From crossfire-request Fri Sep 2 12:19:51 1994 Return-Path: Received: from gin.obspm.fr (gin.obspm.fr [145.238.16.19]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 2 Sep 1994 12:19:50 +0200 Received: (from wacren@localhost) by gin.obspm.fr (8.6.9/8.6.9) id MAA22466; Fri, 2 Sep 1994 12:24:17 +0200 Date: Fri, 2 Sep 1994 12:24:17 +0200 Message-Id: <199409021024.MAA22466@gin.obspm.fr> To: Crossfire discussion list Subject: sounds.h not included From: Laurent Wacrenier X-Attribution: LaW X-Face: <-) X-http: http://gin.obspm.fr/~wacren/ Mime-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8bits Status: RO crossfire 91.4 doesn't compile with SOUND_EFFECTS option because sounds.h is not included in the spell_effect.c file: *** server/spell_effect.c Fri Sep 2 12:18:23 1994 --- server/spell_effect.c.old Fri Sep 2 12:17:34 1994 *************** *** 33,41 **** #include #endif #include - #ifdef SOUND_EFFECTS - #include - #endif extern object *objects; --- 33,38 ---- -- Laurent From crossfire-request Fri Sep 2 11:27:22 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 ; Fri, 2 Sep 1994 11:27:22 +0200 From: Kjetil Torgrim Homme Received: (from kjetilho@localhost) by surt.ifi.uio.no ; Fri, 2 Sep 1994 11:27:20 +0200 Date: Fri, 2 Sep 1994 11:27:20 +0200 Message-Id: <199409020927.13362.surt.ifi.uio.no@ifi.uio.no> To: cas@cs.adelaide.edu.au CC: crossfire@ifi.uio.no In-reply-to: <9409020810.AA08264@paprika.cs.adelaide.edu.au> (cas@cs.adelaide.edu.au) Subject: Re: Corrupt characters, messages, etc.. Status: RO +--- Craig Spencer: | 2. We have also found that the message matching at times exhibits | very unexpected behaviour. Can it be forced to do exact matching, | with the use of '"'s perhaps? If not, has someone written a | better matching algorithm, which does so? You can use regexps. As the routine is written by yours truly, there are some bugs and mismatches, but it generally works fine. To give an explicit example, ^Hello$ matches only input of that word alone. Kjetil T. From crossfire-request Fri Sep 2 10:10:32 1994 Return-Path: Received: from tigger.cs.adelaide.edu.au (root@tigger.cs.adelaide.edu.au [129.127.8.65]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 2 Sep 1994 10:10:29 +0200 Received: from paprika.cs.adelaide.edu.au (via delivery) by tigger.cs.adelaide.edu.au with SMTP (5.65/UA-5.20) id AA00188; Fri, 2 Sep 94 17:40:19 +0930 X-Authentic-Sender: cas@paprika.cs.adelaide.edu.au Received: by paprika.cs.adelaide.edu.au (5.65/SMI-4.1)id AA08264; Fri, 2 Sep 94 17:40:15 +0930 From: cas@cs.adelaide.edu.au (Craig Spencer) Message-Id: <9409020810.AA08264@paprika.cs.adelaide.edu.au> Subject: Corrupt characters, messages, etc.. To: crossfire@ifi.uio.no Date: Fri, 2 Sep 1994 17:40:13 +0930 (CST) X-Mailer: ELM [version 2.4 PL21] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 1653 Status: RO Hi all, just a couple of questions. 1. We have been writing some highly interactive quests, with npcs having to do a lot of talking, and have found that they have quite a limited amount of space assigned for messages. Is there an easy way to give them more space, or are we just going to use more npcs. 2. We have also found that the message matching at times exhibits very unexpected behaviour. Can it be forced to do exact matching, with the use of '"'s perhaps? If not, has someone written a better matching algorithm, which does so? 3. We have fixed emergency save for a UNIX 4.3.1 based system, do the implementers want to have a listing of what we've done, as it was not very difficult, or has it been fixed in version 0.91.4? 4. We found that polymorphing wands and staves causes core dumps. Does anyone know how to fix this, other than the obvious removal of the chance for the polymorphing for these items? 5. We have found that players have a problem when they have a word of recall applied but not yet effected when the game crashes and emergency saves with it as part of the inventory. We have written scripts to remove the unwanted code, but were wondering if anyone had solved the problem within crossfire itself? Looking forward to hearing from you all, Craig. (and able assistant Elio) ---------------------------------------------------------------------------- "I think the best sign that there is intelligent life out there is that it hasn't tried to contact us yet!" cas@cs.adelaide.edu.au ---------------------------------------------------------------------------- From crossfire-request Thu Sep 1 19:30:24 1994 Return-Path: Received: from acasun.eckerd.edu (acasun.eckerd.edu [198.187.211.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Thu, 1 Sep 1994 19:30:19 +0200 Received: by acasun.eckerd.edu (5.0/SMI-SVR4) id AA12338; Thu, 1 Sep 1994 13:18:19 +0500 Date: Thu, 1 Sep 1994 13:18:19 +0500 From: roy@eckerd.edu (Jonathan Roy) Message-Id: <9409011718.AA12338@acasun.eckerd.edu> To: crossfire@ifi.uio.no Content-Length: 100 Status: RO /* Undefine this if you don't want to use the rplay library. */ Should read 'if you want'... :) From owner-crossfire Fri Sep 2 08:00:20 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 ; Fri, 2 Sep 1994 08:00:19 +0200 Received: (from kjetilho@localhost) by surt.ifi.uio.no ; Fri, 2 Sep 1994 08:00:17 +0200 Date: Fri, 2 Sep 1994 08:00:17 +0200 Message-Id: <199409020600.561.surt.ifi.uio.no@ifi.uio.no> To: crossfire-announce@ifi.uio.no From: Mark Wedel Subject: Crossfire 0.91.4 is released Sender: Kjetil T Homme Errors-To: owner-crossfire@ifi.uio.no Reply-To: Crossfire discussion list Status: RO There are four separate tar archives in the Crossfire 0.91.4 distribution: sums (bsd) filename 56109 401 crossfire-0.91.3-0.91.4.diff.gz 27696 602 crossfire-0.91.4.arch.tar.gz 09063 1222 crossfire-0.91.4.maps.tar.gz 54168 1150 crossfire-0.91.4.tar.gz crossfire-0.91.4.tar.gz contains the actual program code, as well as premade archetype, bitmaps, and xpm files. See the CHANGES file in this archive for everything that has changed. crossfire-0.91.4-maps.tar.gz contains all the maps. A new section has been added (Accessible by accessing a ship in Scorn) crossfire-0.91.4-arch.tar.gz contains the unpacked archetype (arch) directory. This file is not needed if you just want to compile the games and play. The contents of this archive is used to create the archetypes, bmaps, font, and X PixMap (XPM) files. You only need it if you want to add new archetypes, or mess around with the existing ones. crossfire-0.91.3-0.91.4.diff.gz is a compressed patch file. It patches all files that are in the core distribution. AVAILABILITY: Crossfire is avaible on the following ftp sites Primary: ftp.i.net:/pub/crossfire2 (192.243.32.18) ftp.ifi.uio.no:/pub/crossfire (129.240.82.2) Secondary: yoyo.cc.monash.edu.au:/pub/crossfire (130.194.9.1) ftp.cs.city.ac.uk:/pub/games/crossfire/ ftp.sunet.se:/pub/unix/games/crossfire (130.238.127.3) I uploaded this version to both primary sites, there may be a slight delay for the secondary sites to receive this. Note: The ftp.i.net site has two crossfire directories - /pub/crossfire and /pub/crossfire2 The new source is in the later directory. In future, ftp.i.new will be the only site I upload to. I have been set up with permissions to upload to that site/directory directly (thanks nabil@i.net), and it is a lot more convenient as well as faster. Those who are mirror should change there set up to get new sources off ftp.i.net - at least if they want to get them as soon as possible. I am not sure how ftp.ifi.uio.no will mirror, but I would imagine you could still get the sources off that site with a slightly delay. Mark Wedel master@rahul.net From crossfire-request Tue Sep 13 12:49:29 1994 Return-Path: Received: from hilja.it.lut.fi (hevi@hilja.it.lut.fi [157.24.11.72]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Tue, 13 Sep 1994 12:49:28 +0200 Received: from localhost (hevi@localhost) by hilja.it.lut.fi (8.6.5/8.6.5/1.12.kim) id NAA26934; Tue, 13 Sep 1994 13:49:24 +0300 Date: Tue, 13 Sep 1994 13:49:23 +0300 (EET DST) From: Petri Heinila Subject: Re: Rhyme and Reason behing the game... (artefacts and player killings) To: crossfire@ifi.uio.no In-Reply-To: <199409130034.AA23799@eden-valley> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Tue, 13 Sep 1994, Rupert G. Goldie wrote: > IMHO, polypiling was the biggest single crock in Nethack. It reduced the game > to collecting every available item and polymorphing it until you have the > stuff you want. But the polymorph wand is wery rare you might have a game you newer seen it, or if luck then maybe two ones which means about 40 use-times. Use os Wand of Wishing is indeed better way to obtain items :) [this concern the version 3.1.3] -- The Page -- From crossfire-request Tue Sep 13 11:34:42 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 ; Tue, 13 Sep 1994 11:34:42 +0200 Received: from mailhost.aber.ac.uk (actually saturn.dcs.aber.ac.uk) by mailsun.aber.ac.uk with SMTP (PP); Tue, 13 Sep 1994 10:34:26 +0100 To: Ken Woodruff Cc: crossfire@ifi.uio.no Subject: Re: Alignment... In-reply-to: Your message of "Mon, 12 Sep 1994 13:28:59 PDT." <199409122028.NAA00396@cds9075.cadence.com> Date: Tue, 13 Sep 1994 10:34:21 +0100 Message-ID: <12495.779448861@mailhost.aber.ac.uk> From: BENJAMIN THOMAS KETTERIDGE Status: RO Ken wrote: [loads of good stuff about citizenship munged...] > The shortcoming (or >maybe not) of this implementation would be that it would be >possible for users to become citizens of more than one place. In our world it is possible to have dual (or more) citizenship, so why not, if you can complete tasks for more than one citystate, be a citizen of more than one? (Solution to this, if you want single citizenship only, is to put an 'anti-lock' on the quest, so that someone who is already a citizen of somewhere else cannot enter the quest maps!?) >Unlike alignment, which would affect virtually all existing maps, >the notion of citizenship could be introduced gradually in new maps >and added to existing ones as seen fit. One obvious initial >candidate would be ships--i.e you wouldn't be able to take a ship >to a city unless you were a citizen of the destination city. Very nice solution. However, it's not the responsibility of the captain of a ship to restrict access to a place, it is more the responsibility of immigration officers - so you might have an immigration office at the exit from the harbour? (or dragon-port!) One question tho', how do you get to a city you're not a citizen of, if you wish to complete the quest for that city? Ben. +--------------------------------------------------------------------------+ | _|--|_ o | Disclaimer: I've got a baby, and I don't know what to do! | | (\/) +---+ +---------------------------------+-------------------------+ | vv / \ | But then, does anyone? :-) | btk@aber.ac.uk | +--------------+---------------------------------+-------------------------+ From crossfire-request Tue Sep 13 08:13:07 1994 Return-Path: Received: from bnr.ca (x400gate.bnr.ca [192.58.194.73]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Tue, 13 Sep 1994 08:13:05 +0200 X400-Received: by mta bnr.ca in /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Tue, 13 Sep 1994 02:12:23 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Tue, 13 Sep 1994 02:12:16 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Tue, 13 Sep 1994 02:12:00 -0400 Date: Tue, 13 Sep 1994 01:12:00 -0500 X400-Originator: /dd.id=1627294/g=tuan/i=t/s=doan/@bnr.ca X400-MTS-Identifier: [/PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/;bcars735.b.995:13.08.94.06.12.16] X400-Content-Type: P2-1984 (2) Content-Identifier: Re: Problem w... From: "tuan (t.) doan" Sender: "tuan (t.) doan" Message-ID: <"14996 Tue Sep 13 02:12:18 1994"@bnr.ca> To: peterm@csua.berkeley.edu Cc: crossfire@ifi.uio.no Subject: Re: Problem with 0.91.4 version? Status: RO Hello, One of the archetype that is messed up is the city_tower >dumpbelow arch city_tower_2 name Tower face city-tower.211 x 19 y 22 type 66 no_pick 1 is_floor end There is another tower to the left that does _not_messed up >dumpbelow arch city_tower_2 name Newbie Tower slaying towers/tower face city-tower.211 x 16 y 24 type 66 no_pick 1 is_floor 1 end The temporary file saved in the tmp directory is definitely corrupted. And the problem does seems to happen when the tmp file is created. One instance of that file has the following data 1 arch map 2 name city 3 msg 4 Creator: Skud the Great 5 Email: tvangod@ecst.csuchico.edu 6 Date: Tue Oct 5 12:42:30 1993 7 endmsg 8 hp 15 9 sp 19 10 x 32 11 y 32 12 end 13 arch sea 14 end 15 arch sea 16 y 1 17 end 18 arch sea 19 y 2 20 end 21 arch cobblestones2 22 y 3 23 end : 6268 sp 20 6269 x 20 6270 y 3 6271 end 6272 More 6273 arch big_galleon_3 6274 name To Port Joseph 6275 slaying /langley/town/portjoseph 6276 hp 10 6277 sp 20 6278 x Another instance has the following data 1 arch map 2 msg 3 Creator: 4 Email: 5 Date: Fri Oct 15 13:58:03 1993 6 endmsg 7 hp 16 8 sp 29 9 x 32 10 y 32 11 end 12 arch grass 13 end 14 arch grass 15 y 1 16 end 17 arch grass 18 y 2 19 end 20 arch grass 21 y 3 22 end 23 arch grass : 5620 face kobold.112 5621 x 26 5622 y 8 5623 speed_left -0.700000 5624 state 1 5625 end 5626 arch kobold 5627 fac In the first case, the tower at location x=16,y=23 and x=16,y=24 existed; but the tower at location x=19,y=21 and x=19,y=22 does _not_ In the second case, neither tower is present; as a matter of fact the string 'city_tower' does not exists at all! Regards, __ __/ / / __ / | / Tuan T. Doan / / / / / / | / IEC Layer Testing and Advance Technology / / / __ / / | / 2201 Lakeside Blvd. P.O. Box 833871 __/ ______/ __/ __/ __/ __/ Richardson, TX 75083-3871 "It's a kind of magic" -Highlander Phone: 6-444-4575/214-684-4575 Internet: tdoan@bnr.ca Fax: 6-444-3716/214-684-3716 From crossfire-request Tue Sep 13 06:46:04 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Tue, 13 Sep 1994 06:46:02 +0200 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA18048 (5.67a8/IDA-1.5 for ); Mon, 12 Sep 1994 21:45:55 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA07729 (5.67a8/IDA-1.5); Mon, 12 Sep 1994 21:45:54 -0700 Received: by bolero.rahul.net id AA28399 (5.67a8/IDA-1.5); Mon, 12 Sep 1994 21:45:52 -0700 Date: Mon, 12 Sep 1994 21:45:52 -0700 From: Mark Wedel Message-Id: <199409130445.AA28399@bolero.rahul.net> To: Wacren@Gin.ObsPM.Fr, tdoan@bnr.ca Subject: Re: Problem with 0.91.4 version? Cc: crossfire@ifi.uio.no Status: RO check out the TMPDIR (or seomthign like it) in the config.h file. That is at least where all the temp maps are stored (I think for character writing, /tmp is still used, but taht should never consume much space.) As for XPM bleeding: Pretty much all the images do have a dark outline. Some images will be ahrd to see on some floors. To fix this would probalby make them look bad on other floors. In general, the cases where it is hard to see make sense (a dagger on a dark floor for example) --Mark From crossfire-request Tue Sep 13 06:34:43 1994 Return-Path: Received: from bnr.ca (x400gate.bnr.ca [192.58.194.73]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Tue, 13 Sep 1994 06:34:41 +0200 X400-Received: by mta bnr.ca in /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Tue, 13 Sep 1994 00:33:59 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Tue, 13 Sep 1994 00:33:41 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Sun, 11 Sep 1994 00:32:00 -0400 Date: Mon, 12 Sep 1994 23:32:00 -0500 X400-Originator: /dd.id=1627294/g=tuan/i=t/s=doan/@bnr.ca X400-MTS-Identifier: [/PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/;bcars735.b.523:13.08.94.04.33.41] X400-Content-Type: P2-1984 (2) Content-Identifier: Re: Problem w... From: "tuan (t.) doan" Sender: "tuan (t.) doan" Message-ID: <"6529 Tue Sep 13 00:33:48 1994"@bnr.ca> To: Wacren@gin.obspm.fr Cc: crossfire@ifi.uio.no Subject: Re: Problem with 0.91.4 version? Status: RO In message "Re: Problem with 0.91.4 version?", 'Wacren@Gin.ObsPM.fr' writes: > >|> 1. The server crashes on a average of about 3 hours. > >You're lucky. one mine it's less than one hour. > >|> 2. The map screw up on a average of 15 mins. Some of the buildings >|> disappeared! The exit in some shop disappeared because about 4 >|> columns on the rightmost portion of the map are cleared. > >I guess the temporary directory disk is full because of too many >crashes. Empty it and restart the server. Warn that is you save you >character in this circunstances he/she could be crashed too (cause >he/she is temporary saved in this dir too.) > >You could rewrite the crossloop script to let it to erase the >temporary maps after a crash. I've my onwn version but it's OS >dependant (for SunOS.) You could also periodicaly empty the disk. > >On my (small) temp disk (less than 10 Meg) I erased it every 12 hours >and i still had problems with the old script. I added this line in my >crontab(1) : > >50 18,6 * * * find /tmp ! -atime -1 -exec rm -f '{}' \; > >-- Laurent No can do. Because /tmp is a share server directory. I can only delete file that I owned. Besides, I ran the server in non detach mode and it does not create any files (that I can tell) in /tmp Is there a way of making crossfire not use /tmp disk at all? I rather create a temporary directory somewhere safe and save the temp data there. On our server if the /tmp is full it could bring the entire server down and I do not want that to happen. Oh, kudos to who ever did the XPM stuffs; it's awesome. Sometime it's hard to see the foreground archetypes because it "bleed" with the background. Maybe, if all the foreground archetypes would have a dark boundary drawn around it, it will makes viewing a lot better. Just a suggestion. :-) Thanks, __ __/ / / __ / | / Tuan T. Doan / / / / / / | / IEC Layer Testing and Advance Technology / / / __ / / | / 2201 Lakeside Blvd. P.O. Box 833871 __/ ______/ __/ __/ __/ __/ Richardson, TX 75083-3871 "It's a kind of magic" -Highlander Phone: 6-444-4575/214-684-4575 Internet: tdoan@bnr.ca Fax: 6-444-3716/214-684-3716 From crossfire-request Tue Sep 13 06:13:21 1994 Return-Path: Received: from kir.obspm.fr (kir.obspm.fr [145.238.16.18]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Tue, 13 Sep 1994 06:13:20 +0200 Received: (from wacren@localhost) by kir.obspm.fr (8.6.9/8.6.9) id GAA16951; Tue, 13 Sep 1994 06:17:48 +0200 Date: Tue, 13 Sep 1994 06:17:48 +0200 Message-Id: <199409130417.GAA16951@kir.obspm.fr> To: "tuan (t.) doan" Cc: crossfire@ifi.uio.no Subject: Re: Problem with 0.91.4 version? In-Reply-To: <"24806 Mon Sep 12 22:36:37 1994"@bnr.ca> References: <"24806 Mon Sep 12 22:36:37 1994"@bnr.ca> From: Laurent Wacrenier X-Attribution: LaW X-Face: <-) X-http: http://gin.obspm.fr/~wacren/ Mime-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8bits Status: RO |> 1. The server crashes on a average of about 3 hours. You're lucky. one mine it's less than one hour. |> 2. The map screw up on a average of 15 mins. Some of the buildings |> disappeared! The exit in some shop disappeared because about 4 |> columns on the rightmost portion of the map are cleared. I guess the temporary directory disk is full because of too many crashes. Empty it and restart the server. Warn that is you save you character in this circunstances he/she could be crashed too (cause he/she is temporary saved in this dir too.) You could rewrite the crossloop script to let it to erase the temporary maps after a crash. I've my onwn version but it's OS dependant (for SunOS.) You could also periodicaly empty the disk. On my (small) temp disk (less than 10 Meg) I erased it every 12 hours and i still had problems with the old script. I added this line in my crontab(1) : 50 18,6 * * * find /tmp ! -atime -1 -exec rm -f '{}' \; -- Laurent From crossfire-request Tue Sep 13 05:35:22 1994 Return-Path: Received: from bnr.ca (x400gate.bnr.ca [192.58.194.73]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Tue, 13 Sep 1994 05:35:20 +0200 X400-Received: by mta bnr.ca in /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Mon, 12 Sep 1994 23:34:19 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Mon, 12 Sep 1994 23:33:56 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Sat, 10 Sep 1994 23:30:00 -0400 Date: Mon, 12 Sep 1994 22:30:00 -0500 X400-Originator: /dd.id=1627294/g=tuan/i=t/s=doan/@bnr.ca X400-MTS-Identifier: [/PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/;bcars735.b.758:13.08.94.03.33.56] X400-Content-Type: P2-1984 (2) Content-Identifier: Re: Problem w... From: "tuan (t.) doan" Sender: "tuan (t.) doan" Message-ID: <"769 Mon Sep 12 23:34:04 1994"@bnr.ca> To: peterm@csua.berkeley.edu Cc: crossfire@ifi.uio.no Subject: Re: Problem with 0.91.4 version? Status: RO In message "Re: Problem with 0.91.4 version?", 'peterm@CSUA.Berkeley.edu' writes: >In message <"24806 Mon Sep 12 22:36:37 1994"@bnr.ca> , "tuan (t.) doan" writes: >>Hello, >> >> There seems to be a major problem with 0.91.4 release. >> >>1. The server crashes on a average of about 3 hours. > >That's about par for any version of crossfire I've seen. > >>2. The map screw up on a average of 15 mins. Some of the buildings >> disappeared! The exit in some shop disappeared because about 4 >> columns on the rightmost portion of the map are cleared. > >I have not experienced this problem..... What system are you running on? Here is the dump of crossfire -o Welcome to CrossFire, v0.91.4 Copyright (C) 1994 Mark Wedel. Copyright (C) 1992 Frank Tore Johansen. Non-standard include files: Secure: Logging: Libdir: /bnr/users/flash1/common/games/crossfire/crossfire-0.91.4/lib Perm file: /forbid Shutdown file: /shutdown Save player: Save mode: 0660 Playerdir: /players Save homedir: Lock player: Unique items: Use checksum: Tmpdir: /tmp Fontdir: /bnr/users/flash1/common/games/crossfire/crossfire-0.91.4/fonts Compress: /local/bin/compress Uncompress: /local/bin/uncompress Map max timeout: 1000 Map reset: Max objects: 6000 Use_calloc: CHRFONT: Use_swap_stats: Sound_effects: Server: Port: 13326 Explore mode: Shop listings: Max_time: 120000 HP-UX crchh404 A.09.03 A 9000/720 2011526919 two-user license >PeterM Regards, __ __/ / / __ / | / Tuan T. Doan / / / / / / | / IEC Layer Testing and Advance Technology / / / __ / / | / 2201 Lakeside Blvd. P.O. Box 833871 __/ ______/ __/ __/ __/ __/ Richardson, TX 75083-3871 "It's a kind of magic" -Highlander Phone: 6-444-4575/214-684-4575 Internet: tdoan@bnr.ca Fax: 6-444-3716/214-684-3716 From crossfire-request Tue Sep 13 05:31:51 1994 Return-Path: Received: from bnr.ca (x400gate.bnr.ca [192.58.194.73]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Tue, 13 Sep 1994 05:31:49 +0200 X400-Received: by mta bnr.ca in /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Mon, 12 Sep 1994 23:31:37 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Mon, 12 Sep 1994 23:31:17 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Sat, 10 Sep 1994 23:27:00 -0400 Date: Mon, 12 Sep 1994 22:27:00 -0500 X400-Originator: /dd.id=1627294/g=tuan/i=t/s=doan/@bnr.ca X400-MTS-Identifier: [/PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/;bcars735.b.463:13.08.94.03.31.17] X400-Content-Type: P2-1984 (2) Content-Identifier: Problem with ... From: "tuan (t.) doan" Sender: "tuan (t.) doan" Message-ID: <"485 Mon Sep 12 23:31:24 1994"@bnr.ca> To: crossfire@ifi.uio.no Subject: Problem with 0.91.4 version? Status: RO Hello, The problem below occurs in both server and nonserver mode. Also when the problem occurs there will be only 2 1/2 ship at the Port area of Scorn. That is, two normal ships (starting from the left side) and one ship with only the top half showing (ie: the bottom half of the ship is not there). Looks like the ship is sinking :-) Regards, __ __/ / / __ / | / Tuan T. Doan / / / / / / | / IEC Layer Testing and Advance Technology / / / __ / / | / 2201 Lakeside Blvd. P.O. Box 833871 __/ ______/ __/ __/ __/ __/ Richardson, TX 75083-3871 "It's a kind of magic" -Highlander Phone: 6-444-4575/214-684-4575 Internet: tdoan@bnr.ca Fax: 6-444-3716/214-684-3716 -------- FORWARDED --------> Hello, There seems to be a major problem with 0.91.4 release. 1. The server crashes on a average of about 3 hours. 2. The map screw up on a average of 15 mins. Some of the buildings disappeared! The exit in some shop disappeared because about 4 columns on the rightmost portion of the map are cleared. Anyone experiencing these problems? Any suggestion on the fixes? Oh, I did compiled with the UNIQUE_ITEM stuffs off. Regards, __ __/ / / __ / | / Tuan T. Doan / / / / / / | / IEC Layer Testing and Advance Technology / / / __ / / | / 2201 Lakeside Blvd. P.O. Box 833871 __/ ______/ __/ __/ __/ __/ Richardson, TX 75083-3871 "It's a kind of magic" -Highlander Phone: 6-444-4575/214-684-4575 Internet: tdoan@bnr.ca Fax: 6-444-3716/214-684-3716 From crossfire-request Tue Sep 13 05:18:29 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Tue, 13 Sep 1994 05:18:28 +0200 Received: from LOCALHOST (LOCALHOST [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id UAA28272; Mon, 12 Sep 1994 20:18:19 -0700 Message-Id: <199409130318.UAA28272@soda.CSUA.Berkeley.EDU> To: "tuan (t.) doan" cc: crossfire@ifi.uio.no Subject: Re: Problem with 0.91.4 version? In-reply-to: Your message of "Mon, 12 Sep 1994 21:35:00 CDT." <"24806 Mon Sep 12 22:36:37 1994"@bnr.ca> Date: Mon, 12 Sep 1994 20:18:17 -0700 From: Peter Mardahl Status: RO In message <"24806 Mon Sep 12 22:36:37 1994"@bnr.ca> , "tuan (t.) doan" writes: >Hello, > > There seems to be a major problem with 0.91.4 release. > >1. The server crashes on a average of about 3 hours. That's about par for any version of crossfire I've seen. >2. The map screw up on a average of 15 mins. Some of the buildings > disappeared! The exit in some shop disappeared because about 4 > columns on the rightmost portion of the map are cleared. I have not experienced this problem..... What system are you running on? PeterM From crossfire-request Tue Sep 13 05:17:13 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Tue, 13 Sep 1994 05:17:10 +0200 Received: from LOCALHOST (LOCALHOST [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id UAA28161; Mon, 12 Sep 1994 20:16:56 -0700 Message-Id: <199409130316.UAA28161@soda.CSUA.Berkeley.EDU> To: cas@cs.adelaide.edu.au (Craig Spencer) cc: crossfire@ifi.uio.no (crossfire discussion) Subject: Re: Minimum for map making? In-reply-to: Your message of "Tue, 13 Sep 1994 12:12:48 +0930." <9409130242.AA25149@paprika.cs.adelaide.edu.au> Date: Mon, 12 Sep 1994 20:16:48 -0700 From: Peter Mardahl Status: RO In message <9409130242.AA25149@paprika.cs.adelaide.edu.au>, Craig Spencer write s: >Just out of interest, does anyone know what is the minimum required to be able >to use crossedit fully. >I have some people here who want to design maps, but have restrictions on >memory. > > Thanx in advance, > Craig. I just did a quick test of this. The Xserver grew to be 4.9 meg in size on the machine I was using as a console, of which 3 Meg was resident. It had been about 644k resident before this. crossedit used 2.7 megs of ram on the machine I was running it on. The Xserver memory you probably don't have to pay for. The 2.7 megs you DO have to pay for. 2.7 megs does not seem all that out-of-line. I had one large map up during this test. This test was done on a sun4 system with -g -O compiler flags. I would guess that if you're using a system which has less than 12 megs of RAM, you're screwed: also if you must share the mahine. Regards, PeterM From crossfire-request Tue Sep 13 04:43:08 1994 Return-Path: Received: from tigger.cs.adelaide.edu.au (root@tigger.cs.adelaide.edu.au [129.127.8.65]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Tue, 13 Sep 1994 04:43:05 +0200 Received: from paprika.cs.adelaide.edu.au (via delivery) by tigger.cs.adelaide.edu.au with SMTP (5.65/UA-5.20) id AA29403; Tue, 13 Sep 94 12:12:59 +0930 X-Authentic-Sender: cas@paprika.cs.adelaide.edu.au Received: by paprika.cs.adelaide.edu.au (5.65/SMI-4.1)id AA25149; Tue, 13 Sep 94 12:12:49 +0930 From: cas@cs.adelaide.edu.au (Craig Spencer) Message-Id: <9409130242.AA25149@paprika.cs.adelaide.edu.au> Subject: Minimum for map making? To: crossfire@ifi.uio.no (crossfire discussion) Date: Tue, 13 Sep 1994 12:12:48 +0930 (CST) X-Mailer: ELM [version 2.4 PL21] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 503 Status: RO Just out of interest, does anyone know what is the minimum required to be able to use crossedit fully. I have some people here who want to design maps, but have restrictions on memory. Thanx in advance, Craig. ---------------------------------------------------------------------------- "I think the best sign that there is intelligent life out there is that it hasn't tried to contact us yet!" cas@cs.adelaide.edu.au ---------------------------------------------------------------------------- From crossfire-request Tue Sep 13 04:37:06 1994 Return-Path: Received: from bnr.ca (x400gate.bnr.ca [192.58.194.73]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Tue, 13 Sep 1994 04:37:05 +0200 X400-Received: by mta bnr.ca in /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Mon, 12 Sep 1994 22:36:48 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Mon, 12 Sep 1994 22:36:28 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Sat, 10 Sep 1994 22:35:00 -0400 Date: Mon, 12 Sep 1994 21:35:00 -0500 X400-Originator: /dd.id=1627294/g=tuan/i=t/s=doan/@bnr.ca X400-MTS-Identifier: [/PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/;bcars735.b.793:13.08.94.02.36.28] X400-Content-Type: P2-1984 (2) Content-Identifier: Problem with ... From: "tuan (t.) doan" Sender: "tuan (t.) doan" Message-ID: <"24806 Mon Sep 12 22:36:37 1994"@bnr.ca> To: crossfire@ifi.uio.no Subject: Problem with 0.91.4 version? Status: RO Hello, There seems to be a major problem with 0.91.4 release. 1. The server crashes on a average of about 3 hours. 2. The map screw up on a average of 15 mins. Some of the buildings disappeared! The exit in some shop disappeared because about 4 columns on the rightmost portion of the map are cleared. Anyone experiencing these problems? Any suggestion on the fixes? Oh, I did compiled with the UNIQUE_ITEM stuffs off. Regards, __ __/ / / __ / | / Tuan T. Doan / / / / / / | / IEC Layer Testing and Advance Technology / / / __ / / | / 2201 Lakeside Blvd. P.O. Box 833871 __/ ______/ __/ __/ __/ __/ Richardson, TX 75083-3871 "It's a kind of magic" -Highlander Phone: 6-444-4575/214-684-4575 Internet: tdoan@bnr.ca Fax: 6-444-3716/214-684-3716 From crossfire-request Tue Sep 13 02:38:03 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, 13 Sep 1994 02:37:49 +0200 Received: from wyndham-estates.aaii.oz.AU by eden-valley with SMTP (5.65c/SMI-4.0/AAII) id AA23836; Tue, 13 Sep 1994 10:37:02 +1000 Message-Id: <199409130037.AA23836@eden-valley> Received: from nagambie.aaii.oz.AU (nagambie) by wyndham-estates. (5.65c/SMI-4.0) id AA24627; Tue, 13 Sep 1994 10:37:02 +1000 Received: from localhost by nagambie.aaii.oz.AU (4.1/SMI-4.0) id AA01109; Tue, 13 Sep 94 10:37:08 EST To: crossfire@ifi.uio.no From: "Rupert G. Goldie" Reply-To: rgg@aaii.oz.au In-Reply-To: Message from Peter Mardahl of 1994-Sep-12 11:30:20, <199409121830.LAA01309@soda.CSUA.Berkeley.EDU> Date: Tue, 13 Sep 1994 10:37:08 +1000 Sender: rgg@aaii.oz.au Status: RO Peter Mardahl wrote: > > So you're running in a direction. The first time you 'hit' your friend, > you push him the other times, which occur a split second later, you > are attacking him. > > Quick way to make dogmeat of your friends. > > Mark's suggestion is the way to go. You will not strike members of > your party. Otherwise, things stay as they were. > > PeterM Yeah, it is often useful to be able to push fellow players, especially if they are heavily loaded and can hardly move. Rupert From crossfire-request Tue Sep 13 02:36:25 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, 13 Sep 1994 02:36:02 +0200 Received: from wyndham-estates.aaii.oz.AU by eden-valley with SMTP (5.65c/SMI-4.0/AAII) id AA23799; Tue, 13 Sep 1994 10:34:40 +1000 Message-Id: <199409130034.AA23799@eden-valley> Received: from nagambie.aaii.oz.AU (nagambie) by wyndham-estates. (5.65c/SMI-4.0) id AA24611; Tue, 13 Sep 1994 10:34:40 +1000 Received: from localhost by nagambie.aaii.oz.AU (4.1/SMI-4.0) id AA01090; Tue, 13 Sep 94 10:34:46 EST To: crossfire@ifi.uio.no From: "Rupert G. Goldie" Reply-To: rgg@aaii.oz.au Subject: Re: Rhyme and Reason behing the game... (artefacts and player killings) In-Reply-To: Message from Mark Wedel of 1994-Sep-12 4:25:3, <199409121125.AA12462@bolero.rahul.net> Date: Tue, 13 Sep 1994 10:34:46 +1000 Sender: rgg@aaii.oz.au Status: RO Mark Wedel wrote: > Polymorhping items probably came from nethack or one of the similar > type games where you could do this. There is no basis for this to > actually happen (and AD&D doesn't allow this). Yet it seems to be a > popular thing, however it should nto be a something that is done as > standard practice. IMHO, polypiling was the biggest single crock in Nethack. It reduced the game to collecting every available item and polymorphing it until you have the stuff you want. -- Rupert From crossfire-request Mon Sep 12 22:30:07 1994 Return-Path: Received: from mailgate.cadence.com (mailgate.Cadence.COM [158.140.2.1]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Mon, 12 Sep 1994 22:30:05 +0200 Received: (from smap@localhost) by mailgate.cadence.com (8.6.8/8.6.8) id NAA10712 for ; Mon, 12 Sep 1994 13:29:54 -0700 Received: from cds9075.cadence.com(158.140.142.2) by mailgate.cadence.com via smap (V1.0mjr) id sma010471; Mon Sep 12 13:28:58 1994 Received: from localhost (woodruff@localhost) by cds9075.cadence.com (8.6.4/8.6.8) id NAA00396 for crossfire@ifi.uio.no; Mon, 12 Sep 1994 13:28:59 -0700 Date: Mon, 12 Sep 1994 13:28:59 -0700 From: Ken Woodruff Message-Id: <199409122028.NAA00396@cds9075.cadence.com> To: crossfire@ifi.uio.no Subject: Alignment... Status: RO PeterM writes (in regards to problems with alignment): > ... Evil players > could walk right past the guards to the treasure and take it unopposed. > Monsters should really attack any non-natives, not just those misaligned > with them. If you were evil, would you allow some other evil creature > to rummage around in your home and take your treasure without a fight? This mention of "non-natives" reminded me of a somewhat related idea I had a while back, which is adding the idea of Citizenship to the game. In essence a player would be a citizen of one of the great city-states, or independant. Certain areas could be hostile to others, so citizens of one country would not be allowed in (without a fight, that is). Other areas could be restricted to "citizens only", perhaps an inner city within the larger ones. My initial thought about implementation would be to add citizenship "badges" as an archetype. The badges could be used like passkeys to unlock certain doors, or like passwords to trigger magic ears or placate the guards. Citizenship would have to be earned, the most likely means would be some sort of quest (e.g. slay the local dragon or some such.) The shortcoming (or maybe not) of this implementation would be that it would be possible for users to become citizens of more than one place. Unlike alignment, which would affect virtually all existing maps, the notion of citizenship could be introduced gradually in new maps and added to existing ones as seen fit. One obvious initial candidate would be ships--i.e you wouldn't be able to take a ship to a city unless you were a citizen of the destination city. --Ken +------------------------+-------------------------------------+ | Ken Woodruff | "In every jumbled pile of person | | woodruff@cadence.com | there's a thinking part that | +------------------------+ wonders what the part that isn't | | Disclaimer: What tote | thinking isn't thinking of." | | bag full of $20 bills? | --They Might Be Giants | +------------------------+-------------------------------------+ From crossfire-request Mon Sep 12 21:44:29 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Mon, 12 Sep 1994 21:44:21 +0200 Received: from LOCALHOST (LOCALHOST [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id MAA09608; Mon, 12 Sep 1994 12:44:05 -0700 Message-Id: <199409121944.MAA09608@soda.CSUA.Berkeley.EDU> To: Nick Williams cc: crossfire@ifi.uio.no Subject: Re: Rhyme and Reason behing the game... (artefacts and player killings) In-reply-to: Your message of "Mon, 12 Sep 1994 14:23:32 BST." Date: Mon, 12 Sep 1994 12:44:03 -0700 From: Peter Mardahl Status: RO In message , Nick Williams writes: >Excerpts from games.Crossfire: 12-Sep-94 Re: Rhyme and Reason behin.. > >Isn't it time to add in alignment of some sort to the game? Rather than >a simplistic toggled flag to say if they are going to attack you or not. >Admittedly, with a more complex system, some quests may be more >interesting: how to get the skeleton to open the door for you if all he "more interesting" == "broken" All the maps would need to be checked. This is a herculean undertaking. >I've been thinking about adding this into the game, and my current idea >is that alignment should be based as follows: >there are three "poles" of alignment: >1) good/lawful: characters don't kill other good characters/monsters. >2) evil: characters kill everyone they see, but are less likely to kill >other evil characters >3) chaotic: characters do whatever they want to. > >You also have a second parameter which defines the magnitude of a >creatures alignment (this is getting very similar to polar geometry), >ranging from (MINIMAL to TOTAL). > Well, if you're going to do the work to implement this and fix all the maps, fine. But this is such a big project you might want to think twice about doing it, and concretize your plans a bit more. >Firstly, some maps become broken, as as soon as the player enters the >map and activates it, the different monsters notice they're living with >radically different alignment creatures and start killing each other >off! However, this isn't neccessarily a bad thing: it'll get the really >weird maps fixed and it might make people create more sensible maps in >the future. I think you're underestimating the problems. Monsters killing each other off would remove much of the guard from treasure troves. Evil players could walk right past the guards to the treasure and take it unopposed. Monsters should really attack any non-natives, not just those misaligned with them. If you were evil, would you allow some other evil creature to rummage around in your home and take your treasure without a fight? Additionally, most of the monsters now could be described as 'chaotic' or 'evil', and so 'good' monsters would have to be added. The only examples of 'good' monsters are guards, unicorns, dogs, and people. Unless lots of good monsters are added and put into the maps, we'll have a more complicated system for doing what we do now: essentially, players vs. monsters, a bipolar system. Evil characters would have nobody to fight. Regards, PeterM From crossfire-request Mon Sep 12 20:30:41 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Mon, 12 Sep 1994 20:30:35 +0200 Received: from LOCALHOST (LOCALHOST [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id LAA01309; Mon, 12 Sep 1994 11:30:22 -0700 Message-Id: <199409121830.LAA01309@soda.CSUA.Berkeley.EDU> To: srin9340@nova.gmi.edu (Akshay Srinivasan) cc: crossfire@ifi.uio.no In-reply-to: Your message of "Mon, 12 Sep 1994 10:46:19 EDT." <9409121446.AA15088@nova.gmi.edu> Date: Mon, 12 Sep 1994 11:30:20 -0700 From: Peter Mardahl Status: RO In message <9409121446.AA15088@nova.gmi.edu>, Akshay Srinivasan writes: >Why not have an enviornment variables in which you can specify which players >are your friends. When players collide you get a grace of 1 collision if you >are on each others friends list. So you're running in a direction. The first time you 'hit' your friend, you push him the other times, which occur a split second later, you are attacking him. Quick way to make dogmeat of your friends. Mark's suggestion is the way to go. You will not strike members of your party. Otherwise, things stay as they were. PeterM From crossfire-request Mon Sep 12 16:43:24 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 ; Mon, 12 Sep 1994 16:43:06 +0200 Received: from jaguar.gmi.edu by nova.gmi.edu (4.1/SMI-4.1-DNI) id AA15088; Mon, 12 Sep 94 10:46:19 EDT Date: Mon, 12 Sep 94 10:46:19 EDT From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9409121446.AA15088@nova.gmi.edu> To: crossfire@ifi.uio.no Status: RO Why not have an enviornment variables in which you can specify which players are your friends. When players collide you get a grace of 1 collision if you are on each others friends list. Ripclaw (Lev 25; Maintainer) From crossfire-request Mon Sep 12 16:36:54 1994 Return-Path: Received: from hilja.it.lut.fi (hevi@hilja.it.lut.fi [157.24.11.72]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Mon, 12 Sep 1994 16:36:53 +0200 Received: from localhost (hevi@localhost) by hilja.it.lut.fi (8.6.5/8.6.5/1.12.kim) id RAA24108; Mon, 12 Sep 1994 17:36:50 +0300 Date: Mon, 12 Sep 1994 17:36:49 +0300 (EET DST) From: Petri Heinila Subject: Re: Rhyme and Reason behing the game... (artefacts and player killings) To: crossfire@ifi.uio.no In-Reply-To: Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Mon, 12 Sep 1994, Nick Williams wrote: > I've been thinking about adding this into the game, and my current idea > is that alignment should be based as follows: > there are three "poles" of alignment: > 1) good/lawful: characters don't kill other good characters/monsters. > 2) evil: characters kill everyone they see, but are less likely to kill > other evil characters > 3) chaotic: characters do whatever they want to. As I understand right in figure Good \ \ \ \ -------- Chaotic / / / / Evil So the poles are Chaotic (100,0) Good (100,pi/3) Evil (100,2pi/3) [these are expressed as complex-numbers (finally we get some use for complex arithmetic, can't wait to get to implement a integration over path with them :)] So monster is "neutral" if it's equally far from each pole. And doing some thing {Good,Evil,Chaotic) adds some of aling unit for example (2,2pi/3) for Evil to monsters alingment. -- The Page -- From crossfire-request Mon Sep 12 16:04:22 1994 Return-Path: Received: from maud.ifi.uio.no (0@maud.ifi.uio.no [129.240.74.2]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Mon, 12 Sep 1994 16:04:22 +0200 Received: from amisk.cs.ualberta.ca (amisk.cs.ualberta.ca [129.128.13.1]) by maud.ifi.uio.no ; Mon, 12 Sep 1994 16:01:01 +0200 Received: by amisk.cs.ualberta.ca id <138495>; Mon, 12 Sep 1994 07:58:35 -0600 Subject: Re: Killing other players From: John Bartoszewski To: master@rahul.net (Mark Wedel) Date: Mon, 12 Sep 1994 07:58:30 -0600 Cc: crossfire@ifi.uio.no In-Reply-To: <199409120635.AA28144@bolero.rahul.net> from "Mark Wedel" at Sep 12, 94 00:35:08 am X-Mailer: ELM [version 2.4 PL21] Content-Type: text Content-Length: 1104 Message-Id: <94Sep12.075835-0600.138495@amisk.cs.ualberta.ca> Status: RO > > I consider that a feature. (IF gettign hit by a spell/missle from > a freindly that you become enemies). Othewise, a player could hit > you with spells, and if you rush up to attack physcially, peacful > would still be set, and there would be at least a cpouple rounds > where you jsut push instead of attack. > > The way the code is right now, you get 1 free push on an enemy before > you become agressive. I suppose this area could be cahgned so that if > you are running and run into another peacful creature, you don't kill it > before you even know it. The only problem I have is when a friend and I and working together to kill something. If my friend runs through my spell there should be no reason that he should be able to kill me by bumping into me. If we are in the same party then "attacking" party members because of spell damage should be impossible. Outside of a party keep the rule as it is. johnb Puisher -- " "Lay on, Macduff, And damn'd be him that first cries, 'Hold, enough!' " Billy Shakespeare Macbeth From crossfire-request Mon Sep 12 15:23:34 1994 Return-Path: Received: from barney.cs.city.ac.uk (root@barney.cs.city.ac.uk [138.40.91.8]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Mon, 12 Sep 1994 15:23:33 +0200 Received: by barney.cs.city.ac.uk (Smail3.1.28.1 #14) id m0qkBM4-0007IAC; Mon, 12 Sep 94 14:23 BST Received: from Messages.8.5.N.CUILIB.3.45.SNAP.NOT.LINKED.barney.cs.city.ac.uk.sun4.41 via MS.5.6.barney.cs.city.ac.uk.sun4_41; Mon, 12 Sep 1994 14:23:32 +0100 (BST) Message-ID: Date: Mon, 12 Sep 1994 14:23:32 +0100 (BST) From: Nick Williams To: Mark Wedel Subject: Re: Rhyme and Reason behing the game... (artefacts and player killings) CC: crossfire@ifi.uio.no In-Reply-To: <199409121125.AA12462@bolero.rahul.net> References: <199409121125.AA12462@bolero.rahul.net> Status: RO Excerpts from games.Crossfire: 12-Sep-94 Re: Rhyme and Reason behin.. Mark Wedel@rahul.net (3362) > Player killing is one example. If a player is moving quickly and > runs into another player, somethng should happen. I take the peaceful > flag to make accidental deaths less likely. However, even that has > some flaws. How would the character know that some creatuer is > unagressive or friendly? However, with the peaceful flag, that knowledge > is apparant. Personally, this is Yet Another Thing I Have An Opinion On! :-) (YATIHAOO!!!!, the famous war cry) [Hope you don't mind the sudden influx of my rambling rabbiting loquacity, but I've had a week of little compute-power to think about all sorts of useful, work-related things. I.e. crossfire ideas.] Isn't it time to add in alignment of some sort to the game? Rather than a simplistic toggled flag to say if they are going to attack you or not. Admittedly, with a more complex system, some quests may be more interesting: how to get the skeleton to open the door for you if all he wants to do is kill you on sight..., but this is a problem which can be adjusted easily, I think. As the only time peaceful/aggressive is looked at is in determining how a monster moves/attacks, it makes it easy to change the code at the moment (and means that the new system should be pretty all-encompassing, as it may not be so easy to replace later): instead of "if (monster->peaceful)", a quick calculation can be done based on the individuals involved (e.g. compare alignments of the two characters. If radically different, then attack, else ignore). I've been thinking about adding this into the game, and my current idea is that alignment should be based as follows: there are three "poles" of alignment: 1) good/lawful: characters don't kill other good characters/monsters. 