From crossfire-request Sat Apr 29 01:18:57 1995 Return-Path: Received: from new.ton.tut.fi (root@new.ton.tut.fi [193.166.81.63]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sat, 29 Apr 1995 01:18:56 +0200 Received: from new (jam@localhost [127.0.0.1]) by new.ton.tut.fi (8.6.4/8.6.4) with ESMTP id CAA04663; Sat, 29 Apr 1995 02:18:37 +0300 Message-Id: <199504282318.CAA04663@new.ton.tut.fi> To: Mark Wedel cc: crossfire@ifi.uio.no reply-to: crossfire@ifi.uio.no Subject: Re: Player limits - In-reply-to: Your message of "Thu, 27 Apr 1995 03:41:37 PDT." <199504271041.AA04882@bolero.rahul.net> Date: Sat, 29 Apr 1995 02:18:35 +0300 From: Jari Vanhala Status: RO Mark Wedel writes: > However, alloying other items to be enchanted is withing the real of >possibility. However, if that fireborn can create super rings, so should that >fighter, mage, or whatever else. And if a character can end up having >several of these items, and use all of them out the same time, balance really >starts to disappear. Just put max value to sum of bonus. Count all enchants, if over max, scale them down.. Easy =) Max should be tuned that all races can get bonus to max. ++Jam From owner-crossfire Fri Apr 28 23:19:25 1995 Return-Path: Received: from gjalp.ifi.uio.no (1232@gjalp.ifi.uio.no [129.240.84.2]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id ; Fri, 28 Apr 1995 23:19:25 +0200 From: Kjetil Torgrim Homme Received: (from kjetilho@localhost) by gjalp.ifi.uio.no ; Fri, 28 Apr 1995 23:19:19 +0200 Date: Fri, 28 Apr 1995 23:19:19 +0200 Message-Id: <199504282119.3511.gjalp.ifi.uio.no@ifi.uio.no> To: sward+@CMU.EDU CC: crossfire-bugs@ifi.uio.no In-reply-to: (message from David Reeve Sward on Fri, 28 Apr 1995 15:55:08 -0400 (EDT)) Subject: Re: Problem compiling crossfire 0.91.8 Status: RO [David Sward] | Imakefile.c:3: Imake.tmpl: No such file or directory | | So far as I can tell, I followed INSTALL to the letter. Either | files are missing, poorly defined, or INSTALL is woefully | incomplete. Yes, you have an incomplete X installation. Install the relevant bits of X311cfg.tgz (lib/X11/config). Kjetil T. From owner-crossfire Fri Apr 28 21:58:06 1995 Return-Path: Received: from po4.andrew.cmu.edu (PO4.ANDREW.CMU.EDU [128.2.11.131]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Fri, 28 Apr 1995 21:58:04 +0200 Received: (from postman@localhost) by po4.andrew.cmu.edu (8.6.12/8.6.12) id PAA04010 for crossfire-bugs@ifi.uio.no; Fri, 28 Apr 1995 15:56:13 -0400 Received: via switchmail; Fri, 28 Apr 1995 15:56:11 -0400 (EDT) Received: from pcs25.andrew.cmu.edu via qmail ID ; Fri, 28 Apr 1995 15:55:16 -0400 (EDT) Received: from pcs25.andrew.cmu.edu via qmail ID ; Fri, 28 Apr 1995 15:55:13 -0400 (EDT) Received: from mms.4.60.Jan.26.1995.18.43.47.sun4c.411.EzMail.Client.2.0.CUILIB.3.45.SNAP.NOT.LINKED.pcs25.andrew.cmu.edu.sun4c.411 via MS.5.6.pcs25.andrew.cmu.edu.sun4c_411; Fri, 28 Apr 1995 15:55:08 -0400 (EDT) Message-ID: Date: Fri, 28 Apr 1995 15:55:08 -0400 (EDT) From: David Reeve Sward To: crossfire-bugs@ifi.uio.no Subject: Problem compiling crossfire 0.91.8 Status: RO Having no experience with imake or xmkmf, I have no idea what to do here: (Info: crossfire 0.91.8, Linux 1.2.6 X11R6 with gcc 2.5.8) After editing config/crosssite.def as per INSTALL, I ran xmkmf. pc9468:3:#56 ..crossfire/crossfire-0.91.8# xmkmf -a mv -f Makefile Makefile.bak imake -DUseInstalled -I/usr/X11R6/lib/X11/config Imakefile.c:3: Imake.tmpl: No such file or directory imake: Exit code 33. Stop. pc9468:3:#57 ..crossfire/crossfire-0.91.8# find . -name \*tmpl -print ./config/crossfire.tmpl pc9468:3:#58 ..crossfire/crossfire-0.91.8# So far as I can tell, I followed INSTALL to the letter. Either files are missing, poorly defined, or INSTALL is woefully incomplete. Thanks, -- David Sward sward+@cmu.edu From crossfire-request Fri Apr 28 21:39:05 1995 Return-Path: Received: from bach.seattleu.edu (krisb@bach.seattleu.edu [199.237.224.11]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Fri, 28 Apr 1995 21:39:03 +0200 Received: by bach.seattleu.edu (4.1/SMI-4.1) id AA07700; Fri, 28 Apr 95 12:38:44 PDT Date: Fri, 28 Apr 1995 12:34:35 -0700 (PDT) From: "Kristofer M. Bosland" Subject: Re: Bows-n-Arrows (Re: Enchanted Items) To: Ken Woodruff Cc: crossfire@ifi.uio.no In-Reply-To: <9504281515.AA19746@pluto> Message-Id: Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Fri, 28 Apr 1995, Ken Woodruff wrote: > > > > Really I guess there should be more of a spectrum of power in the > > > bow-artifact genre. Ordinary bows become useless at medium levels, > > > while even the Bow of Auriga is useless at high levels. > > > > I agree that bows tend to be too "wimpy" against higher level > > monsters. > > I think weapon damages are clearly flawed here. Far more people > have been slain by archers than by knights wielding large morning stars, > in fact even a cursory review of historical battles would show that missile > weapons are the definitive technological advantage, regularly defeating > even apparently overwhelming numbers of foot soldiers. The solution-- > up the damage done by arrows (a lot). To keep game balance the bows' > weapon speed could be modified (or a bow weapon skill could be added, but > that's another discussion entirely). > > Remember "The Hobbit"? An army of axe-wielding dwarves couldn't bruise > that dragon, but one arrow killed him. > > --Ken > > +------------------------+---------------------------------------------+ > | Ken Woodruff | Most Latin words in -us have plural in -i, | > | woodruff@cadence.com | but not all, & so zeal not according to | > +------------------------+ knowledge issues in such oddities as hiati, | > | Disclaimer: What tote | octopi, omnibi, & ignorami; ... | > | bag full of $20 bills? | Fowler, "Modern English Usage" | > +------------------------+---------------------------------------------+ > Perhaps CrossFire needs some attack modifiers, for example armour piercing. An attack that is armour piercing would only subtract 1/2 the armour value of the victim. There could also be hardened armour that was immune to armour piercing. You could even have multiple levels of armour piercing and hardened. -Kris Bosland krisb@seattleu.edu From crossfire-request Fri Apr 28 17:16:58 1995 Return-Path: Received: from mailgate.Cadence.COM (mailgate.Cadence.COM [158.140.2.1]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Fri, 28 Apr 1995 17:16:53 +0200 Received: (from smap@localhost) by mailgate.Cadence.COM (8.6.8/8.6.8) id IAA16474 for ; Fri, 28 Apr 1995 08:16:48 -0700 Received: from cadence.cadence.com(158.140.18.1) by mailgate.cadence.com via smap (V1.0mjr) id sma016283; Fri Apr 28 08:15:53 1995 Received: from pluto by cadence.Cadence.COM (5.61/3.14) id AA13870; Fri, 28 Apr 95 08:14:02 -0700 Received: by pluto (5.65+/1.5) id AA19746; Fri, 28 Apr 95 11:15:49 -0400 Date: Fri, 28 Apr 95 11:15:49 -0400 From: woodruff@cadence.com (Ken Woodruff) Message-Id: <9504281515.AA19746@pluto> To: crossfire@ifi.uio.no Subject: Bows-n-Arrows (Re: Enchanted Items) Status: RO > > Really I guess there should be more of a spectrum of power in the > > bow-artifact genre. Ordinary bows become useless at medium levels, > > while even the Bow of Auriga is useless at high levels. > > I agree that bows tend to be too "wimpy" against higher level > monsters. I think weapon damages are clearly flawed here. Far more people have been slain by archers than by knights wielding large morning stars, in fact even a cursory review of historical battles would show that missile weapons are the definitive technological advantage, regularly defeating even apparently overwhelming numbers of foot soldiers. The solution-- up the damage done by arrows (a lot). To keep game balance the bows' weapon speed could be modified (or a bow weapon skill could be added, but that's another discussion entirely). Remember "The Hobbit"? An army of axe-wielding dwarves couldn't bruise that dragon, but one arrow killed him. --Ken +------------------------+---------------------------------------------+ | Ken Woodruff | Most Latin words in -us have plural in -i, | | woodruff@cadence.com | but not all, & so zeal not according to | +------------------------+ knowledge issues in such oddities as hiati, | | Disclaimer: What tote | octopi, omnibi, & ignorami; ... | | bag full of $20 bills? | Fowler, "Modern English