localhost) by yrsa.ifi.uio.no ; Tue, 21 Jun 1994 04:10:14 +0200 Date: Tue, 21 Jun 1994 04:10:12 +0200 To: "Rupert G. Goldie" Cc: crossfire@ifi.uio.no Subject: Re: detect curse In-Reply-To: "Rupert G. Goldie" 's message of Thu, 16 Jun 1994 11:17:54 +1000 References: <199406160117.AA11910@eden-valley> Message-ID: Status: RO > The strategy I found you need to follow when starting out is the following. > First sell any weapons or armour you find until you have enough money to > buy a detect magic scroll. Now dump any stuff you find in a pile and use > detect magic to weed out the non-magical stuff. Sell the non-magical stuff. > Repeat until you can afford some identify scrolls. Now identify stuff and sell > the stuff you don't need. Use the money to buy detect magic and identify scrolls > and when you can afford it, a spellbook of detect magic. Good point! Er... Perhaps I shall mark msgs so that I don't make answers that already have been made... :) H-- From crossfire-request Tue Jun 21 04:08:33 1994 Return-Path: Received: from yrsa.ifi.uio.no (2102@yrsa.ifi.uio.no [129.240.104.2]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id ; Tue, 21 Jun 1994 04:08:33 +0200 From: =?iso-8859-1?Q?H=E5vard_Lindheim?= MIME-Version: 1.0 Received: (from haavarl@localhost) by yrsa.ifi.uio.no ; Tue, 21 Jun 1994 04:08:31 +0200 Date: Tue, 21 Jun 1994 04:08:30 +0200 To: Bill Dyess Cc: crossfire@ifi.uio.no Subject: Re: detect curse In-Reply-To: Bill Dyess 's message of Wed, 15 Jun 1994 14:39:52 -0500 (CDT) References: Message-ID: Status: RO > Since I like my horses good and dead, let me relate a story. A friend of > mine recently started playing crossfire. He quickly learned that the > only way to find out if an item was worth anything or not was to wear > it. He also quickly learned that some items are cursed. He has worn > cursed items three or four times now, spending a great deal of effort to > gain enough gold to buy a remove curse scroll each time, and has now > learned that wearing items just doesn't pay. What does he do now? He > sells everything. Period. No checking, no detection, just sell it. A > low level detect curse would clear up his problem. He would have a > reason to save up and buy the spell, and he wouldn't spend all his time > adventuring in a cursed state. Not a good idea for your friend there! It is not all that difficult to get SOME money, and use them well: At the earliest stages, scrolls of detect magic are needed. One scroll, and all magic is detected. (It's only a second level, too.) Then, pick up the magic stuff and buy one identify-scroll - or spend 20GP in the shop, to get the magic items identified. When you sell them, they're much more valuable... This is also the reason why 'Detect curse' should not be low-level. I think (without knowing) that this strategy lies behind not having any 'Detect curse'-scrolls. It isn't nice to make it TOO easy either. H-- From crossfire-request Mon Jun 20 16:08:03 1994 Return-Path: Received: from drott.ifi.uio.no (3822@drott.ifi.uio.no [129.240.72.2]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id ; Mon, 20 Jun 1994 16:08:03 +0200 From: =?iso-8859-1?Q?Lars_Henrik_B=F8ler_Olafsen?= MIME-Version: 1.0 Received: (from larso@localhost) by drott.ifi.uio.no ; Mon, 20 Jun 1994 16:08:02 +0200 Message-Id: <199406201408.3944.drott.ifi.uio.no@ifi.uio.no> Subject: Re: Crossfire v0.89.2 To: hardgrov@minerva.cis.yale.edu (Roy F. Hardgrove) Date: Mon, 20 Jun 1994 16:08:01 +0200 (MET DST) Cc: crossfire@ifi.uio.no In-Reply-To: from "Roy F. Hardgrove" at Jun 17, 94 10:56:44 am X-Mailer: ELM [version 2.4 PL21] Content-Type: text Content-Length: 1148 Status: RO >Roy Hardgrove wrote: > 1. How do you shoot arrows or fire magic? The shift+direction > does not seems to work... Strange, worked for me .. Possible solutions: - You have to ready(apply) a bow to use it. - You need some arrows/bolts :) - You need to chose the magic you want to use. Type a ' to get the > prompt, then type: cast e.g.: >cast large fireba The "range:" will then show what you will fire. hmm .. clumsy expl.. > 2. How do you talk to other NPC? Use a " . This will give the prompt >say -Remember that not every monster will answer :) > 3. Is there an easy way to wear/wield somthing that is not at the > top of list. I do not have three button capability on my mouse. Try pressing both left and right mousebutton at the same time. If this does not work, you can allways rotate the list with '<' or '>'. Use an 'a' to apply the top item. > I'm sure these are very easy questions. I tried to find an FAQ but all I > discovered was the mail archive. If an FAQ exists could you