2) evil: characters kill everyone they see, but are less likely to kill other evil characters 3) chaotic: characters do whatever they want to. You also have a second parameter which defines the magnitude of a creatures alignment (this is getting very similar to polar geometry), ranging from (MINIMAL to TOTAL). So, how to use this system: -------------------- When player does anything, call enforce_alignment() to amplify the alignment of whatever the act they were doing. For example, if a good player kills an evil player, then you'd want to enforce the goodness of the good player. As every act as an equal/opposite reaction, this would automatically detract the same amount from the opposite alignment. Different acts have different amounts of effect, this is the magnitude parameter. So, killing a very high level evil character would cause a very large magnitude change in your alignment. I like the idea that someone who's been busy killing all of the other players finds himself attacked by the guards on entering the bank! How do you tell how other characters are aligned: by the way they act and the way they look (at some point in the future, change the color of the players dependent on their alignment). Of course, monsters, etc will *know* you're alignment, because they've heard the rumours about you... What immediate changes does this system give you? -------------------- Firstly, some maps become broken, as as soon as the player enters the map and activates it, the different monsters notice they're living with radically different alignment creatures and start killing each other off! However, this isn't neccessarily a bad thing: it'll get the really weird maps fixed and it might make people create more sensible maps in the future. Secondly, monsters behave slightly more erratically: it's possible that you might walk into a room and all of the denizens to ignore you, since you're of the same alignment, whereas before they'd attack you on sight. Or the monsters which might have ignored you before, as they were marked as peaceful, might start ripping your guts out. HoHum. What's the benefit of it then? ----------------- It allows us to create a more varied range of monsters: not just hack and slay things everywhere. You can have all sorts of good creatures: unicorns, faeries (good/chaotic), horses, dogs (not wild dogs, which are bad), cats (Good/Chaotic), etc. Allows the spells to take on more power: summon pet, charm monster, etc: e.g. a charm monster spell may just cause monsters to change their alignment to match yours: become peaceful to you, rather than pets. Or the alignment shift may be only partial... It allows you to play a bad character if you want (this has been asked of me...). A particular example which made me start thinking of all this is the necromancer class: a class with very low charisma and typical evil alignment. Very good at spellpaths related to the dead. Have the ability to revive as zombie/vampire/various things when killed (only after a certain level). However, a pretty pointless class unless you have a concept of "good" and "bad" in the game. So, whady'a think? Nick Williams, Systems Architecture Research Centre, City University, London, EC1V 0HB. UK. Web: http://web.cs.city.ac.uk/finger?njw E-mail: njw@cs.city.ac.uk (MIME and ATK) Work Telephone: +44 71 477 8551 Work Fax: +44 71 477 8587 From crossfire-request Mon Sep 12 13:25:13 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Mon, 12 Sep 1994 13:25:11 +0200 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA04313 (5.67a8/IDA-1.5 for ); Mon, 12 Sep 1994 04:25:05 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA04771 (5.67a8/IDA-1.5); Mon, 12 Sep 1994 04:25:04 -0700 Received: by bolero.rahul.net id AA12462 (5.67a8/IDA-1.5); Mon, 12 Sep 1994 04:25:03 -0700 Date: Mon, 12 Sep 1994 04:25:03 -0700 From: Mark Wedel Message-Id: <199409121125.AA12462@bolero.rahul.net> To: crossfire@ifi.uio.no, njw@cs.city.ac.uk Subject: Re: Rhyme and Reason behing the game... (artefacts and player killings) Status: RO Actually, nick has many good points. Player killing is one example. If a player is moving quickly and runs into another player, somethng should happen. I take the peaceful flag to make accidental deaths less likely. However, even that has some flaws. How would the character know that some creatuer is unagressive or friendly? However, with the peaceful flag, that knowledge is apparant. One suggested change, which I would very likely put in, is have it so that you will not physically attack other players if they are in the same group you are in. This makes sense - they are known to be friends by the character (assumedly if they are in the same group.) Also, since most times a bunch of people are in combat together, they are probably in the same group, it should prevent a lot of problems. The only hard part would be if a player in a group decides to kill the other players. One method might be that if you are in a group, you can not harm another player in that group with melee attack. However, still has the problem that they could be killed by spells. But as someone said, if they are worried, perhaps they should have some key bound so that they leave the group very quickly in that case. Artifacts: There are 2 situations for the unique artifacts. Those where they are just really nice weapons, but not necessarily unique in nature ( firebrand, elven bows, speed boots, etc), and those where it should be a unique item (mournblade, excaliber, etc.) I believe that peters argument against uniqueness is not that one player will get all the good ones, but the first players to achieve that level on that server will. So one player may have mournblade, another excaliber, another pseed boots, etc. Leaving only wimpy or in fact no artifacts for new players. Encumberance really does need to be changed around. However, that does not prvent them from storing various artifacts in 'bank characters' or any of the other item storage methods that have been suggested. Auras: First, it would be quite a bit of work to implement. And would not necessarily change all good artifacts from being grabbed. Also, some artifacts would probably get along quite nicely with each other. Excaliber & Holy Avenger. Mournblade, darkblade, and stormbringer. And so on. Polymorphing: Putting a limit on how much one spell could do might be more reasonable than it sucking more charges based on what you do. However, if you have a rod, the only thing that this would do is slow you down some (need to wait longer for the rod to recharge.) Polymorhping items probably came from nethack or one of the similar type games where you could do this. There is no basis for this to actually happen (and AD&D doesn't allow this). Yet it seems to be a popular thing, however it should nto be a something that is done as standard practice. Keeping cursed stuff cursed is probably a good idea. At least that way, you can't use the basis that there is nothing to loose by polymorhping cursed stuff. And for the other stuff, with the changes I proposed, you will very likely end up loosing money in the deal, but if you really want something, and have money to burn, may still use the polymorph idea. The big problem right now is that it is very risk free - the chance of loosing items is very small, and the gains coudl be great. --Mark From crossfire-request Mon Sep 12 11:28:09 1994 Return-Path: Received: from barney.cs.city.ac.uk (root@barney.cs.city.ac.uk [138.40.91.8]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Mon, 12 Sep 1994 11:28:06 +0200 Received: by barney.cs.city.ac.uk (Smail3.1.28.1 #14) id m0qk7g1-0007ISC; Mon, 12 Sep 94 10:27 BST Received: from Messages.8.5.N.CUILIB.3.45.SNAP.NOT.LINKED.barney.cs.city.ac.uk.sun4.41 via MS.5.6.barney.cs.city.ac.uk.sun4_41; Mon, 12 Sep 1994 10:27:52 +0100 (BST) Message-ID: Date: Mon, 12 Sep 1994 10:27:52 +0100 (BST) From: Nick Williams To: crossfire@ifi.uio.no Subject: Rhyme and Reason behing the game... (artefacts and player killings) In-Reply-To: <199409120635.AA28144@bolero.rahul.net> References: <199409120635.AA28144@bolero.rahul.net> Status: RO In many of the recent discussions about how good artefacts should be (with associated fairness of distribution to players), it seems that people tend to think in terms of how the crossfire code works; what would make it easier, or harder for people to play, etc. Isn't this the wrong way to go about it? If crossfire is even remotely related to D&D and those kind of things, then why not take a few leaves from their books and attempt to get some rationale behind what's going on (even if it's completely bogus rationale :). I hesitate to say "make it realistic", coz it's just a game after all, but I'm sure you know what I mean. For example, the problem with people killing other players: if you're not watching what you're doing, you're panicking, wielding some fearsome weaponry and on the run from some monsters, isn't it possible that tripping over a member of your party you're going to cause some damage? If people aren't watching what they're doing, then what do they expect: they *knew* that there was a friend outside the door! We've often killed each other when playing here (usually with fire/ice), and it's just made us more wary of other players. With monsters which may be friendly nowadays, it's more important to watch who you hit all the time (e.g. the skeleton who opens the door in the Old City quest), and players shouldn't be an exception. In other words, I think it should be left as it is at the moment. Applying the "reasonableness" argument to distribution of artefacts, where people are worried that all the good stuff (especially with uniqueness on) just gets grabbed up by the higher level players leaving the newbies to struggle along for little reward: I think it's entirely reasonable that there should be only one sword called "Mournblade" or whatever (after all, I don't see any factories churning out highly magical weapons anywhere) (unless of course it's "Mournblade (TM) made under license to Moon Manasystems Inc"). However, is it reasonable that someone should be able to be carrying around an arsenal of these weapons? For one thing, how the hell is some mage supposed to carry 5 swords without chopping their legs (or something more important) off? What about magical effects? I mean, you have Frostbrand and Firebrand sitting right next to each other in your backpack (somehow), aren't these two magical weapons going to explode in a matter/anti-matter kind of way? From this thinking, there are a couple of ways of modifying the code: * "improve" the encumbrance code to take better account of what people are carrying. If people are forced to carry only a small amount, they'll have to use unique-homes to store all of their goodies they're not using... and then these homes should be rigged with traps, etc... and you suddenly don't need to create lots of weird non-sensical quests, you can just start attempting to raid deceased people's homes, with real traps and real treasures. * implement some new code, based on magical "auras" of items, whereby any item which is magical will give off an aura and affect all items with 1units range (this would explain how wearing a small ring of fire gives your whole body protection). Then whenever a player picks up a new item, it is checked for clashes with anything already held. (You pickup a sword (unidentified). Your sword "Frostbrand" reacts violently and explodes. You are caught in an icestorm. Your sword (unidentified, but probably Firebrand) explodes. You are caught in a firestorm. Ooops). To make such events less dangerous for players, perhaps the "detect magic" spell would provide clues that a magical item clashes. For example, you cast detect magic and while "sword (unidentified)" glows red, your Frostbrand will also glow violently blue. Next in the list: polymorphing. By changing the shape exhibited by an item, you may end up with a completely different artefact/item, sure. However, you shouldn't be able to polymorph a ring of ice into a ring of fire without some really weird reason for doing so. How could a simple polymorph end up converting a ring of adornment into a "Ring of Acid With Added Damage (TM) Moon Manasystems Inc", without using up all it's polymorphing energy in one go: that's a major change. And surely during all this radical change in matter and energy, things are going to blow or be destroyed fairly often: mucking about with matter like that is a risky business. Translating this into implementation words, how about letting polymorph destroy items more frequently (as has been suggested), making polymorphed items keep more-or-less the same abilities (occasionally, you'll get a better weapon, occasionally worse) but guaranteeing any new item will be on the same spellpath as the original. Final note on polymorph: how about making polymorph more rare (it is, after all a very complex spell) and making it use more charges dependent on how much change it actually does (with discount if you do 'morph in bulk). Overall, why not sort out some sort of reason behind the way all of this magic and artefact stuff works (maybe by just stealing it from other D&D or game systems) and then use that reason as a coding constraint (or at least advisory constraint). Phew, I'll leave this for comments for now: I could go on at length on much of this, I've been thinking overly much of crossfire features in the last week :) Nick Williams, Systems Architecture Research Centre, City University, London, EC1V 0HB. UK. Web: http://web.cs.city.ac.uk/finger?njw E-mail: njw@cs.city.ac.uk (MIME and ATK) Work Telephone: +44 71 477 8551 Work Fax: +44 71 477 8587 From crossfire-request Mon Sep 12 10:53:55 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 ; Mon, 12 Sep 1994 10:53:55 +0200 Received: by utu.fi id <165413-3>; Mon, 12 Sep 1994 11:53:44 +0300 Subject: Re: Improving artifacts... From: Tero Jyri Michael Pelander To: crossfire@ifi.uio.no Date: Mon, 12 Sep 1994 11:53:43 +0300 (EET DST) In-Reply-To: <199409111809.AA10191@enstb.enst-bretagne.fr> from "Laurent I8 205 1803" at Sep 11, 94 08:09:08 pm MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8BIT Content-Length: 750 Message-Id: <94Sep12.115344+0300_(eet_dst).165413-3@utu.fi> Status: RO > It seems to be able to improve cancelled artifact. > I think artifacts are terrible weapons created by gods and players > should not be able to increase their powers : they are no gods, only the DM is :) > Look at this one, found on my domain : ..removed.. This is nothing. Look at this: A level 37 barbarian has: arch darkblade name Val's Darkblade face darkblade.116 Str 8 Dex 9 Con 9 Wis 6 Int 9 dam 50 speed_left 0.100000 level 30 weight 0 state 5 magic 5 last_eat 21 applied 1 identified 1 been_applied 1 end Weight 0 by reduce weight to 0.001 and then enchant weapon. Without body armour the speed is about: 4.2 (10.0) and the character is still carrying about 1000 kg stuff with it. The character has been done purely by playing. From crossfire-request Mon Sep 12 08:35:18 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Mon, 12 Sep 1994 08:35:16 +0200 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA02359 (5.67a8/IDA-1.5 for ); Sun, 11 Sep 1994 23:35:11 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA16875 (5.67a8/IDA-1.5); Sun, 11 Sep 1994 23:35:10 -0700 Received: by bolero.rahul.net id AA28144 (5.67a8/IDA-1.5); Sun, 11 Sep 1994 23:35:08 -0700 Date: Sun, 11 Sep 1994 23:35:08 -0700 From: Mark Wedel Message-Id: <199409120635.AA28144@bolero.rahul.net> To: oddms@ii.uib.no, peterm@CSUA.Berkeley.EDU Subject: Re: Killing other players Cc: crossfire@ifi.uio.no Status: RO I consider that a feature. (IF gettign hit by a spell/missle from a freindly that you become enemies). Othewise, a player could hit you with spells, and if you rush up to attack physcially, peacful would still be set, and there would be at least a cpouple rounds where you jsut push instead of attack. The way the code is right now, you get 1 free push on an enemy before you become agressive. I suppose this area could be cahgned so that if you are running and run into another peacful creature, you don't kill it before you even know it. --Mark From crossfire-request Mon Sep 12 02:56:44 1994 Return-Path: Received: from dragon.cit.gu.edu.au (dragon.cit.gu.edu.au [132.234.5.27]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Mon, 12 Sep 1994 02:56:37 +0200 Received: by dragon.cit.gu.edu.au id AA11436 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Mon, 12 Sep 1994 10:54:48 +1000 Date: Mon, 12 Sep 1994 10:54:48 +1000 From: Anthony Thyssen Message-Id: <199409120054.AA11436@dragon.cit.gu.edu.au> To: crossfire@ifi.uio.no Subject: Re: Death (was startup prob) In-Reply-To: Mail from 'roy@eckerd.edu (Jonathan Roy)' dated: Sun, 11 Sep 1994 10:21:32 +0500 X-Face: "Ech/vWX*#{vKw-OiDaKqy:=y'Kqji( Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Mon, 12 Sep 1994 00:09:33 +0200 Received: from LOCALHOST (LOCALHOST [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id PAA08269; Sun, 11 Sep 1994 15:09:24 -0700 Message-Id: <199409112209.PAA08269@soda.CSUA.Berkeley.EDU> To: oddms@ii.uib.no cc: crossfire@ifi.uio.no Subject: Re: Killing other players In-reply-to: Your message of "Sun, 11 Sep 1994 21:35:37 +0200." <9409111936.AA07569@hassel-fddi> Date: Sun, 11 Sep 1994 15:09:22 -0700 From: Peter Mardahl Status: RO In message <9409111936.AA07569@hassel-fddi>, oddms@ii.uib.no writes: >We have a problem with players that suddely become unfriendly, >when we fight other monster. Today I manage to kill my partner Players become hostile to each other when either they declare themselves hostile, or when one blasts the other with a spell, intentional or not. Perhaps this should not be the case...... PeterM From crossfire-request Sun Sep 11 21:47:39 1994 Return-Path: Received: from aino.it.lut.fi (hevi@aino.it.lut.fi [157.24.11.71]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Sun, 11 Sep 1994 21:47:38 +0200 Received: from localhost (hevi@localhost) by aino.it.lut.fi (8.6.5/8.6.5/1.12.kim) id WAA14005; Sun, 11 Sep 1994 22:47:36 +0300 Date: Sun, 11 Sep 1994 22:47:35 +0300 (EET DST) From: Petri Heinila Subject: Re: Startup problem with v0.91.4 To: crossfire@ifi.uio.no In-Reply-To: <199409111744.KAA21419@soda.CSUA.Berkeley.EDU> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Sun, 11 Sep 1994, Peter Mardahl wrote: > In message <9409111421.AA17279@acasun.eckerd.edu>, Jonathan Roy writes: > > > > > >Just a note... How about making peopel drop their unique items if they > >die, as a compile time option? That way, if you kill someone with Stormbringer > >, > >you can steal it from them. :) > > > > I do NOT want players killing each other for greed. I may well have > player-killing days on my server, but everyone will start out with > equal stuff. Imagine the advantage someone with a Cloak of Invisibility > would have in a death-duel-for-greed. Yes, killing is brutal :), better way and more fun is to make pickpocketting to work. So if you are good in dexterity you can steal the Strombringer from the Ugly the Barbarian, leaving him to wonder where his fine sword is. (yes the Cloak of Invisibility is great help here too :). -- The Page -- From crossfire-request Sun Sep 11 21:37:41 1994 Return-Path: Received: from aino.it.lut.fi (hevi@aino.it.lut.fi [157.24.11.71]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Sun, 11 Sep 1994 21:37:39 +0200 Received: from localhost (hevi@localhost) by aino.it.lut.fi (8.6.5/8.6.5/1.12.kim) id WAA13994; Sun, 11 Sep 1994 22:37:24 +0300 Date: Sun, 11 Sep 1994 22:37:22 +0300 (EET DST) From: Petri Heinila Subject: Re: Startup problem with v0.91.4 To: Peter Mardahl cc: crossfire@ifi.uio.no In-Reply-To: <199409111733.KAA21054@soda.CSUA.Berkeley.EDU> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Sun, 11 Sep 1994, Peter Mardahl wrote: > In message , Petri Heinila write > s: > >On Sat, 10 Sep 1994, Peter Mardahl wrote: > > > >The artifacts are in nature unique (and isn't there enough > >artifacts to everyone :). > The issue is game fairness vs. game atmosphere. I think it's > unfair that a player has advantage because he happened on crossfire > first and grabbed all the good stuff. A game should give the > same opportunities to everyone, even when this sacrifices atmosphere. Plah, who want to play fair game :) > >And in practice many person depend things like > >keys to own money chest, own house have to be > >unique. > > If keys and chests are the only unique items, then I have no problem, > other than that I have never got a server to work with unique_items. Key and chest are just for example, the server should be able to give possibility to unique object. Another approach whould be dynamic archetype set. And for each archetype could give the maximun number of instances that may be that type. -- The Page -- From crossfire-request Sun Sep 11 21:35:39 1994 Return-Path: Received: from eik.ii.uib.no (eik.ii.uib.no [129.177.16.3]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sun, 11 Sep 1994 21:35:38 +0200 From: oddms@ii.uib.no Received: from hassel-fddi (hassel.ii.uib.no) by eik.ii.uib.no with SMTP id AA05437 (5.67b8/IDA-1.5 for ); Sun, 11 Sep 1994 21:35:37 +0200 Date: Sun, 11 Sep 1994 21:35:37 +0200 Message-Id: <9409111936.AA07569@hassel-fddi> To: crossfire@ifi.uio.no Subject: Killing other players X-Sun-Charset: US-ASCII Content-Length: 657 X-Charset: LATIN1 X-Char-Esc: 29 Status: RO >From: Peter Mardahl >I do NOT want players killing each other for greed. We have a problem with players that suddely become unfriendly, when we fight other monster. Today I manage to kill my partner in a battle against the Jessy. I was running away, and run into my parter that was going in for an attack. First he push me, then I push him, then he hit me, and then I killed him. (I didn't see that we was hitting each other before he was dead.) I was wondreing is this "normal", should it be like this, or is this some sort of error. (and this was not the first time I have killed my partner in a battle :-( ) -- Odd-Magne From crossfire-request Sun Sep 11 21:08:35 1994 Return-Path: Received: from gin.obspm.fr (gin.obspm.fr [145.238.16.19]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Sun, 11 Sep 1994 21:08:34 +0200 Received: (from wacren@localhost) by gin.obspm.fr (8.6.9/8.6.9) id VAA00932; Sun, 11 Sep 1994 21:13:06 +0200 Date: Sun, 11 Sep 1994 21:13:06 +0200 Message-Id: <199409111913.VAA00932@gin.obspm.fr> To: crossfire@ifi.uio.no Subject: limit server crashes From: Laurent Wacrenier X-Attribution: LaW X-Face: <-) X-http: http://gin.obspm.fr/~wacren/ Mime-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8bits Status: RO Hi, My crossfire server does crash often :( Is it possible to store in some file the name of currently playing characters and so to maintain a list of crashed charcters ? So, after a server crash, the file is keep and the server could propose player to continue in the same map or to teleport to the level town. It will avoid, after to have been randomly saved to be in face a lot a monsters who have already been killed in the previous session. -- Laurent From crossfire-request Sun Sep 11 20:59:05 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Sun, 11 Sep 1994 20:59:04 +0200 Received: (peterm@localhost) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) id LAA25914 for crossfire@ifi.uio.no; Sun, 11 Sep 1994 11:58:58 -0700 Date: Sun, 11 Sep 1994 11:58:58 -0700 From: Peter Mardahl Message-Id: <199409111858.LAA25914@soda.CSUA.Berkeley.EDU> To: crossfire@ifi.uio.no Subject: polypiling Status: RO I think we should get rid of polymorphing items altogether. I think it's senseless that you can polymorph one potion into another. Supposedly, the making of a potion is a skilled operation, or there would be more around. How come you can in effect, take one potion, and make another, using a dumb spell and without knowing anything of how to make potions.... The same thing with rings. Presumably it takes a lot of skill to fashion a magic ring, or everyone would have lots of them. Why should a spell of polymorph be able to take a ring of protection from drain and make a ring of Dam +2 (cursed)? Polymorphing monsters is fun, the only use for polymorph items is to abuse it, and in effect, get something for nothing. But I don't think i'm going to talk anyone into removing it from the game.... So I think we should go with mark's suggestion and limit how valuable the end product can be, and increase polymorph destruction to 20%. PeterM From crossfire-request Sun Sep 11 20:11:53 1994 Return-Path: Received: from melimelo.enst-bretagne.fr (melimelo.enst-bretagne.fr [192.108.115.36]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sun, 11 Sep 1994 20:11:52 +0200 Received: from enstb.enst-bretagne.fr by melimelo.enst-bretagne.fr (5.67b8/090294); Sun, 11 Sep 1994 20:09:41 +0200 Received: from leibniz.enst-bretagne.fr by enstb.enst-bretagne.fr (5.65c8/180193); Sun, 11 Sep 1994 20:09:08 +0200 Date: Sun, 11 Sep 1994 20:09:08 +0200 From: prevosto@enstb.enst-bretagne.fr (Laurent I8 205 1803) Message-Id: <199409111809.AA10191@enstb.enst-bretagne.fr> To: crossfire@ifi.uio.no Subject: Improving artifacts... X-Charset: LATIN1 X-Char-Esc: 29 Status: RO It seems to be able to improve cancelled artifact. I think artifacts are terrible weapons created by gods and players should not be able to increase their powers : they are no gods, only the DM is :) But is also changes the ballance of the game : such weapons are defi too powerfull IMHO... Look at this one, found on my domain : arch mournblade name sam's Mournblade dam 70 level 40 weight 37955 magic 7 last_eat 10 applied 1 identified 1 been_applied 1 end Stormbringer is only a toy compared to such a Mournblade :-) Laurent From crossfire-request Sun Sep 11 19:44:53 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Sun, 11 Sep 1994 19:44:48 +0200 Received: from localhost (localhost [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id KAA21419; Sun, 11 Sep 1994 10:44:41 -0700 Message-Id: <199409111744.KAA21419@soda.CSUA.Berkeley.EDU> To: roy@eckerd.edu (Jonathan Roy) cc: crossfire@ifi.uio.no, hevi@lut.fi Subject: Re: Startup problem with v0.91.4 In-reply-to: Your message of "Sun, 11 Sep 1994 10:21:32 +0500." <9409111421.AA17279@acasun.eckerd.edu> Date: Sun, 11 Sep 1994 10:44:39 -0700 From: Peter Mardahl Status: RO In message <9409111421.AA17279@acasun.eckerd.edu>, Jonathan Roy writes: > > >Just a note... How about making peopel drop their unique items if they >die, as a compile time option? That way, if you kill someone with Stormbringer >, >you can steal it from them. :) > I do NOT want players killing each other for greed. I may well have player-killing days on my server, but everyone will start out with equal stuff. Imagine the advantage someone with a Cloak of Invisibility would have in a death-duel-for-greed. It's actually relatively easy to put traps in the game which will destroy any player with no warning. A comet storm between two directors at an entrance square, for example. Entering the map is death. Then, to finish the poor unfortunate off, you set up a 'crossfire' at the home location. So when he dies, he dies again, and again, and again, and again. Once he's died 8 times, he's not going to be much able to get vengeance, he'll be stripped of his powerful magic, most of his hp, 8 stat points, etc. Player killing is to be avoided. A tenth level character could easily kill someone 3 times his level, if he has the time to set up traps. PeterM From crossfire-request Sun Sep 11 19:34:09 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Sun, 11 Sep 1994 19:34:08 +0200 Received: from localhost (localhost [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id KAA21054; Sun, 11 Sep 1994 10:33:59 -0700 Message-Id: <199409111733.KAA21054@soda.CSUA.Berkeley.EDU> To: Petri Heinila cc: crossfire@ifi.uio.no Subject: Re: Startup problem with v0.91.4 In-reply-to: Your message of "Sun, 11 Sep 1994 14:35:59 +0300." Date: Sun, 11 Sep 1994 10:33:57 -0700 From: Peter Mardahl Status: RO In message , Petri Heinila write s: >On Sat, 10 Sep 1994, Peter Mardahl wrote: > >The artifacts are in nature unique (and isn't there enough >artifacts to everyone :). The issue is game fairness vs. game atmosphere. I think it's unfair that a player has advantage because he happened on crossfire first and grabbed all the good stuff. A game should give the same opportunities to everyone, even when this sacrifices atmosphere. >And in practice many person depend things like >keys to own money chest, own house have to be >unique. If keys and chests are the only unique items, then I have no problem, other than that I have never got a server to work with unique_items. The ability to have storage characters gives enough of a means to store junk for me. I'm not going to labor to fix unique_items just for this. Regards, PeterM From crossfire-request Sun Sep 11 13:36:01 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, 11 Sep 1994 13:36:01 +0200 Received: (from hevi@localhost) by cc.lut.fi (8.6.8/8.6.6/1.17.kim) id OAA12399; Sun, 11 Sep 1994 14:35:59 +0300 Date: Sun, 11 Sep 1994 14:35:59 +0300 (EETDST) From: Petri Heinila Subject: Re: Startup problem with v0.91.4 To: crossfire@ifi.uio.no In-Reply-To: <199409110541.WAA23060@soda.CSUA.Berkeley.EDU> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Sat, 10 Sep 1994, Peter Mardahl wrote: > In message <"20357 Sat Sep 10 01:57:01 1994"@bnr.ca> , "tuan (t.) doan" writes: > I have so many problems with 'unique items' that I have undefined the option. > I have *never* been able to get a server to work with this option turned on. > Furthermore, I don't like unique items, i think every character should > be able to get an item even if someone else already has it. Otherwise > senior players will always have the unique items and junior players > will forever be denied them. The artifacts are in nature unique (and isn't there enough artifacts to everyone :). And in practice many person depend things like keys to own money chest, own house have to be unique. -- The Page -- From crossfire-request Sun Sep 11 07:41:49 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Sun, 11 Sep 1994 07:41:48 +0200 Received: from LOCALHOST (LOCALHOST [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id WAA23060; Sat, 10 Sep 1994 22:41:38 -0700 Message-Id: <199409110541.WAA23060@soda.CSUA.Berkeley.EDU> To: "tuan (t.) doan" cc: master@rahul.net, crossfire@ifi.uio.no Subject: Re: Startup problem with v0.91.4 In-reply-to: Your message of "Sat, 10 Sep 1994 00:56:00 CDT." <"20357 Sat Sep 10 01:57:01 1994"@bnr.ca> Date: Sat, 10 Sep 1994 22:41:36 -0700 From: Peter Mardahl Status: RO In message <"20357 Sat Sep 10 01:57:01 1994"@bnr.ca> , "tuan (t.) doan" writes: >Hello, > >Couldn't find archetype banishment >Spell banishment needs arch banishment, your archetype file is out of date. This isn't a fatal error unless you try and use the spell of banishment. >Can't open items file /bnr/users/flash1/common/games/crossfire/crossfire-0.91. >4/lib/unique-items/city@city.v10 I have so many problems with 'unique items' that I have undefined the option. I have *never* been able to get a server to work with this option turned on. Furthermore, I don't like unique items, i think every character should be able to get an item even if someone else already has it. Otherwise senior players will always have the unique items and junior players will forever be denied them. Go to config.h, find the section about unique items, and turn this option off. (include/config.h) Regards, PeterM From crossfire-request Sun Sep 11 16:25:28 1994 Return-Path: Received: from acasun.eckerd.edu (acasun.eckerd.edu [198.187.211.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sun, 11 Sep 1994 16:25:26 +0200 Received: by acasun.eckerd.edu (5.0/SMI-SVR4) id AA17279; Sun, 11 Sep 1994 10:21:32 +0500 Date: Sun, 11 Sep 1994 10:21:32 +0500 From: roy@eckerd.edu (Jonathan Roy) Message-Id: <9409111421.AA17279@acasun.eckerd.edu> To: crossfire@ifi.uio.no, hevi@lut.fi Subject: Re: Startup problem with v0.91.4 Content-Length: 185 Status: RO Just a note... How about making peopel drop their unique items if they die, as a compile time option? That way, if you kill someone with Stormbringer, you can steal it from them. :) From owner-crossfire Sat Sep 10 09:12:56 1994 Return-Path: Received: from dragon.cit.gu.edu.au (dragon.cit.gu.edu.au [132.234.5.27]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sat, 10 Sep 1994 09:12:53 +0200 Received: by dragon.cit.gu.edu.au id AA10185 (5.65c/IDA-1.4.4 for crossfire-bugs@ifi.uio.no); Sat, 10 Sep 1994 17:11:15 +1000 Date: Sat, 10 Sep 1994 17:11:15 +1000 From: Anthony Thyssen Message-Id: <199409100711.AA10185@dragon.cit.gu.edu.au> To: crossfire-bugs@ifi.uio.no Subject: Sports center - brest X-Face: "Ech/vWX*#{vKw-OiDaKqy:=y'Kqji( Received: from bnr.ca (x400gate.bnr.ca [192.58.194.73]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sat, 10 Sep 1994 07:58:23 +0200 X400-Received: by mta bnr.ca in /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Sat, 10 Sep 1994 01:57:05 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Sat, 10 Sep 1994 01:56:59 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Sat, 10 Sep 1994 01:56:00 -0400 Date: Sat, 10 Sep 1994 00:56:00 -0500 X400-Originator: /dd.id=1627294/g=tuan/i=t/s=doan/@bnr.ca X400-MTS-Identifier: [/PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/;bcars735.b.356:10.08.94.05.56.59] X400-Content-Type: P2-1984 (2) Content-Identifier: Startup probl... From: "tuan (t.) doan" Sender: "tuan (t.) doan" Message-ID: <"20357 Sat Sep 10 01:57:01 1994"@bnr.ca> To: master@rahul.net Cc: crossfire@ifi.uio.no Subject: Startup problem with v0.91.4 Status: RO Hello, I get the following errors/warnings when running 'crossfire -server' Couldn't find archetype banishment Spell banishment needs arch banishment, your archetype file is out of date. ...........................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................Over 10 item locks in map /city/city! Can't open items file /bnr/users/flash1/common/games/crossfire/crossfire-0.91.4/lib/unique-items/city@city.v10 Any ideas what is wrong? Thanks, __ __/ / / __ / | / Tuan T. Doan / / / / / / | / IEC Layer Testing and Advance Technology / / / __ / / | / 2201 Lakeside Blvd. P.O. Box 833871 __/ ______/ __/ __/ __/ __/ Richardson, TX 75083-3871 "It's a kind of magic" -Highlander Phone: 6-444-4575/214-684-4575 Internet: tdoan@bnr.ca Fax: 6-444-3716/214-684-3716 From crossfire-request Sat Sep 10 06:32:02 1994 Return-Path: Received: from dragon.cit.gu.edu.au (dragon.cit.gu.edu.au [132.234.5.27]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sat, 10 Sep 1994 06:31:59 +0200 Received: by dragon.cit.gu.edu.au id AA09620 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Sat, 10 Sep 1994 14:30:19 +1000 Date: Sat, 10 Sep 1994 14:30:19 +1000 From: Anthony Thyssen Message-Id: <199409100430.AA09620@dragon.cit.gu.edu.au> To: crossfire@ifi.uio.no Subject: Polypiling (was wimpy) In-Reply-To: Mail from 'Preston.F.Crow@Dartmouth.EDU (Preston F. Crow)' dated: 09 Sep 94 16:48:55 EDT X-Face: "Ech/vWX*#{vKw-OiDaKqy:=y'Kqji(ya, never throw away a wand.... ALWAYS poly them. Also poly amulets | >and rings. | | Currently, this is good advice, but I don't think it should be a part of | the game. From both a philosophical and game ballance perspective, I | think it would be better not to be able to polymorph items--certainly | not change them into items that are significantly more powerful. | Take a leaf from nethack, where polypiling, as players term it, is a big thing. 1/ Polymorph will NEVER create a wand of polymorph or wishing 2/ Cursed and blessed items remain cursed and blessed. 3/ Charged items (like wands) always keep the same charge (IE: a wand of 0 charges will polymorph into some other wand of zero charges). A scroll however can recharge wands (with limits for wand of wishing) 4/ Rings,wands and scroll have a chance of becoming a ring/wnad of nothing or a empty scroll. polymorphing these have no (or little) change. Aside: crossfire already does this for books and scrolls I would suggest also the following mods in crossfire 3'/ As above with. Rings can not get more bonuses that they have. Note a negitive however could become a positive and via,verse. (IE: a bonuses replacement scheme) EG: a ring of Str+1,Con-1 can become a ring of Regeneration+2 (though it would be unlikely) I would lump oppisites like Pro:Fire,Vul:Cold as one bonus. 4'/ The spell level of scrolls and wands reduce by one, when zero it becomes a wand of nothing and empty scrolls. Scrolls of impovement are level 10?12? spell level (not availale in wands or spellbooks) Rings have a (small) chance of reducing the number of bonuses they have becoming a ring of nothing if no bonus exist. This 4 point scheme would make polypiling still worth while, but insures you can't get something for nothing, and eventually make items in the pile usless to polypile further. This keeps the balance nicely. PS: nethack also allows you to write scrolls with a magic marker, in crossfire I'd make that only spells you know can be put of scrolls (which magic points used in the process), Thus you can store spells into scrolls for later use (store magic points in preset spells!) Anthony Thyssen ( System Programmer ) http://www.cit.gu.edu.au/~anthony/ ------------------------------------------------------------------------------- ``angry fruit salad'' (n). -- A bad visual-interface design that uses too many colors. This term derives, of course, from the bizarre day-glo colors found in canned fruit salad. ------------------------------------------------------------------------------- From owner-crossfire Sat Sep 10 04:34:10 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 ; Sat, 10 Sep 1994 04:34:09 +0200 From: kochank@db.erau.edu Received: from erau.db.erau.edu by db.erau.edu with smtp (Smail3.1.28.1 #2) id m0qjIHs-0007wDC; Fri, 9 Sep 94 22:35 EDT Received: by erau.db.erau.edu (4.1/client/jimberau-1.0) id AA15234; Fri, 9 Sep 94 22:38:17 EDT Date: Fri, 9 Sep 94 22:38:17 EDT Message-Id: <9409100238.AA15234@erau.db.erau.edu> To: crossfire-bugs@ifi.uio.no Subject: Failed to get protobyname Status: RO What exactly does that mean? I'm using Crossfire0.91.4, it compiled PERFECTLY (heh.. I just loved it! for the first time something worked rigt :) Compiled under Linux (March release) and Xfree 2.2.1 Like I said, I saw no bugs (although when compiling while running Xfree I got the 'virtual memory'-out error.. (only had a 10meg swap file :) Anyways, Just wanted to know what that 'bug' (its probably my end) was. The latest 'working' version of crossfire I had (for linux) was 0.89.2, which is a 92 game.. was hoping this one would work :( :( *pout* Q Btw. the game accualy loads (I get the crossfire-screen) and it crashes with the 'failed to get proto by name' right afterwards.. Thanks and thank you for a VERY good product! (wish we had more of programs like Crossfire out.. ) From crossfire-request Sat Sep 10 04:10:46 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sat, 10 Sep 1994 04:10:43 +0200 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA28799 (5.67a8/IDA-1.5 for ); Fri, 9 Sep 1994 19:10:21 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA19622 (5.67a8/IDA-1.5); Fri, 9 Sep 1994 19:10:20 -0700 Received: by bolero.rahul.net id AA29675 (5.67a8/IDA-1.5); Fri, 9 Sep 1994 19:10:19 -0700 Date: Fri, 9 Sep 1994 19:10:19 -0700 From: Mark Wedel Message-Id: <199409100210.AA29675@bolero.rahul.net> To: peterm@CSUA.Berkeley.EDU, preston.crow@dancer.dartmouth.edu Subject: Re: Stormbringer is wimpy Cc: crossfire@ifi.uio.no Status: RO well, looking at the polymorph code, this is how it seems to work: Mininum value is value of the existing object divided by 6, max is value times 4 (with it being alittle more complicated for itmes worth more than 20000). In both cases, the value is determined by the clone value. There seems to be a 1 in 15 chance of an item being destroyed by the polymorph. magic and charges are preserved. The problems I believe are this: wands/rods/staves by default all have the same clone value. So any of these can be transformed into an item that has a much more powerful spell in it. With a value*4, this means that many items can be turned into more powerful ones. Looking at the potion values, any potion can be turned into any other type of potion, except for heroism (which has value of 500, with the next cheapest by 4000 (all the restore potions except for generic restoration). The problem with this, is that the more valuable the item, the more valuable it could be turned into. Perhaps max value should be considerably less (times 2?) If this was the case, then it would not be possible to transform restore potions into gain ability potions - at least 1 intermediate potion would be needed. Maybe also increase the failure chance considerably (1 in 5?) This would make it so trying to transfer a low value item into high value would be very difficult, because you would need so many successful polymorphs to do so. Also, perhaps have it so that the magic of the new item is RANDOM() % (magic +1). This would mean that the magic of the new item would range from 1->presnet magic, with it very likely going down in value. Perhaps also do the same with wands. This wouldn't make the spell worthless, but would reduce its usefulness. Also, I believe the clone value for rings is the same for wands, meaning that a wimpy ring could be turned into a very valuable ring. This should probably be fixed somehow. --Mark From crossfire-request Sat Sep 10 03:55:40 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sat, 10 Sep 1994 03:55:38 +0200 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA28645 (5.67a8/IDA-1.5 for ); Fri, 9 Sep 1994 18:55:27 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA14511 (5.67a8/IDA-1.5); Fri, 9 Sep 1994 18:55:26 -0700 Received: by bolero.rahul.net id AA27605 (5.67a8/IDA-1.5); Fri, 9 Sep 1994 18:55:25 -0700 Date: Fri, 9 Sep 1994 18:55:25 -0700 From: Mark Wedel Message-Id: <199409100155.AA27605@bolero.rahul.net> To: peterm@CSUA.Berkeley.EDU, scott@santafe.edu Subject: Re: Improving weapons Cc: crossfire@ifi.uio.no Status: RO In general, the new version always adds somethign that the old version did not have. So I would say that 0.91.4 is better than 0.89.2 (a lot more new spells, rods and horns added, new artifacts, etc.) IT should be less cpu intensive, but how much is hard to say. In old version (before 0.91.0 I think), each tick the program would have to go through all the objects and then do the proper thing for each alive object. Now, a separte list is kept for the active (alive) objects, so it nees to go through a lot less objects each tick. From crossfire-request Fri Sep 9 23:41:31 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Sep 1994 23:41:30 +0200 Received: from LOCALHOST (LOCALHOST [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id OAA22926; Fri, 9 Sep 1994 14:41:16 -0700 Message-Id: <199409092141.OAA22926@soda.CSUA.Berkeley.EDU> To: preston.crow@dancer.dartmouth.edu cc: crossfire@ifi.uio.no Subject: Re: Stormbringer is wimpy In-reply-to: Your message of "09 Sep 1994 16:48:55 EDT." <6438244@dancer.Dartmouth.EDU> Date: Fri, 09 Sep 1994 14:41:14 -0700 From: Peter Mardahl Status: RO In message <6438244@dancer.Dartmouth.EDU>, Preston F. Crow writes: >>ya, never throw away a wand.... ALWAYS poly them. Also poly amulets >>and rings. > >Currently, this is good advice, but I don't think it should be a part of >the game. From both a philosophical and game ballance perspective, I >think it would be better not to be able to polymorph items--certainly >not change them into items that are significantly more powerful. > >--PC I second this. Once you have a heavy rod of polymorph, you've got it *made*. You transform lesser rings into artifact rings, worthless cloaks into greater (though this doesn't seem to work lately), worthless potions into stat potions.... PeterM From crossfire-request Fri Sep 9 22:53:02 1994 Return-Path: Received: from dartvax.dartmouth.edu (dartvax.dartmouth.edu [129.170.16.4]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Sep 1994 22:53:01 +0200 Received: from dancer.Dartmouth.EDU (dancer.dartmouth.edu [129.170.208.7]) by dartvax.dartmouth.edu (8.6.9+DND/8.6.9) with SMTP id QAA24504; Fri, 9 Sep 1994 16:48:58 -0400 Message-id: <6438244@dancer.Dartmouth.EDU> Date: 09 Sep 94 16:48:55 EDT From: Preston.F.Crow@Dartmouth.EDU (Preston F. Crow) Reply-To: preston.crow@dancer.dartmouth.edu Subject: Re: Stormbringer is wimpy To: peterm@CSUA.Berkeley.EDU (Peter Mardahl), scott@santafe.edu (Scott D. Yelich) Cc: clh00@hplvesv1.lvld.hp.com (Chris Hooven), crossfire@ifi.uio.no Status: RO >ya, never throw away a wand.... ALWAYS poly them. Also poly amulets >and rings. Currently, this is good advice, but I don't think it should be a part of the game. From both a philosophical and game ballance perspective, I think it would be better not to be able to polymorph items--certainly not change them into items that are significantly more powerful. --PC From crossfire-request Fri Sep 9 22:09:46 1994 Return-Path: Received: from sfi.santafe.edu (sfi.santafe.edu [192.12.12.1]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Sep 1994 22:09:36 +0200 Received: from wijiji.santafe.edu by sfi.santafe.edu (4.1/SMI-4.1) id AA08859; Fri, 9 Sep 94 14:09:15 MDT Date: Fri, 9 Sep 94 14:09:15 MDT From: scott@santafe.edu (Scott D. Yelich) Message-Id: <9409092009.AA08859@sfi.santafe.edu> Received: by wijiji.santafe.edu (4.1/SMI-4.1) id AA01064; Fri, 9 Sep 94 14:09:14 MDT To: Peter Mardahl Cc: Chris Hooven , crossfire@ifi.uio.no Subject: Re: Stormbringer is wimpy In-Reply-To: Your message at 12:47:51 on Fri, 9 September 1994 References: <9409091546.AA09986@hplvesv1.lvld.hp.com> <199409091947.MAA11075@soda.CSUA.Berkeley.EDU> Status: RO >>>>> "Peter" == Peter Mardahl writes: Peter> In message <9409091546.AA09986@hplvesv1.lvld.hp.com>, Chris Hooven writes: >> I have not been playing for long about a month but I have found one >> windom potion and that is it so how do you get these powers so >> high. Also I have not found any Prepare Weapon scrolls. So I can't >> improve anything. Peter> You can buy wisdom potions in the shops. You can also Peter> polymorph lesser potions into stat potions. ya, never throw away a wand.... ALWAYS poly them. Also poly amulets and rings. -11 ac with 100s of hp and sp and +4 everything... makes it an easy game. Scott From crossfire-request Fri Sep 9 21:52:17 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Sep 1994 21:52:16 +0200 Received: from LOCALHOST (LOCALHOST [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id MAA11480; Fri, 9 Sep 1994 12:51:39 -0700 Message-Id: <199409091951.MAA11480@soda.CSUA.Berkeley.EDU> To: scott@santafe.edu (Scott D. Yelich) cc: crossfire@ifi.uio.no Subject: Re: Improving weapons In-reply-to: Your message of "Fri, 09 Sep 1994 10:29:42 MDT." <9409091629.AA05985@sfi.santafe.edu> Date: Fri, 09 Sep 1994 12:51:34 -0700 From: Peter Mardahl Status: RO In message <9409091629.AA05985@sfi.santafe.edu>, Scott D. Yelich writes: >I'm still playing 89.2 or somethin.... are any of the new[er] version >of crossfire: > >(1) any better? (random maps?) Random maps suck. But they're in 91.4 if you select the appropriate option in config.h when you compile it. 91.4 also has a great number of new features. >(2) any faster over inet? no. >(3) any less intensive on the host machine? I think Mark did some work which made map evaluation much quicker. How much quicker I cannot say. >(4) stable? I've seen 91.4 stay up for a day, and I've seen it go down 10 times in a day. I think it's about as stable as any version I've seen. PeterM From crossfire-request Fri Sep 9 21:50:44 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Sep 1994 21:50:42 +0200 Received: from LOCALHOST (LOCALHOST [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id MAA11075; Fri, 9 Sep 1994 12:47:53 -0700 Message-Id: <199409091947.MAA11075@soda.CSUA.Berkeley.EDU> To: Chris Hooven cc: crossfire@ifi.uio.no Subject: Re: Stormbringer is wimpy In-reply-to: Your message of "Fri, 09 Sep 1994 09:46:58 MDT." <9409091546.AA09986@hplvesv1.lvld.hp.com> Date: Fri, 09 Sep 1994 12:47:51 -0700 From: Peter Mardahl Status: RO In message <9409091546.AA09986@hplvesv1.lvld.hp.com>, Chris Hooven writes: >I have not been playing for long about a month but I have found one windom >potion and that is it so how do you get these powers so high. Also I have not >found any Prepare Weapon scrolls. So I can't improve anything. You can buy wisdom potions in the shops. You can also polymorph lesser potions into stat potions. PeterM From crossfire-request Fri Sep 9 18:38:34 1994 Return-Path: Received: from sfi.santafe.edu (sfi.santafe.edu [192.12.12.1]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Sep 1994 18:38:32 +0200 Received: from wijiji.santafe.edu by sfi.santafe.edu (4.1/SMI-4.1) id AA05985; Fri, 9 Sep 94 10:29:42 MDT Date: Fri, 9 Sep 94 10:29:42 MDT From: scott@santafe.edu (Scott D. Yelich) Message-Id: <9409091629.AA05985@sfi.santafe.edu> Received: by wijiji.santafe.edu (4.1/SMI-4.1) id AA28659; Fri, 9 Sep 94 10:29:41 MDT To: preston.crow@dancer.dartmouth.edu Cc: crossfire@ifi.uio.no Subject: Improving weapons In-Reply-To: Your message at 01:13:41 on , 9 September 1994 References: <6423654@dancer.Dartmouth.EDU> Status: RO I'm still playing 89.2 or somethin.... are any of the new[er] version of crossfire: (1) any better? (random maps?) (2) any faster over inet? (3) any less intensive on the host machine? (4) stable? Scott From crossfire-request Fri Sep 9 17:47:58 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 ; Fri, 9 Sep 1994 17:47:48 +0200 Received: from hplvesv1.lvld.hp.com by hplb.hpl.hp.com; Fri, 9 Sep 1994 16:39:28 +0100 Received: from hplvec08.lvld.hp.com by hplvesv1.lvld.hp.com with SMTP (1.37.109.8/15.5+ECS 3.3) id AA09986; Fri, 9 Sep 1994 09:46:59 -0600 Message-Id: <9409091546.AA09986@hplvesv1.lvld.hp.com> To: crossfire@ifi.uio.no Subject: Re: Stormbringer is wimpy Date: Fri, 09 Sep 1994 09:46:58 -0600 From: Chris Hooven Status: RO I have not been playing for long about a month but I have found one windom potion and that is it so how do you get these powers so high. Also I have not found any Prepare Weapon scrolls. So I can't improve anything. ___________________________________ _________________________________________ | 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 crossfire-request Fri Sep 9 06:46:41 1994 Return-Path: Received: from dme.nt.gov.au (adit.dme.nt.gov.au [155.205.3.15]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Sep 1994 06:46:36 +0200 Received: from golem.dme.nt.gov.au (golem_g1.dme.nt.gov.au) by dme.nt.gov.au (4.1/SMI-4.1) id AA06774; Fri, 9 Sep 94 14:16:25 CST Received: from fluffy.dme by golem.dme.nt.gov.au (4.1/SMI-4.1) id AA20346; Fri, 9 Sep 94 14:16:22 CST Received: by fluffy.dme (5.0/SMI-SVR4) id AA01660; Fri, 9 Sep 1994 14:12:43 --9-30 Date: Fri, 9 Sep 1994 14:12:43 --9-30 From: daml@dme.nt.gov.au (Damien Lunsford 61-89-895257) Message-Id: <9409090442.AA01660@fluffy.dme> To: crossfire@ifi.uio.no Subject: unsubscribe X-Sun-Charset: US-ASCII Content-Length: 12 Status: RO unsubscribe From crossfire-request Fri Sep 9 08:49:05 1994 Return-Path: Received: from dragon.cit.gu.edu.au (dragon.cit.gu.edu.au [132.234.5.27]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Sep 1994 08:48:59 +0200 Received: by dragon.cit.gu.edu.au id AA08712 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Fri, 9 Sep 1994 16:47:20 +1000 Date: Fri, 9 Sep 1994 16:47:20 +1000 From: Anthony Thyssen Message-Id: <199409090647.AA08712@dragon.cit.gu.edu.au> To: crossfire@ifi.uio.no Subject: Re: Stormbringer is wimpy In-Reply-To: Mail from 'Mark Wedel ' dated: Thu, 8 Sep 1994 21:52:23 -0700 X-Face: "Ech/vWX*#{vKw-OiDaKqy:=y'Kqji( Received: from dragon.cit.gu.edu.au (dragon.cit.gu.edu.au [132.234.5.27]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Sep 1994 08:20:30 +0200 Received: by dragon.cit.gu.edu.au id AA08676 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Fri, 9 Sep 1994 16:18:51 +1000 Date: Fri, 9 Sep 1994 16:18:51 +1000 From: Anthony Thyssen Message-Id: <199409090618.AA08676@dragon.cit.gu.edu.au> To: crossfire@ifi.uio.no Subject: Re: Stormbringer is wimpy In-Reply-To: Mail from 'anthony baxter ' dated: Fri, 09 Sep 1994 14:19:54 +1000 X-Face: "Ech/vWX*#{vKw-OiDaKqy:=y'Kqji( Also, at least one reason I wouldn't really like it is that then the | > players would start pulling out their calculators to figure out how | > many potions they need. IT may make things more difficult, but I don't | > really like it for aesthetic reasons. | | So add a little random bonus +/- in there - that way, they can never be | quite sure... :-) | | Oh, and rather than making it a +/-10%, make it so it's a exponential | thing so you could get a _massive_ penalty or bonus, but its extremely | extremely unlikely. Just like life :-) | | That should annoy the compulsive number crunchers. | My own thinking is that the system is crazy, and something better should be developed. Anthony Thyssen ( System Programmer ) http://www.cit.gu.edu.au/~anthony/ ------------------------------------------------------------------------------- We will encourage you to develop the three great virtues of a programmer : laziness, impatience and hubris. --- Larry Wall - "Programming Perl" ------------------------------------------------------------------------------- From crossfire-request Fri Sep 9 07:23:56 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Sep 1994 07:23:54 +0200 Received: (peterm@localhost) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) id WAA18224 for crossfire@ifi.uio.no; Thu, 8 Sep 1994 22:23:50 -0700 Date: Thu, 8 Sep 1994 22:23:50 -0700 From: Peter Mardahl Message-Id: <199409090523.WAA18224@soda.CSUA.Berkeley.EDU> To: crossfire@ifi.uio.no Subject: proposed new potions Status: RO I notice in the player files that the number of hitpoints you gain per level is kept in a 'level array', and also apparently the number of spellpoints. We have potions of improve stat, how about a potion which will improve one of the elements of the level array to it's maximum? Each time you used one, you'd gain some maxhp or maxsp. It would be nowhere near as dramatic an improvement as would be granted by a stat potion, but it'd be nice. Regards, PeterM From crossfire-request Fri Sep 9 07:13:44 1994 Return-Path: Received: from dartvax.dartmouth.edu (dartvax.dartmouth.edu [129.170.16.4]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Sep 1994 07:13:43 +0200 Received: from dancer.Dartmouth.EDU (dancer.dartmouth.edu [129.170.208.7]) by dartvax.dartmouth.edu (8.6.9+DND/8.6.9) with SMTP id BAA17283 for ; Fri, 9 Sep 1994 01:13:41 -0400 Message-id: <6423654@dancer.Dartmouth.EDU> Date: 09 Sep 94 01:13:41 EDT From: Preston.F.Crow@Dartmouth.EDU (Preston F. Crow) Reply-To: preston.crow@dancer.dartmouth.edu Subject: Improving weapons To: crossfire@ifi.uio.no Status: RO So how about this system for improving weapons (and maybe armor): For each weapon, calculate the "current improvements:" Sum all the pluses, subtract for the minuses, add 1 for each protection, 2 for each immunity (maybe juggle the formula a bit). Allow a player to improve the weapon by one plus or protection: prepare weapon (with sacrifice) improve xxx (with sacrifice) additional improvements require a separate preparation. The formula for the sacrifice should be something like: min(1,(new_improvement_level)^2-(old_level)^2) [The min is to deal with weapons that have minuses to start with.] To avoid the calculator effect, have the sacrifice only take the quantity of potions or whatnot that's required. (You could then do things like make the quantity partially class or stat dependent.) Note that this means that it becomes VERY expensive to improve the strength bonus on a +10 sword. A player may wish to use a "worsen stat" scroll to give the weapon a negative on one stat to make another easier to raise. You would want to limit this to -5, to stop the creation of -20 wisdom items that can be set aside when trying to learn spells. You should limit the maximum improvement level of a weapon to the character's level (or some formula based on it). You might want to tinker with the formula for the weapon's