Usage" | +------------------------+---------------------------------------------+ From crossfire-request Fri Apr 28 16:59:36 1995 Return-Path: Received: from chopin.udel.edu (chopin.udel.edu [128.175.13.17]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Fri, 28 Apr 1995 16:59:35 +0200 Received: (from flaregun@localhost) by chopin.udel.edu (8.6.10/8.6.6) id KAA14819; Fri, 28 Apr 1995 10:59:33 -0400 Date: Fri, 28 Apr 1995 10:59:30 -0400 (EDT) From: Ed Phillips To: crossfire@ifi.uio.no Subject: Help! In-Reply-To: <199504280338.XAA18231@sps1.phys.vt.edu> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO I'm trying out the v0.89.2 binary for Linux, and I was wondering: Why am I getting vertical lines between the tiles in the map window? Could it be that I don't have the font set up correctly? Has anyone seen this? In the black areas (the out of sight areas) the vertical strips are rought 8 pixels wide and are the same color as the background in the other windows. Thanks, Ed BTW... crossfire is pretty cool! Good job! to all those responsible. +-------------------------------------------------------------------------+ | Ed Phillips University of Delaware (302) 831-6082 | | Jr Systems Programmer, Network and Systems Services, Info. Technologies | | Public key footprint: 1C D4 AC C2 A3 D5 97 AA DB 3B D8 85 88 E7 40 B8 | | Finger flaregun@udel.edu for PGP public key | +-------------------------------------------------------------------------+ From crossfire-request Fri Apr 28 05:38:58 1995 Return-Path: Received: from sps1.phys.vt.edu (sps1.phys.vt.edu [128.173.176.53]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Fri, 28 Apr 1995 05:38:53 +0200 Received: (from martinm@localhost) by sps1.phys.vt.edu (8.6.9/8.6.9) id XAA18231 for crossfire@ifi.uio.no; Thu, 27 Apr 1995 23:38:09 -0400 From: "Michael B. Martin" Message-Id: <199504280338.XAA18231@sps1.phys.vt.edu> Subject: Re: Enchanted Items To: crossfire@ifi.uio.no Date: Thu, 27 Apr 1995 23:38:06 -0400 (EDT) X-Mailer: ELM [version 2.4 PL23] Content-Type: text Content-Length: 2331 Status: RO > I think the Bow of Auriga is a great candidate for a weapon which > has weird effects if you use it but are too low-level. When I made > the weapon I intended it be useful against higher-level monsters. > Even if you have awesome missiles, (3x damage, or whatever short > of assassination) it is VERY hard to actually KILL anything with > bows (anything high-level). > > The Bow of Auriga and the Arrows of Assasination (or blessed arrows) > are really intended to prevent missile weapons from becoming > completely irrelevant in high-level dungeons. > > Really I guess there should be more of a spectrum of power in the > bow-artifact genre. Ordinary bows become useless at medium levels, > while even the Bow of Auriga is useless at high levels. I agree that bows tend to be too "wimpy" against higher level monsters. In fact, about the only time I actually use my bow of Auriga now is when shooting monsters from a distance when I don't want to get too close to them (e.g. slime and other acid-wielding beasties). Even then, a lot of the time I'll opt for a spell instead (that ring of Elrond sure helps out with the spell points!), especially if I can take out a whole bunch at once, with a fireball for example. What about the possibility of "critical hits" with the right bow and/or arrows? Right now you can occasionally find arrows of assassination, blessedness, etc., but what about a bow that has a chance of a "critical hit" (either high damage or death) on any monster? I tried killing a (red) dragon with some arrows of "assassinating dragons" and not a single one out of about 14 or so killed it (but I once killed Gork with an "assassinating trolls" arrow on the second shot!). (When I say "critical hits", the demise of a certain dragon by a single arrow in a certain book by Tolkien comes to mind. :) The "assassinating" arrows would enhance the effect against a particular type of monster, but this effect would work against any monster, with the right bow (a "Bow of Slaying"?) and with the damage/chance of death increasing with weapon magic and/or character level. Or perhaps instead have the ability to do "critical hits" with any bow for any character with an archery skill? Is this too complicated? I think it would certainly help range weapons remain useful at higher levels. -Michael From crossfire-request Fri Apr 28 03:11:58 1995 Return-Path: Received: from chaupher.gsfc.nasa.gov (chaupher.gsfc.nasa.gov [128.183.8.36]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Fri, 28 Apr 1995 03:11:57 +0200 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9404/940426.s1) id VAA24573; Thu, 27 Apr 1995 21:11:29 -0400 Date: Thu, 27 Apr 1995 21:11:29 -0400 From: Brian Thomas Message-Id: <199504280111.VAA24573@chaupher.gsfc.nasa.gov> To: martinm@sps1.phys.vt.edu Subject: Re: Enchanted Items Cc: crossfire@ifi.uio.no Status: RO > > Also, I just want to thank Mark, Brian, and all the others who have ^^^^^ Wow. Nice to be mentioned, but I must defer much of your praise. I am very much a late-comer to this game, better mention a few others before tacking my name on the list!! -b.t. From crossfire-request Fri Apr 28 02:38:15 1995 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Fri, 28 Apr 1995 02:38:10 +0200 Received: from localhost (localhost [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.11/PHILMAIL-1.11) with SMTP id RAA23987; Thu, 27 Apr 1995 17:37:44 -0700 Message-Id: <199504280037.RAA23987@soda.CSUA.Berkeley.EDU> To: "Michael B. Martin" cc: crossfire@ifi.uio.no Subject: Re: Enchanted Items In-reply-to: Your message of "Thu, 27 Apr 1995 20:07:56 EDT." <199504280007.UAA17812@sps1.phys.vt.edu> Date: Thu, 27 Apr 1995 17:37:41 -0700 From: Peter Mardahl Status: RO In message <199504280007.UAA17812@sps1.phys.vt.edu>, "Michael B. Martin" writes : >Hmm, yes, I have a bow of Auriga, and it is fairly powerful I'd say >(considering how relatively easy they are to come by). Maybe it >should be made an artifact? Or perhaps change it and/or the longbow to >keep the longbow more powerful? I think the Bow of Auriga is a great candidate for a weapon which has weird effects if you use it but are too low-level. When I made the weapon I intended it be useful against higher-level monsters. Even if you have awesome missiles, (3x damage, or whatever short of assassination) it is VERY hard to actually KILL anything with bows (anything high-level). The Bow of Auriga and the Arrows of Assasination (or blessed arrows) are really intended to prevent missile weapons from becoming completely irrelevant in high-level dungeons. Really I guess there should be more of a spectrum of power in the bow-artifact genre. Ordinary bows become useless at medium levels, while even the Bow of Auriga is useless at high levels. I really wanted to give high level characters something else--another option, besides spells and enchanted swords--as weapons. Regards, PeterM From crossfire-request Fri Apr 28 02:08:36 1995 Return-Path: Received: from nexus.astro.psu.edu (nexus.astro.psu.edu [128.118.147.20]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Fri, 28 Apr 1995 02:08:34 +0200 Received: from griffle.astro.psu.edu by nexus.astro.psu.edu (4.1/Nexus-1.3) id AA21135; Thu, 27 Apr 95 20:08:29 EDT Received: by griffle.astro.psu.edu (4.1/Client-1.3) id AA05783; Thu, 27 Apr 95 20:08:28 EDT Date: Thu, 27 Apr 95 20:08:28 EDT From: "Brian Thomas" Message-Id: <9504280008.AA05783@griffle.astro.psu.edu> To: crossfire@ifi.uio.no Subject: Skills patch Status: RO Hello again, I couldnt help 'fiddling' with the skills code. In particular, I have been working on several new characters (the icons for these characters I admit may need more work -I include 2 new characters here), patching up the object confering skills code--it didnt work well before (included), fixing up the hand-to-hand attack code (it was slow, arcanely programmed and buggy - I include better code here) and getting monsters to use skills (stealing, in particular would be nice - not implemented here). I know it seems like I have been making alot of 'patches', maybe too many :). I will 'freeze' my development here pending another CF release - so I *promise* not to update this code before then. The intrepid will find the new patch on ftp.astro.psu.edu in pub/thomas/ in the file skills5.tar.gz. This