direct me to > it? In the meantime, thanks so much for the help. I don't think there is a FAQ. -Lars From dyessww@Eng.Auburn.EDU Sun Jun 19 21:26:55 1994 Return-Path: Received: from edison.eng.auburn.edu (edison.eng.auburn.edu [131.204.10.13]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id ; Sun, 19 Jun 1994 21:26:54 +0200 Received: from zero.eng.auburn.edu (zero.eng.auburn.edu [131.204.31.7]) by edison.eng.auburn.edu (8.6.4/8.6.4) with ESMTP id OAA15472; Sun, 19 Jun 1994 14:26:51 -0500 Received: from localhost (dyessww@localhost) by zero.eng.auburn.edu (8.6.4/8.6.4) id OAA16303; Sun, 19 Jun 1994 14:26:50 -0500 Date: Sun, 19 Jun 1994 14:20:17 -0500 (CDT) From: Bill Dyess Subject: Re: Crossfire v0.89.2 To: "Roy F. Hardgrove" cc: frankj@ifi.uio.no, crossfire@ifi.uio.no In-Reply-To: Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO > 1. How do you shoot arrows or fire magic? The shift+direction > does not seems to work... Works for me. Make sure that you specify a spell to cast first, by typing (for example): 'cast burning hands you can fire arrows by first readying a bow by clicking on it with the middle mouse button. Once you have something readied, pressing shift and direction should work. Note that for spell casting, the first shift+direction starts the casting, and the second one (after the casting is complete) actually fires the spell. > 2. How do you talk to other NPC? Type " (quote) followed by the text you want to say. > 3. Is there an easy way to wear/wield somthing that is not at the > top of list. I do not have three button capability on my mouse. Not that I know of. Irritating, isn't it? If you are using Linux & XFree86, add the the line 'Emulate3Buttons' to your Xconfig file. Then when you press the left and right buttons simultaneously, it will act like the middle button was pressed. Kind of a kludge, but it works. Better though is to get a real 3 button mouse :). > I'm sure these are very easy questions. I tried to find an FAQ but all I > discovered was the mail archive. If an FAQ exists could you direct me to > it? In the meantime, thanks so much for the help. There isn't one that I know of. Want to start it? :) --Bill From owner-crossfire Fri Jul 1 20:01:34 1994 Return-Path: Received: from ns.ge.com (ns.ge.com [192.35.39.24]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 1 Jul 1994 20:01:26 +0200 Received: from [129.204.6.42] by ns.ge.com (5.65/GE Gateway 1.23) with SMTP id AA23134; Fri, 1 Jul 94 13:53:40 -0400 Received: from kauai.MOTOWN.GE.COM (kauai.MOTOWN.GE.COM [129.204.4.64]) by serling.MOTOWN.GE.COM (8.6.8.1/8.6.6) with ESMTP id OAA16770 for ; Fri, 1 Jul 1994 14:01:02 -0400 From: "Brett C. Helbig" Received: (bhelbig@localhost) by kauai.MOTOWN.GE.COM (8.6.8.1/8.6.6) id OAA02770 for crossfire-bugs@ifi.uio.no; Fri, 1 Jul 1994 14:01:01 -0400 Date: Fri, 1 Jul 1994 14:01:01 -0400 Message-Id: <199407011801.OAA02770@kauai.MOTOWN.GE.COM> To: crossfire-bugs@ifi.uio.no Subject: crossfire bug Status: RO I am having a problem with crossfire that is causing it to crash intermittently. I am running version 0.91.1 on a Sun running SunOS 4.1.3 and Openwindows. I compiled crossfire with gcc version 2.1 with the default flags in the makefile. The output of crossfire before the bug is the following: ld.so: warning: /usr/openwin/lib/libX11.so.4.3 has older revision than expected 10 Welcome to CrossFire, v0.91.1 Copyright (C) 1994 Mark Wedel. Copyright (C) 1992 Frank Tore Johansen. Error: get_map_ob called when mas was not in memory. Abort Here is the output of "crossfire -o": ld.so: warning: /usr/openwin/lib/libX11.so.4.3 has older revision than expected 10 Welcome to CrossFire, v0.91.1 Copyright (C) 1994 Mark Wedel. Copyright (C) 1992 Frank Tore Johansen. Non-standard include files: Secure: Logging: Libdir: /home/bhelbig/bin/crossfire-0.91.1/lib Perm file: /forbid Shutdown file: /shutdown Save player: Save mode: 0666 Playerdir: /players Save homedir: Lock player: Unique items: Itemsdir: /unique-items Lock items: Use checksum: Tmpdir: /tmp Fontdir: /home/bhelbig/bin/crossfire-0.91.1/fonts Compress: /local/bin/compress Uncompress: /local/bin/uncompress Map max timeout: 1000 Map reset: Max objects: 6000 Use_calloc: Speed_game: Use_los: CD los: CHRFONT: Use_swap_stats: Sound_effects: Server: Explore mode: Shop listings: Max_time: 120000 SunOS kauai 4.1.3 1 sun4m As I said, the problem is intermittent but causes the program to crash before I have played the game for too long. The time between starting the game and the crash varies but is not longer than about 2 minutes. Please let me know what I can do to fix this problem. Thanks. Brett Helbig