improvement level to reflect an understanding that some pluses or protections are more useful than others. Or maybe allow unlimited improvements, only when the weapon is improved beyond a certain point (level-based, stat-based, constant, or random), it is randomly given a minus somewhere. Or have over-improved weapons cause insanity (with a probability based on how over-improved they are). Insanity would cause fits of confusion (as in the spell), hallucinations(sp?), blindness (no display, minus to hit), and rage (computer takes over and attacks anything in site). (Since this would take a lot of work to implement, you could just disallow the readying of an over-improved weapon for the time being.) My favorite is to have the maximum improvement level based on level and charisma (strength of character--also make it useful outside of shops). Because charisma can change with the switch of a ring, (and because I think it's a cool idea) I prefer the insanity idea for over-improved weapons. Well, enough for now. --PC From crossfire-request Fri Sep 9 06:52:43 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Sep 1994 06:52:31 +0200 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA15645 (5.67a8/IDA-1.5 for ); Thu, 8 Sep 1994 21:52:24 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA26177 (5.67a8/IDA-1.5); Thu, 8 Sep 1994 21:52:24 -0700 Received: by bolero.rahul.net id AA00821 (5.67a8/IDA-1.5); Thu, 8 Sep 1994 21:52:23 -0700 Date: Thu, 8 Sep 1994 21:52:23 -0700 From: Mark Wedel Message-Id: <199409090452.AA00821@bolero.rahul.net> To: master@rahul.net, peterm@CSUA.Berkeley.EDU Subject: Re: Stormbringer is wimpy Cc: crossfire@ifi.uio.no Status: RO I don't know how 'easy' it is to create a weapon that raises all your abilities to 30. Possible yes (but anything is possible). Easy it really isn't. In general, stats for all classes average out to about 20. With 6 stats, that means that the stat total is 120. To get straight 30's, your stat total would need to be 180. If we assume that you choose a class that has a net bonus, and have rings that give you bonuses, you may be able to get your stats to total 130. This is still 50 points short of straight 30's. If you do the most economical advancements (2 potions for 1 stat gain), this is till 100 potions, and you need to be at least 45'th level to use the weapon (highger if you want to improve the enchantment, reduce weight, or increase damage) Now, if you use 8 potions (for 2 stat points), now that is only 25 enchantemtns, but 200 potions. But at least you only need to be level 20. But this is still not easy. Also, as for a message stating that the gods deman more: Suppose you want to go from +5 to +7. You are still going to figure that out. That message doesn't do you any good if you have enough potions to go to +6. Also, by making raising the bonuses even more difficult, it really puts limits on some classes. Right now, if that barbarian actually wants to become a good mage, he could devote his effort to raising the int (while a mage could devote his effort to raising strength). Under the new system, this would become impractical (because it would take so many more potions at a certain point.) Whethere this is good or bad is hard to say. Also, right now, as far as I know, there is no way to add protections to your weapon. So if you want protection from physical, your weapon needs to start with that. One thing that could perhaps be added is to maximize artifact damage based on the amount of damage the weapon normally does. Maybe 2.5 times that value is the maximum. So if you choose something that does dam+10 (sword for example), the max damage you could ever make it do with improve scrolls is dam+25 (and then whatever magical bonuses.) This would actually give some reason to enchant large clubs or large flails (because they have a high damage). If you decide to go for the taifu for ac, fine, but your damage will not be as great. Also, one note about super darkblades & other artifact created from artifacts: When I did this, the cancellation spell was different. At that time, objects did not get a saving throw (if random(6) was greater than plus, it was drained.) Now, items do get a saving throw, so any item that ahs no material (which many of the artifacts do have) can not be cancelled, and thus enchanted. So thing are not quite as bad as they used to be. --Mark From crossfire-request Fri Sep 9 06:34:23 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Sep 1994 06:34:21 +0200 Received: from localhost (localhost [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id VAA14512; Thu, 8 Sep 1994 21:34:02 -0700 Message-Id: <199409090434.VAA14512@soda.CSUA.Berkeley.EDU> To: Mark Wedel cc: crossfire@ifi.uio.no Subject: Re: Stormbringer is wimpy In-reply-to: Your message of "Thu, 08 Sep 1994 20:40:49 PDT." <199409090340.AA23755@bolero.rahul.net> Date: Thu, 08 Sep 1994 21:33:52 -0700 From: Peter Mardahl Status: RO In message <199409090340.AA23755@bolero.rahul.net>, Mark Wedel writes: > Also, if the present bonuses are kept, but the bonus from 30->31 is the >same of 29->30, this would create some extremely powerful character. Most >of the abilities above 28 or so have very large gains. That's true. But getting to 30 in more than one stat will become very hard if we do what I suggest to the weapon building code. > Also, adjustments for charisma would need to be changed again, because >otherwise, it would once again be possible to sell items for more than >you buy them for. Well, we could leave that particular bonus at 30 maximum regardless of the actual charisma. It would still affect spells like holy word, etc. > I really don't know - I just haven't seen any really compelling arguement >of why stats should max out at 40 instead of 30. The compelling argument is this: It's quite possible to make a weapon which: gives protection from physical adds 18 or so to ac raises all the stats to 30 does the maximum damage possible has virtually no weight. Once you have done this, gaining a level gains you 2 sp and 2 hp or so. There is no longer any room for improvement. >As for weapon stat improving where the method is >stat_bonus_going_to^2 - present_stat_bonus^2: >First: If the weapon has intrinsic pluses, do these count (for >example, weapon has +1 in normally. is going from 6 to 7 7^2-6^2 or >6^2 - 5^2?) It would be 2* 7^2 - 2*6^2. It would be cumbersome to try and remember the initial stat bonus. > Also, at least one reason I wouldn't really like it is that then the >players would start pulling out their calculators to figure out how >many potions they need. IT may make things more difficult, but I don't >really like it for aesthetic reasons. "The gods demand more " > Also, with that system, the only reason not to save up and improve in >bug bunches is if you want the stats sooner. (to get to +6, as you >said, will cost 72 potions whether you do it in one batch or 6). With >the present system, some choice needs to be made. Do you do it with >2 potions per time, which maximizes stat gain/potion, but will really >burn up how many imrpoves you do, or do you do it with 8 potions and >gain 2 points, stretching the number of improvemetns you make, etc.. How about a different improvement counting system? = f( stat bonuses, dam bonuses, + to magic ) PeterM From crossfire-request Fri Sep 9 06:21:54 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, 9 Sep 1994 06:21:48 +0200 Received: from wyndham-estates.aaii.oz.AU by eden-valley with SMTP (5.65c/SMI-4.0/AAII) id AA03370; Fri, 9 Sep 1994 14:19:55 +1000 Message-Id: <199409090419.AA03370@eden-valley> Received: from frankland-river.aaii.oz.AU (frankland-river) by wyndham-estates. (5.65c/SMI-4.0) id AA24400; Fri, 9 Sep 1994 14:19:55 +1000 Received: from localhost by frankland-river.aaii.oz.AU (4.1/SMI-4.0) id AA20799; Fri, 9 Sep 94 14:19:54 EST To: Mark Wedel Cc: peterm@csua.berkeley.edu, crossfire@ifi.uio.no From: anthony baxter Reply-To: anthony.baxter@aaii.oz.au Subject: Re: Stormbringer is wimpy In-Reply-To: Message from Mark Wedel of 1994-Sep-8 20:40:49, <199409090340.AA23755@bolero.rahul.net> Date: Fri, 09 Sep 1994 14:19:54 +1000 Sender: anthony@aaii.oz.au Status: RO Mark Wedel wrote: > Also, at least one reason I wouldn't really like it is that then the > players would start pulling out their calculators to figure out how > many potions they need. IT may make things more difficult, but I don't > really like it for aesthetic reasons. So add a little random bonus +/- in there - that way, they can never be quite sure... :-) Oh, and rather than making it a +/-10%, make it so it's a exponential thing so you could get a _massive_ penalty or bonus, but its extremely extremely unlikely. Just like life :-) That should annoy the compulsive number crunchers. Anthony From crossfire-request Fri Sep 9 05:43:48 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id ; Fri, 9 Sep 1994 05:43:44 +0200 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA15080 (5.67a8/IDA-1.5); Thu, 8 Sep 1994 20:42:52 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA08084 (5.67a8/IDA-1.5); Thu, 8 Sep 1994 20:42:50 -0700 Received: by bolero.rahul.net id AA24024 (5.67a8/IDA-1.5); Thu, 8 Sep 1994 20:42:50 -0700 Date: Thu, 8 Sep 1994 20:42:50 -0700 From: Mark Wedel Message-Id: <199409090342.AA24024@bolero.rahul.net> To: btk@aber.ac.uk, kjetilho@ifi.uio.no Subject: Re: Stormbringer is wimpy Cc: crossfire@ifi.uio.no Status: RO Typically my method to deal with big wizards is to go in with a good magical weapon, and a lot of spell points, and heal as I need to. Also, it needs to be remember that level up to 100 is supported. So just because somethign is next to impossible kill at 15'th level does not mean it is really overpowered. If you were able to kill most anything at level 15, then what challenge really exists beyond that? --Mark From crossfire-request Fri Sep 9 05:41:01 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 9 Sep 1994 05:40:58 +0200 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA15045 (5.67a8/IDA-1.5 for ); Thu, 8 Sep 1994 20:40:51 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA07637 (5.67a8/IDA-1.5); Thu, 8 Sep 1994 20:40:50 -0700 Received: by bolero.rahul.net id AA23755 (5.67a8/IDA-1.5); Thu, 8 Sep 1994 20:40:49 -0700 Date: Thu, 8 Sep 1994 20:40:49 -0700 From: Mark Wedel Message-Id: <199409090340.AA23755@bolero.rahul.net> To: master@rahul.net, peterm@CSUA.Berkeley.EDU Subject: Re: Stormbringer is wimpy Cc: crossfire@ifi.uio.no Status: RO I just don't really need to see the need to go beyond 30 in stats. Also, if the present bonuses are kept, but the bonus from 30->31 is the same of 29->30, this would create some extremely powerful character. Most of the abilities above 28 or so have very large gains. Also, adjustments for charisma would need to be changed again, because otherwise, it would once again be possible to sell items for more than you buy them for. I really don't know - I just haven't seen any really compelling arguement of why stats should max out at 40 instead of 30. As for weapon stat improving where the method is stat_bonus_going_to^2 - present_stat_bonus^2: First: If the weapon has intrinsic pluses, do these count (for example, weapon has +1 in normally. is going from 6 to 7 7^2-6^2 or 6^2 - 5^2?) Also, at least one reason I wouldn't really like it is that then the players would start pulling out their calculators to figure out how many potions they need. IT may make things more difficult, but I don't really like it for aesthetic reasons. Also, with that system, the only reason not to save up and improve in bug bunches is if you want the stats sooner. (to get to +6, as you said, will cost 72 potions whether you do it in one batch or 6). With the present system, some choice needs to be made. Do you do it with 2 potions per time, which maximizes stat gain/potion, but will really burn up how many imrpoves you do, or do you do it with 8 potions and gain 2 points, stretching the number of improvemetns you make, etc.. --Mark From crossfire-request Thu Sep 8 21:04:59 1994 Return-Path: Received: from beli.ifi.uio.no (1232@beli.ifi.uio.no [129.240.68.3]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id ; Thu, 8 Sep 1994 21:04:59 +0200 From: Kjetil Torgrim Homme Received: (from kjetilho@localhost) by beli.ifi.uio.no ; Thu, 8 Sep 1994 21:04:57 +0200 Date: Thu, 8 Sep 1994 21:04:57 +0200 Message-Id: <199409081904.16867.beli.ifi.uio.no@ifi.uio.no> To: btk@aber.ac.uk CC: crossfire@ifi.uio.no In-reply-to: <25158.779017286@mailhost.aber.ac.uk> (message from BENJAMIN THOMAS KETTERIDGE on Thu, 08 Sep 1994 10:41:26 +0100) Subject: Re: Stormbringer is wimpy Status: RO | And what about the gigantic magician figures? (big wizard?) I | forget. How can they be killed? They fire off spells at such a rate | its hardly possible to get near them! Well, there's a map with these magicians where you can get them to stand in a corner with a hole in it. It's not so difficult to kill them with "normal" artifacts, but you need a lot of healing :-) But, how about team play, folks? I think there _should_ be monsters so tough you need to be 4-5 players to nail them. Kjetil T. From crossfire-request Thu Sep 8 21:03:58 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Thu, 8 Sep 1994 21:03:56 +0200 Received: from localhost (localhost [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id MAA19729; Thu, 8 Sep 1994 12:03:37 -0700 Message-Id: <199409081903.MAA19729@soda.CSUA.Berkeley.EDU> To: Mark Wedel cc: crossfire@ifi.uio.no Subject: Re: Stormbringer is wimpy In-reply-to: Your message of "Thu, 08 Sep 1994 00:51:52 PDT." <199409080751.AA04758@bolero.rahul.net> Date: Thu, 08 Sep 1994 12:03:35 -0700 From: Peter Mardahl Status: RO In message <199409080751.AA04758@bolero.rahul.net>, Mark Wedel writes: > As such, it is impposible to create the + of a weapon that is higher >level than the character. Well, you get your level +5. > As for removing stat maximums: Is this saying that stats can go above >30, or that as long as your drink potions, your stats will keep goin >up? Your stats can go higher than 30, your maximum intrinsic stat is still capped. Why not fix the bonus after 30? So bonus(29-->30)= bonus(30-->31)? If we do this, though, we really DO have to make it cost 72 potions to get to +6, not 12 potions in steps of 2. Under this system I cannot see anyone getting his stats much above 40 no matter what he does. You can get a wizard to int 29 with Rings of High Magic and a Helm of brilliance. 30 with Beelzebub's sword. To get to int 40 would require a sword +11, or 242 int potions. To get to 41 would require, +12.... 40 odd more potions. Regards, PeterM From crossfire-request Thu Sep 8 11:41:53 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, 8 Sep 1994 11:41:52 +0200 Received: from mailhost.aber.ac.uk (actually saturn.dcs.aber.ac.uk) by mailsun.aber.ac.uk with SMTP (PP); Thu, 8 Sep 1994 10:41:30 +0100 To: crossfire@ifi.uio.no Subject: Re: Stormbringer is wimpy In-reply-to: Your message of "Wed, 07 Sep 1994 21:41:21 PDT." <199409080441.VAA24649@soda.CSUA.Berkeley.EDU> Date: Thu, 08 Sep 1994 10:41:26 +0100 Message-ID: <25158.779017286@mailhost.aber.ac.uk> From: BENJAMIN THOMAS KETTERIDGE Status: RO Peter wrote: >> >>I think a +19 sword is a crock, IMHO. >> >>Rupert > > Maybe so, Rupert. But they're not impossible, and quite frankly, >how else are you going to kill a Jessy? He's immune to all magic, >has incredible firepower, and is immune to everything but weaponmagic. >(He's even immune to physical, so the create bomb trick won't work.) >You might be able to deathstrike him if you're level 60 or so. And what about the gigantic magician figures? (big wizard?) I forget. How can they be killed? They fire off spells at such a rate its hardly possible to get near them! btw do monsters suffer from casting time? If the player has to, I think the monsters should too. (not to mention attack interrupting spell casting!!!) Ben. +--------------------------------------------------------------------------+ | _|--|_ o | Disclaimer: I've got a baby, and I don't know what to do! | | (\/) +---+ +---------------------------------+-------------------------+ | vv / \ | But then, does anyone? :-) | btk@aber.ac.uk | +--------------+---------------------------------+-------------------------+ From owner-crossfire Thu Sep 8 11:09:42 1994 Return-Path: Received: from dragon.cit.gu.edu.au (dragon.cit.gu.edu.au [132.234.5.27]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Thu, 8 Sep 1994 11:09:17 +0200 Received: by dragon.cit.gu.edu.au id AA05868 (5.65c/IDA-1.4.4 for crossfire-bugs@ifi.uio.no); Thu, 8 Sep 1994 19:07:26 +1000 Date: Thu, 8 Sep 1994 19:07:26 +1000 From: Anthony Thyssen Message-Id: <199409080907.AA05868@dragon.cit.gu.edu.au> To: crossfire-bugs@ifi.uio.no Subject: Bug crossfire 0.91.4 X-Face: "Ech/vWX*#{vKw-OiDaKqy:=y'Kqji( Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id ; Thu, 8 Sep 1994 09:52:06 +0200 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA02782 (5.67a8/IDA-1.5); Thu, 8 Sep 1994 00:51:54 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA07063 (5.67a8/IDA-1.5); Thu, 8 Sep 1994 00:51:53 -0700 Received: by bolero.rahul.net id AA04758 (5.67a8/IDA-1.5); Thu, 8 Sep 1994 00:51:52 -0700 Date: Thu, 8 Sep 1994 00:51:52 -0700 From: Mark Wedel Message-Id: <199409080751.AA04758@bolero.rahul.net> To: bjornlu@ifi.uio.no, master@rahul.net Subject: Re: Stormbringer is wimpy Cc: crossfire@ifi.uio.no, eanders+@cmu.edu, peterm@CSUA.Berkeley.EDU Status: RO you can only incrase the straight + of a weapon in increments of 1. The abilities can be increased more than that at a time. As such, it is impposible to create the + of a weapon that is higher level than the character. As for removing stat maximums: Is this saying that stats can go above 30, or that as long as your drink potions, your stats will keep goin up? If the former, I don't see a great need - it is pretty hard to get 30 stats as it is (and next to impossible to get more than 1 at 30 unless you do have an enchanted artifact weapon.) If the later, I think this would be worse. It would el (eliminate) one of the few things that differentiate class, and pretty soon you would have lots of characters with very high stats. Also, if max stats is raised (to 50 or 100 or something), I see other problems: More than likely, raising a stat 1 point will not have the same effect it does right now. As a player, to spend 5000 GP on a potion to get a minimal gain (a couple spell points, increase of speed of .03, etc) would be a bit of a letdown. Right now, at least when you drink a potion, you see real improvement. As for improve scrolls, if you are a maintainer/running a server, you can pretty easily edit the treausres file and remove whatever items you don't wnat. Personally, improve scrolls were about the only thing to look forward to once you are 15'th level or so. You pretty much have the best armor weapon and misc that you will get (and if you don't, then it is the luck of that item being generated (boots of speed are very rare, but having a lot of money won't really make you any closer.) With the improve scrolls, first it takes a bit of money to tart improving the weapon, and a bit more to buy the potions and other stuff to keep on going. Without this, I can't really think what money would be spent on. --Mark From crossfire-request Thu Sep 8 09:25:46 1994 Return-Path: Received: from baugi.ifi.uio.no (2116@baugi.ifi.uio.no [129.240.104.3]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id ; Thu, 8 Sep 1994 09:25:45 +0200 From: =?iso-8859-1?Q?Bj=F8rn_Georg_Ludvigsen?= MIME-Version: 1.0 Received: (from bjornlu@localhost) by baugi.ifi.uio.no ; Thu, 8 Sep 1994 09:25:44 +0200 Date: Thu, 8 Sep 1994 09:25:43 +0200 To: Mark Wedel Cc: master@rahul.net, peterm@CSUA.Berkeley.EDU, crossfire@ifi.uio.no, eanders+@cmu.edu Subject: Re: Stormbringer is wimpy In-Reply-To: Mark Wedel 's message of Wed, 7 Sep 1994 21:47:45 -0700 References: <199409080447.AA14657@bolero.rahul.net> Message-ID: Status: RO > Also, the number of improvements is important, as you can not use >a weapon taht has been improved more than your level. So this sort >of encourages improving the wapon by great steps (and >also puts a limit on how + the weapon will be, since each of those >is an improvement.) But, one can (rather easily) make a +5+5+5+5+5+5+5 weapon, and that wasn't the idea, was it? And even if it's not so easy, it's possible. You might have to struggle a weenie bit, but still... - Bjorn From crossfire-request Thu Sep 8 09:22:05 1994 Return-Path: Received: from baugi.ifi.uio.no (2116@baugi.ifi.uio.no [129.240.104.3]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id ; Thu, 8 Sep 1994 09:22:05 +0200 From: =?iso-8859-1?Q?Bj=F8rn_Georg_Ludvigsen?= MIME-Version: 1.0 Received: (from bjornlu@localhost) by baugi.ifi.uio.no ; Thu, 8 Sep 1994 09:22:03 +0200 Date: Thu, 8 Sep 1994 09:22:03 +0200 To: Peter Mardahl Cc: rgg@aaii.oz.au, crossfire@ifi.uio.no Subject: Re: Stormbringer is wimpy In-Reply-To: Peter Mardahl 's message of Wed, 07 Sep 1994 21:41:21 -0700 References: <199409080441.VAA24649@soda.CSUA.Berkeley.EDU> Message-ID: Status: RO > What do people think of removing all maximums to stats and simply >having a system which uses a formula to compute bonuses instead of >a table? Like it a lot. Players shouldn't be able to be philosophically "as strong as totally possible", the way it is today. Even gods (when we implement them :)) won't armwrestle most lvl 50 fighters who have played a bit and gotten 30 str (Or, any lvl 5 geek with an "improved" weapon). Also, 50-51 str shouldn't equal 1-2 str in increased dam/carrying capacity, it should be more. Lots more. Players will probably not get more than say 40-50 str, and that's if they max on str only. And to get so much str, there should be items which reduce other stats, like Girdle of the Berserker, str+5, dex-4, con+2, int/wis-5. And, I suggest we get those improve scrolls outta here. To maintain game balance, we should be able to control the items the players get, and give them minuses as well as pluses. And, minuses/pluses to hp/speed/sp should also be possible. The artifacts created with improve scrolls are very powerful, because they give no minuses... In the improve code, either add random minuses to another stat on weapon to balance it a bit more out, or remove the whole thing. I liked crossfire better before the improve scrolls came... It was a lot more balanced, and there existed "the best equipment". Call me a mudder, but I like it. - Bjorn From crossfire-request Thu Sep 8 09:10:14 1994 Return-Path: Received: from eden-valley (eden-valley.aaii.oz.AU [192.35.59.254]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Thu, 8 Sep 1994 09:09:49 +0200 Received: from wyndham-estates.aaii.oz.AU by eden-valley with SMTP (5.65c/SMI-4.0/AAII) id AA26287; Thu, 8 Sep 1994 17:09:07 +1000 Message-Id: <199409080709.AA26287@eden-valley> Received: from nagambie.aaii.oz.AU (nagambie) by wyndham-estates. (5.65c/SMI-4.0) id AA17392; Thu, 8 Sep 1994 17:09:07 +1000 Received: from localhost by nagambie.aaii.oz.AU (4.1/SMI-4.0) id AA13715; Thu, 8 Sep 94 17:09:06 EST To: crossfire@ifi.uio.no From: "Rupert G. Goldie" Reply-To: rgg@aaii.oz.au Subject: Re: Stormbringer is wimpy In-Reply-To: Message from Peter Mardahl of 1994-Sep-7 21:41:21, <199409080441.VAA24649@soda.CSUA.Berkeley.EDU> Date: Thu, 08 Sep 1994 17:09:06 +1000 Sender: rgg@aaii.oz.au Status: RO Peter Mardahl wrote: > >I think a +19 sword is a crock, IMHO. > >Rupert > > Maybe so, Rupert. But they're not impossible, and quite frankly, > how else are you going to kill a Jessy? He's immune to all magic, > has incredible firepower, and is immune to everything but weaponmagic. > (He's even immune to physical, so the create bomb trick won't work.) > You might be able to deathstrike him if you're level 60 or so. > Maybe the Jessy is too powerful ? Are any other monsters a challenge once you have a +19 sword ? It may be better to tone down some of the over-the-top monsters rather than letting characters get omnipotent. > You can't realistically beat a strong monster without some sort of > super weapon unless you use magic. Right now, it's a magician's > game..... > This is a bit of a problem, but you can load yourself up with wands, rods, and scrolls (still not entirely satisfactory) > What do people think of removing all maximums to stats and simply > having a system which uses a formula to compute bonuses instead of > a table? > > PeterM I think we need maximums to allow us to effect some sort of game-balance. If necessary some other aspects of the game may need to be modified too. -- Rupert From crossfire-request Thu Sep 8 07:33:22 1994 Return-Path: Received: from Sun.COM (Sun.COM [192.9.9.1]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Thu, 8 Sep 1994 07:33:17 +0200 Received: from Corp.Sun.COM (lemay.Corp.Sun.COM) by Sun.COM (sun-barr.Sun.COM) id AA15837; Wed, 7 Sep 94 22:33:01 PDT Received: from chessie.Corp.Sun.COM by Corp.Sun.COM (4.1(1/24/94)/elliemay (corpmail1 inbound)) id AA23458; Wed, 7 Sep 94 22:33:00 PDT Received: from crun.Corp.Sun.COM by chessie.Corp.Sun.COM (5.0/SMI-SVR4) id AA01646; Wed, 7 Sep 1994 22:39:24 +0800 Received: by crun.Corp.Sun.COM (5.x/SMI-SVR4) id AA12448; Wed, 7 Sep 1994 22:34:59 -0700 Date: Wed, 7 Sep 1994 22:34:59 -0700 From: Adrian.Cockcroft@Corp.Sun.COM (Adrian Cockcroft - SMCC Product Marketing Engineering) Message-Id: <9409080534.AA12448@crun.Corp.Sun.COM> To: rgg@aaii.oz.au, peterm@CSUA.Berkeley.EDU Subject: Re: Stormbringer is wimpy Cc: crossfire@ifi.uio.no X-Sun-Charset: US-ASCII Content-Length: 1814 Status: RO Several years ago I played nethack through to the end, and at the end my character was the most powerful thing around, and I got bored and didn't have to be careful. After that I played Moria to about the same level, but found that I still had to tiptoe carefully around Ancient Multi-hued Dragons, since they could cause more damage in one round than my Hp. I did kill a few AMHD's, but it took luck and skill (and a lot of running away). While there is a nice feeling to being all-powerful, I think it spoils the game. I played Moria longer at a high level than nethack and found crossfire via a gopher search when I was looking for an up-to-date version of Moria (it found Moria-like in the description). Regards Adrian > From crossfire-request@ifi.uio.no Wed Sep 7 22:12 PDT 1994 > To: rgg@aaii.oz.au > Cc: crossfire@ifi.uio.no > Subject: Re: Stormbringer is wimpy > Date: Wed, 07 Sep 1994 21:41:21 -0700 > From: Peter Mardahl > > In message <199409080358.AA22147@eden-valley>, "Rupert G. Goldie" writes: > > > > > >Peter Mardahl wrote: > > > >I think a +19 sword is a crock, IMHO. > > > >-- > >Rupert > > Maybe so, Rupert. But they're not impossible, and quite frankly, > how else are you going to kill a Jessy? He's immune to all magic, > has incredible firepower, and is immune to everything but weaponmagic. > (He's even immune to physical, so the create bomb trick won't work.) > You might be able to deathstrike him if you're level 60 or so. > > You can't realistically beat a strong monster without some sort of > super weapon unless you use magic. Right now, it's a magician's > game..... > > What do people think of removing all maximums to stats and simply > having a system which uses a formula to compute bonuses instead of > a table? > > PeterM > From crossfire-request Thu Sep 8 07:11:33 1994 Return-Path: Received: from dragon.cit.gu.edu.au (dragon.cit.gu.edu.au [132.234.5.27]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Thu, 8 Sep 1994 07:11:31 +0200 Received: by dragon.cit.gu.edu.au id AA05514 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Thu, 8 Sep 1994 15:09:50 +1000 Date: Thu, 8 Sep 1994 15:09:50 +1000 From: Anthony Thyssen Message-Id: <199409080509.AA05514@dragon.cit.gu.edu.au> To: crossfire@ifi.uio.no Subject: Re: Scrolls and Books? In-Reply-To: Mail from 'Mark Wedel ' dated: Wed, 7 Sep 1994 19:12:37 -0700 X-Face: "Ech/vWX*#{vKw-OiDaKqy:=y'Kqji( Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Thu, 8 Sep 1994 06:57:41 +0200 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA01451 (5.67a8/IDA-1.5 for ); Wed, 7 Sep 1994 21:57:29 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA01291 (5.67a8/IDA-1.5); Wed, 7 Sep 1994 21:57:28 -0700 Received: by bolero.rahul.net id AA16501 (5.67a8/IDA-1.5); Wed, 7 Sep 1994 21:57:27 -0700 Date: Wed, 7 Sep 1994 21:57:27 -0700 From: Mark Wedel Message-Id: <199409080457.AA16501@bolero.rahul.net> To: crossfire@ifi.uio.no, rgg@aaii.oz.au Subject: Re: Stormbringer is wimpy Status: RO +19 swords are quite possible. However, once the item is +6 or so (making it pretty much indestructible and immune to cancellation), I went for rasing the stats (after weapon weight was reduced to near 0, and dmage was +70). with all my stats above 25 (some laso helped by rings and helms), I was in pretty good shape. Higher abilities have several advantages that are not gained by just a great + on the item - I have very fast speed, good ac, a lot of spell points (500+), and I regenerate them like crazy. I think the main things that make character created artifacts really powerful is the high damage (rubies) and low weight (pearls). The low weight gives an excellent weapon speed, and the high damage is self explanatory. From crossfire-request Thu Sep 8 06:48:00 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Thu, 8 Sep 1994 06:47:57 +0200 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA01392 (5.67a8/IDA-1.5 for ); Wed, 7 Sep 1994 21:47:50 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA24811 (5.67a8/IDA-1.5); Wed, 7 Sep 1994 21:47:48 -0700 Received: by bolero.rahul.net id AA14657 (5.67a8/IDA-1.5); Wed, 7 Sep 1994 21:47:45 -0700 Date: Wed, 7 Sep 1994 21:47:45 -0700 From: Mark Wedel Message-Id: <199409080447.AA14657@bolero.rahul.net> To: master@rahul.net, peterm@CSUA.Berkeley.EDU Subject: Re: Stormbringer is wimpy Cc: crossfire@ifi.uio.no, eanders+@cmu.edu Status: RO I don't see any reason to change the system to make it easier to raise the stats. As I said , it isn't too difficult right now. Also, the number of improvements is important, as you can not use a weapon taht has been improved more than your level. So this sort of encourages improving the wapon by great steps (and also puts a limit on how + the weapon will be, since each of those is an improvement.) --Mark From crossfire-request Thu Sep 8 06:47:17 1994 Return-Path: Received: from dragon.cit.gu.edu.au (dragon.cit.gu.edu.au [132.234.5.27]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Thu, 8 Sep 1994 06:47:15 +0200 Received: by dragon.cit.gu.edu.au id AA05479 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Thu, 8 Sep 1994 14:45:33 +1000 Date: Thu, 8 Sep 1994 14:45:33 +1000 From: Anthony Thyssen Message-Id: <199409080445.AA05479@dragon.cit.gu.edu.au> To: crossfire@ifi.uio.no Subject: Re: Crossfire 0.91.4 In-Reply-To: Mail from 'Mark Wedel ' dated: Wed, 7 Sep 1994 19:15:31 -0700 Cc: master@rahul.net X-Face: "Ech/vWX*#{vKw-OiDaKqy:=y'Kqji( Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Thu, 8 Sep 1994 06:41:45 +0200 Received: from localhost (localhost [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id VAA24649; Wed, 7 Sep 1994 21:41:30 -0700 Message-Id: <199409080441.VAA24649@soda.CSUA.Berkeley.EDU> To: rgg@aaii.oz.au cc: crossfire@ifi.uio.no Subject: Re: Stormbringer is wimpy In-reply-to: Your message of "Thu, 08 Sep 1994 13:58:04 +1000." <199409080358.AA22147@eden-valley> Date: Wed, 07 Sep 1994 21:41:21 -0700 From: Peter Mardahl Status: RO In message <199409080358.AA22147@eden-valley>, "Rupert G. Goldie" writes: > > >Peter Mardahl wrote: > >I think a +19 sword is a crock, IMHO. > >-- >Rupert Maybe so, Rupert. But they're not impossible, and quite frankly, how else are you going to kill a Jessy? He's immune to all magic, has incredible firepower, and is immune to everything but weaponmagic. (He's even immune to physical, so the create bomb trick won't work.) You might be able to deathstrike him if you're level 60 or so. You can't realistically beat a strong monster without some sort of super weapon unless you use magic. Right now, it's a magician's game..... What do people think of removing all maximums to stats and simply having a system which uses a formula to compute bonuses instead of a table? PeterM From crossfire-request Thu Sep 8 06:35:44 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Thu, 8 Sep 1994 06:35:42 +0200 Received: from localhost (localhost [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id VAA24166; Wed, 7 Sep 1994 21:35:31 -0700 Message-Id: <199409080435.VAA24166@soda.CSUA.Berkeley.EDU> To: Mark Wedel cc: crossfire@ifi.uio.no, eanders+@cmu.edu Subject: Re: Stormbringer is wimpy In-reply-to: Your message of "Wed, 07 Sep 1994 20:40:39 PDT." <199409080340.AA08380@bolero.rahul.net> Date: Wed, 07 Sep 1994 21:35:29 -0700 From: Peter Mardahl Status: RO In message <199409080340.AA08380@bolero.rahul.net>, Mark Wedel writes: > As for creating artifact weapons: Changes to stats is not too bad - >more than likely the character will have the resources to improve the >stats. Once you get the weapon so it causes serious damage (which >is relatively easy), you can start killing a lot of things and get >good amounts otf treasure. How about we change it so that instead of a fixed cost for an improvement, the final value of the improvement is considered also? Right now: to get you need or a new system: +1str 2 str potions 1 +2str 8 4 +3str 18 9 +4str 32 16 +5str 50 25 +6str 72 36 So you could get up to +4str in 4 steps costing two potions, or 8 potions. This is very much cheaper, and quite feasable if you burned 10k diamonds! (100 improvements) How about a system which has memory? So that going from +3 to +4 would take 32-18=14 potions? >success. So that if you want to add protection from acid, you get > a speical scroll, and then donate a bunch of items that grant >that (rings and I guess some armors do.) Then maybe there is a 5% chance >per item that that ability is added. So if you donate 5, there is >a 25% chance, if you donate 20, you are then sure. I like this system, except you may want to make it possible for flexibility in the number of items needed. Protection from drain shouldn't require too much, protection from fire should bear a high price. PeterM From crossfire-request Thu Sep 8 05:59:11 1994 Return-Path: Received: from eden-valley (eden-valley.aaii.oz.AU [192.35.59.254]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Thu, 8 Sep 1994 05:58:45 +0200 Received: from wyndham-estates.aaii.oz.AU by eden-valley with SMTP (5.65c/SMI-4.0/AAII) id AA22147; Thu, 8 Sep 1994 13:58:05 +1000 Message-Id: <199409080358.AA22147@eden-valley> Received: from nagambie.aaii.oz.AU (nagambie) by wyndham-estates. (5.65c/SMI-4.0) id AA16375; Thu, 8 Sep 1994 13:58:04 +1000 Received: from localhost by nagambie.aaii.oz.AU (4.1/SMI-4.0) id AA13146; Thu, 8 Sep 94 13:58:04 EST To: crossfire@ifi.uio.no From: "Rupert G. Goldie" Reply-To: rgg@aaii.oz.au Subject: Re: Stormbringer is wimpy In-Reply-To: Message from Peter Mardahl of 1994-Sep-7 20:14:46, <199409080314.UAA16312@soda.CSUA.Berkeley.EDU> Date: Thu, 08 Sep 1994 13:58:04 +1000 Sender: rgg@aaii.oz.au Status: RO Peter Mardahl wrote: > Why shouldn't people be able to start with magical weapons? +4 isn't > really that strong on the scale of what is possible with the Enchant > Weapon suite of scrolls. What should be checked for is not the + to magic > but rather all of those other things like immunties, +to stats.... > I thought we were going to restrict the amount you can enchant items to avoid having super weapons. > I think of this as a feature. Some artifacts should not be destructible. > I'd prefer that they had material type 256 (adamant), but 256 maps to > zero anyway for some reason. > The material is probably stored in a char which will map 256 to zero. > > That's true. Also a feature, not a bug, IMHO. A +19 sword is magicked > enough that I'd expect nothing to be able to break it. > > PeterM I think a +19 sword is a crock, IMHO. -- Rupert From crossfire-request Thu Sep 8 06:25:15 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Thu, 8 Sep 1994 06:25:14 +0200 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA00598 (5.67a8/IDA-1.5); Wed, 7 Sep 1994 20:40:42 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA23828 (5.67a8/IDA-1.5); Wed, 7 Sep 1994 20:40:40 -0700 Received: by bolero.rahul.net id AA08380 (5.67a8/IDA-1.5); Wed, 7 Sep 1994 20:40:39 -0700 Date: Wed, 7 Sep 1994 20:40:39 -0700 From: Mark Wedel Message-Id: <199409080340.AA08380@bolero.rahul.net> To: master@rahul.net, peterm@CSUA.Berkeley.EDU Subject: Re: Stormbringer is wimpy Cc: crossfire@ifi.uio.no, eanders+@cmu.edu Status: RO Well, fixing the problem with type 256 (adamant) getting mapped to 0 was quite easy (just changing a cast in loader.c0 As for creating artifact weapons: Changes to stats is not too bad - more than likely the character will have the resources to improve the stats. Once you get the weapon so it causes serious damage (which is relatively easy), you can start killing a lot of things and get good amounts otf treasure. What might be interesting is some way of actually adding immunities and protection to weaopns. Perhaps by sacrificing items that have these protections, and the number sacrificed determines the chance of success. So that if you want to add protection from acid, you get a speical scroll, and then donate a bunch of items that grant that (rings and I guess some armors do.) Then maybe there is a 5% chance per item that that ability is added. So if you donate 5, there is a 25% chance, if you donate 20, you are then sure. This would allow for the creation of artifact weapons that cover many situations. The same for immunities could be true (but items that grant immuniteis are much rarer and expensive..) --Mark From crossfire-request Thu Sep 8 05:14:57 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Thu, 8 Sep 1994 05:14:56 +0200 Received: from localhost (localhost [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id UAA16312; Wed, 7 Sep 1994 20:14:48 -0700 Message-Id: <199409080314.UAA16312@soda.CSUA.Berkeley.EDU> To: Mark Wedel cc: crossfire@ifi.uio.no, eanders+@cmu.edu Subject: Re: Stormbringer is wimpy In-reply-to: Your message of "Wed, 07 Sep 1994 19:07:53 PDT." <199409080207.AA29778@bolero.rahul.net> Date: Wed, 07 Sep 1994 20:14:46 -0700 From: Peter Mardahl Status: RO In message <199409080207.AA29778@bolero.rahul.net>, Mark Wedel writes: > I don't know if there is any really good solution, unless you absolute >want to require that items be of nonmagical origons. However, what >about some of the 'lesser' artifacts? Lesser being ones that are created >via the artifacts file. If you have a club of sanwe, should that be >enchantable? Why shouldn't people be able to start with magical weapons? +4 isn't really that strong on the scale of what is possible with the Enchant Weapon suite of scrolls. What should be checked for is not the + to magic but rather all of those other things like immunties, +to stats.... >similar type of creatures. However, this won't work for many artifacts, >because they have no material type, and if an item has no material type, >it is invulnerable to everything (bug or feature?) I think of this as a feature. Some artifacts should not be destructible. I'd prefer that they had material type 256 (adamant), but 256 maps to zero anyway for some reason. Should a Holy Avenger weapon, invested with the Puissance of the Gods, be vulnerable to mere earthly magic and forces? > Also, even for items that are created out of some material, they still >get a saving throw, and if they have high enough pluses, they will never >fail (it is not like D&D where a 1 always fails. Here, if the item has >enough pluses, it will succeed even on a 1.) That's true. Also a feature, not a bug, IMHO. A +19 sword is magicked enough that I'd expect nothing to be able to break it. PeterM From crossfire-request Thu Sep 8 05:02:17 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Thu, 8 Sep 1994 05:02:16 +0200 Received: from localhost (localhost [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id UAA15000; Wed, 7 Sep 1994 20:01:02 -0700 Message-Id: <199409080301.UAA15000@soda.CSUA.Berkeley.EDU> To: rgg@aaii.oz.au cc: crossfire@ifi.uio.no Subject: Re: Scrolls and Books? In-reply-to: Your message of "Thu, 08 Sep 1994 10:57:16 +1000." <199409080057.AA20782@eden-valley> Date: Wed, 07 Sep 1994 20:00:56 -0700 From: Peter Mardahl Status: RO In message <199409080057.AA20782@eden-valley>, "Rupert G. Goldie" writes: > > >Chris Hooven wrote: >> I think if you find a scroll and Identify it you should not have to indentif >y How about this: if you know the spell which is on the scroll, you know what is on the scroll. If not, it requires identification. It *is* a great pain to have to identify scrolls, which are of little value. Better yet, since *anyone* can read magic scrolls, can we not simply assume that they have a title written on top, and are thus automatically identified? This is also a much easier hack than any other. I never, never use scrolls in practice because of the irritating necessity of identifying them. Why don't we make it less of a hassle to use this minor magic item? Regards, PeterM From crossfire-request Thu Sep 8 04:59:59 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Thu, 8 Sep 1994 04:59:54 +0200 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA00214 (5.67a8/IDA-1.5 for ); Wed, 7 Sep 1994 19:59:30 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA11970 (5.67a8/IDA-1.5); Wed, 7 Sep 1994 19:15:32 -0700 Received: by bolero.rahul.net id AA00633 (5.67a8/IDA-1.5); Wed, 7 Sep 1994 19:15:31 -0700 Date: Wed, 7 Sep 1994 19:15:31 -0700 From: Mark Wedel Message-Id: <199409080215.AA00633@bolero.rahul.net> To: huma@netcom.com, master@rahul.net Subject: Re: Crossfire 0.91.4 Cc: anthony@cit.gu.edu.au, crossfire@ifi.uio.no Status: RO Having images that are combinations makes the display code a bit more difficult. Right now, it is pretty easy - draw the icon for each flag is set. With having composite images, you would then need to figure out what image to use. That additio was a pretty quick hack. This is at least partialy because when client/server comes around, it will be the client that should handle it. Thus, I don't want to spend a lot of effort messing with the display code. Right now, there are 'word' images for cursed, magic, unpaid, damned, equipped and locked. --Mark From crossfire-request Thu Sep 8 05:17:02 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Thu, 8 Sep 1994 05:17:01 +0200 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA00206 (5.67a8/IDA-1.5); Wed, 7 Sep 1994 19:58:55 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA10537 (5.67a8/IDA-1.5); Wed, 7 Sep 1994 19:12:38 -0700 Received: by bolero.rahul.net id AA00350 (5.67a8/IDA-1.5); Wed, 7 Sep 1994 19:12:37 -0700 Date: Wed, 7 Sep 1994 19:12:37 -0700 From: Mark Wedel Message-Id: <199409080212.AA00350@bolero.rahul.net> To: clh00@hplvesv1.lvld.hp.com, crossfire@ifi.uio.no Subject: Re: Scrolls and Books? Status: RO There are two problem with once finding a scroll, you will always know what is on future scrolls if they have the same spell type: 1) PRetty quickly, all scrolls would be effectively identified for you. 2) In the player structure, all scroll types you have found previously would need to be kept track of. As for figuring out what it is: Unless additional flags are added to objects (something like IDENTIFY_ATTEMPT_MADE), there would be nothing preventing character from keep trying to identify it by picking it up or whatever means is used to give taht chance. As for spellbooks: Just apply them. If you know that spell, the book will become identified. If not, you will try to learn it (so this may not be a good strategy if you are stupid barbarian.) It might be interesting to add cursed spell books. If you apply one and know the spell, then it erases it from your memory... --Mark From crossfire-request Thu Sep 8 04:08:45 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Thu, 8 Sep 1994 04:08:38 +0200 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA11242 (5.67a8/IDA-1.5 for ); Wed, 7 Sep 1994 19:08:16 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA08677 (5.67a8/IDA-1.5); Wed, 7 Sep 1994 19:08:01 -0700 Received: by bolero.rahul.net id AA29778 (5.67a8/IDA-1.5); Wed, 7 Sep 1994 19:07:53 -0700 Date: Wed, 7 Sep 1994 19:07:53 -0700 From: Mark Wedel Message-Id: <199409080207.AA29778@bolero.rahul.net> To: crossfire@ifi.uio.no, eanders+@CMU.EDU Subject: Re: Stormbringer is wimpy Status: RO cancellation will remove the magical plus of a weapon (ie, turn a darkblade +4 into just a darkblade). IT will not remove abilities (str, dex, con, etc, or immune,protected,vulnerable status). To create your own artifact weapon, it only checks to see if the item has a magical plus. Thus, a +0 darkblade is enchantable. I don't know if there is any really good solution, unless you absolute want to require that items be of nonmagical origons. However, what about some of the 'lesser' artifacts? Lesser being ones that are created via the artifacts file. If you have a club of sanwe, should that be enchantable? Also, even without cancellation, you could drain main artifact weapons of their pluses. Just attack a rust monster or acid sphere or many similar type of creatures. However, this won't work for many artifacts, because they have no material type, and if an item has no material type, it is invulnerable to everything (bug or feature?) Also, even for items that are created out of some material, they still get a saving throw, and if they have high enough pluses, they will never fail (it is not like D&D where a 1 always fails. Here, if the item has enough pluses, it will succeed even on a 1.) --Mark From crossfire-request Thu Sep 8 04:06:22 1994 Return-Path: Received: from eden-valley.aaii.oz.au (eden-valley.aaii.oz.AU [192.35.59.254]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Thu, 8 Sep 1994 04:06:07 +0200 Received: from wyndham-estates.aaii.oz.AU by eden-valley with SMTP (5.65c/SMI-4.0/AAII) id AA20782; Thu, 8 Sep 1994 10:57:17 +1000 Message-Id: <199409080057.AA20782@eden-valley> Received: from nagambie.aaii.oz.AU (nagambie) by wyndham-estates. (5.65c/SMI-4.0) id AA15286; Thu, 8 Sep 1994 10:57:17 +1000 Received: from localhost by nagambie.aaii.oz.AU (4.1/SMI-4.0) id AA12384; Thu, 8 Sep 94 10:57:16 EST To: crossfire@ifi.uio.no From: "Rupert G. Goldie" Reply-To: rgg@aaii.oz.au Subject: Re: Scrolls and Books? In-Reply-To: Message from Chris Hooven of 1994-Sep-7 8:24:9, <9409071424.AA09143@hplvesv1.lvld.hp.com> Date: Thu, 08 Sep 1994 10:57:16 +1000 Sender: rgg@aaii.oz.au Status: RO Chris Hooven wrote: > I think if you find a scroll and Identify it you should not have to indentify > it the next time you find the same spell on a scroll. Tha same for books. > Also how about having a percentile role vers player level to see if they can > figureout what the spell is. (ie Level+Int/2...25 Level with 18 Int would giv e > 21% change of knowing what the spell is) > When do you make this roll ? Everytime you pick the scroll up ? Then you just drop it and pick it up until you identify it. The first time you pick it up ? Then you have to add a list to every object containing every player who has already picked it up. I don't think the current system is broke enough to need fixing. -- Rupert G. Goldie, Research Scientist rgg@aaii.oz.au Australian Artificial Intelligence Institute /\/\|| Level 6, 171 Latrobe Street, Melbourne, Australia From crossfire-request Wed Sep 7 21:01:57 1994 Return-Path: Received: from po6.andrew.cmu.edu (PO6.ANDREW.CMU.EDU [128.2.10.106]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Wed, 7 Sep 1994 21:01:55 +0200 Received: (from postman@localhost) by po6.andrew.cmu.edu (8.6.9/8.6.9) id PAA09803; Wed, 7 Sep 1994 15:01:45 -0400 Received: via switchmail; Wed, 7 Sep 1994 15:01:43 -0400 (EDT) Received: from freehold.andrew.cmu.edu via qmail ID ; Wed, 7 Sep 1994 15:01:04 -0400 (EDT) Received: from freehold.andrew.cmu.edu via qmail ID ; Wed, 7 Sep 1994 15:01:00 -0400 (EDT) Received: from BatMail.robin.v2.14.CUILIB.3.45.SNAP.NOT.LINKED.freehold.andrew.cmu.edu.sun4m.412 via MS.5.6.freehold.andrew.cmu.edu.sun4c_411; Wed, 7 Sep 1994 15:00:59 -0400 (EDT) Message-ID: Date: Wed, 7 Sep 1994 15:00:59 -0400 (EDT) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Re: Stormbringer is wimpy CC: crossfire@ifi.uio.no In-Reply-To: <199409040721.AAA16810@netcom13.netcom.com> References: <199409040721.AAA16810@netcom13.netcom.com> Status: RO huma@netcom.com (Ben Fennema) writes: > > Mark Wedel writes: > > > Howver, with the improve weapon scrolls, it because possible to make > > > a fairly tame artifact quite nasty (I did this with a darkblad - weigth > > > less than 1, dam +70, +7 I think, plus it raises most all of my > > > abilities.) > > When was this changed? The improve weapon scrolls were only supposed > > to apply to normal weapons, letting them apply to magic weapons only > > increases how much power comes from those scrolls. (Especially now > > that you can buy them in stores.) There's already a balance problem > > with those scrolls and the taifu's because taifu's improve your ac. > It hasn't... It's called cancellation... Cancel the magic on the > Darkblade (Looses all its +'s, and thus no magic value) and you can improve > weapon it to your hears desire.... Well, then with the cancellation spell it has changed. When I originally implemented the code, it wasn't possible to remove the +'s. I guess I should have put all the other checks for special abilities in as well. Ah well, time for a patch. -Eric ********************************************************* "It seemed like a good idea at the time" -The Mad Hatter "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From crossfire-request Wed Sep 7 16:24:42 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, 7 Sep 1994 16:24:38 +0200 Received: from hplvesv1.lvld.hp.com by hplb.hpl.hp.com; Wed, 7 Sep 1994 15:16:42 +0100 Received: from hplvec08.lvld.hp.com by hplvesv1.lvld.hp.com with SMTP (1.37.109.8/15.5+ECS 3.3) id AA09143; Wed, 7 Sep 1994 08:24:09 -0600 Message-Id: <9409071424.AA09143@hplvesv1.lvld.hp.com> To: crossfire@ifi.uio.no Subject: Scrolls and Books? Date: Wed, 07 Sep 1994 08:24:09 -0600 From: Chris Hooven Status: RO I think if you find a scroll and Identify it you should not have to indentify it the next time you find the same spell on a scroll. Tha same for books. Also how about having a percentile role vers player level to see if they can figureout what the spell is. (ie Level+Int/2...25 Level with 18 Int would give 21% change of knowing what the spell is) ___________________________________ _________________________________________ | 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 crossfire-request Wed Sep 7 11:04:13 1994 Return-Path: Received: from rouge.atuk.aspentec.com (SYSTEM@rouge.atuk.aspentec.com.137.135.192.in-addr.arpa [192.160.185.48]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 7 Sep 1994 11:02:36 +0200 Received: by atuk.aspentec.com (MX V4.1 VAX) id 5; Wed, 07 Sep 1994 09:58:43 GMT Date: Wed, 07 Sep 1994 10:00:01 GMT From: "Sam Mackrill : AspenTech UK" To: crossfire@ifi.uio.no CC: mackrill@atuk.aspentec.com Message-ID: <009841BF.B0A4D054.5@atuk.aspentec.com> Subject: FAQ HTML version Status: RO The Crossfire Frequently Asked Questions