is a patch for ORIGINAL CF 0.91.8 release files. It is NOT a patch for the previous patch (patching patches, oh my!). BTW, Thank you to the many ideas from people all over. This new code includes a name change for the 'climbing' skill and a graduated Cha bonus for the 'bargaining' skill. For the future... I have heard various people advocate the inclusion of some rating system. For now I have no plans to include such a thing. Perhaps a system where character skills are rated at a 'skill level' == your current level - the level at which you first gained the skill. If you lose enough experience to actually go below the level at which you first gained a skill then the level at which you first gained the skill is changed appropriately (hope that isnt too confusing). I am planning to look at revamping the alchemist skill next (maybe a character for this skill?), fully implementing the skill use by monster code and later releasing some of the stronger character ideas I have (I have 'halfling' and 'holy knight' characters designed now. But a 'druid' sounded good too. I guess I don't want to 'deluge' the character roster - there are quite a few as is, perhaps it is better wait and play-test them a while.) The 'enchantment' skill mentioned earlier sounded interesting. Finally, I want to add that *any* feedback is appreciated (its ok, you can tell me when you think something is stupid - but I certainly like ideas and bug reports better!!) Best Regards, b.t. (thomas@astro.psu.edu) NEW SKILL CODE FOR CF0.91.8 ===> ala patch skills5.tar.gz Installation - instructions are in the file INSTALL.SKILLS. Philosophy - To create a roster of skills which will 1) to hopefully differentiate the character classes. Give each class a unique starting advantage over all the others, 2) to balance the starting and continuing discrepancy between the effectiveness of spellcasters and non-spellcasters and 3) to add color to the game. The ultimate goal of these objectives is to make the game more fun to play :) Changes - (1) Several minor bugs where fixed. (2) Modified chances of hiding and stealing (for playability) (3) Addtion of many new skills, the roster is below (4) Jewery skill can now ident rings as well as jewels (i orig wanted to do this, but implementation slipped my mind :< ) (5) Altered the starting skills of characters, + now players start with skill scrolls (try selling them and the "Gods will retrieve" your scroll ;) (6) Altered the cost of skill scrolls. (7) Implemented code for map makers to design items which confer skills to the possessor. (8) Started code to allow monsters skill use. (9) added 2 new characters - the dwarf and monk. (10) Altered 'bargaining' skill to have graduated bonus based on character level. (11) name change for the 'climbing' skill to mountaineer. Skills (the shortlist) - alchemist bargaining bowyer boxing find traps hide jeweler jumping karate literacy lockpicking mountaineer oratory sense curse sense magic singing smithery stealing thaumagragist woodsman wrestling Character starting skills - The starting skills distribution is given in below. I have tried to balance the power of all characters starting possessions (eg equipment, skills and spells) to make things fair. All in all though, "skilled" characters may still need some fine tuning. Since the creation of the "smithery" and "karate" skills, I have created the 'dwarf' and 'monk' character classes. Dwarves are in conception like the Tolkein Dwarves - doughty fighters and master smiths. Monks are similar in concept to the 'fighting' oriental masters. Note that monks may *not* use hand held weapons. Personally, I have found the dwarf fairly easy to play, and the monk quite a 'challenge'. Character Skills barbarian mountaineer, woodsman cleric oratory (*note cleric no longer starts w/ spells) dwarf smithery elf bowyer, woodsman monk karate, hiding, sense magic, jumping ninja hide, jumping swashbuckler stealing, singing thief stealing, lockpicking viking bargaining warrior boxing The wizard, mage, priest, wraith, quetzalcoatl, and fireborn classes start with no skills. Skills description - The following is now the complete roster of skills. A * denotes a skill which is not 'applied', but rather is in effect passively while it is readied. Skill description ----- ----------- alchemist User can identify potions, containers, and amulets. One day I would like to see this skill allow mixing of potions and at higher levels creation of all non-stat raising potions. (using $$ and monster parts!!) bargaining* While this skill is readied the user has added Cha for purposes of purchase and selling of items only. Cha is never allowed to exceed 30. bowyer User can identify missle weapons and missles. boxing User can make a "bare-handed attack". Damage is based on the user's Str and level. For some creatures the boxing attack can "confuse" (ie the monster is "punched silly"). find traps User can search (more effectively) for traps. Not a 'passive' skill, it is applied in order to gain the advantage in discovering traps. hide User enjoys limited form of invisibility. If they attack or move too much they become visible. Right now it is possbile to hidden while next to hostile monsters. Not a reasonable feature! jeweler User can ident gems and rings that they hold. jumping User can 'skip' over 1-2 spaces in a selected direction. Distance depends on weight carried, Str and Dex of the user. karate User can make a "bare-handed attack". Damage is based on the user's Str and level. This attack is the fastest and (at higher levels) most deadly of the 3 "hand to hand" attacks available. literacy User can ident books and scrolls that they hold. Since scrolls are currently always identified, this is not the greatest of skills. lockpicking User may 'pick locks' (open doors). No equipment is currently needed to to this. Eventually, I would like to make this only available through possession of 'lock picks'. mountainer* While the skill is readied, the possesser will move faster through "hilly" terrian (hills, mountains, etc.) oratory User may 'recruit' followers. Recruitees must be of lower level, and unaggressive to start. Use of this skill may anger the audience. Also, 'special' monsters are immune to recruitment. Success depends on User Cha and level. sense curse User may discover whether items that he holds are 'cursed'. Controversial skill, may go away in later versions. sense magic User may discover whether items that he holds are 'magic'. Controversial skill, may go away in later versions. singing User may pacify hostile monsters with this skill. Certain kinds of monsters are immune. Success depends on user level and Cha. smithery User may ident arms and armour that they hold. Right now this is a powerfull skill, and I am considering breaking it up into 2 ident skills in the future. stealing User can take items from the inventory of other monsters. thaumagragist User can ident rods, wands and horns that they are holding. woodsman* While the skill is readied, the possesser will move faster through "wooded" terrian (forest, grasslands, brush, jungle, etc.) wrestling User can make a "bare-handed attack". Damage is based on the user's Str and level. For some creatures the wrestling attack can "paralyze" (ie the monster is "held down"). From crossfire-request Fri Apr 28 02:08:47 1995 Return-Path: Received: from sps1.phys.vt.edu (sps1.phys.vt.edu [128.173.176.53]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Fri, 28 Apr 1995 02:08:44 +0200 Received: (from martinm@localhost) by sps1.phys.vt.edu (8.6.9/8.6.9) id UAA17812 for crossfire@ifi.uio.no; Thu, 27 Apr 1995 20:07:58 -0400 From: "Michael B. Martin" Message-Id: <199504280007.UAA17812@sps1.phys.vt.edu> Subject: Enchanted Items To: crossfire@ifi.uio.no Date: Thu, 27 Apr 1995 20:07:56 -0400 (EDT) X-Mailer: ELM [version 2.4 PL23] Content-Type: text Content-Length: 2322 Status: RO > * high magic potential (many very enchanted items on player) can > results some actions: there could be upkeep from spell points, > summoning (high magic interests things from beyond), wonder effects, > or players with low wisdom can be confused easily. In some RPG games (e.g. AD&D) the more magical weapons (swords in particular) often have a "personality" and thus can be difficult to wield if they have a "stronger" personality than the character. I think this might be a better way to handle more powerful enchanted weapons instead of "this item is too powerful for you to wield" (I believe the current cutoff is the player's level +5). The player could try to use it, but with possible side effects depending on the relative levels of the weapon and player. Side effects could range from relatively harmless (player momentarily confused, misses more often, weapon seems unusually heavy, etc.) to relatively nasty (player hurts self, weapon takes control of player briefly (maybe berserker madness?), perhaps even damaging (loses some magic) or breaking the weapon in an extreme case?). From what I've seen of the code for the game, this probably wouldn't be very hard to implement. What do y'all think? This could of course be extended to all magical items (with different side effects in general). (I'm dying to make a weapon that will let me do 100+ points of damage, but I just can't get enough enchantments into it to increase the damage and then lower the weight and still be able to use it with my 15th level character. I'd be willing to risk some "interesting occurrences" to reap the benefits.) > > The only problem is that some of the lib/artifacts are better than the > > special artifacts. Teh bow of Auriga (sp) is much better than the elven > > long bow, and also seems easier to find. That pretty much makes the > > elven longbow have no use anymore. Hmm, yes, I have a bow of Auriga, and it is fairly powerful I'd say (considering how relatively easy they are to come by). Maybe it should be made an artifact? Or perhaps change it and/or the longbow to keep the longbow more powerful? Also, I just want to thank Mark, Brian, and all the others who have put a lot of work into crossfire to make it such a good game, and for putting up with all my questions! -Michael From crossfire-request Thu Apr 27 21:41:50 1995 Return-Path: Received: from ayer.CS.Berkeley.EDU (ayer.CS.Berkeley.EDU [128.32.33.39]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 27 Apr 1995 21:41:47 +0200 Received: (from eanders@localhost) by ayer.CS.Berkeley.EDU (8.6.11/8.6.9) id MAA08894; Thu, 27 Apr 1995 12:39:20 -0700 Date: Thu, 27 Apr 1995 12:39:20 -0700 From: Eric_Arnold Anderson Message-Id: <199504271939.MAA08894@ayer.CS.Berkeley.EDU> To: Petri Heinila Cc: crossfire@ifi.uio.no Subject: Re: eutl updates? In-Reply-To: References: <9647.9504271432@springbank.inmos.co.uk> Status: RO Petri Heinila writes: > On Thu, 27 Apr 1995 simonm@inmos.co.uk wrote: > > > OK, I've managed to compile the eutl package under Solaris 2.3, > > with a little modification. There was a lot of BSD stuff that > > needed confining to conditionally compiled regions, and alternative > > SVR4 code segments provided. The Makefiles needed quite a bit > > of reworking to pull in appropriate libraries, but now everything > > seems to work fine, and the built in test passed perfectly. I'm going to be sending out a new release real soon now. I've done ports to solaris 2.[34], alphas, decs, hp's. I'm currently getting nice configuration stuff done. (Not imake) > The separation of files seems to be now quite developmental. > If it can be considered the library is in quite stable state, > means no big service additions (porting although), the files > could be collected into one directory, when writing Imakefile > for it is simple. It's probably better to keep it separate from the crossfire stuff. I'm going to be using it for many other things (in fact I already am), and so keeping the distributions separate will allow improvements to eutl to not force a re-release of crossfire. Anyway, eutl is released under a different copyright. I can't remember right now if you can put a GNU copyleft on it. -Eric From crossfire-request Thu Apr 27 17:56:46 1995 Return-Path: Received: from dior.it.lut.fi (hevi@dior.it.lut.fi [157.24.23.48]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 27 Apr 1995 17:56:45 +0200 Received: (from hevi@localhost) by dior.it.lut.fi (8.6.8/8.6.6/1.17.kim) id SAA25775; Thu, 27 Apr 1995 18:56:38 +0300 Date: Thu, 27 Apr 1995 18:56:38 +0300 (EET DST) From: Petri Heinila X-Sender: hevi@dior.it.lut.fi To: crossfire@ifi.uio.no Subject: Re: eutl updates? In-Reply-To: <9647.9504271432@springbank.inmos.co.uk> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Thu, 27 Apr 1995 simonm@inmos.co.uk wrote: > OK, I've managed to compile the eutl package under Solaris 2.3, > with a little modification. There was a lot of BSD stuff that > needed confining to conditionally compiled regions, and alternative > SVR4 code segments provided. The Makefiles needed quite a bit > of reworking to pull in appropriate libraries, but now everything > seems to work fine, and the built in test passed perfectly. The separation of files seems to be now quite developmental. If it can be considered the library is in quite stable state, means no big service additions (porting although), the files could be collected into one directory, when writing Imakefile for it is simple. Petri.Heinila@lut.fi From crossfire-request Thu Apr 27 16:34:17 1995 Return-Path: Received: from daisy (daisy.inmos.co.uk [138.198.1.1]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 27 Apr 1995 16:34:15 +0200 From: simonm@inmos.co.uk Received: by daisy id PAA08110; Thu, 27 Apr 1995 15:34:27 +0100 Message-Id: <9647.9504271432@springbank.inmos.co.uk> Subject: eutl updates? To: crossfire@ifi.uio.no Date: Thu, 27 Apr 1995 15:32:16 +0100 (BST) X-Mailer: ELM [version 2.4 PL23] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 1035 Status: RO OK, I've managed to compile the eutl package under Solaris 2.3, with a little modification. There was a lot of BSD stuff that needed confining to conditionally compiled regions, and alternative SVR4 code segments provided. The Makefiles needed quite a bit of reworking to pull in appropriate libraries, but now everything seems to work fine, and the built in test passed perfectly. Is someone still actively maintaining the eutl package? If so, can we merge these changes back in? It shouldn't be too difficult to get an Imakefile setup to deal with the compilation differences either, but I wanted to know when the sources were going to be merged into the crossfire sources before I took the time to do it properly. I'm also not sure of the current status of the client-server version of the code - how stable is it? Is it completely featured, or can you only play a subset of the game in client-server mode? I've got by crossfire compiled up without the client-server mode turned on for now, just to be on the safe side! :-) Sy From crossfire-request Thu Apr 27 15:04:00 1995 Return-Path: Received: from dior.it.lut.fi (hevi@dior.it.lut.fi [157.24.23.48]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 27 Apr 1995 15:03:59 +0200 Received: (from hevi@localhost) by dior.it.lut.fi (8.6.8/8.6.6/1.17.kim) id QAA25496; Thu, 27 Apr 1995 16:03:52 +0300 Date: Thu, 27 Apr 1995 16:03:51 +0300 (EET DST) From: Petri Heinila X-Sender: hevi@dior.it.lut.fi To: crossfire@ifi.uio.no Subject: Enchanted Items In-Reply-To: <199504271041.AA04882@bolero.rahul.net> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Thu, 27 Apr 1995, Mark Wedel wrote: > enchanting all items can get a little difficult in some regards. Some > objects use the same element in the object structure to mean different > things. Enchanting all items is, say, conceptual aim, in practice the enchanting is done related to the type. > However, alloying other items to be enchanted is withing the real of > possibility. However, if that fireborn can create super rings, so should that > fighter, mage, or whatever else. And if a character can end up having > several of these items, and use all of them out the same time, balance really > starts to disappear. Yes, this is balance problem really. But there can be dynamics in enchanting, as good results and bad results, but no restrictions. Some ideas for that dynamics (some presented before) * The enchanting might be a skill, play have to train to enchant items, more items had enchanted better the results are. But there are needed scrolls etc. also * there might be faults in enchanting: from normal fumble and wonder effects to the shatter of item. The change of fault can be depend on enchant skill and magic potential (plusses) of the item. * high magic potential (many very enchanted items