Crossfire Frequently Asked Questions

Current maintaner: Mark Wedel (master@rahul.net)

Original code by Frank Tore Johansen (frankj@ifi.uio.no)

This is a preliminary release of the Crossfire FAQ. It was originally written in HTML and hopefully will be available soon on the Crossfire WWW pages.

Please send any comments and additional input to Sam Mackrill mackrill@atuk.aspentec.com


Contents

Introduction to Crossfire

Installation Questions

Playing Crossfire

Client/Server Questions

Maintenance Questions


Introduction

Crossfire is a multiplayer graphical arcade and adventure game made for the X-Windows environment. It has certain flavours from other games, especially Gauntlet (TM) and Nethack/Moria. Any number of players can move around in their own window, finding and using items and battle monsters. They can choose to cooperate or compete in the same "world".

Crossfire is currently awaiting the "Great Leap Forward", which will be a split into a proper client/server format. When this is stable then Crossfire will be released to the world. Look for V1.0+ .

Return to Contents

Installation Questions

What do I need to run Crossfire?

You will need UNIX, X-windows and an ANSI C compiler to compile this game.

Crossfire has been known to compile on the following systems (latest known version number of Crossfire that compiled on these systems is included in parantheses):

  • Sun3, SunOs 4.1.1, gcc (0.90.3)
  • DEC300AXP-500 (Alpha with OSF1 1.3) (0.90.3)
  • Sun4 with SunOS 4.1.3 (0.90.2)
  • Ultrix 4.2a (0.90.1)
  • PC Compatiable, with Linux (0.89.3)
  • IBM RS/6000 with AIX 1.2, X11R4/5 (0.91.4)
  • HP735, HPUX, X11R5 (0.90.2)
  • DEC 3100 and DEC 5000 with ULTRIX BSD 4.2
  • DEC with OSF1
  • VAX3100 with BSD 4.3
  • IBM RT with BSD4.3
  • HP9000-series (HP-UX) (very old versions of HP-UX might barf on stdarg.h)
  • MIPS with RISC/os
  • (UMIPS) 4.52 (?)

It has been compiled with X11R3, X11R4 and X11R5 (the editor requires X11R5).

To get directions on compilation, read the INSTALL file.

How do I get the files?

  • Via FTP

    The commonest method is to use anonymous ftp from one of the following sites, choose the closest one to you for a faster transfer rate :-

    A quick guide to using ftp, I'm assuming you're on a UNIX system here because thats what I use, if not the messages may be slightly different but the commands should be the same , if you are on a machine with filename length restrictions you may have to replace 'get crossfire-0.91.3.tar.gz' with 'get crossfire-0.91.3.tar.gz xfire.gz' which will save it on your system as xfire.gz, which is short enough, also you may need to put stuff in quotes, eg on a VAX you would type cd "pub/crossfire". Everything you type below is marked with a ** before it (don't type the **). And replace my email address with yours when asked for a password.

    ** ftp ftp.ifi.uio.no
    Connected to menja.ifi.uio.no.
    220 menja.ifi.uio.no FTP server (Version wu-2.4(7) Thu Apr 21 13:28:21 MET DST 
    1994) ready.
    Name (ftp.ifi.uio.no:mackrill):** ftp
    331 Guest login ok, send your complete e-mail address as password.
    Password:** mackrill@atuk.aspentec.com
    230-Please read the file README
    230-  it was last modified on Fri Dec  3 14:45:21 1993 - 259 days ago
    230 Guest login ok, access restrictions apply.
    ftp> **  cd pub/crossfire
    250-Please read the file README
    250-  it was last modified on Thu Jul  7 09:36:19 1994 - 43 days ago
    250 CWD command successful.
    ftp> ** dir
    200 PORT command successful.
    150 Opening ASCII mode data connection for ls.
    -rw-rw-r--  1 frankj    frankj       10675 Jul  7 07:36 README
    drwxrwsr-x  2 frankj    frankj        1024 Aug 16 10:08 archive
    -rw-rw-r--  1 frankj    frankj      358891 Jan 29  1994 bitmaps-a.tar.Z
    -rw-rw-r--  1 ftp       frankj      478345 Aug  5 07:27 
    crossfire-0.91.2-0.91.3.diff.gz
    -rw-rw-r--  1 frankj    frankj        1654 Jul  7 07:34 crossfire-0.91.2-README
    -rw-rw-r--  1 frankj    frankj      606463 Jul  7 07:34 
    crossfire-0.91.2.arch.tar.gz
    -rw-rw-r--  1 frankj    frankj     1173498 Jul  7 07:34 
    crossfire-0.91.2.maps-alpha.tar.gz
    -rw-rw-r--  1 frankj    frankj     1121742 Jul  7 07:34 crossfire-0.91.2.tar.gz
    -rw-rw-r--  1 kjetilho  frankj        1383 Aug  6 13:17 crossfire-0.91.3-README
    -rw-rw-r--  1 kjetilho  frankj      582807 Aug  6 13:06 
    crossfire-0.91.3.arch.tar.gz
    -rw-rw-r--  1 ftp       frankj     1221948 Aug  5 07:41 
    crossfire-0.91.3.maps.tar.gz
    -rw-rw-r--  1 kjetilho  frankj     1062177 Aug  6 13:06 crossfire-0.91.3.tar.gz
    drwxrwsrwx  4 frankj    frankj        1536 Aug  6 13:14 incoming
    226 Transfer complete.
    ftp> ** bin
    200 Type set to I.
    ftp> ** get crossfire-0.91.3.tar.gz
    200 PORT command successful.
    150 Opening BINARY mode data connection for crossfire-0.91.3.tar.gz (1062177 
    bytes).
    226 Transfer complete.
    1062177 bytes received in 610.5251 seconds (1.699 Kbytes/s)
    ftp> ** quit
    221 Goodbye.
    
    Return to Contents

  • Via WWW

    Try one of the following :

    Return to Contents

How can I get help compiling Crossfire on my platform?

Try mailing the Crossfire mailing list with your problem or alternatively try one of the following people :

  • Sun
    • Sun3 Volunteer Wanted NiceChap@here.and.there
    • Sun4 Volunteer Wanted NiceChap@here.and.there
    • Sparc Volunteer Wanted NiceChap@here.and.there
  • DEC
    • DEC300AXP Volunteer Wanted NiceChap@here.and.there
    • DEC3100 Volunteer Wanted NiceChap@here.and.there
    • VAX3100 Volunteer Wanted NiceChap@here.and.there
  • Ultrix
    • Volunteer Wanted NiceChap@here.and.there
  • PC
    • Volunteer Wanted NiceChap@here.and.there
  • IBM
    • RS6000 Sam Mackrill mackrill@atuk.aspentec.com
    • RT Volunteer Wanted NiceChap@here.and.there
  • HP
    • HP735 Volunteer Wanted NiceChap@here.and.there
    • HP9000 Volunteer Wanted NiceChap@here.and.there
  • MIPS
    • Volunteer Wanted NiceChap@here.and.there
  • UMIPS
    • Volunteer Wanted NiceChap@here.and.there

Return to Intallation Questions
Return to Contents

How do I send mail to the Crossfire mail server ?

There are two mailing-lists dedicated to the developement and bug-testing of crossfire. The first is for discussing bugs and features, the second is for announcing new versions.

If you want to join or leave any of the lists, send mail to crossfire-request@ifi.uio.no with the subject "subscribe", "unsubscribe","subscribe announce" or "unsubscribe announce". If you use the subject "subscribe" or "unsubscribe" you will (un)subscribe to both lists.

To send messages directly to the list, mail crossfire@ifi.uio.no.

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Playing Crossfire


Beginner's Questions

Which initial stats are most important?

  • St : Strength.
      How strong a character is, can affect Damage and how much can be carried without losing speed. Also affects how often the character can attack.
  • Co : Constitution.
      How healthy a character is. Affects the maximum Hit Points.
  • De : Dexterity.
      Helps the character avoid being hit. Affects the Armour Class and the speed.
  • In : Intelligence.
      Affects the maximum Spell Points.
  • Wi : Wisdom.
      Determines the chance of learning a spell, and for certain classes, gives bonuses for casting priest spells.
  • Ch : Charisma.
      How charismatic a character is, this affects the prices when buying and selling items.

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What do the other stats mean?

  • Hp : Hit Points.
      How much damage a character can take. If this drops below 0 the player dies. It consist of two numbers, the current and maximum.
  • Sp : Spell Points.
      How many spell power a character has. They are consumed when casting spells. It consist of two numbers, the current and maximum.
  • Wc : Weapon Class.
      How well a character is able to hit enemies.
  • Dam : Damage.
      The maximum a character can damage an enemy with a single successful hit.
  • Ac : Armor Class.
      How hard a character is to hit.
  • Arm : Armour.
      How well protected the character is. This number specifies a percentage which is subtracted from the physical damage inflicted on the character.
  • Speed :
      How fast a player moves around. The number in the ( ) indicates weapon speed.
  • Food :
      How much food a player has, if this drops to 0, the player will die shortly.

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Which race is best?

After a player rolls stats and he/she is happy with the character they must decide on what class or profession the character will be.
  • Human
  • Ninja
  • Warrior
  • Wizard
  • Elf
  • Cleric
  • Barbarian
  • Priest
  • Mage
  • Viking
  • Swashbuckler
  • Thief
  • Fireborn

    attacktype      restrictions    immunities      prot./vuln.
    fire,phys       no armour,      fire            vuln:ghosthit
                    no weapons      poison          drain,cold
    
    Fireborns are supposed to be fire spirits. They're closely in tune with magic and are powerful and learn magic easily. Being fire spirits, they are immune to fire and poison, and vulnerable to cold. They are vulnerable to ghosthit and drain because being mostly non-physical, anything which strikes directly at the spirit hits them harder....

  • Quetzalcoatl

    attacktype      restrictions    immunities      prot./vuln.
    physical        no armour       fire            vuln:paral
                                                    poison,cold
    
    Quetzalcoatl's are now born knowing the spell of burning hands, but because of their negative wisdom bonus, they have a very hard time learning new spells. Their maximum natural wisdom is 13. With the high intelligence bonus, they will typically have many spellpoints. They can be very devastating at low level due to their low natural ac and can make mincemeat out of low-level monsters. However, at midlevel, they really begin to have problems because they cannot use armour.

Each class or profession modifies the initial stat rolls.
------------------------------------------------------------------------
| Class/Prof   |  Str  |  Dex  |  Con  |  Wis  |  Cha  |  Int  |  Net  |
+--------------+-------+-------+-------+-------+-------+-------+-------+
| Human        |   0   |   0   |   0   |   0   |   0   |   0   |   0   |
+--------------+-------+-------+-------+-------+-------+-------+-------+
| Ninja        |   2   |   2   |   0   |  -1   |   -1  |  -2   |   0   |
+--------------+-------+-------+-------+-------+-------+-------+-------+
| Warrior      |   3   |  -1   |   2   |   0   |   -1  |  -3   |   0   |
+--------------+-------+-------+-------+-------+-------+-------+-------+
| Wizard       |  -2   |   1   |  -2   |   2   |   0   |   3   |  +2   | 
+--------------+-------+-------+-------+-------+-------+-------+-------+
| Elf          |  -1   |   4   |  -1   |  -3   |   2   |   1   |  +2   |
+--------------+-------+-------+-------+-------+-------+-------+-------+
| Cleric       |   1   |  -1   |   0   |   3   |   1   |  -1   |  +3   |
+--------------+-------+-------+-------+-------+-------+-------+-------+
| Barbarian    |   4   |   1   |   3   |  -1   |  -2   |  -8   |  -3   |
+--------------+-------+-------+-------+-------+-------+-------+-------+
| Priest       |   0   |   0   |  -1   |   2   |   2   |   0   |  +3   |
+--------------+-------+-------+-------+-------+-------+-------+-------+
| Mage         |   0   |   1   |  -1   |   1   |  -3   |   2   |   0   |
+--------------+-------+-------+-------+-------+-------+-------+-------+
| Viking       |   1   |   1   |   2   |  -1   |  -1   |  -2   |   0   |
+--------------+-------+-------+-------+-------+-------+-------+-------+
| Swashbuckler |   1   |   3   |   1   |  -1   |   1   |  -4   |  +1   |
+--------------+-------+-------+-------+-------+-------+-------+-------+
| Thief        |   0   |   4   |  -2   |   0   |  -3   |   1   |   0   |
+--------------+-------+-------+-------+-------+-------+-------+-------+
| Fireborn     |  -7   |   4   |  -3   |   3   |  -4   |   4   |  -3   |
+--------------+-------+-------+-------+-------+-------+-------+-------+
| Quetzalcoatl |   4   |  -4   |   4   |  -7   |   0   |   5   |  +2   |
+----------------------------------------------------------------------+
Net refers to the all the bonus/penalties added up.

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How do I save my position?

Whenever I use the save command it seems to work fine but when I quit the gave the player is deleted! What gives?

The save command is to provide an emergancy backup in case of a game crash. To save your player you must find a "Bed to reality", move your player over it and apply it ("A"). These beds can usually be found in the inns and taverns dotted around the maps (especially in cities). This prevents you just saving anywhere and forces you to finish what you are doing and return somewhere safe.

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When will my player advance a level?

Your player will advance when his score reaches the following values :

  • Level 1: 0
  • Level 2: 1000
  • Level 3: 2000
  • Level 4: 4000
  • Level 5: 8000
  • Level 6: 16000
  • Level 7: 32000
  • Level 8: 64000
  • Level 9: 125000
  • Level 10: 250000
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Help! I keep dying, what should I do?

TIPS on SURVIVING

Crossfire is populated with a wealth of different monsters. These monsters can have varying immunities and attack types. In addition, some of them can be quite a bit smarter than others. It will be important for new players to learn the abilities of different monsters and learn just how much it will take to kill them. This section discusses how monsters can interact with players.

Most monsters in the game are out to mindlessly kill and destroy the players. These monsters will help boost a player's score, after he kills them. When fighting a large amount of monsters in a single room, attempt to find a narrower hallway so that you are not being attacked from all sides. Charging into a room full of Beholders for instance would not be wise, instead, open the door and fight them one at a time.

For beginners, there are several maps designed for them. Find these areas and clear them out. All throughout these levels, a player can find signs and books which they can read by stepping onto them and hitting 'A' to apply the book/sign. These messages will help the player to learn the system.

One more note, always keep an eye on your food. If your food drops to zero, your character will soon die, so BE CAREFUL!

NPCs

Non Player Character are special monsters which have "intelligence." Players may be able to interact with these monsters to help solve puzzles and find items of interest. To speak with a monster you suspect to be a NPC, simply move to an adjacent square to them and push the double-quote, ie. ". Enter your message, and press . You can also use 'say if you feel like typing a little extra.

Other NPCs may not speak to you, but display intelligence with their movement. Some monsters can be friendly, and may attack the nearest of your enemies. Others can be "pets", in that they follow you around and help you in your quest to kill enemies and find treasure.

SPECIAL ITEMS

There are many special items which can be found in Crossfire, of these the most important may be the signs.
  • Signs :

    Signs often have messages that might clue you in on quests and puzzles or even refer you to NPCs. It is your job as a player to make sure you read every sign to make sure you do not miss things.

  • Handles and Buttons :

    These items can often be manipulated to open up new areas of the map. In the case of handles, all a player must do is apply the handle. In the case of buttons, the player must move items over the button to "hold" it down. Some of the larger buttons may need very large items to be moved onto them, before they can be activated.

  • Gates and locked doors :

    Gates are often tied to a handle or button and can only be opened by manipulating the the handle/button. Doors that are locked can either be smashed down by attacking the door or by using keys which can be found throughout the game.

  • Pits :

    Pits can be doorways to new areas of the map too, but be careful, for you could fall down into a pit full of ghosts or dragons and not be able to get back out.

  • Break away walls:

    Are a common occurrence in Crossfire. These type of walls can be "destroyed" by attacking them. Thus, sometimes it may be worth a player's time to test the walls of a map for "secret doors."

  • Fire walls:

    Will shoot missiles at players. Some firewalls can be destroyed others cannot.

  • Directors and Spinners:

    These odd items will change the direction of any item flying over them, such as missile weapons and spells.

CAUTION: Some items are perishable.

If for instance you shoot a fireball into a room full of scrolls, you will notice them going up in smoke! So be careful not to destroy valuable items.

  • Books/scrolls:

    This is how players can obtain magical spells, sometimes a player can learn the spell, other times they cannot. There are many, many different types of books and scrolls out there.

  • Wands/Rings:

    Again many different types, rings can be worn to add/remove different immunities.

  • Artifacts:

    These are the real treasures of the game. There are more than 20 artifacts out there, but they are very hard to come by.

  • Weapons/Armor:

    Tons of items, it is up to you as the player to figure out which work better then others.

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Advanced Questions

How do I create my own magical weapons?

Improve item scrolls

These are used to turn non magical weapons into magical weapons. These magical weapons can do many things - improve stats, have lower weight, higher damage, etc.

For each improve scroll & prepare weapon scroll, at least 10 food and 5 booze must be on the ground. How much the ability is raised depends on the amount of item donated, with each scroll requiring that something be donated. Here is a short list:

Prepare weapons: Diamonds (Gems) are required for the sacrifice. The item can be enchanted the square root of the number of diamonds sacrificed. Thus, if 100 diamonds are sacrificed, the weapon can have 10 other enchant scrolls read.

Improve damage: The square root of the number of rubies determines how much the damage will go up. Weight is also increased. The maximum damage a weapon can ever do is 70.

Improve weight: The square root of the number of pearls determines how much the weight is reduced.

Improve Stat (ie, Strength, Dexterity, etc): The sacrifice is the potion of the same type as the ability to be increased (ie, Improve Strength requires strength potions). The amount increased is the square root of (sacrifice/2).

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How does encumbrance work?

I did not include an allowance for strength in the encumbrance code. My reasoning is that this is because these items get in the way more than they weigh down. Unfortunately, my only measure of 'getting in the way' was the weight.

I basically accumulate encumbrance points from applied objects. Weapons give 3x their weight in kg in encumbrance points. Shields give 1/2 their weight in kg in encumbrance points. Armour gives its weight in encumbrance points.

There's an allowance of encumbrance points which all players get before they start losing spells, this was about 35-45, not too much.

The formula works like this: You make a roll of 1-200. You compare it to a failure threshold. This threshold is: encumbrance + spell level - caster level - 35

Someone wearing plate mail, casting a spell they just learned, wearing a 20kg sheild and a 15kg weapon would have an encumbrance of 100 + 10 + 45 = 155, or just about 3/4 failure rate.

Magical armour makes things better through its weight, as do magical weapons.

If we interpret 'encumbrance' literally, then players with higher dex should be less hindered, and players with lower strength should be more hindered. However, I abstracted the idea to 'this garbage gets in the way', so i didn't feel that dex, str bonuses were important.

I would not mind replacing the minimum allowance with dex and strength bonuses. I'll look in the appropriate arrays, and see if this is handy. At the time, i didn't want to deal with the extra complexity.

Armour, weapons, sheilds now encumber a spellcaster and cause spell failure. Light equipment causes no failure at all, heavy equipment causes mondo failures.

My reasoning is that the bulkiness of objects, not their weight exactly, is what causes failures. Spell failure works thusly: people walk around thusly: they have a new field, 'encumbrance', which contains the sum of 1/2 the equipped shield weight the equipped armour weight 3*the equipped weapon weight

In order to determine whether a spell fails or not: roll a die from 0-199. If the roll is less than: encumbrance + spell_level - caster level - an allowance for minimal equip.

suppose someone is wearing robes, (weight 10) weilding a dagger (weight 2) and a small sheild (weight 10) encumbrance = 10 + 3*2 + 10/2 = 21

the allowance right now is either 35 or 45, i forget suppose he is attempting to cast burning hands (level 1) and he is level 5: spell_level - caster_level = -4

The total of these is: 21 - 4 - 35 ==> -18: he cannot fail the spell.

Now: platemail (100) high shield (20) skullcleaver(22) encumbrance = 100 + 10 + 66 ==> 176 same spell: 176 - 4 - 35 ==> 137, meaning the spell will fail 68% of the time. (137/200)

Right now there's no dex or strength bonus. My reasoning is that it was primarily the bulkiness of things which gets in the way of spellcasting, not the weight, but weight is the only measure of bulkiness i have around.

Magical weapons/armour are less bulky then their normal counterparts.

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Monster Problems

How do I kill vampires?

  • How do I kill these suckers? Stakes don't touch them when wielded.

    Lightning, firebolt, burning hands, holy word, these spells work very nicely if you have enough spellpoints. Especially holy word, the vampire is sometimes running away.

    I dunno what the deal with stakes is. I honestly think you're better off with some artifact weapon such as Darkblade or Demonbane.

  • I was zapping one vampire with my rod of firebolt and my rod of small lightning for ages, and he just wasn't going down! Do I need to be more patient? They don't have THAT many hps though, at least, according to the spoilers...

    You will never kill a vampire with rods. A wand might do it. Vampires have constitution, and HEAL QUICKLY. You've gotta pour a large damage/time into the vampire quickly, via spells, or you'll never kill him.

    Rods take too long to regenerate, you can't cause damage fast enough with one.

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Solving Maps

I'm on the starting map, what do I do now?

You should be in a city square with a few sign posts in the middle. Move over the signs and apply them ("A") to read what they say.

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Client/Server Questions

Which is faster, Crossclient or Telnet?

Crossclient and telnet are equivalent in speed for playing crossfire right now. No flags are really going to speed things up for you very much, except the difference between font and xpm graphics. Font graphics are most certainly going to be quicker.

The reason is that crossfire's client isn't really a client right now, the server simply sends over an X-window.

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How do you start a server and also how do people play in that same game?

You do it this way:

crossfire -server -detach

The server will now be running in the background on your machine.

Better yet, look at utils/crossloop or some such. Then announce your new server to the network.

To start a new player on the local machine type:

crossclient

To start a new player over the network type:

crossclient -server "server node name"

Try this as well for other options:

crossfire -h

crossclient -h

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Maintenance Questions

How do I balance up the spells?

You need to edit the spell_params file in your libdir. Have a look in the file Crossfire/doc/spell_params.doc for more information.