on player) can results some actions: there could be upkeep from spell points, summoning (high magic interests things from beyond), wonder effects, or players with low wisdom can be confused easily. > As for artifacts: Do you mean the ones in the lib/artifacts file (standard > items get transformed into them), or the special artifacts (darkblades, > dragon armor, eyeshield, etc..) I mean the orginal Artifacts (written in capital :), Excalibur, etc. > The second type are still useful. The only real reason that they can't be > put in the artifacts file is that many use special animations, and I > don't believe the artifact file supports it. Also, crossedit doesn't really > support creating of the lib/artifact items - you could do it by hand (change > the appropriate fields and stuff). Yes, this abylity is really missing from crossedit, and more general there should be archetype editing possibility (indeed there's now inderect one, you can create an object into selection map, modify it and the select the item from there), including variables and image management. > The only problem is that some of the lib/artifacts are better than the > special artifacts. Teh bow of Auriga (sp) is much better than the elven > long bow, and also seems easier to find. That pretty much makes the > elven longbow have no use anymore. In other words, the problem with original artifacts is, that they are more difficult to change. Petri.Heinila@lut.fi From crossfire-request Thu Apr 27 12:42:02 1995 Return-Path: Received: from tango.rahul.net (tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Thu, 27 Apr 1995 12:41:55 +0200 Received: from bolero.rahul.net by tango.rahul.net with SMTP id AA15740 (5.67b8/IDA-1.5 for ); Thu, 27 Apr 1995 03:41:37 -0700 Received: by bolero.rahul.net id AA04882 (5.67b8/IDA-1.5); Thu, 27 Apr 1995 03:41:37 -0700 Date: Thu, 27 Apr 1995 03:41:37 -0700 From: Mark Wedel Message-Id: <199504271041.AA04882@bolero.rahul.net> To: crossfire@ifi.uio.no, hevi@lut.fi Subject: Re: Player limits - Status: RO enchanting all items can get a little difficult in some regards. Some objects use the same element in the object structure to mean different things. However, alloying other items to be enchanted is withing the real of possibility. However, if that fireborn can create super rings, so should that fighter, mage, or whatever else. And if a character can end up having several of these items, and use all of them out the same time, balance really starts to disappear. As for artifacts: Do you mean the ones in the lib/artifacts file (standard items get transformed into them), or the special artifacts (darkblades, dragon armor, eyeshield, etc..) The second type are still useful. The only real reason that they can't be put in the artifacts file is that many use special animations, and I don't believe the artifact file supports it. Also, crossedit doesn't really support creating of the lib/artifact items - you could do it by hand (change the appropriate fields and stuff). The only problem is that some of the lib/artifacts are better than the special artifacts. Teh bow of Auriga (sp) is much better than the elven long bow, and also seems easier to find. That pretty much makes the elven longbow have no use anymore. --Mark From crossfire-request Thu Apr 27 12:11:50 1995 Return-Path: Received: from dior.it.lut.fi (hevi@dior.it.lut.fi [157.24.23.48]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 27 Apr 1995 12:11:50 +0200 Received: (from hevi@localhost) by dior.it.lut.fi (8.6.8/8.6.6/1.17.kim) id NAA24728; Thu, 27 Apr 1995 13:11:44 +0300 Date: Thu, 27 Apr 1995 13:11:43 +0300 (EET DST) From: Petri Heinila X-Sender: hevi@dior.it.lut.fi To: crossfire@ifi.uio.no Subject: Re: Player limits - In-Reply-To: <199504251839.OAA21165@chaupher.gsfc.nasa.gov> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Tue, 25 Apr 1995, Brian Thomas wrote: > I was fooling around with creating some new player classes, > and have become aware of some ways in which player classes may be > limited. Specifically, I see that the fireborn player class cannot > use armour or weapons. Yikes! lack of armour is pretty prohibative, > but the inability to use weapons is pretty sever. Why? For me, I > have never had a character progress much past 15th level without > creating a 'special' weapon. If you can weild weapons, you can't > create yourself a 'special weapon'!!! Since there is currently no > substitute - for such characters I propose that they be allowed > to enchant some other item - like missle weapons, or perhaps gems. > > Any comments?? In consistenecy of using magic the enchanting all items is essential. There should be no differentation about what concrete item can be enchanted in some way and what not, because magican has power (conceptually) to do it anyway. How wise player uses enchanting (enchanting damage to the shield) is a playing question itself and should not be restricted. (I have always wanted chair +4 of Fear). Sure this makes (and have been) difficulties in balancing in case of enchanting stats. But I see this gives much more dynamics and imaginery into game, that it is worth of it. For example in nethack the enchanting items is a science itself. Other question is status of the artifacts. Who needs they anymore ? Can articfact provide something that "normal" item cannot ? Petri.Heinila@lut.fi From crossfire-request Wed Apr 26 16:09:37 1995 Return-Path: Received: from mn3.swip.net (mn3.swip.net [192.71.180.33]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Wed, 26 Apr 1995 16:09:36 +0200 Received: by mn3.swip.net with UUCP (8.6.8/2.01) id QAA17921; Wed, 26 Apr 1995 16:08:13 +0200 Date: Wed, 26 Apr 1995 16:05:17 +0200 (MET DST) From: David Hedbor To: crossfire@ifi.uio.no Subject: Re: Player limits - Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=ISO-8859-1 Content-Transfer-Encoding: 8BIT Status: RO On Tue, 25 Apr 1995, Brian Thomas wrote: > use armour or weapons. Yikes! lack of armour is pretty prohibative, > but the inability to use weapons is pretty sever. Why? For me, I I have a level 26 Fireborn. I use spells. Lots of them =) Or, I get less stuff, but then again there is nothing I need to buy. (except for the few times I've bought rings, like the ring or High Magic, and things like that). Sometimes it's hard, bc you hit so soft... Although boast Str and id needed also Dex (already have speed 2.2, but in special occasions I can boast it to 4 or something), you get rather cool. Combine that with spells like ball lighning, fireball, comet and large icestorm and most monsters die... Non magic places can be hard though... > substitute - for such characters I propose that they be allowed > to enchant some other item - like missle weapons, or perhaps gems. Would be nice... Enchant rings perhaps? I could need another int etc... Hard to find those +3 int +3 magic ones... ;) David, aka Rune the Fireborn __________________________________________________________________________ Informationsvävarna AB Telefon Telefax Postgiro Bankgiro Skolgatan 10 013-147610 013-147616 838 85 17-8 5931-9459 582 34 Linköping david@infovav.se http://www.infovav.se/ From crossfire-request Wed Apr 26 13:52:02 1995 Return-Path: Received: from tel1.tte.vtt.fi (tel1.tte.vtt.fi [130.188.12.3]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Wed, 26 Apr 1995 13:52:00 +0200 Received: (from hat@localhost) by tel1.tte.vtt.fi (8.6.11/8.6.11) id OAA02954 for crossfire@ifi.uio.no; Wed, 26 Apr 1995 14:51:29 +0300 From: Tero Haatanen Message-Id: <199504261151.OAA02954@tel1.tte.vtt.fi> Subject: Re: Player limits - To: crossfire@ifi.uio.no Date: Wed, 26 Apr 1995 14:51:29 +0300 (EETDST) In-Reply-To: <199504251839.OAA21165@chaupher.gsfc.nasa.gov> from "Brian Thomas" at Apr 25, 95 02:39:19 pm X-Mailer: ELM [version 2.4 PL24] MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8bit Content-Length: 604 Status: RO > Specifically, I see that the fireborn player class cannot > use armour or weapons. Yikes! lack of armour is pretty prohibative, > but the inability to use weapons is pretty sever. Why? For me, I > have never had a character progress much past 15th level without > creating a 'special' weapon. > > Any comments?? Why all classes should have equally easy to play? I haven't tested new improve weapon code yet, but the old one made things highly unbalanced, IMHO. There is a tourist in nethack, which is (at least was) much weaker than other characters and still it was fun to play. -Tero From crossfire-request Wed Apr 26 09:43:02 1995 Return-Path: Received: from tel1.tte.vtt.fi (tel1.tte.vtt.fi [130.188.12.3]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Wed, 26 Apr 1995 09:43:01 +0200 Received: (from hat@localhost) by tel1.tte.vtt.fi (8.6.11/8.6.11) id KAA01626 for crossfire@ifi.uio.no; Wed, 26 Apr 1995 10:42:30 +0300 From: Tero Haatanen Message-Id: <199504260742.KAA01626@tel1.tte.vtt.fi> Subject: Re: Question about interface changes? To: crossfire@ifi.uio.no Date: Wed, 26 Apr 1995 10:42:30 +0300 (EETDST) In-Reply-To: <"13384 Wed Apr 26 02:56:28 1995"@bnr.ca> from "tuan" at Apr 26, 95 06:56:27 am X-Mailer: ELM [version 2.4 PL24] MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8bit Content-Length: 1768 Status: RO > Hello, > > I'm trying to work on the throw codes and noticed that there are a lots > of interface changes. Here is some general comments about those, I think Mark can answer better your questions (I haven't really looked source so much). All flags are now handled through macros QUERY_FLAG(op, FLAG_X) SET_FLAG(op, FLAG_X) CLEAR_FLAG(op, FLAG_X) where FLAG_X is some attribute (FLAG_ALIVE, FLAG_UNPAID, etc.). [ Repeating two times FLAG part was a little mistake (IMHO), but it's more style question anyway ] I want the same time mention an important change for version 0.91.8 that was hidden in CHANGES file. Function insert_ob_in_ob returns now object that was inserted and the return value can be DIFFERENT from value that was inserted i.e. all calls should be in format op = insert_ob_in_ob (op, where); if op is used after insertion. I fixed all calls from version 0.91.7 but some patches used this and those were not fixed and this can cause problems (not sure if it really does). This change was needed because in client/server mode object must have the same tag (op->count) even if it's merged (and removed). [This should not have any visual effect to players. Petri asked about inventory sorting, the new client (cfclient) does not yet do any kind sorting, but old version should work as usual.] >2. IS_ALIVE is removed. I take it is equivalent to QUERY_FLAG(item,FLAG_ALIVE) Yes. > 3. UNSET_FLY is removed. I take it is equivalent to SET_FLAG(item,FLAG_FLY_OFF) No. FLY_ON and FLY_OFF are used buttons and traps which are activated by flying objects (similar to WALK_ON and WALK_OFF). > What does FLAG_FLYING used for? It is used for for levitating (and arrows, etc) and I think you meant this in previously. -Tero From crossfire-request Wed Apr 26 08:57:00 1995 Return-Path: Received: from bnr.ca (x400gate.bnr.ca [192.58.194.73]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Wed, 26 Apr 1995 08:56:58 +0200 X400-Received: by mta bnr.ca in /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Wed, 26 Apr 1995 02:56:32 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Wed, 26 Apr 1995 02:56:27 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Wed, 26 Apr 1995 02:57:00 -0400 Date: Wed, 26 Apr 1995 06:56:27 +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.383:26.03.95.06.56.27] X400-Content-Type: P2-1984 (2) Content-Identifier: Question abou... From: "tuan (t.) doan" Sender: "tuan (t.) doan" Message-ID: <"13384 Wed Apr 26 02:56:28 1995"@bnr.ca> To: crossfire@ifi.uio.no Subject: Question about interface changes? Status: RO Hello, I'm trying to work on the throw codes and noticed that there are a lots of interface changes. 1. update_ob_speed now takes only one argument (the object). I take it you have to assign the speed (via ob->speed) then called update_ob_speed(ob) 2. IS_ALIVE is removed. I take it is equivalent to QUERY_FLAG(item,FLAG_ALIVE) 3. UNSET_FLY is removed. I take it is equivalent to SET_FLAG(item,FLAG_FLY_OFF) Do I have to also do CLEAR_FLAG(item,FLAG_FLY_ON)? What does FLAG_FLYING used for? 4. I take it that info_all(buf,10) is equivalent to new_draw_info(NDI_ALL,10,NULL,buf); 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: 214-684-4575 Fax: 214-684-3716 Internet: tdoan@bnr.ca WWW: http://47.53.64.96/tdoan/tdoan.html From crossfire-request Wed Apr 26 00:57:49 1995 Return-Path: Received: from bach.seattleu.edu (krisb@bach.seattleu.edu [199.237.224.11]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Wed, 26 Apr 1995 00:57:43 +0200 Received: by bach.seattleu.edu (4.1/SMI-4.1) id AA09824; Tue, 25 Apr 95 15:57:53 PDT Date: Tue, 25 Apr 1995 15:55:48 -0700 (PDT) From: "Kristofer M. Bosland" Subject: Re: Player limits - To: Brian Thomas Cc: crossfire@ifi.uio.no In-Reply-To: <199504251839.OAA21165@chaupher.gsfc.nasa.gov> Message-Id: Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Tue, 25 Apr 1995, Brian Thomas wrote: > > Hi, > > I was fooling around with creating some new player classes, > and have become aware of some ways in which player classes may be > limited. Specifically, I see that the fireborn player class cannot > use armour or weapons. Yikes! lack of armour is pretty prohibative, > but the inability to use weapons is pretty sever. Why? For me, I > have never had a character progress much past 15th level without > creating a 'special' weapon. If you can weild weapons, you can't > create yourself a 'special weapon'!!! Since there is currently no > substitute - for such characters I propose that they be allowed > to enchant some other item - like missle weapons, or perhaps gems. > > Any comments?? > > -b.t. I agree, the inability to make special items is a severe restriction on the fireborn. I think they should perhaps be able to enchant rings, or something. I haven't looked at the Enchant Weapon stuff too much, but I think that rings would be a good alternate. -Kris Bosland krisb@seattleu.edu From crossfire-request Tue Apr 25 20:39:29 1995 Return-Path: Received: from chaupher.gsfc.nasa.gov (chaupher.gsfc.nasa.gov [128.183.8.36]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 25 Apr 1995 20:39:27 +0200 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9404/940426.s1) id OAA21165 for crossfire@ifi.uio.no; Tue, 25 Apr 1995 14:39:19 -0400 Date: Tue, 25 Apr 1995 14:39:19 -0400 From: Brian Thomas Message-Id: <199504251839.OAA21165@chaupher.gsfc.nasa.gov> To: crossfire@ifi.uio.no Subject: Player limits - Status: RO Hi, I was fooling around with creating some new player classes, and have become aware of some ways in which player classes may be limited. Specifically, I see that the fireborn player class cannot use armour or weapons. Yikes! lack of armour is pretty prohibative, but the inability to use weapons is pretty sever. Why? For me, I have never had a character progress much past 15th level without creating a 'special' weapon. If you can weild weapons, you can't create yourself a 'special weapon'!!! Since there is currently no substitute - for such characters I propose that they be allowed to enchant some other item - like missle weapons, or perhaps gems. Any comments?? -b.t. From crossfire-request Tue Apr 25 09:21:26 1995 Return-Path: Received: from tango.rahul.net (tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Tue, 25 Apr 1995 09:21:25 +0200 Received: from bolero.rahul.net by tango.rahul.net with SMTP id AA05316 (5.67b8/IDA-1.5 for ); Tue, 25 Apr 1995 00:21:15 -0700 Received: from foxtrot.rahul.net by bolero.rahul.net with SMTP id AA04435 (5.67b8/IDA-1.5); Tue, 25 Apr 1995 00:21:15 -0700 From: Mark Wedel Received: by foxtrot.rahul.net (5.67b8/jive-a2i-1.0) id AA05251; Tue, 25 Apr 1995 00:21:14 -0700 Date: Tue, 25 Apr 1995 00:21:14 -0700 Message-Id: <199504250721.AA05251@foxtrot.rahul.net> To: crossfire@ifi.uio.no, martinm@sps1.phys.vt.edu Subject: Re: Perceive self spell Status: RO the restore potions are now generic - the restore potions should now exist, just not the for specific abilities. --Mark From crossfire-request Mon Apr 24 17:26:29 1995 Return-Path: Received: from hal.do.isst.fhg.de (hal.do.isst.fhg.de [192.102.161.37]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Mon, 24 Apr 1995 17:26:27 +0200 Received: from delhi.do.isst.fhg.de (delhi.do.isst.fhg.de [192.102.161.163]) by hal.do.isst.fhg.de (8.6.9/8.6.9) with ESMTP id RAA04256 for ; Mon, 24 Apr 1995 17:29:03 +0200 Received: (vleugels@localhost) by delhi.do.isst.fhg.de (8.6.9/8.6.9) id RAA10975 for crossfire@ifi.uio.no; Mon, 24 Apr 1995 17:29:00 +0200 From: "Dirk Vleugels" Message-Id: <9504241729.ZM10973@delhi> Date: Mon, 24 Apr 1995 17:29:00 +0200 X-Mailer: Z-Mail (3.2.0 06sep94) To: crossfire@ifi.uio.no Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO subscribe announce -- "It's 206 ms to Chicago, we've got a full disk of GIFs, half a meg of hypertext, it's dark, and we're wearing sunglasses." "Click it." -- From crossfire-request Mon Apr 24 15:49:01 1995 Return-Path: Received: from hilja.it.lut.fi (hevi@hilja.it.lut.fi [157.24.11.72]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Mon, 24 Apr 1995 15:49:00 +0200 Received: from localhost (hevi@localhost) by hilja.it.lut.fi (8.6.5/8.6.5/1.12.kim) id QAA02252; Mon, 24 Apr 1995 16:48:57 +0300 Date: Mon, 24 Apr 1995 16:48:56 +0300 (EET DST) From: Petri Heinila X-Sender: hevi@hilja.it.lut.fi To: crossfire@ifi.uio.no Subject: inventory sorting Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO After 0.91.8 the inventory manipulating seems to be changed. A item is now appended to the top of window and the items are not anymore sorted by . I look out insert_ob_in_on and it seems working right. But it does not, any know why not ? And other, CROSSFIRE_LIBDIR seems not to fylly working. Here's configuration (if it's helps) Welcome to CrossFire, v0.91.8 Copyright (C) 1994 Mark Wedel. Copyright (C) 1992 Frank Tore Johansen. Non-standard include files: Secure: Logging: Libdir: /opt/games/lib/crossfire Perm file: /forbid Shutdown file: /shutdown Save player: Save mode: 0660 Playerdir: /players Save homedir: Lock player: Unique items: Itemsdir: /unique-items Lock items: Use checksum: Tmpdir: /tmp Fontdir: /opt/games/fonts Compress: /usr/bin/compress Uncompress: /usr/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: Random encounter: New improve weapon: Max_time: 120000 Opps, should't have gotten here.execl: No such file or directory Petri.Heinila@lut.fi From crossfire-request Mon Apr 24 00:32:42 1995 Return-Path: Received: from chaupher.gsfc.nasa.gov (chaupher.gsfc.nasa.gov [128.183.8.36]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Mon, 24 Apr 1995 00:32:41 +0200 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9404/940426.s1) id SAA19834; Sun, 23 Apr 1995 18:32:37 -0400 Date: Sun, 23 Apr 1995 18:32:37 -0400 From: Brian Thomas Message-Id: <199504232232.SAA19834@chaupher.gsfc.nasa.gov> To: martinm@sps1.phys.vt.edu Subject: Re: Perceive self spell Cc: crossfire@ifi.uio.no Status: RO > "Michael B. Martin" writes: > I cast the "perceive self" spell on myself to check my > protections and came up with a couple questions: > > 1) Now that skills are an official addition to the game, should they > be listed with the other information given by this spell? (Or is > there another way to do this already?) > If you mean that you wish to examine what skills you currently possess, then use the "skills" command. b.t. From crossfire-request Sun Apr 23 22:46:16 1995 Return-Path: Received: from sps1.phys.vt.edu (sps1.phys.vt.edu [128.173.176.53]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sun, 23 Apr 1995 22:46:14 +0200 Received: (from martinm@localhost) by sps1.phys.vt.edu (8.6.9/8.6.9) id QAA06194 for crossfire@ifi.uio.no; Sun, 23 Apr 1995 16:45:56 -0400 From: "Michael B. Martin" Message-Id: <199504232045.QAA06194@sps1.phys.vt.edu> Subject: Perceive self spell To: crossfire@ifi.uio.no Date: Sun, 23 Apr 1995 16:45:54 -0400 (EDT) X-Mailer: ELM [version 2.4 PL23] Content-Type: text Content-Length: 1407 Status: RO I cast the "perceive self" spell on myself to check my protections and came up with a couple questions: 1) Now that skills are an official addition to the game, should they be listed with the other information given by this spell? (Or is there another way to do this already?) 2) It mentioned something about "Intelligence depleted by 1". I've noticed the depletion archetype corresponding to this in my character's file, and I seem to recall having lost this point of intelligence as a result of dying. But the fact that the game keeps track of this separately from the original values make me wonder if it can be removed. In version 0.91.5, I remember seeing a fair amount of "restore " potions, which I assume were for this purpose. But I have not seen any of these since 0.91.7. Are they still supposed to be in the game, or, if not, is there another way to restore depleted stats? Also, on an unrelated note: I am not able to get 'explore' mode to work. I specified it in the compile options, and looking at the output of 'crossfire -o' it says the support is there. But when I type "explore" (without the quotes) on the command line, it says it doesn't recognize it. Are there any other compile options which will surreptitiously disable it? I am running with 'server: FALSE'. 'DM' mode appears to work fine. Any ideas? -Michael From crossfire-request Sun Apr 23 21:07:02 1995 Return-Path: Received: from maud.ifi.uio.no (0@maud.ifi.uio.no [129.240.74.2]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sun, 23 Apr 1995 21:07:02 +0200 Received: from chaupher.gsfc.nasa.gov (chaupher.gsfc.nasa.gov [128.183.8.36]) by maud.ifi.uio.no ; Sun, 23 Apr 1995 21:06:58 +0200 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9404/940426.s1) id PAA19732 for crossfire@ifi.uio.no; Sun, 23 Apr 1995 15:05:34 -0400 Date: Sun, 23 Apr 1995 15:05:34 -0400 From: Brian Thomas Message-Id: <199504231905.PAA19732@chaupher.gsfc.nasa.gov> To: crossfire@ifi.uio.no Subject: re:SKILLS Patch Status: RO Hey all, Just want to address some questions about the skills patch to CF0.91.8: >> boxing User can make a "bare-handed attack". Damage >> is based on the user's Str and level. For some >> creatures the boxing attack can "confuse" >> (ie the monster is "punched silly"). > Do you cause more damage if you're wearing gaunlet? At this time, no. Part of the motivation for making items and objects confer skills was to allow such things as "cestii", the Roman spiked gloves and "gloves of punching" (float like a butterfly, sting like a bee ....:) >> climbing* While the skill is readied, the possesser will > I suggest renaming this skill to mountaineer. There might be a skill > in the future call climbing used for climbing walls. Originally, I was calling this mountaineer, but for some intangible reasons changed the name. Perhaps it is better the other way. Either way, I also don't see how to make it possible for characters to climb walls with out ruining some maps. This is basically the same reason that I have'nt made a swimming skill (characters can cross currently impassible water). Many maps would have to be revamped in order to accomodate such a skill (too much work!!). >> hide User enjoys limited form of invisibility. If >> they attack or move too much they become >> visible. Right now it is possbile to >> hidden while next to hostile monsters. Not >> a reasonable feature! > How about the user remain invisible as long as (s)he does not move >or say anything? I wanted to simulate the chances of monsters eventually finding the player. Let's face it, nobody is so good that they can remain hidden from a search indefinitely just by standing still in a corner! You can use the hide skill repeatedly, and remain hidden a long time however. Right now, every move the player makes has a probability of removing the 'hidden' status of the character, so it doesnt matter whether the character is moving fast or slow right now. Changing to a system where the chance of being unhidden is based on character movement rate sounds nice, but I am not sure how much work would be required to implement it. >> stealing User can take items from the inventory of other >> monsters. > How about other players? Yeah, you can steal from them. (But you better be able to run faster than them!!! :) >> wrestling User can make a "bare-handed attack". Damage >> is based on the user's Str and level. For some >> creatures the boxing attack can "paralyze" >> (ie the monster is "held down"). > Shouldn't it be 'wrestling attack can "paralyze"...'