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Sam Mackrill / mackrill@atuk.aspentec.com
From crossfire-request Wed Sep 7 11:02:02 1994 Return-Path: Received: from rouge.atuk.aspentec.com (SYSTEM@rouge.atuk.aspentec.com.137.135.192.in-addr.arpa [192.160.185.48]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 7 Sep 1994 11:00:37 +0200 Received: by atuk.aspentec.com (MX V4.1 VAX) id 1; Wed, 07 Sep 1994 09:57:57 GMT Date: Wed, 07 Sep 1994 09:59:15 GMT From: "Sam Mackrill : AspenTech UK" To: crossfire@ifi.uio.no CC: mackrill@atuk.aspentec.com Message-ID: <009841BF.94EBF374.1@atuk.aspentec.com> Subject: FAQ preliminary release Status: RO Crossfire Frequently Asked Questions ************************************* Current maintaner: Mark Wedel (master@rahul.net) ++++++++++++++++++++++++++++++++++++++++++++++++ Original code by Frank Tore Johansen (frankj@ifi.uio.no) -------------------------------------------------------- This is a preliminary release of the Crossfire FAQ. It was originally written in HTML and hopefully will be available soon on the Crossfire WWW pages. Please send any comments and additional input to Sam Mackrill mackrill@atuk.aspentec.com Contents ======== Introduction to Crossfire ++++++++++++++++++++++++++ Installation Questions +++++++++++++++++++++++ o What do I need to run Crossfire? o How do I get the files? o Via FTP o Via WWW o How do I get help compiling Crossfire on my platform? o How do I send mail to the Crossfire mail server ? Playing Crossfire ++++++++++++++++++ o Beginners' Questions o --------------------- o Which inital stats are most important? o What do the other stats mean? o Which race is best? o How do I save my position? o When will my player advance a level? o Help I keep dying, what should I do? o Advanced Playing Questions o --------------------------- o How do I create my own magical weapons? o How does encumbrance work? o Monster Problems o ----------------- o How do I kill vampires? o Solving Maps o ------------- o I'm on the starting map, what do I do now? Client/Server Questions ++++++++++++++++++++++++ o Which is faster, Crossclient or Telent? o How do you start a server and also how do people play in that same game? Maintenance Questions ++++++++++++++++++++++ o How do I balance up the spells? Introduction ============ Crossfire is a multiplayer graphical arcade and adventure game made for the X-Windows environment. It has certain flavours from other games, especially Gauntlet (TM) and Nethack/Moria. Any number of players can move around in their own window, finding and using items and battle monsters. They can choose to cooperate or compete in the same "world". Crossfire is currently awaiting the "Great Leap Forward", which will be a split into a proper client/server format. When this is stable then Crossfire will be released to the world. Look for V1.0+ . Return to Contents ~~~~~~~~~~~~~~~~~~ Installation Questions ====================== What do I need to run Crossfire? ++++++++++++++++++++++++++++++++ You will need UNIX, X-windows and an ANSI C compiler to compile this game. Crossfire has been known to compile on the following systems (latest known version number of Crossfire that compiled on these systems is included in parantheses): o Sun3, SunOs 4.1.1, gcc (0.90.3) o DEC300AXP-500 (Alpha with OSF1 1.3) (0.90.3) o Sun4 with SunOS 4.1.3 (0.90.2) o Ultrix 4.2a (0.90.1) o PC Compatiable, with Linux (0.89.3) o IBM RS/6000 with AIX 1.2, X11R4/5 (0.91.4) o HP735, HPUX, X11R5 (0.90.2) o DEC 3100 and DEC 5000 with ULTRIX BSD 4.2 o DEC with OSF1 o VAX3100 with BSD 4.3 o IBM RT with BSD4.3 o HP9000-series (HP-UX) (very old versions of HP-UX might barf on stdarg.h) o MIPS with RISC/os o (UMIPS) 4.52 (?) It has been compiled with X11R3, X11R4 and X11R5 (the editor requires X11R5). To get directions on compilation, read the INSTALL file. How do I get the files? +++++++++++++++++++++++ o Via FTP The commonest method is to use anonymous ftp from one of the following sites, choose the closest one to you for a faster transfer rate :- o ftp.ifi.uio.no:/pub/crossfire (Europe) o yoyo.cc.monash.edu.au:/pub/crossfire (Australia) o ftp.world.net:/pub/crossfire (USA) o ftp.cs.city.ac.uk:/pub/games/crossfire (Europe) A quick guide to using ftp, I'm assuming you're on a UNIX system here because thats what I use, if not the messages may be slightly different but the commands should be the same , if you are on a machine with filename length restrictions you may have to replace 'get crossfire-0.91.3.tar.gz' with 'get crossfire-0.91.3.tar.gz xfire.gz' which will save it on your system as xfire.gz, which is short enough, also you may need to put stuff in quotes, eg on a VAX you would type cd "pub/crossfire". Everything you type below is marked with a ** before it (don't type the **). And replace my email address with yours when asked for a password. ** ftp ftp.ifi.uio.no Connected to menja.ifi.uio.no. 220 menja.ifi.uio.no FTP server (Version wu-2.4(7) Thu Apr 21 13:28:21 MET DST 1994) ready. Name (ftp.ifi.uio.no:mackrill):** ftp 331 Guest login ok, send your complete e-mail address as password. Password:** mackrill@atuk.aspentec.com 230-Please read the file README 230- it was last modified on Fri Dec 3 14:45:21 1993 - 259 days ago 230 Guest login ok, access restrictions apply. ftp> ** cd pub/crossfire 250-Please read the file README 250- it was last modified on Thu Jul 7 09:36:19 1994 - 43 days ago 250 CWD command successful. ftp> ** dir 200 PORT command successful. 150 Opening ASCII mode data connection for ls. -rw-rw-r-- 1 frankj frankj 10675 Jul 7 07:36 README drwxrwsr-x 2 frankj frankj 1024 Aug 16 10:08 archive -rw-rw-r-- 1 frankj frankj 358891 Jan 29 1994 bitmaps-a.tar.Z -rw-rw-r-- 1 ftp frankj 478345 Aug 5 07:27 crossfire-0.91.2-0.91.3.diff.gz -rw-rw-r-- 1 frankj frankj 1654 Jul 7 07:34 crossfire-0.91.2-README -rw-rw-r-- 1 frankj frankj 606463 Jul 7 07:34 crossfire-0.91.2.arch.tar.gz -rw-rw-r-- 1 frankj frankj 1173498 Jul 7 07:34 crossfire-0.91.2.maps-alpha.tar.gz -rw-rw-r-- 1 frankj frankj 1121742 Jul 7 07:34 crossfire-0.91.2.tar.gz -rw-rw-r-- 1 kjetilho frankj 1383 Aug 6 13:17 crossfire-0.91.3-README -rw-rw-r-- 1 kjetilho frankj 582807 Aug 6 13:06 crossfire-0.91.3.arch.tar.gz -rw-rw-r-- 1 ftp frankj 1221948 Aug 5 07:41 crossfire-0.91.3.maps.tar.gz -rw-rw-r-- 1 kjetilho frankj 1062177 Aug 6 13:06 crossfire-0.91.3.tar.gz drwxrwsrwx 4 frankj frankj 1536 Aug 6 13:14 incoming 226 Transfer complete. ftp> ** bin 200 Type set to I. ftp> ** get crossfire-0.91.3.tar.gz 200 PORT command successful. 150 Opening BINARY mode data connection for crossfire-0.91.3.tar.gz (1062177 bytes). 226 Transfer complete. 1062177 bytes received in 610.5251 seconds (1.699 Kbytes/s) ftp> ** quit 221 Goodbye. Return to Contents ~~~~~~~~~~~~~~~~~~ o Via WWW Try one of the following : o Crossfire Home Page [http://www.ifi.uio.no/~frankj/crossfire/] o Cardiff's Crossfire Pages [http://www.cm.cf.ac.uk:/Crossfire/] o City University, Crossfire Archive [http://web.cs.city.ac.uk:/games/crossfire/crossfire.html] o Feux Croises (in French) [http://gin.obspm.fr/~wacren/crossfire/] Return to Contents ~~~~~~~~~~~~~~~~~~ How can I get help compiling Crossfire on my platform? ++++++++++++++++++++++++++++++++++++++++++++++++++++++ Try mailing the Crossfire mailing list with your problem or alternatively try one of the following people : o Sun o Sun3 Volunteer Wanted NiceChap@here.and.there o Sun4 Volunteer Wanted NiceChap@here.and.there o Sparc Volunteer Wanted NiceChap@here.and.there o DEC o DEC300AXP Volunteer Wanted NiceChap@here.and.there o DEC3100 Volunteer Wanted NiceChap@here.and.there o VAX3100 Volunteer Wanted NiceChap@here.and.there o Ultrix o Volunteer Wanted NiceChap@here.and.there o PC o Volunteer Wanted NiceChap@here.and.there o IBM o RS6000 Sam Mackrill mackrill@atuk.aspentec.com o RT Volunteer Wanted NiceChap@here.and.there o HP o HP735 Volunteer Wanted NiceChap@here.and.there o HP9000 Volunteer Wanted NiceChap@here.and.there o MIPS o Volunteer Wanted NiceChap@here.and.there o UMIPS o Volunteer Wanted NiceChap@here.and.there Return to Intallation Questions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Return to Contents ~~~~~~~~~~~~~~~~~~ How do I send mail to the Crossfire mail server ? ================================================= There are two mailing-lists dedicated to the developement and bug-testing of crossfire. The first is for discussing bugs and features, the second is for announcing new versions. If you want to join or leave any of the lists, send mail to crossfire-request@ifi.uio.no with the subject "subscribe", "unsubscribe","subscribe announce" or "unsubscribe announce". If you use the subject "subscribe" or "unsubscribe" you will (un)subscribe to both lists. To send messages directly to the list, mail crossfire@ifi.uio.no. Return to Contents ~~~~~~~~~~~~~~~~~~ Playing Crossfire ================= Beginner's Questions ==================== Which initial stats are most important? +++++++++++++++++++++++++++++++++++++++ o St : Strength. How strong a character is, can affect Damage and how much can be carried without losing speed. Also affects how often the character can attack. o Co : Constitution. How healthy a character is. Affects the maximum Hit Points. o De : Dexterity. Helps the character avoid being hit. Affects the Armour Class and the speed. o In : Intelligence. Affects the maximum Spell Points. o Wi : Wisdom. Determines the chance of learning a spell, and for certain classes, gives bonuses for casting priest spells. o Ch : Charisma. How charismatic a character is, this affects the prices when buying and selling items. Return to Contents ~~~~~~~~~~~~~~~~~~ What do the other stats mean? +++++++++++++++++++++++++++++ o Hp : Hit Points. How much damage a character can take. If this drops below 0 the player dies. It consist of two numbers, the current and maximum. o Sp : Spell Points. How many spell power a character has. They are consumed when casting spells. It consist of two numbers, the current and maximum. o Wc : Weapon Class. How well a character is able to hit enemies. o Dam : Damage. The maximum a character can damage an enemy with a single successful hit. o Ac : Armor Class. How hard a character is to hit. o Arm : Armour. How well protected the character is. This number specifies a percentage which is subtracted from the physical damage inflicted on the character. o Speed : How fast a player moves around. The number in the ( ) indicates weapon speed. o Food : How much food a player has, if this drops to 0, the player will die shortly. Return to Contents ~~~~~~~~~~~~~~~~~~ Which race is best? +++++++++++++++++++ After a player rolls stats and he/she is happy with the character they must decide on what class or profession the character will be. o Human o Ninja o Warrior o Wizard o Elf o Cleric o Barbarian o Priest o Mage o Viking o Swashbuckler o Thief o Fireborn attacktype restrictions immunities prot./vuln. fire,phys no armour, fire vuln:ghosthit no weapons poison drain,cold Fireborns are supposed to be fire spirits. They're closely in tune with magic and are powerful and learn magic easily. Being fire spirits, they are immune to fire and poison, and vulnerable to cold. They are vulnerable to ghosthit and drain because being mostly non-physical, anything which strikes directly at the spirit hits them harder.... o Quetzalcoatl attacktype restrictions immunities prot./vuln. physical no armour fire vuln:paral poison,cold Quetzalcoatl's are now born knowing the spell of burning hands, but because of their negative wisdom bonus, they have a very hard time learning new spells. Their maximum natural wisdom is 13. With the high intelligence bonus, they will typically have many spellpoints. They can be very devastating at low level due to their low natural ac and can make mincemeat out of low-level monsters. However, at midlevel, they really begin to have problems because they cannot use armour. Each class or profession modifies the initial stat rolls. ------------------------------------------------------------------------ | Class/Prof | Str | Dex | Con | Wis | Cha | Int | Net | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Human | 0 | 0 | 0 | 0 | 0 | 0 | 0 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Ninja | 2 | 2 | 0 | -1 | -1 | -2 | 0 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Warrior | 3 | -1 | 2 | 0 | -1 | -3 | 0 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Wizard | -2 | 1 | -2 | 2 | 0 | 3 | +2 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Elf | -1 | 4 | -1 | -3 | 2 | 1 | +2 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Cleric | 1 | -1 | 0 | 3 | 1 | -1 | +3 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Barbarian | 4 | 1 | 3 | -1 | -2 | -8 | -3 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Priest | 0 | 0 | -1 | 2 | 2 | 0 | +3 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Mage | 0 | 1 | -1 | 1 | -3 | 2 | 0 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Viking | 1 | 1 | 2 | -1 | -1 | -2 | 0 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Swashbuckler | 1 | 3 | 1 | -1 | 1 | -4 | +1 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Thief | 0 | 4 | -2 | 0 | -3 | 1 | 0 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Fireborn | -7 | 4 | -3 | 3 | -4 | 4 | -3 | +--------------+-------+-------+-------+-------+-------+-------+-------+ | Quetzalcoatl | 4 | -4 | 4 | -7 | 0 | 5 | +2 | +----------------------------------------------------------------------+ Net refers to the all the bonus/penalties added up. Return to Contents ~~~~~~~~~~~~~~~~~~ How do I save my position? ++++++++++++++++++++++++++ Whenever I use the save command it seems to work fine but when I quit the gave the player is deleted! What gives? The save command is to provide an emergancy backup in case of a game crash. To save your player you must find a "Bed to reality", move your player over it and apply it ("A"). These beds can usually be found in the inns and taverns dotted around the maps (especially in cities). This prevents you just saving anywhere and forces you to finish what you are doing and return somewhere safe. Return to Contents ~~~~~~~~~~~~~~~~~~ When will my player advance a level? ++++++++++++++++++++++++++++++++++++ Your player will advance when his score reaches the following values : o Level 1: 0 o Level 2: 1000 o Level 3: 2000 o Level 4: 4000 o Level 5: 8000 o Level 6: 16000 o Level 7: 32000 o Level 8: 64000 o Level 9: 125000 o Level 10: 250000 Return to Contents ~~~~~~~~~~~~~~~~~~ Help! I keep dying, what should I do? +++++++++++++++++++++++++++++++++++++ TIPS on SURVIVING ------------------ Crossfire is populated with a wealth of different monsters. These monsters can have varying immunities and attack types. In addition, some of them can be quite a bit smarter than others. It will be important for new players to learn the abilities of different monsters and learn just how much it will take to kill them. This section discusses how monsters can interact with players. Most monsters in the game are out to mindlessly kill and destroy the players. These monsters will help boost a player's score, after he kills them. When fighting a large amount of monsters in a single room, attempt to find a narrower hallway so that you are not being attacked from all sides. Charging into a room full of Beholders for instance would not be wise, instead, open the door and fight them one at a time. For beginners, there are several maps designed for them. Find these areas and clear them out. All throughout these levels, a player can find signs and books which they can read by stepping onto them and hitting 'A' to apply the book/sign. These messages will help the player to learn the system. One more note, always keep an eye on your food. If your food drops to zero, your character will soon die, so BE CAREFUL! NPCs ---- Non Player Character are special monsters which have "intelligence." Players may be able to interact with these monsters to help solve puzzles and find items of interest. To speak with a monster you suspect to be a NPC, simply move to an adjacent square to them and push the double-quote, ie. ". Enter your message, and press . You can also use 'say if you feel like typing a little extra. Other NPCs may not speak to you, but display intelligence with their movement. Some monsters can be friendly, and may attack the nearest of your enemies. Others can be "pets", in that they follow you around and help you in your quest to kill enemies and find treasure. SPECIAL ITEMS ------------- There are many special items which can be found in Crossfire, of these the most important may be the signs. o Signs : Signs often have messages that might clue you in on quests and puzzles or even refer you to NPCs. It is your job as a player to make sure you read every sign to make sure you do not miss things. o Handles and Buttons : These items can often be manipulated to open up new areas of the map. In the case of handles, all a player must do is apply the handle. In the case of buttons, the player must move items over the button to "hold" it down. Some of the larger buttons may need very large items to be moved onto them, before they can be activated. o Gates and locked doors : Gates are often tied to a handle or button and can only be opened by manipulating the the handle/button. Doors that are locked can either be smashed down by attacking the door or by using keys which can be found throughout the game. o Pits : Pits can be doorways to new areas of the map too, but be careful, for you could fall down into a pit full of ghosts or dragons and not be able to get back out. o Break away walls: Are a common occurrence in Crossfire. These type of walls can be "destroyed" by attacking them. Thus, sometimes it may be worth a player's time to test the walls of a map for "secret doors." o Fire walls: Will shoot missiles at players. Some firewalls can be destroyed others cannot. o Directors and Spinners: These odd items will change the direction of any item flying over them, such as missile weapons and spells. CAUTION: Some items are perishable. ----------------------------------- If for instance you shoot a fireball into a room full of scrolls, you will notice them going up in smoke! So be careful not to destroy valuable items. o Books/scrolls: This is how players can obtain magical spells, sometimes a player can learn the spell, other times they cannot. There are many, many different types of books and scrolls out there. o Wands/Rings: Again many different types, rings can be worn to add/remove different immunities. o Artifacts: These are the real treasures of the game. There are more than 20 artifacts out there, but they are very hard to come by. o Weapons/Armor: Tons of items, it is up to you as the player to figure out which work better then others. Return to Contents ~~~~~~~~~~~~~~~~~~ Advanced Questions ================== How do I create my own magical weapons? +++++++++++++++++++++++++++++++++++++++ Improve item scrolls -------------------- These are used to turn non magical weapons into magical weapons. These magical weapons can do many things - improve stats, have lower weight, higher damage, etc. For each improve scroll & prepare weapon scroll, at least 10 food and 5 booze must be on the ground. How much the ability is raised depends on the amount of item donated, with each scroll requiring that something be donated. Here is a short list: Prepare weapons: Diamonds (Gems) are required for the sacrifice. The item can be enchanted the square root of the number of diamonds sacrificed. Thus, if 100 diamonds are sacrificed, the weapon can have 10 other enchant scrolls read. Improve damage: The square root of the number of rubies determines how much the damage will go up. Weight is also increased. The maximum damage a weapon can ever do is 70. Improve weight: The square root of the number of pearls determines how much the weight is reduced. Improve Stat (ie, Strength, Dexterity, etc): The sacrifice is the potion of the same type as the ability to be increased (ie, Improve Strength requires strength potions). The amount increased is the square root of (sacrifice/2). Return to Contents ~~~~~~~~~~~~~~~~~~ How does encumbrance work? ++++++++++++++++++++++++++ I did not include an allowance for strength in the encumbrance code. My reasoning is that this is because these items get in the way more than they weigh down. Unfortunately, my only measure of 'getting in the way' was the weight. I basically accumulate encumbrance points from applied objects. Weapons give 3x their weight in kg in encumbrance points. Shields give 1/2 their weight in kg in encumbrance points. Armour gives its weight in encumbrance points. There's an allowance of encumbrance points which all players get before they start losing spells, this was about 35-45, not too much. The formula works like this: You make a roll of 1-200. You compare it to a failure threshold. This threshold is: encumbrance + spell level - caster level - 35 Someone wearing plate mail, casting a spell they just learned, wearing a 20kg sheild and a 15kg weapon would have an encumbrance of 100 + 10 + 45 = 155, or just about 3/4 failure rate. Magical armour makes things better through its weight, as do magical weapons. If we interpret 'encumbrance' literally, then players with higher dex should be less hindered, and players with lower strength should be more hindered. However, I abstracted the idea to 'this garbage gets in the way', so i didn't feel that dex, str bonuses were important. I would not mind replacing the minimum allowance with dex and strength bonuses. I'll look in the appropriate arrays, and see if this is handy. At the time, i didn't want to deal with the extra complexity. Armour, weapons, sheilds now encumber a spellcaster and cause spell failure. Light equipment causes no failure at all, heavy equipment causes mondo failures. My reasoning is that the bulkiness of objects, not their weight exactly, is what causes failures. Spell failure works thusly: people walk around thusly: they have a new field, 'encumbrance', which contains the sum of 1/2 the equipped shield weight the equipped armour weight 3*the equipped weapon weight In order to determine whether a spell fails or not: roll a die from 0-199. If the roll is less than: encumbrance + spell_level - caster level - an allowance for minimal equip. suppose someone is wearing robes, (weight 10) weilding a dagger (weight 2) and a small sheild (weight 10) encumbrance = 10 + 3*2 + 10/2 = 21 the allowance right now is either 35 or 45, i forget suppose he is attempting to cast burning hands (level 1) and he is level 5: spell_level - caster_level = -4 The total of these is: 21 - 4 - 35 ==> -18: he cannot fail the spell. Now: platemail (100) high shield (20) skullcleaver(22) encumbrance = 100 + 10 + 66 ==> 176 same spell: 176 - 4 - 35 ==> 137, meaning the spell will fail 68% of the time. (137/200) Right now there's no dex or strength bonus. My reasoning is that it was primarily the bulkiness of things which gets in the way of spellcasting, not the weight, but weight is the only measure of bulkiness i have around. Magical weapons/armour are less bulky then their normal counterparts. Return to Contents ~~~~~~~~~~~~~~~~~~ Monster Problems ================ How do I kill vampires? +++++++++++++++++++++++ o How do I kill these suckers? Stakes don't touch them when wielded. Lightning, firebolt, burning hands, holy word, these spells work very nicely if you have enough spellpoints. Especially holy word, the vampire is sometimes running away. I dunno what the deal with stakes is. I honestly think you're better off with some artifact weapon such as Darkblade or Demonbane. o I was zapping one vampire with my rod of firebolt and my rod of small lightning for ages, and he just wasn't going down! Do I need to be more patient? They don't have THAT many hps though, at least, according to the spoilers... You will never kill a vampire with rods. A wand might do it. Vampires have constitution, and HEAL QUICKLY. You've gotta pour a large damage/time into the vampire quickly, via spells, or you'll never kill him. Rods take too long to regenerate, you can't cause damage fast enough with one. Return to Contents ~~~~~~~~~~~~~~~~~~ Solving Maps ============ I'm on the starting map, what do I do now? ++++++++++++++++++++++++++++++++++++++++++ You should be in a city square with a few sign posts in the middle. Move over the signs and apply them ("A") to read what they say. Return to Contents ~~~~~~~~~~~~~~~~~~ Client/Server Questions ======================= Which is faster, Crossclient or Telnet? +++++++++++++++++++++++++++++++++++++++ Crossclient and telnet are equivalent in speed for playing crossfire right now. No flags are really going to speed things up for you very much, except the difference between font and xpm graphics. Font graphics are most certainly going to be quicker. The reason is that crossfire's client isn't really a client right now, the server simply sends over an X-window. Return to Contents ~~~~~~~~~~~~~~~~~~ How do you start a server and also how do people play in that same ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ game? +++++ You do it this way: crossfire -server -detach The server will now be running in the background on your machine. Better yet, look at utils/crossloop or some such. Then announce your new server to the network. To start a new player on the local machine type: crossclient To start a new player over the network type: crossclient -server "server node name" Try this as well for other options: crossfire -h crossclient -h Return to Contents ~~~~~~~~~~~~~~~~~~ Maintenance Questions ===================== How do I balance up the spells? +++++++++++++++++++++++++++++++ You need to edit the spell_params file in your libdir. Have a look in the file Crossfire/doc/spell_params.doc for more information. Return to Contents ~~~~~~~~~~~~~~~~~~ Sam Mackrill / mackrill@atuk.aspentec.com From crossfire-request Wed Sep 7 09:42:15 1994 Return-Path: Received: from netcom8.netcom.com (huma@netcom8.netcom.com [192.100.81.117]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Wed, 7 Sep 1994 09:42:14 +0200 Received: by netcom8.netcom.com (8.6.8.1/Netcom) id AAA03886; Wed, 7 Sep 1994 00:42:21 -0700 From: huma@netcom.com (Ben Fennema) Message-Id: <199409070742.AAA03886@netcom8.netcom.com> Subject: Re: Crossfire 0.91.4 To: master@rahul.net (Mark Wedel) Date: Wed, 7 Sep 1994 00:42:20 -0700 (PDT) Cc: anthony@cit.gu.edu.au, crossfire@ifi.uio.no In-Reply-To: <199409070718.AA18837@bolero.rahul.net> from "Mark Wedel" at Sep 7, 94 00:18:05 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: 783 Status: RO > > If someone comes up with nice little images, they will be used. > > I am no artist, so using the words was an easy way to do it. > > Also, the images should not interefere with each other. That is to > say if something is locked, cursed and equipped, all three of those > symbols should be clearly visible. If you just had a 24x24 bitmap for > each image, with each one being centered, they would draw over each > other, and make the other images illegible. > > --Mark > Could always have a image for locked, a image for cursed, a image for equipped, a immage for locked and cursed, a image for cursed and equiped, etc.... As long as there's only 3 or so combo's won't be that many images :-) Prolly should have a image for magic if there's not one already... Ben From crossfire-request Wed Sep 7 09:34:10 1994 Return-Path: Received: from dragon.cit.gu.edu.au (dragon.cit.gu.edu.au [132.234.5.27]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 7 Sep 1994 09:34:08 +0200 Received: by dragon.cit.gu.edu.au id AA03743 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Wed, 7 Sep 1994 17:32:30 +1000 Date: Wed, 7 Sep 1994 17:32:30 +1000 From: Anthony Thyssen Message-Id: <199409070732.AA03743@dragon.cit.gu.edu.au> To: crossfire@ifi.uio.no Subject: Re: Crossfire 0.91.4 In-Reply-To: Mail from 'Peter Mardahl ' dated: Wed, 07 Sep 1994 00:24:17 -0700 X-Face: "Ech/vWX*#{vKw-OiDaKqy:=y'Kqji(I just had a look at the new crossfire server on beer.berkeley.edu | >The new column in the inventory is good. But I would suggest that something | >other than words be used. Maybe a tiny `padlock' for locked items and | >some other symbols of other things. The text is too disconserting | | Ack ack ack. That IS a site-specific detail. | I don't like those symbols, i have got rid of them. Hopefully sometime | someone will have nicer icons for that. Right now there are none | around, unfortunately. It's probably on someone's todo list. | | PeterM | You can get such symbols from the AIcons collection in the black&white 16x16 bitmaps area.. You can fit 3 of these in one row in the item status box. (9 if you fill up the box -- yuck). http://www.cit.gu.edu.au/antbin/list_icons?dir=desc/bw-16/ Anthony Thyssen ( System Programmer ) http://www.cit.gu.edu.au/~anthony/ ------------------------------------------------------------------------------- Glad to be of service! --- A Door - ``Hitchhikers Guide to the Galaxy'' ------------------------------------------------------------------------------- From crossfire-request Wed Sep 7 09:21:46 1994 Return-Path: Received: from dragon.cit.gu.edu.au (dragon.cit.gu.edu.au [132.234.5.27]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 7 Sep 1994 09:21:42 +0200 Received: by dragon.cit.gu.edu.au id AA03632 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Wed, 7 Sep 1994 17:19:56 +1000 Date: Wed, 7 Sep 1994 17:19:56 +1000 From: Anthony Thyssen Message-Id: <199409070719.AA03632@dragon.cit.gu.edu.au> To: crossfire@ifi.uio.no Subject: Crossfire 0.91.4 X-Face: "Ech/vWX*#{vKw-OiDaKqy:=y'Kqji( Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 7 Sep 1994 09:18:28 +0200 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA24793 (5.67a8/IDA-1.5 for ); Wed, 7 Sep 1994 00:18:07 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA14277 (5.67a8/IDA-1.5); Wed, 7 Sep 1994 00:18:06 -0700 Received: by bolero.rahul.net id AA18837 (5.67a8/IDA-1.5); Wed, 7 Sep 1994 00:18:05 -0700 Date: Wed, 7 Sep 1994 00:18:05 -0700 From: Mark Wedel Message-Id: <199409070718.AA18837@bolero.rahul.net> To: anthony@cit.gu.edu.au, crossfire@ifi.uio.no Subject: Re: Crossfire 0.91.4 Status: RO If someone comes up with nice little images, they will be used. I am no artist, so using the words was an easy way to do it. Also, the images should not interefere with each other. That is to say if something is locked, cursed and equipped, all three of those symbols should be clearly visible. If you just had a 24x24 bitmap for each image, with each one being centered, they would draw over each other, and make the other images illegible. --Mark From crossfire-request Wed Sep 7 09:05:51 1994 Return-Path: Received: from dragon.cit.gu.edu.au (dragon.cit.gu.edu.au [132.234.5.27]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 7 Sep 1994 09:05:49 +0200 Received: by dragon.cit.gu.edu.au id AA03602 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Wed, 7 Sep 1994 17:04:01 +1000 Date: Wed, 7 Sep 1994 17:04:01 +1000 From: Anthony Thyssen Message-Id: <199409070704.AA03602@dragon.cit.gu.edu.au> To: crossfire@ifi.uio.no Subject: Crossfire 0.91.4 X-Face: "Ech/vWX*#{vKw-OiDaKqy:=y'Kqji( Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Tue, 6 Sep 1994 08:55:17 +0200 Received: (peterm@localhost) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) id XAA04370 for crossfire@ifi.uio.no; Mon, 5 Sep 1994 23:55:12 -0700 Date: Mon, 5 Sep 1994 23:55:12 -0700 From: Peter Mardahl Message-Id: <199409060655.XAA04370@soda.CSUA.Berkeley.EDU> To: crossfire@ifi.uio.no Subject: public servers? Status: RO Who is running a public server? The ONLY one I know of right now is at beer.csua.berkeley.edu. We have some people playing from places that are incredibly far from here. One guy is on from chicago and another is on from au. I'd like to send these folks to servers closer to them. It'd be more fun for the AND for the local players, who get to suffer from there lag. ARE there any servers closer to these folks? PeterM From crossfire-request Tue Sep 6 07:26:40 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Tue, 6 Sep 1994 07:26:39 +0200 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA09057 (5.67a8/IDA-1.5 for ); Mon, 5 Sep 1994 22:26:34 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA27084 (5.67a8/IDA-1.5 for ); Mon, 5 Sep 1994 22:26:33 -0700 Received: by bolero.rahul.net id AA09063 (5.67a8/IDA-1.5 for crossfire@ifi.uio.no); Mon, 5 Sep 1994 22:26:30 -0700 Date: Mon, 5 Sep 1994 22:26:30 -0700 From: Mark Wedel Message-Id: <199409060526.AA09063@bolero.rahul.net> To: crossfire@ifi.uio.no Subject: Mail addresses. Status: RO If your mail adress changes, and you are in the CREDITS file, please let me know of the new address (assuming you still do some work on the code. If you won't, you can still let me know, but it is not as important.) I use the CREDITS file to find out addresses if I have the name. Other people might do the same. This file is useful because in many cases, comments in the code name the author of that section in some form or another, which may not include the e-mail address. Likewise, you may just want to check the CREDITS file (if you are in it or believe you should be) and verify that the e-mail address there is correct. Mark Wedel master@rahul.net From crossfire-request Mon Sep 5 02:42:35 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Mon, 5 Sep 1994 02:42:34 +0200 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA27012 (5.67a8/IDA-1.5 for ); Sun, 4 Sep 1994 17:42:29 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA09381 (5.67a8/IDA-1.5 for ); Sun, 4 Sep 1994 17:42:28 -0700 Received: by bolero.rahul.net id AA03630 (5.67a8/IDA-1.5 for crossfire@ifi.uio.no); Sun, 4 Sep 1994 17:42:27 -0700 Date: Sun, 4 Sep 1994 17:42:27 -0700 From: Mark Wedel Message-Id: <199409050042.AA03630@bolero.rahul.net> To: crossfire@ifi.uio.no Subject: Quick Polymorph patch. Status: RO Apply this to the common/treasure.c file. It should prevent the core dumps that polymorph causes: *** 667,672 **** --- 653,659 ---- void fix_generated_item(object *op,int difficulty, int max_magic) { int was_magic = op->magic; + if (difficulty<1) difficulty=1; if (op->arch == crown_arch) { set_magic(difficulty>25?30:difficulty+5, op, max_magic); generate_artifact(op,difficulty); *************** Mark Wedel master@rahul.net From crossfire-request Sun Sep 4 21:19:01 1994 Return-Path: Received: from melimelo.enst-bretagne.fr (melimelo.enst-bretagne.fr [192.108.115.36]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sun, 4 Sep 1994 21:19:00 +0200 Received: from enstb.enst-bretagne.fr by melimelo.enst-bretagne.fr (5.67b8/090294); Sun, 4 Sep 1994 21:16:58 +0200 Received: from batz.enst-bretagne.fr by enstb.enst-bretagne.fr (5.65c8/180193); Sun, 4 Sep 1994 21:16:22 +0200 Date: Sun, 4 Sep 1994 21:16:22 +0200 From: prevosto@enstb.enst-bretagne.fr (Laurent I9 012 1803) Message-Id: <199409041916.AA01444@enstb.enst-bretagne.fr> To: crossfire@ifi.uio.no Subject: polymorph bug... X-Charset: LATIN1 X-Char-Esc: 29 Status: RO I always get a floating exception or arithmetic error when i try to polymorph an object... Does a patch exist to correct this bug ? I'm using a Sun4 running SunOS 4.1.3_UI Thanx... Laurent From crossfire-request Sun Sep 4 09:21:43 1994 Return-Path: Received: from netcom13.netcom.com (huma@netcom13.netcom.com [192.100.81.125]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Sun, 4 Sep 1994 09:21:41 +0200 Received: by netcom13.netcom.com (8.6.8.1/Netcom) id AAA16810; Sun, 4 Sep 1994 00:21:57 -0700 From: huma@netcom.com (Ben Fennema) Message-Id: <199409040721.AAA16810@netcom13.netcom.com> Subject: Re: Stormbringer is wimpy To: eanders+@CMU.EDU (Eric A. Anderson) Date: Sun, 4 Sep 1994 00:21:57 -0700 (PDT) Cc: crossfire@ifi.uio.no In-Reply-To: <8iOKUei00WD5MUKXQG@andrew.cmu.edu> from "Eric A. Anderson" at Sep 4, 94 02:24:42 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: 1103 Status: RO > > Mark Wedel writes: > > Howver, with the improve weapon scrolls, it because possible to make > > a fairly tame artifact quite nasty (I did this with a darkblad - weigth > > less than 1, dam +70, +7 I think, plus it raises most all of my > > abilities.) > When was this changed? The improve weapon scrolls were only supposed > to apply to normal weapons, letting them apply to magic weapons only > increases how much power comes from those scrolls. (Especially now > that you can buy them in stores.) There's already a balance problem > with those scrolls and the taifu's because taifu's improve your ac. > -Eric > ********************************************************* > "It seemed like a good idea at the time" > -The Mad Hatter > "Yes, you're very smart. Shut up." > -In "The Princess Bride" > ********************************************************* > It hasn't... It's called cancellation... Cancel the magic on the Darkblade (Looses all its +'s, and thus no magic value) and you can improve weapon it to your hears desire.... Ben From crossfire-request Sun Sep 4 08:26:09 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 ; Sun, 4 Sep 1994 08:26:08 +0200 Received: (from postman@localhost) by andrew.cmu.edu (8.6.9/8.6.9) id CAA13839; Sun, 4 Sep 1994 02:26:04 -0400 Received: via switchmail; Sun, 4 Sep 1994 02:26:03 -0400 (EDT) Received: from freehold.andrew.cmu.edu via qmail ID ; Sun, 4 Sep 1994 02:24:50 -0400 (EDT) Received: from freehold.andrew.cmu.edu via qmail ID ; Sun, 4 Sep 1994 02:24:43 -0400 (EDT) Received: from BatMail.robin.v2.14.CUILIB.3.45.SNAP.NOT.LINKED.freehold.andrew.cmu.edu.sun4m.412 via MS.5.6.freehold.andrew.cmu.edu.sun4c_411; Sun, 4 Sep 1994 02:24:42 -0400 (EDT) Message-ID: <8iOKUei00WD5MUKXQG@andrew.cmu.edu> Date: Sun, 4 Sep 1994 02:24:42 -0400 (EDT) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Re: Stormbringer is wimpy In-Reply-To: <199409030935.AA19237@bolero.rahul.net> References: <199409030935.AA19237@bolero.rahul.net> Status: RO Mark Wedel writes: > Howver, with the improve weapon scrolls, it because possible to make > a fairly tame artifact quite nasty (I did this with a darkblad - weigth > less than 1, dam +70, +7 I think, plus it raises most all of my > abilities.) When was this changed? The improve weapon scrolls were only supposed to apply to normal weapons, letting them apply to magic weapons only increases how much power comes from those scrolls. (Especially now that you can buy them in stores.) There's already a balance problem with those scrolls and the taifu's because taifu's improve your ac. -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 Sun Sep 4 02:23:08 1994 Return-Path: Received: from envy.ugcs.caltech.edu (daemon@envy.ugcs.caltech.edu [131.215.139.82]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Sun, 4 Sep 1994 02:23:07 +0200 Received: from off.ugcs.caltech.edu by envy.ugcs.caltech.edu with ESMTP (1.37.109.11/UGCS:4.42) id AA144778183; Sat, 3 Sep 1994 17:23:04 -0700 From: napalm@ugcs.caltech.edu (K. Bruner) Received: by off.ugcs.caltech.edu (1.37.109.11/UGCS:4.42) id AA111388182; Sat, 3 Sep 1994 17:23:02 -0700 Message-Id: <199409040023.AA111388182@off.ugcs.caltech.edu> Subject: waaaah! To: crossfire@ifi.uio.no Date: Sat, 3 Sep 1994 17:23:02 -0700 (PDT) X-Mailer: ELM [version 2.4 PL23] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 133 Status: RO So, I upgrade from 0.91.3 to 0.91.4, and now my horn of frost isn't as powerful! It has to recharge all the time! What's the deal? From crossfire-request Sat Sep 3 16:46:31 1994 Return-Path: Received: from hilja.it.lut.fi (hevi@hilja.it.lut.fi [157.24.11.72]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Sat, 3 Sep 1994 16:46:30 +0200 Received: from localhost (hevi@localhost) by hilja.it.lut.fi (8.6.5/8.6.5/1.12.kim) id RAA24887; Sat, 3 Sep 1994 17:46:07 +0300 Date: Sat, 3 Sep 1994 17:46:06 +0300 (EET DST) From: "Petri.Heinila" Subject: Re: Corrupt characters, messages, etc.. To: Mark Wedel cc: cas@cs.adelaide.edu.au, peterm@CSUA.Berkeley.EDU, crossfire@ifi.uio.no In-Reply-To: <199409030958.AA20095@bolero.rahul.net> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Sat, 3 Sep 1994, Mark Wedel wrote: > Or is the problem that crossedit gives limited message space? There is defined in Attr.h or somewhere near BufSize that is 1024 bytes, and is used by work buffer for presenting the property value. -- The Page -- From crossfire-request Sat Sep 3 13:46:39 1994 Return-Path: Received: from eik.ii.uib.no (eik.ii.uib.no [129.177.16.3]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sat, 3 Sep 1994 13:46:38 +0200 From: oddms@ii.uib.no Received: from hassel-fddi (hassel.ii.uib.no) by eik.ii.uib.no with SMTP id AA13277 (5.67b8/IDA-1.5 for ); Sat, 3 Sep 1994 13:46:37 +0200 Date: Sat, 3 Sep 1994 13:46:37 +0200 Message-Id: <9409031147.AA02146@hassel-fddi> To: crossfire@ifi.uio.no Subject: Re: Stormbringer is wimpy X-Sun-Charset: US-ASCII Content-Length: 1092 X-Charset: LATIN1 X-Char-Esc: 29 Status: RO > Well, some artifacts are always going to be better. > > Howver, with the improve weapon scrolls, it because possible to make >a fairly tame artifact quite nasty (I did this with a darkblad - weigth >less than 1, dam +70, +7 I think, plus it raises most all of my >abilities.) > > --Mark But can you improve magic weapons, like a Darkblade +4? Or exist there a Darkblade without magic? In previous version I have tried to improve weapons like sword +3, but I have alway got the message, 'cann't improve magic weapons'. If it's possible to improve weapons like my: Demonslayer +7,Str +2, Wis +2, Cha +2, Int +2, dam +30, slay demon, Attacks: weaponmagic, Immune: drain, depletion, Protected: magical, fire or my a Trident of Sea Mastery +5, Cha +3, dam +25, Attacks: physical, confusion Immune: confusion, acid, paralyze, Protected: acid, I belive it wouldn't take to long before I have a "nasty" weapon :-) And one more question, why is the Trident both Immune and Protected against acid? (Why protected when Immune?) I have seen this on other artifacts and monsters too. -- Odd-Magne From crossfire-request Sat Sep 3 12:00:06 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sat, 3 Sep 1994 12:00:04 +0200 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA08683 (5.67a8/IDA-1.5 for ); Sat, 3 Sep 1994 02:58:39 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA19810 (5.67a8/IDA-1.5); Sat, 3 Sep 1994 02:58:37 -0700 Received: by bolero.rahul.net id AA20095 (5.67a8/IDA-1.5); Sat, 3 Sep 1994 02:58:37 -0700 Date: Sat, 3 Sep 1994 02:58:37 -0700 From: Mark Wedel Message-Id: <199409030958.AA20095@bolero.rahul.net> To: cas@cs.adelaide.edu.au, peterm@CSUA.Berkeley.EDU Subject: Re: Corrupt characters, messages, etc.. Cc: crossfire@ifi.uio.no Status: RO various things: Messages right now can be up to 4K long. This is a fairly artifial limit and is an arbirtrary value chosen. This value is only used when loading objects. Once the object is loaded, a string is created for that message - so increasing this value does not make for much of an increase in program memory usage. Or is the problem that crossedit gives limited message space? What peter said about emergency saves are correct. In fact, in the config.h file, you can turn emergency saves on - I just don't recommend it. What would happen is this: A bus or segmentation error would occur while trying to access some data. emergency save procedure is then called. While saving the character, another bus or seg error would occur. To prevent an infinite loop, game would bail right then. Unless you can guarntee data integrity, doing emergency saves is inherently dangerous. For some errors, it might be safe (if you get a divide by zero, for example.) However, just select autosave feature. The default makes a backup every 5 or 10 minutes (adjustable). I have yet to get a backup character that is corrupted in any way, and in general, not much happens in 5 or 10 minutes. The patch to return to base city with backup saves was not put in. Perhaps it coudl be done as an option or something - I personally like to be when I saved last. This makes it so that if I notice that one area of the map usually cases core dumps, I get to the map area, and do a 'save. Then, when I resume, I am right in that area, and don't have to traverse any area. --Mark From crossfire-request Sat Sep 3 11:47:32 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sat, 3 Sep 1994 11:47:31 +0200 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA08657 (5.67a8/IDA-1.5 for ); Sat, 3 Sep 1994 02:47:27 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA15590 (5.67a8/IDA-1.5); Sat, 3 Sep 1994 02:47:26 -0700 Received: by bolero.rahul.net id AA19799 (5.67a8/IDA-1.5); Sat, 3 Sep 1994 02:47:26 -0700 Date: Sat, 3 Sep 1994 02:47:26 -0700 From: Mark Wedel Message-Id: <199409030947.AA19799@bolero.rahul.net> To: njw@cs.city.ac.uk, peterm@CSUA.Berkeley.EDU Subject: Re: difficulties, bugs and notes on crossfire 0.91.4 Cc: crossfire@ifi.uio.no Status: RO Shop tiles will always be needed to some degree - the are what makes a shop a shop (so that the created items are unpaid.) Using the random treasures lets you sell anything on those treasure lists. As it is right now, many of the shop tiles use the same treasurelist as what is used for the random treasures (for example, the shop amulets use the random_amulet treasurelist.) IF new stuff is added that is not on the existing treasure lists, then the treasurelists will still need to be updated. I don't think that the proposed change will really make any different. If you add a new category of items (say random helmets), you still need to create a random helemts treasurelist, a random helmets archetype. Once you have done that, it is not difficult to add a random helmets shop tile. Also, to remove the special shop tiles and to use random treasure combinations with jsut one type of shop tile will actually slow down the game. Why? Because now whenever a random treasure is generated, it has to go through all the objects on that square and make sure it is not a shop floor, and if it is, set the UNPAID flag. So overall, I think you gain little, make for a fair amount of effort, and unless you are going to update all the old shops to the new system, really don't remove any of the old archetypes. --Mark From crossfire-request Sat Sep 3 11:39:21 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sat, 3 Sep 1994 11:39:20 +0200 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA08632 (5.67a8/IDA-1.5 for ); Sat, 3 Sep 1994 02:39:16 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA10588 (5.67a8/IDA-1.5); Sat, 3 Sep 1994 02:39:14 -0700 Received: by bolero.rahul.net id AA19448 (5.67a8/IDA-1.5); Sat, 3 Sep 1994 02:39:14 -0700 Date: Sat, 3 Sep 1994 02:39:14 -0700 From: Mark Wedel Message-Id: <199409030939.AA19448@bolero.rahul.net> To: napalm@ugcs.caltech.edu, peterm@CSUA.Berkeley.EDU Subject: Re: player files across versions Cc: crossfire@ifi.uio.no Status: RO In fact, if changes are ever made that makes player files incompatible between versions, it will be mentioned quite predomininatly someplace. The only thing that might change without being mentioned is certion archetypes being removed, and the player owning some of those. This is unlikely to happen, and even so, will not cause any problems other than those items disappearing when the player is loaded with the new version. From crossfire-request Sat Sep 3 11:37:26 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sat, 3 Sep 1994 11:37:25 +0200 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA08604 (5.67a8/IDA-1.5 for ); Sat, 3 Sep 1994 02:35:56 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA09265 (5.67a8/IDA-1.5); Sat, 3 Sep 1994 02:35:54 -0700 Received: by bolero.rahul.net id AA19237 (5.67a8/IDA-1.5); Sat, 3 Sep 1994 02:35:54 -0700 Date: Sat, 3 Sep 1994 02:35:54 -0700 From: Mark Wedel Message-Id: <199409030935.AA19237@bolero.rahul.net> To: cas@teaching.cs.adelaide.edu.au, crossfire@ifi.uio.no Subject: Re: Stormbringer is wimpy Status: RO Well, some artifacts are always going to be better. Howver, with the improve weapon scrolls, it because possible to make a fairly tame artifact quite nasty (I did this with a darkblad - weigth less than 1, dam +70, +7 I think, plus it raises most all of my abilities.) --Mark From crossfire-request Sat Sep 3 04:17:32 1994 Return-Path: Received: from tigger.cs.adelaide.edu.au (root@tigger.cs.adelaide.edu.au [129.127.8.65]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sat, 3 Sep 1994 04:17:30 +0200 Received: from florence.teaching.cs.adelaide.edu.au (via delivery) by tigger.cs.adelaide.edu.au with SMTP (5.65/UA-5.20) id AA10006; Sat, 3 Sep 94 11:47:25 +0930 X-Authentic-Sender: cas@florence.teaching.cs.adelaide.edu.au Received: by florence.teaching.cs.adelaide.edu.au (5.65/SMI-4.1)id AA13481; Sat, 3 Sep 94 11:47:24 +0930 From: cas@teaching.cs.adelaide.edu.au (Craig Spencer) Message-Id: <9409030217.AA13481@florence.teaching.cs.adelaide.edu.au> Subject: Re: Stormbringer is wimpy To: crossfire@ifi.uio.no Date: Sat, 3 Sep 1994 11:47:23 +0930 (CST) X-Mailer: ELM [version 2.4 PL21] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 715 Status: RO In some ways I agree with Peter, in others I agree with Chris. Stormbringer and Mournblade are great for getting extra experience, but when it comes to actual damage, they are weak. What I do if I'm looking to get experience quickly is get a Mournblade or Stormbringer, and another weapon which hits hard (like a Belzebubs Sword)(I play mages). I drain the monster mostly with first, then swap to the latter. Craig Spencer. ---------------------------------------------------------------------------- "I think the best sign that there is intelligent life out there is that it hasn't tried to contact us yet!" cas@cs.adelaide.edu.au ---------------------------------------------------------------------------- From crossfire-request Sat Sep 3 01:55:58 1994 Return-Path: Received: from Sun.COM (Sun.COM [192.9.9.1]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sat, 3 Sep 1994 01:55:57 +0200 Received: from Corp.Sun.COM (lemay.Corp.Sun.COM) by Sun.COM (sun-barr.Sun.COM) id AA19747; Fri, 2 Sep 94 16:55:35 PDT Received: from chessie.Corp.Sun.COM by Corp.Sun.COM (4.1(1/24/94)/elliemay (corpmail1 inbound)) id AA05479; Fri, 2 Sep 94 16:55:34 PDT Received: from crun.Corp.Sun.COM by chessie.Corp.Sun.COM (5.0/SMI-SVR4) id AA01223; Fri, 2 Sep 1994 17:01:54 +0800 Received: by crun.Corp.Sun.COM (5.x/SMI-SVR4) id AA06484; Fri, 2 Sep 1994 16:57:36 -0700 Date: Fri, 2 Sep 1994 16:57:36 -0700 From: Adrian.Cockcroft@Corp.Sun.COM (Adrian Cockcroft - SMCC Product Marketing Engineering) Message-Id: <9409022357.AA06484@crun.Corp.Sun.COM> To: clh00@hplvesv1.lvld.hp.com, peterm@CSUA.Berkeley.EDU Subject: Re: Stormbringer is wimpy Cc: crossfire@ifi.uio.no X-Sun-Charset: US-ASCII Content-Length: 1330 Status: RO To get in the mood for using these weapons you should read some of the Michael Moorcock "Elric" SciFi/Fantasy books. I think "Stormbringer" and "Stealer of Souls" are titles but it has been a few years since I read them. How about adding "Albino Champion" as a player class. Very low Str, Con and Cha, but gets Stormbringer as the initial weapon? Regards Adrian p.s. sorry for the subscribe email to the wrong alias last week, I think I quaffed a potion of stupidity at the wrong moment... > From crossfire-request@ifi.uio.no Fri Sep 2 15:58 PDT 1994 > To: Chris Hooven > Cc: crossfire@ifi.uio.no > Subject: Re: Stormbringer is wimpy > Date: Fri, 02 Sep 1994 15:07:02 -0700 > From: Peter Mardahl > > In message <9409022152.AA01661@hplvesv1.lvld.hp.com>, Chris Hooven writes: > >Why are Stormbringer and Mournblade so wimpy > >str 1 > >damage 9 > > They also have other special powers: > > regeneration +1 > +4 to hit, +4 to dam > (so damage is actually 13 + your strength bonus) > attacktype: magic and drain. > > immune: drain > protected: magic > > attacktype drain means you can hit monsters and get experience for it > without the necessity of killing it: you drain life from the monster. > > It's actually one of the better artifacts. > > PeterM > > From crossfire-request Sat Sep 3 00:08:55 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Sat, 3 Sep 1994 00:08:43 +0200 Received: from localhost (localhost [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id PAA16811; Fri, 2 Sep 1994 15:07:04 -0700 Message-Id: <199409022207.PAA16811@soda.CSUA.Berkeley.EDU> To: Chris Hooven cc: crossfire@ifi.uio.no Subject: Re: Stormbringer is wimpy In-reply-to: Your message of "Fri, 02 Sep 1994 15:52:53 MDT." <9409022152.AA01661@hplvesv1.lvld.hp.com> Date: Fri, 02 Sep 1994 15:07:02 -0700 From: Peter Mardahl Status: RO In message <9409022152.AA01661@hplvesv1.lvld.hp.com>, Chris Hooven writes: >Why are Stormbringer and Mournblade so wimpy >str 1 >damage 9 They also have other special powers: regeneration +1 +4 to hit, +4 to dam (so damage is actually 13 + your strength bonus) attacktype: magic and drain. immune: drain protected: magic attacktype drain means you can hit monsters and get experience for it without the necessity of killing it: you drain life from the monster. It's actually one of the better artifacts. PeterM From crossfire-request Fri Sep 2 23:53:11 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 ; Fri, 2 Sep 1994 23:53:09 +0200 Received: from hplvesv1.lvld.hp.com by hplb.hpl.hp.com; Fri, 2 Sep 1994 22:45:34 +0100 Received: from hplvec08.lvld.hp.com by hplvesv1.lvld.hp.com with SMTP (1.37.109.8/15.5+ECS 3.3) id AA01661; Fri, 2 Sep 1994 15:52:53 -0600 Message-Id: <9409022152.AA01661@hplvesv1.lvld.hp.com> To: crossfire@ifi.uio.no Subject: Stormbringer is wimpy Date: Fri, 02 Sep 1994 15:52:53 -0600 From: Chris Hooven Status: RO Why are Stormbringer and Mournblade so wimpy str 1 damage 9 ___________________________________ _________________________________________ | 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 crossfire-request Fri Sep 2 23:28:59 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 2 Sep 1994 23:28:57 +0200 Received: from localhost (localhost [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id OAA13132; Fri, 2 Sep 1994 14:28:15 -0700 Message-Id: <199409022128.OAA13132@soda.CSUA.Berkeley.EDU> To: napalm@ugcs.caltech.edu (K. Bruner) cc: crossfire@ifi.uio.no Subject: Re: player files across versions In-reply-to: Your message of "Fri, 02 Sep 1994 13:21:59 PDT." <199409022021.AA042267319@pride.ugcs.caltech.edu> Date: Fri, 02 Sep 1994 14:28:13 -0700 From: Peter Mardahl Status: RO In message <199409022021.AA042267319@pride.ugcs.caltech.edu>, K. Bruner writes: > >Sorry to ask this, but I couldn't find it answered anywhere. Are the >player files from 0.91.3 compatible with 0.91.4 so that I can just move >the players directory to the new lib and they'll work? Changing the format of the player files is a big deal. It is not done often. Incompatibilities between versions are sure to receive comment in the CHANGES file. Just move your playerdir. They will work. 99%. PeterM From crossfire-request Fri Sep 2 22:22:13 1994 Return-Path: Received: from envy.ugcs.caltech.edu (daemon@envy.ugcs.caltech.edu [131.215.139.82]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 2 Sep 1994 22:22:10 +0200 Received: from pride.ugcs.caltech.edu by envy.ugcs.caltech.edu with ESMTP (1.37.109.11/UGCS:4.42) id AA110607323; Fri, 2 Sep 1994 13:22:04 -0700 From: napalm@ugcs.caltech.edu (K. Bruner) Received: by pride.ugcs.caltech.edu (1.37.109.11/UGCS:4.42) id AA042267319; Fri, 2 Sep 1994 13:21:59 -0700 Message-Id: <199409022021.AA042267319@pride.ugcs.caltech.edu> Subject: player files across versions To: crossfire@ifi.uio.no Date: Fri, 2 Sep 1994 13:21:59 -0700 (PDT) X-Mailer: ELM [version 2.4 PL23] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 198 Status: RO Sorry to ask this, but I couldn't find it answered anywhere. Are the player files from 0.91.3 compatible with 0.91.4 so that I can just move the players directory to the new lib and they'll work? From crossfire-request Fri Sep 2 21:48:16 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 2 Sep 1994 21:48:06 +0200 Received: from localhost (localhost [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id MAA03241; Fri, 2 Sep 1994 12:46:27 -0700 Message-Id: <199409021946.MAA03241@soda.CSUA.Berkeley.EDU> To: Nick Williams cc: crossfire@ifi.uio.no Subject: Re: difficulties, bugs and notes on crossfire 0.91.4 In-reply-to: Your message of "Fri, 02 Sep 1994 13:16:41 BST." Date: Fri, 02 Sep 1994 12:46:25 -0700 From: Peter Mardahl Status: RO In message , Nick Williams writes: >It seems that in version 0.91.4, when failing to disarm a trap, you will >always trigger the trap, which means for low level characters, you can't >risk opening any trapped door, and hence cannot get anywhere in the >game. Doortraps make the game very hard to get into. Humm. My version of the code doesn't do this, it's based on 91.3. You'll trigger a trap almost all the time if you: are a low level character in a hard dungeon, you have a low dex. Someone with a dex of 6 isn't going to have much luck disarming traps! >The new arrow/projectiles systems is wonderful, however it highlights >something I feel is wrong with the shop system: you have to have new >items (tiles) for each type of thing you want to sell. Why not just use >the random_treasure style objects and place them onto shopfloors? Since >there already is random: food, diamonds, rings, scrolls, spells, >weapons, armor; the basic shop tiles are already covered. Using a >system like this allows you to get rid of the special shop tiles, and to >be able to sell anything in particular. Sure, why not? If you can do this in such a way as to be backward-compatible with all the maps, or change all the maps to reflect the different implementation, AND make it so that the play is no different from the perspective of a character, then go for it, hack this in. Regards, PeterM From crossfire-request Fri Sep 2 21:40:59 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 2 Sep 1994 21:40:53 +0200 Received: from localhost (localhost [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id MAA02612; Fri, 2 Sep 1994 12:40:23 -0700 Message-Id: <199409021940.MAA02612@soda.CSUA.Berkeley.EDU> To: cas@cs.adelaide.edu.au (Craig Spencer) Cc: crossfire@ifi.uio.no Subject: Re: Corrupt characters, messages, etc.. In-reply-to: Your message of "Fri, 02 Sep 1994 17:40:13 +0930." <9409020810.AA08264@paprika.cs.adelaide.edu.au> Date: Fri, 02 Sep 1994 12:40:21 -0700 From: Peter Mardahl Status: RO In message <9409020810.AA08264@paprika.cs.adelaide.edu.au>, Craig Spencer write s: >Hi all, > just a couple of questions. > >1. We have been writing some highly interactive quests, with npcs having to do > a lot of talking, and have found that they have quite a limited amount of > space assigned for messages. Is there an easy way to give them more space, > or are we just going to use more npcs. You might want to make use of magic ears. Magic ears are just like monsters in how they respond, however, they are invisible. For long dialogues in goth's tavern, where I describe some of the quests you can go to, I had split them up between the monster and magic ears stacked underneath him. I am very happy that you have added some quests to the game. >3. We have fixed emergency save for a UNIX 4.3.1 based system, do the > implementers want to have a listing of what we've done, as it was not very > difficult, or has it been fixed in version 0.91.4? Uh, what do you mean by 'fixed' the emergency save? The reason the emergency save was removed in the first place was this: server would experience an error. Data structures, including player structures, would get corrupted as a result of the error. Server would then, somewhat later, realize it was screwed up and *save* the corrupted players, ruining the player files! Then I'd have to *by hand* fix the corrupted players. Does your fix of the emergency save address this problem? Can you guarantee that as the maintainer of a public server, I won't have to fix corrupted player files, because the emergency save saved corrupted data? Periodic saves are much safer, as the server is unlikely to be corrupted when the periodic saves take place. Someone here at Berkeley claims that she sent in a hack to save players at Scorn instead of wherever untenable location they are. Was this applied, Mark? >4. We found that polymorphing wands and staves causes core dumps. Does anyone > know how to fix this, other than the obvious removal of the chance for the > polymorphing for these items? I don't know what the problem is. Run 91.4 under gdb and see where it is core dumping. Some things about rods and staves were changed, and the code might be buggy. Look in particular for things like divide by zero errors: I found one bug already having to do with that, maybe I forgot to send in the patch. Would you mind telling us which version of the code you're talking about? Regards, PeterM From crossfire-request Fri Sep 2 15:05:13 1994 Return-Path: Received: from wilma.cs.city.ac.uk (root@wilma.cs.city.ac.uk [138.40.91.9]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 2 Sep 1994 15:05:09 +0200 Received: by wilma.cs.city.ac.uk (Smail3.1.28.1 #14) id m0qgXXu-00000yC; Fri, 2 Sep 94 13:16 BST Received: from Messages.8.5.N.CUILIB.3.45.SNAP.NOT.LINKED.wilma.cs.city.ac.uk.sun4.41 via MS.5.6.wilma.cs.city.ac.uk.sun4_41; Fri, 2 Sep 1994 13:16:41 +0100 (BST) Message-ID: Date: Fri, 2 Sep 1994 13:16:41 +0100 (BST) From: Nick Williams To: crossfire@ifi.uio.no Subject: difficulties, bugs and notes on crossfire 0.91.4 Status: RO It seems that in version 0.91.4, when failing to disarm a trap, you will always trigger the trap, which means for low level characters, you can't risk opening any trapped door, and hence cannot get anywhere in the game. Doortraps make the game very hard to get into. Next: in this version, reading a scroll of destruction causes the server to SIGBUS, after printing: Free object on list, process_events Object cleric has no speed, but is on active list Free object on list, process_events Object cleric has no speed, but is on active list Free object on list, process_events Object cleric has no speed, but is on active list Free object on list, process_events Object cleric has no speed, but is on active list Free object on list, process_events Object cleric has no speed, but is on active list Free object on list, process_events SIGBUS received (cleric was the user who invoked the scroll of desctruction). The new arrow/projectiles systems is wonderful, however it highlights something I feel is wrong with the shop system: you have to have new items (tiles) for each type of thing you want to sell. Why not just use the random_treasure style objects and place them onto shopfloors? Since there already is random: food, diamonds, rings, scrolls, spells, weapons, armor; the basic shop tiles are already covered. Using a system like this allows you to get rid of the special shop tiles, and to be able to sell anything in particular. Nick Williams, Systems Architecture Research Centre, City University, London, EC1V 0HB. UK. Web: http://web.cs.city.ac.uk/finger?njw E-mail: njw@cs.city.ac.uk (MIME and ATK) Work Telephone: +44 71 477 8551 Work Fax: +44 71 477 8587 From crossfire-request Wed Sep 28 17:20:07 1994 Return-Path: Received: from melimelo.enst-bretagne.fr (melimelo.enst-bretagne.fr [192.108.115.36]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 28 Sep 1994 17:20:05 +0100 Received: from enstb.enst-bretagne.fr by melimelo.enst-bretagne.fr (5.67b8/090294); Wed, 28 Sep 1994 17:21:25 +0200 Received: from junon.enst-bretagne.fr by enstb.enst-bretagne.fr (5.65c8/180193); Wed, 28 Sep 1994 17:17:00 +0100 Received: by junon.enst-bretagne.fr (4.1/SMI-4.1) id AA02571; Wed, 28 Sep 94 17:23:13 +0100 From: prevosto@enstb.enst-bretagne.fr (Laurent PREVOSTO I8-205 (9800)1803) Message-Id: <9409281623.AA02571@junon.enst-bretagne.fr> Subject: Re Post To: crossfire@ifi.uio.no Date: Wed, 28 Sep 1994 17:23:12 +0100 (MET) X-W3-Home-Page: http://zeus.enst-bretagne.fr/~prevosto/ X-Machine-Name: junon X-Operating-System: SunOS X-Mailer: ELM [version 2.4 PL23beta2] Content-Type: text Content-Length: 715 X-Charset: LATIN1 X-Char-Esc: 29 Status: RO A few days ago, someone sent a long mail to the mail-list that talked about bugs, especially the destruction one with parts of code to be changed,... even if, for my part, most of the changes would not change anything to the code, esp. the whole IN/OUT story.... But i lost it when i changed account :( Could someone forward it to me for i get it again ? Thanx Laurent -- -------------------------------------------------------------------------------- Laurent PREVOSTO Chambre I8 205 Tel (98 00) 18 05 ENSTBr ( Pas loin de Plouz' qu'est pas loin de Brest qu'est loin de tout ) -------------------------------------------------------------------------------- From owner-crossfire Wed Sep 28 11:10:11 1994 Return-Path: Received: from eerie.eerie.fr (eerie.eerie.fr [146.19.1.3]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 28 Sep 1994 11:10:07 +0100 Received: by eerie.eerie.fr (5.65+/SMI-4.1) id AA11214; Wed, 28 Sep 94 11:05:29 GMT Date: Wed, 28 Sep 94 11:05:29 GMT From: lacoste@eerie.fr (LACOSTE Arnaud ) Message-Id: <9409281105.AA11214@eerie.eerie.fr> To: crossfire-bugs@ifi.uio.no Subject: crossfire problem Status: RO hello ! I managed to compile and install crossfire and crossclient ( on HPUX 9000/700) but when I try to run crossfire , it says :Can't open archetype file. can you help me ? by advance, thanx. From crossfire-request Tue Sep 27 17:01:24 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Tue, 27 Sep 1994 17:01:12 +0100 Received: from localhost (localhost [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id JAA25593; Tue, 27 Sep 1994 09:00:59 -0700 Message-Id: <199409271600.JAA25593@soda.CSUA.Berkeley.EDU> To: swra01@cs.aukuni.ac.nz (Stephen David Wray) cc: crossfire@ifi.uio.no Subject: Re: poison? luggage? In-reply-to: Your message of "Tue, 27 Sep 1994 18:49:06 +1200." <9409270649.AA15904@cs7.cs.aukuni.ac.nz> Date: Tue, 27 Sep 1994 09:00:57 -0700 From: Peter Mardahl Status: RO In message <9409270649.AA15904@cs7.cs.aukuni.ac.nz>, Stephen David Wray writes: > >Umm... this is the third time I got this letter... >--- Yes, I get multiple copies of things too. Anything sent to crossfire gets to me, it's a bit tiresome to have everything cc'd to me as well. For example, you're going to get two copies of this one too. :) One because i addressed it to you, a second because I cc'd crossfire. I guess it's one of those annoying things that won't change, though I will often edit the header. PeterM From crossfire-request Tue Sep 27 07:49:30 1994 Return-Path: Received: from ccvcom.auckland.ac.nz (ccvcom.auckland.ac.nz [130.216.1.2]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Tue, 27 Sep 1994 07:49:25 +0100 Received: from cs18.cs.auckland.ac.nz (cs18.cs.aukuni.ac.nz) by ccvcom.auckland.ac.nz (PMDF V4.3-7 #2864) id <01HHM8FE04YO8X56N1@ccvcom.auckland.ac.nz>; Tue, 27 Sep 1994 18:54:58 GMT+1200 Received: from cs7.cs.aukuni.ac.nz by cs18.cs.auckland.ac.nz (5.64/4.7) id AA06842; Tue, 27 Sep 94 18:49:09 +1200 Received: by cs7.cs.aukuni.ac.nz (5.64/4.7) id AA15904; Tue, 27 Sep 94 18:49:06 +1200 Date: Tue, 27 Sep 1994 18:49:06 +1200 From: swra01@cs.aukuni.ac.nz (Stephen David Wray) Subject: Re: poison? luggage? In-reply-to: <199409270436.AA19703@bolero.rahul.net> (message from Mark Wedel on Mon, 26 Sep 1994 21:36:03 -0700) To: crossfire@ifi.uio.no Message-id: <9409270649.AA15904@cs7.cs.aukuni.ac.nz> Content-transfer-encoding: 7BIT Status: RO > The reliability of pet monsters (or similar monsters) following the > player when he changes map is suspect at best. [etc] Umm... this is the third time I got this letter... --- Stephen Wray Department of Computer Science,phone: x8359, fax: +64 9 373 7453 University of Auckland, Private Bag 92019, Auckland, New Zealand. From crossfire-request Tue Sep 27 05:41:39 1994 Return-Path: Received: from ccvcom.auckland.ac.nz (ccvcom.auckland.ac.nz [130.216.1.2]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Tue, 27 Sep 1994 05:41:36 +0100 Received: from cs18.cs.auckland.ac.nz (cs18.cs.aukuni.ac.nz) by ccvcom.auckland.ac.nz (PMDF V4.3-7 #2864) id <01HHM3WRJ3HC8XQ0K4@ccvcom.auckland.ac.nz>; Tue, 27 Sep 1994 16:46:13 GMT+1200 Received: from cs7.cs.aukuni.ac.nz by cs18.cs.auckland.ac.nz (5.64/4.7) id AA05593; Tue, 27 Sep 94 16:40:19 +1200 Received: by cs7.cs.aukuni.ac.nz (5.64/4.7) id AA13608; Tue, 27 Sep 94 16:40:15 +1200 Date: Tue, 27 Sep 1994 16:40:15 +1200 From: swra01@cs.aukuni.ac.nz (Stephen David Wray) Subject: Re: poison? luggage? In-reply-to: <199409270436.AA19703@bolero.rahul.net> (message from Mark Wedel on Mon, 26 Sep 1994 21:36:03 -0700) To: master@rahul.net Cc: peterm@CSUA.Berkeley.EDU, crossfire@ifi.uio.no Message-id: <9409270440.AA13608@cs7.cs.aukuni.ac.nz> Content-transfer-encoding: 7BIT Status: RO > The reliability of pet monsters (or similar monsters) following the > player when he changes map is suspect at best. [snip] > But if you lose your luggage with your items in it, this is a major > problem. Also, if it follows you around, it means you could never apply > it - something needs to be in the same space or in your inventory > to apply something. Oh... yes, I had forgotten about that :) I note that it has a non-positive effect on the game that monsters don't pursue players across map boundaries. It could get very interesting to have persistent beasties hunting down the players through complex maps... --- **********************T***H***E***L***E***M***A********************** 44. For pure will, unassuaged of purpose, delivered from the lust of result, is every way perfect. -- LIBER AL vel LEGIS ******************************IN*LVX********************************* Stephen Wray Department of Computer Science,phone: x8359, fax: +64 9 373 7453 University of Auckland, Private Bag 92019, Auckland, New Zealand. From crossfire-request Tue Sep 27 05:36:22 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Tue, 27 Sep 1994 05:36:17 +0100 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA07107 (5.67a8/IDA-1.5 for ); Mon, 26 Sep 1994 21:36:07 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA09567 (5.67a8/IDA-1.5); Mon, 26 Sep 1994 21:36:05 -0700 Received: by bolero.rahul.net id AA19703 (5.67a8/IDA-1.5); Mon, 26 Sep 1994 21:36:03 -0700 Date: Mon, 26 Sep 1994 21:36:03 -0700 From: Mark Wedel Message-Id: <199409270436.AA19703@bolero.rahul.net> To: peterm@CSUA.Berkeley.EDU, swra01@cs.aukuni.ac.nz Subject: Re: poison? luggage? Cc: crossfire@ifi.uio.no Status: RO The reliability of pet monsters (or similar monsters) following the player when he changes map is suspect at best. For pet monsters, this is not a problem. Losing some is an inconvenience, not much more. But if you lose your luggage with your items in it, this is a major problem. Also, if it follows you around, it means you could never apply it - something needs to be in the same space or in your inventory to apply something. Also, I think having it in your inventory is better in any case. I could see a party situation with a couple character having luggages following them around, and thus blocking the corrider to other members of the party. --Mark From crossfire-request Tue Sep 27 02:35:12 1994 Return-Path: Received: from ccvcom.auckland.ac.nz (ccvcom.auckland.ac.nz [130.216.1.2]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Tue, 27 Sep 1994 02:35:09 +0100 Received: from cs18.cs.auckland.ac.nz (cs18.cs.aukuni.ac.nz) by ccvcom.auckland.ac.nz (PMDF V4.3-7 #2864) id <01HHLXFQNITC8X9QB4@ccvcom.auckland.ac.nz>; Tue, 27 Sep 1994 13:40:41 GMT+1200 Received: from cs7.cs.aukuni.ac.nz by cs18.cs.auckland.ac.nz (5.64/4.7) id AA02569; Tue, 27 Sep 94 13:34:51 +1200 Received: by cs7.cs.aukuni.ac.nz (5.64/4.7) id AA09557; Tue, 27 Sep 94 13:34:48 +1200 Date: Tue, 27 Sep 1994 13:34:48 +1200 From: swra01@cs.aukuni.ac.nz (Stephen David Wray) Subject: Re: poison? luggage? In-reply-to: <199409270108.SAA04829@soda.CSUA.Berkeley.EDU> (message from Peter Mardahl on Mon, 26 Sep 1994 17:58:45 -0700) To: peterm@CSUA.Berkeley.EDU Cc: crossfire@ifi.uio.no Message-id: <9409270134.AA09557@cs7.cs.aukuni.ac.nz> Content-transfer-encoding: 7BIT Status: RO > >Another thing -- I noticed the luggage in the archetypes, and > >I wondered how players are supposed to use it -- I inserted its arch into a > >test character, and it appears, but dosn't follow him around. > > The luggage idea was stolen from a book in which the luggage walked behind > you. > > In Crossfire, the Luggage is an item which partly bears the weight of > what you put in it. So, it'll weigh 1/2 what it normally would > if it's in your inventory. Hmm... I must have a look at how the "pet monsters" work -- the thought of a "fighting, mobile luggage" appeals :) (I read the books...) Perhaps the luggage archetype can be adjusted to make it a "pet mmonster", with an attack, movement and (dare I say it) diet ;) --- **********************T***H***E***L***E***M***A********************** 44. For pure will, unassuaged of purpose, delivered from the lust of result, is every way perfect. -- LIBER AL vel LEGIS ******************************IN*LVX********************************* Stephen Wray Department of Computer Science,phone: x8359, fax: +64 9 373 7453 University of Auckland, Private Bag 92019, Auckland, New Zealand. From crossfire-request Tue Sep 27 02:09:11 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Tue, 27 Sep 1994 02:09:07 +0100 Received: from localhost (localhost [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id SAA04829; Mon, 26 Sep 1994 18:08:50 -0700 Message-Id: <199409270108.SAA04829@soda.CSUA.Berkeley.EDU> To: swra01@cs.aukuni.ac.nz (Stephen David Wray) Cc: crossfire@ifi.uio.no Subject: Re: poison? luggage? In-reply-to: Your message of "Tue, 27 Sep 1994 11:34:34 +1200." <9409262334.AA05702@cs7.cs.aukuni.ac.nz> Date: Mon, 26 Sep 1994 17:58:45 -0700 From: Peter Mardahl Status: RO In message <9409262334.AA05702@cs7.cs.aukuni.ac.nz>, Stephen David Wray writes: > >One thing -- I went and bought an amulet of protection from poison. >I'm starting to wonder what sort of poison it's supposed to protect me >from... so far it hasn't protected me from; Protection isn't the same as immunity. You are less likely to get poisoned, and *maybe* (i have my doubts) you take 1/2 damage of the poison. >Another thing -- I noticed the luggage in the archetypes, and >I wondered how players are supposed to use it -- I inserted its arch into a >test character, and it appears, but dosn't follow him around. The luggage idea was stolen from a book in which the luggage walked behind you. In Crossfire, the Luggage is an item which partly bears the weight of what you put in it. So, it'll weigh 1/2 what it normally would if it's in your inventory. Regards, PeterM From crossfire-request Tue Sep 27 00:35:23 1994 Return-Path: Received: from ccvcom.auckland.ac.nz (ccvcom.auckland.ac.nz [130.216.1.2]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Tue, 27 Sep 1994 00:35:20 +0100 Received: from cs18.cs.auckland.ac.nz (cs18.cs.aukuni.ac.nz) by ccvcom.auckland.ac.nz (PMDF V4.3-7 #2864) id <01HHLT8WPK808XKWO3@ccvcom.auckland.ac.nz>; Tue, 27 Sep 1994 11:40:38 GMT+1200 Received: from cs7.cs.aukuni.ac.nz by cs18.cs.auckland.ac.nz (5.64/4.7) id AA00969; Tue, 27 Sep 94 11:34:39 +1200 Received: by cs7.cs.aukuni.ac.nz (5.64/4.7) id AA05702; Tue, 27 Sep 94 11:34:34 +1200 Date: Tue, 27 Sep 1994 11:34:34 +1200 From: swra01@cs.aukuni.ac.nz (Stephen David Wray) Subject: poison? luggage? In-reply-to: <199409240308.AA29509@bolero.rahul.net> (message from Mark Wedel on Fri, 23 Sep 1994 20:08:53 -0700) To: crossfire@ifi.uio.no Message-id: <9409262334.AA05702@cs7.cs.aukuni.ac.nz> Content-transfer-encoding: 7BIT Status: RO One thing -- I went and bought an amulet of protection from poison. I'm starting to wonder what sort of poison it's supposed to protect me from... so far it hasn't protected me from; poison needle traps, xan(?) (they look like flies) scorpions snakes(?) poison gas traps. Another thing -- I noticed the luggage in the archetypes, and I wondered how players are supposed to use it -- I inserted its arch into a test character, and it appears, but dosn't follow him around. Any suggestions? Thanks! --- **********************T***H***E***L***E***M***A********************** 44. For pure will, unassuaged of purpose, delivered from the lust of result, is every way perfect. -- LIBER AL vel LEGIS ******************************IN*LVX********************************* Stephen Wray Department of Computer Science,phone: x8359, fax: +64 9 373 7453 University of Auckland, Private Bag 92019, Auckland, New Zealand. From crossfire-request Mon Sep 26 09:03:57 1994 Return-Path: Received: from tel.vtt.fi (tel.vtt.fi [130.188.12.3]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Mon, 26 Sep 1994 09:03:56 +0100 Received: by tel.vtt.fi id AA14447 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Mon, 26 Sep 1994 09:56:27 +0200 From: Tero Haatanen Message-Id: <199409260756.AA14447@tel.vtt.fi> Subject: Re: Some questions To: crossfire@ifi.uio.no Date: Mon, 26 Sep 1994 09:56:27 +0200 (EET) In-Reply-To: <"3065 Fri Sep 23 14:46:06 1994"@bnr.ca> from "tuan" at Sep 23, 94 01:46:00 pm Mime-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 1376 Status: RO > Hello, > > I would like to store the login id and host name of each player in the > player file. Are there variables in the player struct that allow me to > do this? Like Mark already said, you can get host, but not login id. You could try identd, but most sites aren't running it, so it doesn4t help very much. > We have encountered two scenarios that crashes the server: > 1. When player drop a lot of items I have never seen this before, but I can test it if I can reproduce it. > I would like to look into implementing 'infrared' feature. The display code is probably the hardest part. If something like this is implemented I would like see also the moving light sources if those can be implemented efficiently. > Is anyone thinking of implementing a lock archetype? This would allow > it to be attached to door and chest. It is also the first step to allow > each player to have his/her own place to store their inventory. Oh, I > think there should be a container chest type, use for storing large number > of treasures and does not disappeared. Have you checked chest2 or deposit_box archetypes? Those are used in a new bow shop (behind the gate). It just what you want. I already made bank map where players can save their money, but never send it to Mark (not enought testing). I try finish it before next version (hopefully :). -Tero From crossfire-request Sat Sep 24 16:32:49 1994 Return-Path: Received: from thuk.dtek.chalmers.se (d1mag@thuk.dtek.chalmers.se [129.16.30.17]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Sat, 24 Sep 1994 16:32:48 +0200 Received: (from d1mag@localhost) by thuk.dtek.chalmers.se (8.6.9/8.6.9) id QAA13006 for crossfire@ifi.uio.no; Sat, 24 Sep 1994 16:31:12 +0200 From: Christian Magnusson Message-Id: <199409241431.QAA13006@thuk.dtek.chalmers.se> Subject: Destruction To: crossfire@ifi.uio.no Date: Sat, 24 Sep 1994 16:31:11 +0200 (MET DST) MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Content-Length: 1531 Status: RO BTW. I forgot to tell you that I've changed destructions damage. Desruction couldn't be constructed to make this damage.... (just an example of 4x4 squares damage, damage=6 and SP_level_dam_adjust(op,SP_DESTRUCTION)=3 ) 9 12 15 18 21 24 27 30 33 36 39 42 45 48 51 54 Shouldn't it be like this... 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 9 the line dam += SP_level_dam_adjust(op,SP_DESTRUCTION); is increasing the damage after every square (with a monster) as it is written now. This would sometimes make 50 times damage in the lower right square ? Should destruction be constructed like this ?? I've changed it to : spell_effect.c int cast_destruction(object *op, int dam, int attacktype) { int i,j; int r; /* peterm: added to make area of effect level dep. */ object *tmp; if(op->type!=PLAYER) return 0; r=5 + SP_level_strength_adjust(op,SP_DESTRUCTION); dam += SP_level_dam_adjust(op,SP_DESTRUCTION); /* d1mag add damage here!! */ for(i= -r;imap,op->x+i,op->y+j)) continue; tmp=get_map_ob(op->map,op->x+i,op->y+j); while(tmp!=NULL&&(!QUERY_FLAG(tmp, FLAG_ALIVE)||tmp->type==PLAYER)) tmp=tmp->above; if(tmp==NULL) continue; hit_player(tmp,dam,op,attacktype); } } return 1; } /Mag -- | Christian 'Mag' Magnusson Computer Science and Engineering | Internet: d1mag@dtek.chalmers.se Chalmers University of Technology | Amiga Programmer: VoiXEL, HP28S-Com From crossfire-request Sat Sep 24 13:08:15 1994 Return-Path: Received: from baugi.ifi.uio.no (2102@baugi.ifi.uio.no [129.240.104.3]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id ; Sat, 24 Sep 1994 13:08:14 +0200 From: =?iso-8859-1?Q?H=E5vard_Lindheim?= MIME-Version: 1.0 Received: (from haavarl@localhost) by baugi.ifi.uio.no ; Sat, 24 Sep 1994 13:08:13 +0200 Date: Sat, 24 Sep 1994 13:08:13 +0200 To: Peter Mardahl Cc: Christian Magnusson , crossfire@ifi.uio.no Subject: Re: Destruction In-Reply-To: Peter Mardahl 's message of Thu, 22 Sep 1994 14:45:32 -0700 References: <199409222145.OAA15595@soda.CSUA.Berkeley.EDU> Message-ID: Status: RO > I think he's also immune to magic and has a very high speed. > He speaks. Have you interrogated him? Does he not work for you? > ... I just checked... > He has 10000 hp, and he's completely immune to magic.... Now that > the whole list is aware that he's worth 1Mexp, i anticipate everyone > trying to kill him. No one could have known without using the map, > or using DM. (i.e., cheating) What about simply TRYING to kill him and gasping when you see the exp? Like I did? > His speed is also 1.5. Not an easy kill. Oh well, but he doesn't hit back (almost), so you just stand there and punch him till he's gone... > Take a helluva lot of magic bullets, and he'd be coming after you. Nah, use 1 bullet, he'll come, you slash him witless. H-- From crossfire-request Sat Sep 24 13:05:14 1994 Return-Path: Received: from baugi.ifi.uio.no (2102@baugi.ifi.uio.no [129.240.104.3]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id ; Sat, 24 Sep 1994 13:05:13 +0200 From: =?iso-8859-1?Q?H=E5vard_Lindheim?= MIME-Version: 1.0 Received: (from haavarl@localhost) by baugi.ifi.uio.no ; Sat, 24 Sep 1994 13:05:12 +0200 Date: Sat, 24 Sep 1994 13:05:11 +0200 To: Laurent Wacrenier Cc: Christian Magnusson , crossfire@ifi.uio.no Subject: Re: Destruction In-Reply-To: Laurent Wacrenier 's message of Thu, 22 Sep 1994 22:55:44 +0200 References: <199409221748.TAA10871@katoof.dtek.chalmers.se> <199409222055.WAA00882@gin.obspm.fr> Message-ID: Status: RO > > |> There are two wizards on map /city/taverns/goths. It is an easy level 0 > |> map which should be used to get information about some quests, but > |> the "Wizard with an aura of great power" is strange... He has no weapons, > |> no spells, he's placed on a easy map, he has 1000000 exp, he is level 49, > |> and when you attack him the server crashes. Nah, use a spell or an arrow. And then define *cheap exp*. *Grin* H.. From crossfire-request Sat Sep 24 05:09:05 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sat, 24 Sep 1994 05:09:03 +0200 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA13731 (5.67a8/IDA-1.5 for ); Fri, 23 Sep 1994 20:08:56 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA08778 (5.67a8/IDA-1.5); Fri, 23 Sep 1994 20:08:54 -0700 Received: by bolero.rahul.net id AA29509 (5.67a8/IDA-1.5); Fri, 23 Sep 1994 20:08:53 -0700 Date: Fri, 23 Sep 1994 20:08:53 -0700 From: Mark Wedel Message-Id: <199409240308.AA29509@bolero.rahul.net> To: crossfire@ifi.uio.no, swra01@cs.aukuni.ac.nz Subject: Re: crossedit docs? Status: RO To edit values of an object, middle click on the object you and to change. It should then appear in the Look window of crossedit. Middle click on this, and then a window will pop up, where you can change the values. The bottom area with the scrollbar (above teh Variable entry area) is the message buffer. Just enter your messages in there. --Mark From crossfire-request Sat Sep 24 05:06:23 1994 Return-Path: Received: from tango.rahul.net (root@tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Sat, 24 Sep 1994 05:06:20 +0200 Received: from hustle.rahul.net by tango.rahul.net with SMTP id AA13707 (5.67a8/IDA-1.5 for ); Fri, 23 Sep 1994 20:06:12 -0700 Received: from bolero.rahul.net by hustle.rahul.net with SMTP id AA08369 (5.67a8/IDA-1.5); Fri, 23 Sep 1994 20:06:12 -0700 Received: by bolero.rahul.net id AA29257 (5.67a8/IDA-1.5); Fri, 23 Sep 1994 20:06:11 -0700 Date: Fri, 23 Sep 1994 20:06:11 -0700 From: Mark Wedel Message-Id: <199409240306.AA29257@bolero.rahul.net> To: crossfire@ifi.uio.no, tdoan@bnr.ca Subject: Re: Some questions Status: RO You can log the host of a connecting player, but not that actual user. This information is not supplied - it is up to the connecting player to send this information. (and if peopel telnet in, I doubt that they will set it. crossclient does send it along, but it is only a front end that pretty much does a telnet, and crossclient can easily be modified to send any name it wants to.) Thus, if people are malicously crashing the server, the best you can get is the host they are from. Scrolls of destruction: Is fixed. Here is a quick patch (modifies server/spell_util.c: *************** *** 156,162 **** casting_object.contr=op->contr; casting_object.facing=op->facing; casting_object.map=op->map; ! casting_object.owner=op; casting_object.x=op->x; casting_object.y=op->y; /* these are needed for some spells */ --- 156,162 ---- casting_object.contr=op->contr; casting_object.facing=op->facing; casting_object.map=op->map; ! set_owner(&casting_object, op); casting_object.x=op->x; casting_object.y=op->y; /* these are needed for some spells */ You can either do the patch by hand, or if you use the patch program, you proably need to set the -l flag (ie, patch -l) Infrared in the archetypes would not be difficult. Another flag would be needed, and by default, all flags are 0 when an object is created. What would be more difficult is changing the display routines. (also, loader.c would need to be modified to set this flag when an object is loaded, and save it when an object is saved.) Oldcity: I was able to edit it just fine (actually, oldcity1). Don't know what your problem is. (maybe odd permissions on the directory/file?) --Mark From crossfire-request Sat Sep 24 03:49:49 1994 Return-Path: Received: from ccvcom.auckland.ac.nz (ccvcom.auckland.ac.nz [130.216.1.2]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Sat, 24 Sep 1994 03:49:46 +0200 Received: from cs18.cs.auckland.ac.nz (cs18.cs.aukuni.ac.nz) by ccvcom.auckland.ac.nz (PMDF V4.3-7 #2864) id <01HHHR2QRFMO8XFQKF@ccvcom.auckland.ac.nz>; Sat, 24 Sep 1994 13:55:14 GMT+1200 Received: from cs7.cs.aukuni.ac.nz by cs18.cs.auckland.ac.nz (5.64/4.7) id AA03287; Sat, 24 Sep 94 13:49:32 +1200 Received: by cs7.cs.aukuni.ac.nz (5.64/4.7) id AA19220; Sat, 24 Sep 94 13:49:28 +1200 Date: Sat, 24 Sep 1994 13:49:28 +1200 From: swra01@cs.aukuni.ac.nz (Stephen David Wray) Subject: crossedit docs? To: crossfire@ifi.uio.no Message-id: <9409240149.AA19220@cs7.cs.aukuni.ac.nz> Content-transfer-encoding: 7BIT Status: RO Hi! I just recently installed crossfire et al on a linux machine, and have been having much fun with it :) Trying to use the map editor, however, has been difficult. It *looks* as if, in order to insert things like messages for magic mouths, signs etc, I have to actually go into the map file created by crossedit and do it by hand. I suspect I am missing something -- ie documentation :( All I have in the way of doc is; crossedit.man mapguide mapmakers_guide_to_runes Crossedit.doc which are only of very basic use... Any suggestions? Thanks! --- Stephen Wray Department of Computer Science,phone: x8359, fax: +64 9 373 7453 University of Auckland, Private Bag 92019, Auckland, New Zealand. From crossfire-request Fri Sep 23 20:47:56 1994 Return-Path: Received: from bnr.ca (x400gate.bnr.ca [192.58.194.73]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 23 Sep 1994 20:47:49 +0200 X400-Received: by mta bnr.ca in /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Fri, 23 Sep 1994 14:46:41 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Fri, 23 Sep 1994 14:46:02 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Fri, 23 Sep 1994 14:46:00 -0400 Date: Fri, 23 Sep 1994 13:46:00 -0500 X400-Originator: /dd.id=1627294/g=tuan/i=t/s=doan/@bnr.ca X400-MTS-Identifier: [/PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/;bcars735.b.064:23.08.94.18.46.02] X400-Content-Type: P2-1984 (2) Content-Identifier: Some questions From: "tuan (t.) doan" Sender: "tuan (t.) doan" Message-ID: <"3065 Fri Sep 23 14:46:06 1994"@bnr.ca> To: crossfire@ifi.uio.no Subject: Some questions Status: RO Hello, I would like to store the login id and host name of each player in the player file. Are there variables in the player struct that allow me to do this? We have encountered two scenarios that crashes the server: 1. When player drop a lot of items 2. When player use the scroll of destruction Does anyone else encountered these problems? If so, are there fixes? I would like to look into implementing 'infrared' feature. How difficult would this be? Are the archetype flexible enough to allow this feature? For example, do I have to change _all_ the NPC archetype so that it now has a new field called 'cold-blooded' or is it possible to _only_ add the new field to NPC's that are 'cold-blooded' Why can't I edit the oldcity part of the map? Crossedit does not allow it to be picked. Is anyone thinking of implementing a lock archetype? This would allow it to be attached to door and chest. It is also the first step to allow each player to have his/her own place to store their inventory. Oh, I think there should be a container chest type, use for storing large number of treasures and does not disappeared. There was a proposal a while back regarding implementing a better NPC engine that allow more sophisocated interaction between PC and NPC. Is anyone currently doing this? I would like to see PC able to recruit NPC's to form a party. I think this can be done by kludging the charm codes. Once recruited, commands can be given to the NPC to do different things. Is this feasible? I have a postscript dump of the 12 areas that makes up the world. When printed and cut-paste together, they make a pretty decent hardcopy of the world map. I can uploaded to the site, if anyone wants it. Regards, __ __/ / / __ / | / Tuan T. Doan / / / / / / | / IEC Layer Testing and Advance Technology / / / __ / / | / 2201 Lakeside Blvd. P.O. Box 833871 __/ ______/ __/ __/ __/ __/ Richardson, TX 75083-3871 "It's a kind of magic" -Highlander Phone: 6-444-4575/214-684-4575 Internet: tdoan@bnr.ca Fax: 6-444-3716/214-684-3716 From crossfire-request Thu Sep 22 23:45:53 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Thu, 22 Sep 1994 23:45:50 +0200 Received: from LOCALHOST (LOCALHOST [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id OAA15595; Thu, 22 Sep 1994 14:45:34 -0700 Message-Id: <199409222145.OAA15595@soda.CSUA.Berkeley.EDU> To: Christian Magnusson cc: crossfire@ifi.uio.no Subject: Re: Destruction In-reply-to: Your message of "Thu, 22 Sep 1994 19:48:44 +0200." <199409221748.TAA10871@katoof.dtek.chalmers.se> Date: Thu, 22 Sep 1994 14:45:32 -0700 From: Peter Mardahl Status: RO In message <199409221748.TAA10871@katoof.dtek.chalmers.se>, Christian Magnusson writes: > > >Hi again.. >I have rather decided to make a server which not crash under any >circumstances... :) Everyone will thank you for it if you succeed. >I think Crossfire should be concentrated on players around level 6-15. I don't. The game can support higher level players. So why put blinders on? >so on... Don't spend so much time on making mega spells for those >level 60-90 players... I have a feeling that nearly all of those spells are turned off. With the exception of the resurrection spells, there ARE no spells over level 18 which people can use. >There are two wizards on map /city/taverns/goths. It is an easy level 0 >map which should be used to get information about some quests, but >the "Wizard with an aura of great power" is strange... He has no weapons, >no spells, he's placed on a easy map, he has 1000000 exp, he is level 49, >and when you attack him the server crashes. There seem to be a major I think he's also immune to magic and has a very high speed. He speaks. Have you interrogated him? Does he not work for you? ... I just checked... He has 10000 hp, and he's completely immune to magic.... Now that the whole list is aware that he's worth 1Mexp, i anticipate everyone trying to kill him. No one could have known without using the map, or using DM. (i.e., cheating) His speed is also 1.5. Not an easy kill. Did you read what he says? 'dwarf' is NOT an appropriate image for him. Fixes I'd use: Con 12, Int 12, Str 10, protected 1, and maybe lower the exp. Don't make him a dwarf though. >fault with "arch wizard" so I changed it to "arch dwarf" with "exp 1000" >temporary to avoid the server crash and unfair exp points. Try taking him on and see how unfair you think the exp is.... >He could be killed if you attack him with magic bullet or something else, Take a helluva lot of magic bullets, and he'd be coming after you. >/* d1mag Don't change a inparameter called be value!! */ Why not? Bad style, or what? It's perfectly okay to modify the copies of the parameters passed on the stack isn't it? >int hit_player(object *op,int indam, object *hitter, int intype) { > char buf[MAX_BUF]; > int dam = indam; > int type = intype; > Regards, PeterM From crossfire-request Thu Sep 22 23:16:17 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Thu, 22 Sep 1994 23:16:15 +0200 Received: from LOCALHOST (LOCALHOST [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id OAA11785; Thu, 22 Sep 1994 14:15:51 -0700 Message-Id: <199409222115.OAA11785@soda.CSUA.Berkeley.EDU> To: Christian Magnusson cc: crossfire@ifi.uio.no Subject: Re: Destruction In-reply-to: Your message of "Thu, 22 Sep 1994 19:48:44 +0200." <199409221748.TAA10871@katoof.dtek.chalmers.se> Date: Thu, 22 Sep 1994 14:15:48 -0700 From: Peter Mardahl Status: RO In message <199409221748.TAA10871@katoof.dtek.chalmers.se>, Christian Magnusson writes: > > >Hi again.. > >I asked about the problem with destruction a couple of days ago. >Now I've found it now + some other bugs. BTW. I'm useing Crossfire >version 0.91.4 + (my own patches :) on site zeem.dtek.chalmers.se >(129.16.30.12) > >I don't know how I should tell you what my changes are, but I could >start with posting some changes here... The best way to send fixes to crossfire is to get a virgin 91.4, use command diff -c <91.4file.c> > and make these files (patches) available to master@rahul.net (or the current maintainer of the code, which is him right now) one way or another. mail, or tar them and put them somewhere for him to ftp. It's best if the patches are grouped according to subject, and a README file is included which describes what the patches are. Regards, PeterM From crossfire-request Thu Sep 22 22:56:17 1994 Return-Path: Received: from gin.obspm.fr (gin.obspm.fr [145.238.16.19]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Thu, 22 Sep 1994 22:56:16 +0200 Received: (from wacren@localhost) by gin.obspm.fr (8.6.9/8.6.9) id WAA00882; Thu, 22 Sep 1994 22:55:44 +0200 Date: Thu, 22 Sep 1994 22:55:44 +0200 Message-Id: <199409222055.WAA00882@gin.obspm.fr> To: Christian Magnusson Cc: crossfire@ifi.uio.no Subject: Re: Destruction In-Reply-To: <199409221748.TAA10871@katoof.dtek.chalmers.se> References: <199409221748.TAA10871@katoof.dtek.chalmers.se> From: Laurent Wacrenier X-Attribution: LaW Mime-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8bits Status: RO |> There are two wizards on map /city/taverns/goths. It is an easy level 0 |> map which should be used to get information about some quests, but |> the "Wizard with an aura of great power" is strange... He has no weapons, |> no spells, he's placed on a easy map, he has 1000000 exp, he is level 49, |> and when you attack him the server crashes. A standard wizard has a strength value of -2. Give him another strength to avoid crashes (zero divide in push_ob.) Another bug with this wizards is his two easily avaiable spellbooks. -- Laurent From crossfire-request Thu Sep 22 21:35:30 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Thu, 22 Sep 1994 21:35:28 +0200 Received: from LOCALHOST (LOCALHOST [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id MAA28256; Thu, 22 Sep 1994 12:35:15 -0700 Message-Id: <199409221935.MAA28256@soda.CSUA.Berkeley.EDU> To: roy@eckerd.edu (Jonathan Roy) cc: crossfire@ifi.uio.no In-reply-to: Your message of "Thu, 22 Sep 1994 14:56:40 +0500." <9409221856.AA14221@acasun.eckerd.edu> Date: Thu, 22 Sep 1994 12:35:13 -0700 From: Peter Mardahl Status: RO In message <9409221856.AA14221@acasun.eckerd.edu>, Jonathan Roy writes: > >I assume you know re-searching a trap gives more experiance? So you can >just endlessly search to gain, slowly, lots of experiance. :) Which version? Someone fixed that, i thought. PeterM From crossfire-request Thu Sep 22 19:50:28 1994 Return-Path: Received: from katoof.dtek.chalmers.se (d1mag@katoof.dtek.chalmers.se [129.16.30.16]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Thu, 22 Sep 1994 19:50:25 +0200 Received: (from d1mag@localhost) by katoof.dtek.chalmers.se (8.6.9/8.6.9) id TAA10871 for crossfire@ifi.uio.no; Thu, 22 Sep 1994 19:48:45 +0200 From: Christian Magnusson Message-Id: <199409221748.TAA10871@katoof.dtek.chalmers.se> Subject: Destruction To: crossfire@ifi.uio.no Date: Thu, 22 Sep 1994 19:48:44 +0200 (MET DST) MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Content-Length: 15056 Status: RO Hi again.. I asked about the problem with destruction a couple of days ago. Now I've found it now + some other bugs. BTW. I'm useing Crossfire version 0.91.4 + (my own patches :) on site zeem.dtek.chalmers.se (129.16.30.12) I don't know how I should tell you what my changes are, but I could start with posting some changes here... I have tried to make crossfire more balanced and remove every cheat bugs and all other major crash bugs. One of the major problem is that you could double all things. I don't know if it's a good idea to save the player every time he drops a thing or if it's good to not allow one player have many chars in game at the same time. Some player have more than one account, and it would take much time to save the player. I'm running on a slow disk partition so it would not be a good solution. Any good solutions out there ? I have rather decided to make a server which not crash under any circumstances... :) I could type the worst bugs here... Prepare for a long list. There are many strange constructions in the source. How could the auther make things like this... int hit_player(object *op,int dam, object *hitter, int type) { .... dam = 50; type = 234; .... } There could be many side-effects with such coding. I've changed some functions which look like that. But there are many dangerous functions left... I hope some of these changes could be included in next version. Some of them could be discussed if they should be done, but some of them solve some problems. I think Crossfire should be concentrated on players around level 6-15. The quest system should be more develeped so a player could get a reward once, and had to make a more intelligent search for the clues. It's not very good if it's only to type "say coffer", "say king" and so on... Don't spend so much time on making mega spells for those level 60-90 players... There should be a maximum magic on weapons... How fun is it when a player has a Taifu +40 with str+8 con+9 dex+6 int+10 and it gives you ac-40, str 30, dex 30, con 30, int 30 and so on... Shouldn't it be fair to set maximum +2 on a stat binded to a weapon. Who cares if the player is a barbarian or wizard. Both of them have the possibility to get 30 in all stats... There should be some other maximum values. I hope we could have a dicussion how to make Crossfire better balanced for medium level players.. BTW. I have made some changes in the maps. There are one store in where you can polymorph a dragon shield/mail (unpaid) to another artifact. I've set this shop (ground) to no_spell to avoid cheat. The map is /mcz/Navar_city/city1smith. There are two wizards on map /city/taverns/goths. It is an easy level 0 map which should be used to get information about some quests, but the "Wizard with an aura of great power" is strange... He has no weapons, no spells, he's placed on a easy map, he has 1000000 exp, he is level 49, and when you attack him the server crashes. There seem to be a major fault with "arch wizard" so I changed it to "arch dwarf" with "exp 1000" temporary to avoid the server crash and unfair exp points. He could be killed if you attack him with magic bullet or something else, and he would give you add_exp(player, 500000); Please change that in the map!! OK... Here I post the major changes I've made on my site. I hope you understand what my changes are, otherwise you could wait until the next version is released with my changes... :) /Mag ------------------------------------------------ attack.c /* d1mag Don't change a inparameter called be value!! */ int hit_player(object *op,int indam, object *hitter, int intype) { char buf[MAX_BUF]; int dam = indam; int type = intype; .... if(op->type==DOOR && op->inv && op->inv->type==RUNE) spring_trap(op->inv,hitter); .... if(hitter!=op&&!QUERY_FLAG(op, FLAG_WAS_WIZ)) { int exp=op->stats.exp; if(hitter->level > op->level) { /* d1mag patch not division by zero */ exp = (exp*(op->level+1))/( (hitter->level>0 ? (hitter->level+1) : 1)); } #ifdef SIMPLE_PARTY_SYSTEM exp=exp/2; if(exp>50000) { fprintf(logfile, "Kill: [%s] killed [%s] Exp: %d ??\n",hitter->name, op->name, exp); } .... } ------------------------------------------------ spell_util.c /* d1mag patch inop */ int cast_spell(object *inop,object *caster,int dir,int type,int ability,SpellTypeFrom item,char *stringarg) { spell *s=find_spell(type); int success=0,bonus; int duration=SP_PARAMETERS[type].bdur; /* get the base duration */ object casting_object; /* d1mag patch puhhhhhh.... ??? */ object *op = inop; if(item!=spellNormal&&caster!=op) { reset_object(&casting_object); (void) memcpy((void *)((char *) &casting_object + offsetof(object,name)), (void *)((char *) op+offsetof(object,name)), sizeof(object)-offsetof(object, name)); ..... case SP_DESTRUCTION: /* d1mag patch for destruction, this will make scrolls be as powerful as the player are. */ success = cast_destruction(inop,5+inop->stats.Int,AT_MAGIC); break; ..... } ------------------------------------------------ apply.c int apply(object *op, object *tmp) { ..... case SCROLL: { int old_shoot=0, old_spell=0; if(QUERY_FLAG(tmp, FLAG_UNPAID)) { draw_info(op,"You should pay for it first."); break; } if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) identify(tmp); if( tmp->stats.sp < 0 || tmp->stats.sp >= NROFREALSPELLS) { sprintf(buf, "The scroll just doesn't make sense!"); break; } sprintf(buf, "The scroll of %s turns to dust.", spells[tmp->stats.sp].name); draw_info(op,buf); sprintf(buf,"%s reads a scroll of %s.",op->name,spells[tmp->stats.sp].name); info_all(buf,6); /* d1mag patch descrease was here before.... */ if(op->type==PLAYER) { old_shoot= op->contr->shoottype; old_spell = op->contr->chosen_spell; op->contr->shoottype=range_scroll; op->contr->chosen_spell = tmp->stats.sp; } cast_spell(op,tmp,0,tmp->stats.sp,0,spellScroll,NULL); if(op->type==PLAYER) { if(op->contr->golem==NULL) { op->contr->shoottype=old_shoot; op->contr->chosen_spell = old_spell; } draw_stats(op); } /* d1mag patch descrease nrof scrolls after usage */ decrease_ob(tmp); break; } ..... } ------------------------------------------------ living.c /* d1mag don't change inparameter */ void add_exp(object *op,int inexp) { char buf[MAX_BUF]; int exp = inexp; ..... /* d1mag patch */ op->stats.exp += (signed long)exp; ..... } ------------------------------------------------ spell_effect.c void polymorph(object *op, object *who) { .... /* polymorph decreadsed to 10% success d1mag */ if((RANDOM()%10)) { sprintf(buf,"%s%s glows red, melts and evaporates!", op->nrof?"":"The ",query_name(op)); .... } polymorph_item(op); } ...... /* d1mag don't change inparameter... */ int cast_destruction(object *op, int indam, int attacktype) { int dam = indam; ... } ------------------------------------------------ c_chat.c int command_say (object *op, char *params) { char buf[MAX_BUF]; /* d1mag patch, crash if say was called without argment */ if(!params) return 0; sprintf(buf, "%s says %s",op->name, params); info_map_color (op->map, buf, 1); communicate(op, params); return 0; } ------------------------------------------------ c_party.c int command_gsay(object *op, char *params) { char party_params[MAX_BUF]; strcpy(party_params, "say "); /* d1mag added to secure... params is NULL when input is 'gsay' only */ if(!params) return 0; strcat(party_params,params); command_party(op,party_params); return 0; } ------------------------------------------------ commands.c On our system there seem to be a bug with XKeysymToString function. If key number 22 or 99 was pressed, the function crashed the server. Number 99 was the key "5" on the keypad, so I had to map that to a period instead. There might be more keys which not are allowed. We are running crossfire under Solaris 2.3 (SparcStation 5) void insert_key_complex(player *p, KeySym ks2, KeyCode keycode2, int flags, char* line) { int ix, len; char *cp; Key_s *newkey =(Key_s *)malloc(sizeof(Key_s)); KeySym ks; KeyCode keycode; /* d1mag Patch to remove key number 5 */ if(keycode2==99 || keycode2==22) { keycode = 115; ks = XStringToKeysym("period"); } else { keycode = keycode2; ks = XStringToKeysym(XKeysymToString(ks2)); } ..... } void configure_keys(object *op, KeyCode k2, KeySym keysym2) { int flags; char buf[MAX_BUF], *cp; KeySym keysym; KeyCode k; /* d1mag Patch to remove key number 5 */ if(k2==99 || k2==22) { k = 115; keysym = XStringToKeysym("period"); } else { k = k2; keysym = XStringToKeysym(XKeysymToString(keysym2)); } .... } ------------------------------------------------ player.c To avoid a "window kill" crashes the server I've made some changes here. A corpse is placed there and the player is saved! int mag_linkdead(object *op); void handle_player(object *op) { ..... case ClientMessage: cmev = (XClientMessageEvent *) & op->contr->gevent; if (cmev->message_type == Protocol_atom && cmev->data.l[0] == Kill_atom) { LOG(llevDebug,"Got WM_DELETE_WINDOW from %s.\n",op->name); if (op->map->in_memory == MAP_IN_MEMORY) { if (!QUERY_FLAG(op,FLAG_REMOVED)) { op->map->players--; remove_ob(op); } } strcpy(op->contr->killer, "lost connection"); mag_linkdead(op); /* added by d1mag */ /* make a corpse at the escape place */ op->contr->state = 1; op->direction = 0; op->contr->count_left = 0; sprintf(buf, "%s lost connection.", op->name); info_all(buf, 5); check_score(op); (void) save_player(op, 0); remove_lock(op->contr); info_flush(); free_player(op->contr); if(first_player==NULL) { if (server_mode != SERVER_ENABLED) exit(0); XCloseDisplay(op->contr->gdisp); LOG(llevDebug, "In server mode: continuing action.\n"); } #if 0 /* This should crash if it doesn't return! -Frank */ if (first_player==NULL) #endif /* (Also, free_player() must be before the NULL test!) */ return; } break; ..... } void do_some_living(object *op) { .... #ifdef NOT_PERMADEATH /**************************************/ /* */ /* Pick a stat, and steal on pt from */ /* it... */ /* */ /**************************************/ i = RANDOM() % 6; change_attr_value(&(op->stats), i,-1); check_stat_bounds(&(op->stats)); change_attr_value(&(op->contr->orig_stats), i,-1); check_stat_bounds(&(op->contr->orig_stats)); draw_info(op, lose_msg[i]); /* peterm: added to create a corpse at deathsite. */ tmp=arch_to_object(find_archetype("corpse_pl")); sprintf(buf,"%s", op->name); if (tmp->name) free_string (tmp->name); tmp->name=add_string(buf); tmp->level=op->level; tmp->x=x;tmp->y=y; if (tmp->msg) free_string(tmp->msg); sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" "who was in level %d and lost %d experience\n" "when killed by %s.\n", op->name, op->contr->title, (int)op->level, (int)(op->stats.exp * 0.20), op->contr->killer); tmp->msg = add_string(buf); SET_FLAG (tmp, FLAG_UNIQUE); insert_ob_in_map(tmp,map); cast_heal(op, 0, SP_CURE_POISON); cast_heal(op, 0, SP_CURE_CONFUSION); add_exp(op, (op->stats.exp * -0.20)); if(op->stats.food < 0) op->stats.food = 500; op->stats.hp = op->stats.maxhp; tmp=get_object(); EXIT_PATH(tmp) = add_string(first_map_path); enter_exit(op,tmp); /* commenting this out seems to fix core dumps on some systems. */ free_object(tmp); draw_stats(op); draw_all_inventory(op); draw_info(op,"YOU HAVE DIED."); /* save player at once to avoid cheat... d1mag */ draw_info(op,"You have been saved."); save_player(op, 1); return; #endif ------------------------------------------------ xio.c /* added by d1mag, just put a corpse with link dead name */ int mag_linkdead(object *op) { int x,y; object *tmp; mapstruct *map; /* this is for resurrection */ char buf[MAX_BUF]; if(!op) { LOG(llevError,"couldn't save null player.\n"); return 0; } /* save the map location for corpse, gravestone*/ x=op->x;y=op->y;map=op->map; strcpy(op->contr->killer, "lost connection"); /* peterm: added to create a corpse at deathsite. */ tmp=arch_to_object(find_archetype("corpse_pl")); sprintf(buf,"%s (link dead)", op->name); if (tmp->name) free_string (tmp->name); tmp->name=add_string(buf); tmp->level=op->level; tmp->x=x;tmp->y=y; if (tmp->msg) free_string(tmp->msg); tmp->msg = add_string(gravestone_text(op)); SET_FLAG (tmp, FLAG_UNIQUE); insert_ob_in_map(tmp,map); /* insert gravestone in map */ return 1; } /* handle a cheating player, who kills the window.. */ /* uses longjump !! */ int IOerrors(Display *d) { player *pl; char buf[MAX_BUF]; object *op; LOG(llevError,"Fatal error on display.\n"); /* Mol(mol@meryl.csd.uu.se 9211211 Temporary patch. The game locks in an infinite save-loop when using the original emergency_save(2) */ /* emergency_save(0); */ if(editor) exit(-1); for(pl=first_player;pl!=NULL;pl=pl->next) if(pl->gdisp==d) break; if(pl==NULL) { for(pl=first_player;pl!=NULL;pl=pl->next) if(pl->ob->contr->gdisp==d) break; } if(pl==NULL) return 0; op = pl->ob; /* d1mag patch */ LOG(llevError,"Player %s lost the display.\n",pl->name); LOG(llevError,"Saveing escaping player [%s]\n", query_name(op)); /* d1mag patch to get a corpse */ mag_linkdead(op); /* prevent updating inventory of player for whom there is no longer a ** functional display */ pl->freeze_inv = 1; if(pl->ob->state== ST_PLAYING ||pl->ob->state==ST_CHANGE_CLASS || pl->ob->state==ST_CONFIGURE) if( !QUERY_FLAG(pl->ob,FLAG_REMOVED)) remove_ob(pl->ob); op->contr->state = 1; op->direction = 0; op->contr->count_left = 0; sprintf(buf, "%s lost connection.", op->name); info_all(buf, 5); check_score(op); (void) save_player(op, 0); remove_lock(op->contr); info_flush(); free_player(op->contr); if(first_player==NULL) { if (server_mode != SERVER_ENABLED) exit(0); XCloseDisplay(op->contr->gdisp); LOG(llevDebug, "In server mode: continuing action.\n"); } longjmp(jump_addr,1); return 0; /* just return here... */ } ------------------------------------------------ -- | Christian 'Mag' Magnusson Computer Science and Engineering | Internet: d1mag@dtek.chalmers.se Chalmers University of Technology | Amiga Programmer: VoiXEL, HP28S-Com From crossfire-request Thu Sep 22 22:31:14 1994 Return-Path: Received: from acasun.eckerd.edu (acasun.eckerd.edu [198.187.211.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Thu, 22 Sep 1994 22:31:03 +0200 Received: by acasun.eckerd.edu (5.0/SMI-SVR4) id AA19171; Thu, 22 Sep 1994 16:26:45 +0500 Date: Thu, 22 Sep 1994 16:26:45 +0500 From: roy@eckerd.edu (Jonathan Roy) Message-Id: <9409222026.AA19171@acasun.eckerd.edu> To: peterm@CSUA.Berkeley.EDU, roy@eckerd.edu Cc: crossfire@ifi.uio.no Content-Length: 132 Status: RO Version 91.3... Not using 91.4 yet, since I saw a bug report the same time I saw the announcement.. :) Just holding out for 91.5. From crossfire-request Thu Sep 22 21:05:27 1994 Return-Path: Received: from maud.ifi.uio.no (0@maud.ifi.uio.no [129.240.74.2]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Thu, 22 Sep 1994 21:05:27 +0200 Received: from acasun.eckerd.edu (acasun.eckerd.edu [198.187.211.2]) by maud.ifi.uio.no ; Thu, 22 Sep 1994 21:05:11 +0200 Received: by acasun.eckerd.edu (5.0/SMI-SVR4) id AA14221; Thu, 22 Sep 1994 14:56:40 +0500 Date: Thu, 22 Sep 1994 14:56:40 +0500 From: roy@eckerd.edu (Jonathan Roy) Message-Id: <9409221856.AA14221@acasun.eckerd.edu> To: crossfire@ifi.uio.no Content-Length: 135 Status: RO I assume you know re-searching a trap gives more experiance? So you can just endlessly search to gain, slowly, lots of experiance. :) From crossfire-request Wed Sep 21 23:21:57 1994 Return-Path: Received: from bnr.ca (x400gate.bnr.ca [192.58.194.73]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 21 Sep 1994 23:21:52 +0200 X400-Received: by mta bnr.ca in /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Wed, 21 Sep 1994 17:20:15 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Wed, 21 Sep 1994 17:03:07 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Wed, 21 Sep 1994 17:03:00 -0400 Date: Wed, 21 Sep 1994 16:03:00 -0500 X400-Originator: /dd.id=1627294/g=tuan/i=t/s=doan/@bnr.ca X400-MTS-Identifier: [/PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/;bcars735.b.980:21.08.94.21.03.07] X400-Content-Type: P2-1984 (2) Content-Identifier: re:Death opti... From: "tuan (t.) doan" Sender: "tuan (t.) doan" Message-ID: <"5984 Wed Sep 21 17:03:09 1994"@bnr.ca> To: Tero.Haatanen@tel.vtt.fi Cc: crossfire@ifi.uio.no Subject: re:Death options Status: RO In message "Death options", 'Tero.Haatanen@tel.vtt.fi' writes: >> The issue would be to standardize the face area so that user can >> also add/change things such as: >> 1. face shape >> 2. eye color >> 3. hair style >> 4. perhap limited positioning of the eyes,nose,ears and mouth >> But allow the emote program to change the shape/position of eyes,nose, >> ears,mouth,etc.. to reflect smiling, frowning, etc... > >I think this is a little too complicated. Much simpler would have face >arrays each player. Each array would contain eight 24x24 bitmaps. So >players could define different bitmaps for different emotes (assumed >that there aren't too many of them). At least result should look much >better. But implementing player defined images needs quite much code >and maybe it's better leave to client/server version like peterm >said. Personally, I don't like the idea of letting players have full control of drawing a bit(pix)map that represent their faces. The system is just too easy to abused (ie: someone could draw stupid and offensive picture) >> I'm working on it (quite nasty if all the define statements). I'll sent >> you the patch when it is tested. > >The death code is already full of #idef's so maybe there should be >simplier ways handle the death. So that server admins can choose >what death options are available to players and when player dies >(s)he can decide what to do (loose exp/wait resurrection/quit/etc). It definitely need rewriting. Some of the options overlapped and are incorrect. Example, the code for creating tombstone are done twice. The one for creating corpses is missing the code to place it at a location. How about a spell to turn corpse into skeleton or zombie (ie: animate corpse)? Or a clairvoyance spell that allow you to see what other see? Out of curiosity, are their any flowing river implemented yet? This shouldn't be hard to do with runes or buttons that are able to move things on top of it. > -Tero Regards, __ __/ / / __ / | / Tuan T. Doan / / / / / / | / IEC Layer Testing and Advance Technology / / / __ / / | / 2201 Lakeside Blvd. P.O. Box 833871 __/ ______/ __/ __/ __/ __/ Richardson, TX 75083-3871 "It's a kind of magic" -Highlander Phone: 6-444-4575/214-684-4575 Internet: tdoan@bnr.ca Fax: 6-444-3716/214-684-3716 From crossfire-request Wed Sep 21 22:17:57 1994 Return-Path: Received: from baugi.ifi.uio.no (2102@baugi.ifi.uio.no [129.240.104.3]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id ; Wed, 21 Sep 1994 22:17:50 +0200 From: =?iso-8859-1?Q?H=E5vard_Lindheim?= MIME-Version: 1.0 Received: (from haavarl@localhost) by baugi.ifi.uio.no ; Wed, 21 Sep 1994 22:17:49 +0200 Date: Wed, 21 Sep 1994 22:17:48 +0200 To: Peter Mardahl Cc: roy@eckerd.edu (Jonathan Roy), Tero.Haatanen@tel.vtt.fi, crossfire@ifi.uio.no Subject: Re: Death options In-Reply-To: Peter Mardahl 's message of Wed, 21 Sep 1994 10:47:52 -0700 References: <199409211747.KAA24884@soda.CSUA.Berkeley.EDU> Message-ID: Status: RO > Have you GOT any really high level characters? They really get hit > below the belt every time they die. Uh... I have tried to die with a lvl 50. That is not very pleasant... :) H-- From crossfire-request Wed Sep 21 19:51:52 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Wed, 21 Sep 1994 19:51:47 +0200 Received: from LOCALHOST (LOCALHOST [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id KAA25324; Wed, 21 Sep 1994 10:51:30 -0700 Message-Id: <199409211751.KAA25324@soda.CSUA.Berkeley.EDU> To: Tero Haatanen cc: crossfire@ifi.uio.no Subject: Re: Death options In-reply-to: Your message of "Wed, 21 Sep 1994 14:04:16 +0200." <199409211104.AA27016@tel.vtt.fi> Date: Wed, 21 Sep 1994 10:51:28 -0700 From: Peter Mardahl Status: RO In message <199409211104.AA27016@tel.vtt.fi>, Tero Haatanen writes: IMHO, the main problem with the resurrection spells was the inability to rely upon finding dead bodies. Server crashes, maps reset, your dead body is gone and the player is beyond all spells but reincarnation. Regarding failure of resurrection spells, I somehow regard it as very fitting to summon nasty undead monsters when they fail. A level 99 (or 127) rune of resurrection is not going to summon any undead, I bet. Regards, PeterM From crossfire-request Wed Sep 21 19:49:20 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Wed, 21 Sep 1994 19:49:12 +0200 Received: from LOCALHOST (LOCALHOST [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id KAA24884; Wed, 21 Sep 1994 10:47:55 -0700 Message-Id: <199409211747.KAA24884@soda.CSUA.Berkeley.EDU> To: roy@eckerd.edu (Jonathan Roy) cc: Tero.Haatanen@tel.vtt.fi, crossfire@ifi.uio.no Subject: Re: Death options In-reply-to: Your message of "Wed, 21 Sep 1994 10:10:58 +0500." <9409211410.AA05581@acasun> Date: Wed, 21 Sep 1994 10:47:52 -0700 From: Peter Mardahl Status: RO In message <9409211410.AA05581@acasun>, Jonathan Roy writes: > >To make it worse than it is now, instead o fjust losing xxx experiance, you >lose enough experiance to put you back to the middle of the lower level... When you're level 30, you lose 20% of your exp, you are now level 24.... It'd be less of a problem just to lose 1.5 levels. >This wouldn't be too bad for lower level characters, but if a level 13 >guy died, he's fall back someplace in level 12. ie: Death gets progressivly >more server the higher level you are. (The more experiance you are, the >better abel you should be to avoid death.) > Have you GOT any really high level characters? They really get hit below the belt every time they die. PeterM From crossfire-request Wed Sep 21 13:04:54 1994 Return-Path: Received: from tel.vtt.fi (tel.vtt.fi [130.188.12.3]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 21 Sep 1994 13:04:54 +0200 Received: by tel.vtt.fi id AA27016 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Wed, 21 Sep 1994 14:04:16 +0300 From: Tero Haatanen Message-Id: <199409211104.AA27016@tel.vtt.fi> Subject: Death options To: crossfire@ifi.uio.no Date: Wed, 21 Sep 1994 14:04:16 +0200 (EETDST) In-Reply-To: <"17365 Tue Sep 20 18:14:52 1994"@bnr.ca> from "tuan" at Sep 20, 94 10:14:50 pm Mime-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Length: 3094 Status: RO > >Look in config.h, you can use NOT_PERMADEATH compiler option. It really > >makes the game more fun, while still enforcing a penalty for dying. I agree some degree, since players can explore new maps without too much to loose. Also it doesn't make players so angry when you find that there is one way exit which leads to next to titan. But if you assume that maps are sensible so that you can guess what level monsters are assumemed then penalty is not so big. For low level players get their exp back very easily, so loosing stat point is only penalty. If they die on low levels many times then poor stats start affecting, but in that point they probably want try another race. For high level players amount of exp doesn't really matter and buying one potion is really easy. > > I did the resurrection spells, and I don't even use them. They > >haven't been tested in a long time and might be buggy.... The last time I looked code there was some problems, but it was long time ago. > Kool. I didn't investigate runes that much yet. But this is certainly > an elegant way to do it. Yes it can probably implemented already in map level, so new code isn't needed. > The issue would be to standardize the face area so that user can > also add/change things such as: > 1. face shape > 2. eye color > 3. hair style > 4. perhap limited positioning of the eyes,nose,ears and mouth > But allow the emote program to change the shape/position of eyes,nose, > ears,mouth,etc.. to reflect smiling, frowning, etc... I think this is a little too complicated. Much simpler would have face arrays each player. Each array would contain eight 24x24 bitmaps. So players could define different bitmaps for different emotes (assumed that there aren't too many of them). At least result should look much better. But implementing player defined images needs quite much code and maybe it's better leave to client/server version like peterm said. >>> Finally, how about providing the player with an option of whether to die >>>and loose exp+stat or to be raised. Maybe a permdeath bool. I would think >>>high level players (capable of casting raise spells) would like to be raise What is really needed is some thought about handling death, IMHO. The not permanentdeath is too easy and the permanent death seems to be too hard (althought I prefer it on local server). Resurrection is a good middle point, but it needs some more work. So that resurrection is possible without high level players and there should be possible define some permanent damages. Optional failures should affect to body or caster, not all players on same map (if I remember right it can summon demons or something like that). > I'm working on it (quite nasty if all the define statements). I'll sent > you the patch when it is tested. The death code is already full of #idef's so maybe there should be simplier ways handle the death. So that server admins can choose what death options are available to players and when player dies (s)he can decide what to do (loose exp/wait resurrection/quit/etc). -Tero From crossfire-request Wed Sep 21 16:15:18 1994 Return-Path: Received: from acasun (acasun.eckerd.edu [198.187.211.2]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 21 Sep 1994 16:15:16 +0200 Received: by acasun (5.0/SMI-SVR4) id AA05581; Wed, 21 Sep 1994 10:10:58 +0500 Date: Wed, 21 Sep 1994 10:10:58 +0500 From: roy@eckerd.edu (Jonathan Roy) Message-Id: <9409211410.AA05581@acasun> To: Tero.Haatanen@tel.vtt.fi, crossfire@ifi.uio.no Subject: Re: Death options Content-Length: 690 Status: RO To make it worse than it is now, instead o fjust losing xxx experiance, you lose enough experiance to put you back to the middle of the lower level... Level 2 man would go to 500 exp, etc. Another option is keep the same ratio of distance from next level. For example. If you are 20K experiance from getting the next level, and it takes 40K to get htere, you are half way. Thus, put you at half way point of last level. This wouldn't be too bad for lower level characters, but if a level 13 guy died, he's fall back someplace in level 12. ie: Death gets progressivly more server the higher level you are. (The more experiance you are, the better abel you should be to avoid death.) From crossfire-request Wed Sep 21 00:16:15 1994 Return-Path: Received: from bnr.ca (x400gate.bnr.ca [192.58.194.73]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 21 Sep 1994 00:16:13 +0200 X400-Received: by mta bnr.ca in /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Tue, 20 Sep 1994 18:15:03 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Tue, 20 Sep 1994 18:14:50 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Tue, 20 Sep 1994 18:15:00 -0400 Date: Tue, 20 Sep 1994 22:14:50 +0000 X400-Originator: /dd.id=1627294/g=tuan/i=t/s=doan/@bnr.ca X400-MTS-Identifier: [/PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/;bcars735.b.361:20.08.94.22.14.50] X400-Content-Type: P2-1984 (2) Content-Identifier: Re: Problem w... From: "tuan (t.) doan" Sender: "tuan (t.) doan" Message-ID: <"17365 Tue Sep 20 18:14:52 1994"@bnr.ca> To: peterm@csua.berkeley.edu Cc: crossfire@ifi.uio.no Subject: Re: Problem with 0.91.4 version? Status: RO In message "Re: Problem with 0.91.4 version?", 'peterm@CSUA.Berkeley.edu' writes: >In message <"29081 Tue Sep 20 15:52:48 1994"@bnr.ca> , "tuan (t.) doan" writes: >>Hello, >> >> Is the only way to "raise" a player is by using spell? How about allowing >>players to place a corpse on an altar with some money or/and items and have >>a God raise it. > >You actually allow players to die for real instead of using not_permadeath? >Look in config.h, you can use NOT_PERMADEATH compiler option. It really >makes the game more fun, while still enforcing a penalty for dying. Actually, it a setable option now. Player can choose between the two. We also found that drop a stat value was a little harse :-) > I did the resurrection spells, and I don't even use them. They >haven't been tested in a long time and might be buggy.... > >No altars currently will raise a dead player. However, if you want to >make this doable, it's likely the rune code can perform this task. >Experiment with a Rune of Resurreciton, try to direct the Rune to where >the dead player will be, and then have the living player step on the rune >to activate it. Access to the Rune can be by means of dropping Money >on the altar, or food or whatever. Set the level of the rune to >be something very high, like 127. Perhaps the sacrifice should be in >diamonds. Kool. I didn't investigate runes that much yet. But this is certainly an elegant way to do it. >> Also, I have an idea about implementing graphical faces to correspond to >>emote commands. For example, if a player were to smile, we draw a smiling >>face, etc... > >This would be cool. It seems a very client side sort of modification however, >perhaps it should wait until crossfire is client/serverized. The issue would be to standardize the face area so that user can also add/change things such as: 1. face shape 2. eye color 3. hair style 4. perhap limited positioning of the eyes,nose,ears and mouth But allow the emote program to change the shape/position of eyes,nose, ears,mouth,etc.. to reflect smiling, frowning, etc... >> Finally, how about providing the player with an option of whether to die >>and loose exp+stat or to be raised. Maybe a permdeath bool. I would think >>high level players (capable of casting raise spells) would like to be raise > >Humm. Yeah, the resurrection spells DO exact less of a penalty in experience >for their use. There IS some penalty. Also, you might lose all your stuff, >too, I think that is part of the resurrection spell philosophy. That is >worse than a great deal of experience, good stuff can be very hard to >obtain. > >>and lower lever players would appreciate not having to wait for someone >>high level enough to raise them. > >This modification would be middling difficult. It sounds interesting, >but I don't foresee myself taking it up and doing it anytime soon. >If you do this and #ifdef it, I'm sure that Mark will put it in. I can >give some advice about how the resurrection spells work. I'm working on it (quite nasty if all the define statements). I'll sent you the patch when it is tested. >PeterM Regards, __ __/ / / __ / | / Tuan T. Doan / / / / / / | / IEC Layer Testing and Advance Technology / / / __ / / | / 2201 Lakeside Blvd. P.O. Box 833871 __/ ______/ __/ __/ __/ __/ Richardson, TX 75083-3871 "It's a kind of magic" -Highlander Phone: 6-444-4575/214-684-4575 Internet: tdoan@bnr.ca Fax: 6-444-3716/214-684-3716 From crossfire-request Tue Sep 20 22:03:44 1994 Return-Path: Received: from bnr.ca (x400gate.bnr.ca [192.58.194.73]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Tue, 20 Sep 1994 22:03:41 +0200 X400-Received: by mta bnr.ca in /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Tue, 20 Sep 1994 16:01:52 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Tue, 20 Sep 1994 15:52:39 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Tue, 20 Sep 1994 15:48:00 -0400 Date: Tue, 20 Sep 1994 14:48:00 -0500 X400-Originator: /dd.id=1627294/g=tuan/i=t/s=doan/@bnr.ca X400-MTS-Identifier: [/PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/;bcars735.b.057:20.08.94.19.52.39] X400-Content-Type: P2-1984 (2) Content-Identifier: Re: Problem w... From: "tuan (t.) doan" Sender: "tuan (t.) doan" Message-ID: <"29081 Tue Sep 20 15:52:48 1994"@bnr.ca> To: peterm@csua.berkeley.edu Cc: crossfire@ifi.uio.no Subject: Re: Problem with 0.91.4 version? Status: RO Hello, Is the only way to "raise" a player is by using spell? How about allowing players to place a corpse on an altar with some money or/and items and have a God raise it. Also, I have an idea about implementing graphical faces to correspond to emote commands. For example, if a player were to smile, we draw a smiling face, etc... Finally, how about providing the player with an option of whether to die and loose exp+stat or to be raised. Maybe a permdeath bool. I would think high level players (capable of casting raise spells) would like to be raise and lower lever players would appreciate not having to wait for someone high level enough to raise them. Regards, __ __/ / / __ / | / Tuan T. Doan / / / / / / | / IEC Layer Testing and Advance Technology / / / __ / / | / 2201 Lakeside Blvd. P.O. Box 833871 __/ ______/ __/ __/ __/ __/ Richardson, TX 75083-3871 "It's a kind of magic" -Highlander Phone: 6-444-4575/214-684-4575 Internet: tdoan@bnr.ca Fax: 6-444-3716/214-684-3716 From crossfire-request Mon Sep 19 10:02:17 1994 Return-Path: Received: from piccolo.cco.caltech.edu (root@piccolo.cco.caltech.edu [131.215.48.151]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Mon, 19 Sep 1994 10:02:16 +0200 Received: from gap.cco.caltech.edu by piccolo.cco.caltech.edu with ESMTP (8.6.7/DEI:4.41) id BAA07217; Mon, 19 Sep 1994 01:02:13 -0700 Received: from soda.CSUA.Berkeley.EDU by gap.cco.caltech.edu with ESMTP (8.6.7/DEI:4.41) id BAA24837; Mon, 19 Sep 1994 01:02:09 -0700 Received: from LOCALHOST (LOCALHOST [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id BAA27340; Mon, 19 Sep 1994 01:01:47 -0700 Message-Id: <199409190801.BAA27340@soda.CSUA.Berkeley.EDU> To: napalm@dice.ugcs.caltech.edu (K. Bruner) cc: mlist-crossfire@nntp-server.caltech.edu Subject: Re: cancelling Excalibur? In-reply-to: Your message of "19 Sep 1994 07:43:26 GMT." <35jfeu$nui@gap.cco.caltech.edu> Date: Mon, 19 Sep 1994 01:01:45 -0700 From: Peter Mardahl Status: RO In message <35jfeu$nui@gap.cco.caltech.edu>, K. Bruner writes: > >Before I spend the rest of my virtual life trying this, can someone tell >me if it's possible to cancel the enchantment on Excalibur +5? I want to >improve it, so I keep casting a spell of cancellation on it and it >doesn't budge. I know it's protected against magic, but doesn't that >just mean it's less likely to be affected, rather than never? The material type effects the saving throw of an item. Excalibur has *no* material type (it's not iron or anything identifiable) so it is immune to all attacks, and is indestructible. Cancellation cannot touch it, nor can rust. Regards, PeterM From crossfire-request Mon Sep 19 09:43:44 1994 Return-Path: Received: from piccolo.cco.caltech.edu (root@piccolo.cco.caltech.edu [131.215.48.151]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Mon, 19 Sep 1994 09:43:42 +0200 Received: from gap.cco.caltech.edu by piccolo.cco.caltech.edu with ESMTP (8.6.7/DEI:4.41) id AAA06151; Mon, 19 Sep 1994 00:43:36 -0700 Received: by gap.cco.caltech.edu (8.6.7/DEI:4.41) id AAA24532; Mon, 19 Sep 1994 00:43:28 -0700 To: mlist-crossfire@nntp-server.caltech.edu Path: napalm From: napalm@dice.ugcs.caltech.edu (K. Bruner) Newsgroups: mlist.crossfire Subject: cancelling Excalibur? Date: 19 Sep 1994 07:43:26 GMT Organization: California Institute of Technology, Pasadena Lines: 6 Message-ID: <35jfeu$nui@gap.cco.caltech.edu> NNTP-Posting-Host: dice.ugcs.caltech.edu X-Newsreader: NN version 6.5.0 #14 (NOV) Status: RO Before I spend the rest of my virtual life trying this, can someone tell me if it's possible to cancel the enchantment on Excalibur +5? I want to improve it, so I keep casting a spell of cancellation on it and it doesn't budge. I know it's protected against magic, but doesn't that just mean it's less likely to be affected, rather than never? From crossfire-request Fri Sep 16 19:37:06 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 16 Sep 1994 19:37:03 +0200 Received: from localhost (localhost [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id KAA10974 for ; Fri, 16 Sep 1994 10:36:59 -0700 Message-Id: <199409161736.KAA10974@soda.CSUA.Berkeley.EDU> To: crossfire@ifi.uio.no Subject: Re: Destruction In-reply-to: Your message of "Fri, 16 Sep 1994 17:36:42 +1000." <199409160736.AA00388@dragon.cit.gu.edu.au> Date: Fri, 16 Sep 1994 10:36:57 -0700 From: Scott MacFiggen Status: RO In message <199409160736.AA00388@dragon.cit.gu.edu.au>you write: >| My site is on zeem.dtek.chalmers.se (default port). >| Please try it if you want... and dare... :) >| >How about seting up a X font server for your crossfire, so that remote >users can either download the font or use it directly from the font server. > >Look at the crossfire on beer.berkeley.edu for and example. The normal \_ That should be beer.CSUA.Berkeley.EDU > Anthony Thyssen ( System Programmer ) http://www.cit.gu.edu.au/~anthony/ -Scott From crossfire-request Fri Sep 16 09:38:56 1994 Return-Path: Received: from dragon.cit.gu.edu.au (dragon.cit.gu.edu.au [132.234.5.27]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Fri, 16 Sep 1994 09:38:54 +0200 Received: by dragon.cit.gu.edu.au id AA00388 (5.67b/IDA-1.5 for crossfire@ifi.uio.no); Fri, 16 Sep 1994 17:36:42 +1000 Date: Fri, 16 Sep 1994 17:36:42 +1000 From: Anthony Thyssen Message-Id: <199409160736.AA00388@dragon.cit.gu.edu.au> To: d1mag@dtek.chalmers.se Subject: Re: Destruction In-Reply-To: Mail from 'Christian Magnusson ' dated: Fri, 16 Sep 1994 08:00:53 +0200 (MET DST) Cc: crossfire@ifi.uio.no X-Face: "Ech/vWX*#{vKw-OiDaKqy:=y'Kqji( Received: from thuk.dtek.chalmers.se (d1mag@thuk.dtek.chalmers.se [129.16.30.17]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Fri, 16 Sep 1994 08:02:33 +0200 Received: (from d1mag@localhost) by thuk.dtek.chalmers.se (8.6.9/8.6.9) id IAA01911 for crossfire@ifi.uio.no; Fri, 16 Sep 1994 08:00:54 +0200 From: Christian Magnusson Message-Id: <199409160600.IAA01911@thuk.dtek.chalmers.se> Subject: Destruction To: crossfire@ifi.uio.no Date: Fri, 16 Sep 1994 08:00:53 +0200 (MET DST) MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Content-Length: 1318 Status: RO I just joined the mailing list and read some old news in the archive. I've set up a server at our place and made some patches in the code to make it more stable. One major bug is the destruction spell. I haven't figured this out yet, but the server goes down. All monsters are hit by the hit_player function without any problem. But as soon as a monster gets under 0 hp, the server goes down during the cleanup functions. If somebody knows where the problem is, please tell me. I have changed the polymorph a bit to make the game a bit more difficult. (A bonecrusher is becomes a stormbringer or belzebub sword very easy) One of the armoury store is possible to polymorph dragon shield/mail (unpaid) into some other good armour (paid). This store wasn't free from magic, so please change this to avoid such cheat. I've patched the server to not crash if the player destroy his window. Other major NULL pointer bugs are removed, so it's quiet stable now. My site is on zeem.dtek.chalmers.se (default port). Please try it if you want... and dare... :) I hope I'll get some answers on my questions (and that I'm subscribed now) /Mag -- | Christian 'Mag' Magnusson Computer Science and Engineering | Internet: d1mag@dtek.chalmers.se Chalmers University of Technology | Amiga Programmer: VoiXEL, HP28S-Com From owner-crossfire Thu Sep 15 10:06:34 1994 Return-Path: Received: from eden-valley (eden-valley.aaii.oz.AU [192.35.59.254]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Thu, 15 Sep 1994 10:05:53 +0200 Received: from wyndham-estates.aaii.oz.AU by eden-valley with SMTP (5.65c/SMI-4.0/AAII) id AA16207; Thu, 15 Sep 1994 11:00:24 +1000 Message-Id: <199409150100.AA16207@eden-valley> Received: from nagambie.aaii.oz.AU (nagambie) by wyndham-estates. (5.65c/SMI-4.0) id AA11761; Thu, 15 Sep 1994 11:00:23 +1000 Received: from localhost by nagambie.aaii.oz.AU (4.1/SMI-4.0) id AA10499; Thu, 15 Sep 94 11:00:30 EST To: crossfire-bugs@ifi.uio.no Cc: dbrunner@hasler.ascom.ch (Dierk Brunner) From: "Rupert G. Goldie" Reply-To: rgg@aaii.oz.au Subject: Re: How can I get Crossfire running on a Sun 4? In-Reply-To: Message from Peter Mardahl of 1994-Sep-14 10:42:42, <199409141743.KAA15890@soda.CSUA.Berkeley.EDU> Date: Thu, 15 Sep 1994 11:00:29 +1000 Sender: rgg@aaii.oz.au Status: RO Peter Mardahl wrote: > I have 91.4 running on a sun4/260 running sunos4.1.1, no problem, no > special work done. I've compiled all recent versions of crossfire with no problems on a sparc running 4.1.2 or 4.1.3. > > o What windowing system are you using (Ie, openwindows, X11R6, etc) > > > > X11R5 with the OpenWindows window manager olvwm > > Humm. I'm using X11R6 and xdm/twm. I never had any problem with X11R5 though. I've used R5 and R6. > > #define ForceCCOPTIONS -ansi -O -g -fno-builtin -Wall -nostdinc -I/usr/l oc > >al/apstools/external/cygnus/devo/H-sun4/lib/gcc-lib/sun4/ericsson/include -I /u > >sr/include -I/usr/local/include -I/usr/openwin/include -DStupidSunHeaders > > Wow. I give it -O and -g and it works fine. Humm. I never give ForceCCOPTIONS. I just let it use the X imake defaults. I suspect your problem, though, is the -I/usr/openwin/include. This will quite probably break things if you are using the X11R5 libs. Either don't use ForceCCOPTIONS or use -I/usr/local/X11R5/include (or your equivalent) instead of openwin. -- Rupert G. Goldie, Research Scientist rgg@aaii.oz.au Australian Artificial Intelligence Institute /\/\|| Level 6, 171 Latrobe Street, Melbourne, Australia From kochank@db.erau.edu Wed Sep 14 22:24:54 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, 14 Sep 1994 22:24:52 +0200 From: kochank@db.erau.edu Received: from erau.db.erau.edu by db.erau.edu with smtp (Smail3.1.28.1 #2) id m0ql0u0-0007wmC; Wed, 14 Sep 94 16:26 EDT Received: by erau.db.erau.edu (4.1/client/jimberau-1.0) id AA05844; Wed, 14 Sep 94 16:28:47 EDT Date: Wed, 14 Sep 94 16:28:47 EDT Message-Id: <9409142028.AA05844@erau.db.erau.edu> To: frankj@ifi.uio.no Subject: Re: CROSSFIRE 0.91.4 Status: RO Ohh come on! heh! You can't hide the devil inside of you that tells you "debug! You must debug!".. You can't deny that the most fun of computer-persons life is debugging programs (and writing them later.. later.. heh :) Ohh well :) Thanks.. Q From crossfire-request Wed Sep 14 19:50:51 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Wed, 14 Sep 1994 19:50:46 +0200 Received: from LOCALHOST (LOCALHOST [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id KAA16202; Wed, 14 Sep 1994 10:47:58 -0700 Message-Id: <199409141747.KAA16202@soda.CSUA.Berkeley.EDU> To: Chris Hooven cc: crossfire@ifi.uio.no Subject: Re: player files In-reply-to: Your message of "Wed, 14 Sep 1994 09:07:40 MDT." <9409141507.AA05702@hplvesv1.lvld.hp.com> Date: Wed, 14 Sep 1994 10:47:56 -0700 From: Peter Mardahl Status: RO In message <9409141507.AA05702@hplvesv1.lvld.hp.com>, Chris Hooven writes: >I have to questions > >1) Can you make Crossfire look in the $HOME dir for the player files Yes. You have to have #define SECURE UNDEFINED in config.h. then setenv LIBDIR . I haven't experimented with this, so it might not work as expected. However, I think it'll try and look for maps, archetypes, treasures, pixmaps, etc. there too, all the lib stuff. You'll need either links or copies perhaps. >2) If I start the server then start the crossclient I can fine my player > but when someone else starts crossclient it tries to start a new player > but the play name they try to use is already there. I think this is a > permission problem? What should they be we are members of a different > group then crossfire is. The question is, "who is the server running as" and "who can write to the player directory" You might want to make a lib/players dir. If the server is being run by someone not able to write in lib/players, things are not going to work. PeterM From owner-crossfire Wed Sep 14 19:43:47 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Wed, 14 Sep 1994 19:43:44 +0200 Received: from LOCALHOST (LOCALHOST [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id KAA15890; Wed, 14 Sep 1994 10:43:13 -0700 Message-Id: <199409141743.KAA15890@soda.CSUA.Berkeley.EDU> To: dbrunner@hasler.ascom.ch (Dierk Brunner) cc: crossfire-bugs@ifi.uio.no Subject: Re: How can I get Crossfire running on a Sun 4? In-reply-to: Your message of "Wed, 14 Sep 1994 16:39:51 +0200." <9409141439.AA11108@oregon.hasler.ascom.ch> Date: Wed, 14 Sep 1994 10:42:42 -0700 From: Peter Mardahl Status: RO In message <9409141439.AA11108@oregon.hasler.ascom.ch>, Dierk Brunner writes: >Hi! > >I have got some problems getting Crossfire running on a Sun 4 using SunOS. >Everything is compiled and installed without error messages (after I did some >small changes to the files in the subdirectory config), but when I try to star >t >the programs I get a core dump. I have 91.4 running on a sun4/260 running sunos4.1.1, no problem, no special work done. >>Do you have config files for Sun 4 computers? Is it possible, that you send me >some binary files that are ready to be used on Sun 4 SPARCstations? I can do that, but i'll have to keep doing that everytime a new version comes out. Not only that, but the binaries have the libdirectories hardwired into them. Let's see if i can help you compile. > o What windowing system are you using (Ie, openwindows, X11R6, etc) > > X11R5 with the OpenWindows window manager olvwm Humm. I'm using X11R6 and xdm/twm. I never had any problem with X11R5 though. > o What compiler (and its version) did you use (ie, gcc, acc, etc)? > > gcc 2.2.2 together with ld from SunOS 4.1.3 2.5.8 here, or maybe 2.6.0 > o Which flags did you give it? > > #define ForceCCOPTIONS -ansi -O -g -fno-builtin -Wall -nostdinc -I/usr/loc >al/apstools/external/cygnus/devo/H-sun4/lib/gcc-lib/sun4/ericsson/include -I/u >sr/include -I/usr/local/include -I/usr/openwin/include -DStupidSunHeaders Wow. I give it -O and -g and it works fine. Humm. > o If the bug happened while running crossfire: > - Include any output before to the bug. Sheesh! Can you give a description of any output it gave at all??? > o If you managed to compile Crossfire, include the output of > "crossfire -o". > > Segmentation fault (core dumped) > If that's the output, I don't know what's wrong. I suggest running it under gdb and seeing where it barfs. I can get you a binary, but it'll be something of a hassle for you to get it to use the proper libdir, etc. See what you can find out about the problem with gdb.... PeterM From crossfire-request Wed Sep 14 17:07:53 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, 14 Sep 1994 17:07:50 +0200 Received: from hplvesv1.lvld.hp.com by hplb.hpl.hp.com; Wed, 14 Sep 1994 16:00:01 +0100 Received: from hplvec08.lvld.hp.com by hplvesv1.lvld.hp.com with SMTP (1.37.109.8/15.5+ECS 3.3) id AA05702; Wed, 14 Sep 1994 09:07:41 -0600 Message-Id: <9409141507.AA05702@hplvesv1.lvld.hp.com> To: crossfire@ifi.uio.no Subject: player files Date: Wed, 14 Sep 1994 09:07:40 -0600 From: Chris Hooven Status: RO I have to questions 1) Can you make Crossfire look in the $HOME dir for the player files 2) If I start the server then start the crossclient I can fine my player but when someone else starts crossclient it tries to start a new player but the play name they try to use is already there. I think this is a permission problem? What should they be we are members of a different group then crossfire is. drwxrwxr-x 2 root users 1024 Sep 7 18:01 bin drwxrwxr-x 2 root users 1024 Sep 1 16:31 fonts drwxrwxr-x 7 root users 1024 Sep 1 16:33 lib drwxr-xr-x 30 clh00 lidis 3072 Sep 13 10:13 clh00 <--- Me ___________________________________ _________________________________________ | 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 Sep 14 16:40:35 1994 Return-Path: Received: from hslrswi.hasler.ascom.ch (hslrswi.hasler.ascom.ch [139.79.129.1]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Wed, 14 Sep 1994 16:40:33 +0200 Received: from oregon.hasler.ascom.ch by hslrswi.hasler.ascom.ch (8.6.8.1/6.33) id QAA17805; Wed, 14 Sep 1994 16:39:53 +0200 Received: by oregon.hasler.ascom.ch (4.1/SMI-4.1) id AA11108; Wed, 14 Sep 94 16:39:51 +0200 Date: Wed, 14 Sep 94 16:39:51 +0200 From: dbrunner@hasler.ascom.ch (Dierk Brunner) Message-Id: <9409141439.AA11108@oregon.hasler.ascom.ch> To: crossfire-bugs@ifi.uio.no Subject: How can I get Crossfire running on a Sun 4? Status: RO Hi! I have got some problems getting Crossfire running on a Sun 4 using SunOS. Everything is compiled and installed without error messages (after I did some small changes to the files in the subdirectory config), but when I try to start the programs I get a core dump. Do you have config files for Sun 4 computers? Is it possible, that you send me some binary files that are ready to be used on Sun 4 SPARCstations? Many thanks in advance. Regards, Dierk Brunner p.s. Here is the problem description: o What version of crossfire did you use? crossfire-0.91.4 o What type of computer did you use? Sun 4 (SPARCstation IPX) o What release of the operating system did it have? SunOS oregon 4.1.3 3 sun4c o What windowing system are you using (Ie, openwindows, X11R6, etc) X11R5 with the OpenWindows window manager olvwm o What compiler (and its version) did you use (ie, gcc, acc, etc)? gcc 2.2.2 together with ld from SunOS 4.1.3 o Which flags did you give it? #define ForceCCOPTIONS -ansi -O -g -fno-builtin -Wall -nostdinc -I/usr/local/apstools/external/cygnus/devo/H-sun4/lib/gcc-lib/sun4/ericsson/include -I/usr/include -I/usr/local/include -I/usr/openwin/include -DStupidSunHeaders o If the bug happens when compiling crossfire, send an EXACT copy of the compiler line, as well as the errors it puts out. Sending bugs of the sort 'it failed with a line like ...' doesn't help any. - o If the bug happened while running crossfire: - Include any output before to the bug. - - Give a short description of what you did before the bug occured. I tried to start the executable file 'crossfire'. o If you managed to compile Crossfire, include the output of "crossfire -o". Segmentation fault (core dumped) ------------------------------------------------------- Dierk Brunner / NVEK3, Ascom Hasler AG, Belpstrasse 37, CH-3000 Bern 14, Switzerland, +41 31 999 2063 ------------------------------------------------------- From crossfire-request Wed Sep 14 13:08:16 1994 Return-Path: Received: from gyda.ifi.uio.no (2037@gyda.ifi.uio.no [129.240.78.2]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Wed, 14 Sep 1994 13:08:15 +0200 From: Frank Tore Johansen Received: (from frankj@localhost) by gyda.ifi.uio.no ; Wed, 14 Sep 1994 13:08:14 +0200 Message-Id: <199409141108.23808.gyda.ifi.uio.no@ifi.uio.no> Subject: Polymorph To: crossfire@ifi.uio.no Date: Wed, 14 Sep 1994 13:08:13 +0200 (MET DST) In-Reply-To: <199409131823.LAA27420@soda.CSUA.Berkeley.EDU> from "Peter Mardahl" at Sep 13, 94 11:23:06 am X-Mailer: ELM [version 2.4 PL21] Content-Type: text Content-Length: 388 Status: RO Polymorph is tuneable if you think its too powerful. All the numbers below can easily be changed. Right now there is a one in fifteen chance of an item evaporating. Also, an item can gain four times its value or get reduced to a sixth of its value (and there is a one in five (dont reduce this below two) chance that the item _can_ be reduced to something of even less value). -Frank. From crossfire-request Wed Sep 14 12:55:40 1994 Return-Path: Received: from wilma.cs.city.ac.uk (root@wilma.cs.city.ac.uk [138.40.91.9]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 14 Sep 1994 12:55:40 +0200 Received: by wilma.cs.city.ac.uk (Smail3.1.28.1 #14) id m0qkrzX-00000zC; Wed, 14 Sep 94 11:55 BST Received: from Messages.8.5.N.CUILIB.3.45.SNAP.NOT.LINKED.wilma.cs.city.ac.uk.sun4.41 via MS.5.6.wilma.cs.city.ac.uk.sun4_41; Wed, 14 Sep 1994 11:55:07 +0100 (BST) Message-ID: Date: Wed, 14 Sep 1994 11:55:07 +0100 (BST) From: Nick Williams To: crossfire@ifi.uio.no Subject: Regular core dumps Status: RO I'm getting really fed up with crossfire regularly core-dumping, so I've been looking around at this [instead of saying "oh, it always core-dumps" and ignoring it...]. The most common core-dump is caused by the MANY_CORES being defined, and an abort() happening when remove_ob() is called on a previously removed object. I've pored over the code and core dumps for quite a while, and I can't see any reason why this should occur. Specifically, the abort happens when swapping out a map and removing all objects associated with the map. I'm not sure if it's always the case, as I haven't enough of a sample yet, but it seems to usually be that it's removing an item which is inside a chest which is inside an iceblock. Kind of thing. Has anyone tracked down this bug? Fixed it? Know anything about how to fix it? How stable is the system without MANY_CORES defined? Nick Williams, Systems Architecture Research Centre, City University, London, EC1V 0HB. UK. Web: http://web.cs.city.ac.uk/finger?njw E-mail: njw@cs.city.ac.uk (MIME and ATK) Work Telephone: +44 71 477 8551 Work Fax: +44 71 477 8587 From crossfire-request Wed Sep 14 03:00:05 1994 Return-Path: Received: from bnr.ca (x400gate.bnr.ca [192.58.194.73]) by ifi.uio.no with SMTP (8.6.8.1/ifi2.4) id for ; Wed, 14 Sep 1994 02:59:59 +0200 X400-Received: by mta bnr.ca in /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Tue, 13 Sep 1994 20:58:56 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Tue, 13 Sep 1994 20:58:50 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Sun, 11 Sep 1994 20:58:00 -0400 Date: Tue, 13 Sep 1994 19:58:00 -0500 X400-Originator: /dd.id=1627294/g=tuan/i=t/s=doan/@bnr.ca X400-MTS-Identifier: [/PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/;bcars735.b.556:14.08.94.00.58.50] X400-Content-Type: P2-1984 (2) Content-Identifier: Re: Problem w... From: "tuan (t.) doan" Sender: "tuan (t.) doan" Message-ID: <"29557 Tue Sep 13 20:58:52 1994"@bnr.ca> To: peterm@csua.berkeley.edu Cc: crossfire@ifi.uio.no Subject: Re: Problem with 0.91.4 version? Status: RO Hello, Regarding the problem I had with archetype disappearing, I think I found what was wrong. *drum roll please* The maps were compressed using gzip and the server uncompressed them incorrectly thus corrupting the map files. Anyway, I uncompressed all the maps and things seems ok. A new question: When the server could not allocate colors for xpm pixmap, it crashes. Is there a way to prevent this. In another word, check if we have enough color resources first before allocating it. Regards, __ __/ / / __ / | / Tuan T. Doan / / / / / / | / IEC Layer Testing and Advance Technology / / / __ / / | / 2201 Lakeside Blvd. P.O. Box 833871 __/ ______/ __/ __/ __/ __/ Richardson, TX 75083-3871 "It's a kind of magic" -Highlander Phone: 6-444-4575/214-684-4575 Internet: tdoan@bnr.ca Fax: 6-444-3716/214-684-3716 From owner-crossfire Tue Sep 13 23:50:14 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Tue, 13 Sep 1994 23:50:12 +0200 Received: (peterm@localhost) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) id OAA17265 for crossfire-bugs@ifi.uio.no; Tue, 13 Sep 1994 14:50:07 -0700 Date: Tue, 13 Sep 1994 14:50:07 -0700 From: Peter Mardahl Message-Id: <199409132150.OAA17265@soda.CSUA.Berkeley.EDU> To: crossfire-bugs@ifi.uio.no Subject: weight bug Status: RO I've noticed that whenever I spend a great deal of money in a shop, the weight of that money is not removed from the player. PeterM From crossfire-request Tue Sep 13 20:23:18 1994 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.8.1/ifi2.4) id for ; Tue, 13 Sep 1994 20:23:17 +0200 Received: from LOCALHOST (LOCALHOST [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.9/PHILMAIL-1.11) with SMTP id LAA27420; Tue, 13 Sep 1994 11:23:08 -0700 Message-Id: <199409131823.LAA27420@soda.CSUA.Berkeley.EDU> To: Petri Heinila cc: crossfire@ifi.uio.no Subject: Re: Rhyme and Reason behing the game... (artefacts and player killings) In-reply-to: Your message of "Tue, 13 Sep 1994 13:49:23 +0300." Date: Tue, 13 Sep 1994 11:23:06 -0700 From: Peter Mardahl Status: RO In message , Petri Heinila writes: >On Tue, 13 Sep 1994, Rupert G. Goldie wrote: > > >But the polymorph wand is wery rare you might have a game >you newer seen it, or if luck then maybe two ones which >means about 40 use-times. > >Use os Wand of Wishing is indeed better way to obtain >items :) > I can find polymorph wands easily enough. You just check the shops. Odds are, one's around. PeterM