? ^^^^^^^^^ Opps! Sloppy writing on my part. Cut and paste without editting!!! Sorry. >| bargaining* While this skill is readied the user has +10 Cha >| for purposes of purchase and selling of items only. >| Cha is never allowed to exceed 30. > I think +10 is a bit extreme. Hmm. This seems to be the sentiment of several people. I guess I'll tune it down. A system based on character level sounds attractive. >| [sense curse] Actually, this may be the most important skill that >| beginner may want. People also refered to sense magic the same way. This was my original feeling about this skill. Right now, I have been working on several maps that have guilds where characters may always find skills (for a price). I have thought that minor quests would be involved also. In this way, begining, medium and advanced characters would have access to usefull skills all the time (instead of having to trudge to the shops repeatedly. For example, I have yet to see the much desired scroll of smithery in any of my shops!!). If people are interested I can release the maps. b.t. From crossfire-request Sat Apr 22 22:09:19 1995 Return-Path: Received: from tango.rahul.net (tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id ; Sat, 22 Apr 1995 22:09:16 +0200 Received: from bolero.rahul.net by tango.rahul.net with SMTP id AA11807 (5.67b8/IDA-1.5); Sat, 22 Apr 1995 13:08:55 -0700 Received: from foxtrot.rahul.net by bolero.rahul.net with SMTP id AA21157 (5.67b8/IDA-1.5); Sat, 22 Apr 1995 13:08:55 -0700 From: Mark Wedel Received: by foxtrot.rahul.net (5.67b8/jive-a2i-1.0) id AA03481; Sat, 22 Apr 1995 13:08:53 -0700 Date: Sat, 22 Apr 1995 13:08:53 -0700 Message-Id: <199504222008.AA03481@foxtrot.rahul.net> To: crossfire@ifi.uio.no, kjetilho@ifi.uio.no Subject: Re: SKILLS Patch Status: RO scrolls have been always identified for several releases. The main reason was that it was almost never affordable to identify scrolls (cost of identify scroll is much more than what you will ever get for the scroll.) --Mark From crossfire-request Sat Apr 22 17:42:53 1995 Return-Path: Received: from hk.super.net (root@hk.super.net [202.14.67.4]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Sat, 22 Apr 1995 17:42:51 +0200 Received: from slip84.hk.super.net by hk.super.net with SMTP id AA29843 (5.67b/IDA-1.5 for ); Sat, 22 Apr 1995 23:42:43 +0800 Date: Sat, 22 Apr 1995 23:42:43 +0800 Message-Id: <199504221542.AA29843@hk.super.net> From: (Post Office Services) To: crossfire@ifi.uio.no Reply-To: postman@slip84.hk.super.net X-Offline-Mail/Newsreader: Tetrix Reader Plug - Offline Mailreader - Unregistered - V 1.1.0 Status: RO unsub crossfire From crossfire-request Sat Apr 22 11:01:45 1995 Return-Path: Received: from surt.ifi.uio.no (1232@surt.ifi.uio.no [129.240.76.2]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sat, 22 Apr 1995 11:01:45 +0200 From: Kjetil Torgrim Homme Received: (from kjetilho@localhost) by surt.ifi.uio.no ; Sat, 22 Apr 1995 11:01:44 +0200 Date: Sat, 22 Apr 1995 11:01:44 +0200 Message-Id: <199504220901.15421.surt.ifi.uio.no@ifi.uio.no> To: crossfire@ifi.uio.no In-reply-to: <"622 Sat Apr 22 03:00:11 1995"@bnr.ca> (tdoan@bnr.ca) Subject: Re: SKILLS Patch Status: RO [Brian Thomas] | alchemist User can identify potions, containers, and | amulets. This one better be difficult to get! :-) | bargaining* While this skill is readied the user has +10 Cha | for purposes of purchase and selling of items only. | Cha is never allowed to exceed 30. I think +10 is a bit extreme. | hide User enjoys limited form of invisibility. If | they attack or move too much they become | visible. Right now it is possbile to | hidden while next to hostile monsters. Not | a reasonable feature! [Tuan Doan] | How about the user remain invisible as long as (s)he does not move | or say anything? I think it is cool that you can stay hidden if you sneak around _slowly_. I don't know how it works currently, but I have in mind a random chance of detection which is rolled for each move, increasing with each move, and decreasing every tick. | Scroll are automatically identified now? Eeekkk! Ditto "Eeekkk!" :-) | [sense curse] Actually, this may be the most important skill that | beginner may want. I agree. I don't think it has to be very expensive, as the experienced players will want "identify". "sense curse" may well make the game easier on the newbies. Perhaps some class even could start out with it (necromancer? :-) Good job on the skills, Brian! Kjetil T. From crossfire-request Sat Apr 22 09:01:23 1995 Return-Path: Received: from bnr.ca (x400gate.bnr.ca [192.58.194.73]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Sat, 22 Apr 1995 09:01:21 +0200 X400-Received: by mta bnr.ca in /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Sat, 22 Apr 1995 03:00:15 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Sat, 22 Apr 1995 03:00:09 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Sat, 22 Apr 1995 03:00:00 -0400 Date: Sat, 22 Apr 1995 02:00:00 -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.621:22.03.95.07.00.09] X400-Content-Type: P2-1984 (2) Content-Identifier: re:SKILLS Patch From: "tuan (t.) doan" Sender: "tuan (t.) doan" Message-ID: <"622 Sat Apr 22 03:00:11 1995"@bnr.ca> To: thomas@astro.psu.edu Cc: crossfire@ifi.uio.no Subject: re:SKILLS Patch Status: RO In message "SKILLS Patch", 'thomas@astro.psu.edu' writes: [snip] > Character starting skills - > > The starting skills distribution is given in below. I have > tried to balance the power of all characters starting possessions > (eg equipment, skills and spells) to make things fair. All in all > though, "skilled" characters may still need some fine tuning. > Since the creation of the "smithery" and "karate" skills, I have > been thinking about the creation of the 'dwarf' and 'monk' > character classes. Dwarf and monk classes would be great. [snip] > boxing User can make a "bare-handed attack". Damage > is based on the user's Str and level. For some > creatures the boxing attack can "confuse" > (ie the monster is "punched silly"). Do you cause more damage if you're wearing gaunlet? > climbing* While the skill is readied, the possesser will > move faster through "hilly" terrian (hills, > mountains, etc.) I suggest renaming this skill to mountaineer. There might be a skill in the future call climbing used for climbing walls. > find traps User can search (more effectively) for traps. > Not a 'passive' skill, it is applied in order > to gain the advantage in discovering traps. > > hide User enjoys limited form of invisibility. If > they attack or move too much they become > visible. Right now it is possbile to > hidden while next to hostile monsters. Not > a reasonable feature! How about the user remain invisible as long as (s)he does not move or say anything? > jeweler User can ident gems and rings that they hold. > > jumping User can 'skip' over 1-2 spaces in a selected > direction. Distance depends on weight carried, > Str and Dex of the user. > > karate User can make a "bare-handed attack". Damage > is based on the user's Str and level. This attack > is the fastest and (at higher levels) most deadly > of the 3 "hand to hand" attacks available. > > literacy User can ident books and scrolls that they hold. > Since scrolls are currently always identified, > this is not the greatest of skills. Scroll are automatically identified now? Eeekkk! > lockpicking User may 'pick locks' (open doors). No equipment > is currently needed to to this. Eventually, I > would like to make this only available through > possession of 'lock picks'. > > > oratory User may 'recruit' followers. Recruitees must be > of lower level, and unaggressive to start. Use > of this skill may anger the audience. Also, > 'special' monsters are immune to recruitment. > Success depends on User Cha and level. > > sense curse User may discover whether items that he holds > are 'cursed'. Controversial skill, may go away > in later versions. Actually, this may be the most important skill that beginner may want. > sense magic User may discover whether items that he holds > are 'magic'. Controversial skill, may go away > in later versions. > > singing User may pacify hostile monsters with this skill. > Certain kinds of monsters are immune. Success > depends on user level and Cha. > > smithery User may ident arms and armour that they hold. > Right now this is a powerfull skill, and I > am considering breaking it up into 2 ident skills > in the future. > > stealing User can take items from the inventory of other > monsters. How about other players? > thaumagragist User can ident rods, wands and horns that they > are holding. > > woodsman* While the skill is readied, the possesser will > move faster through "wooded" terrian (forest, > grasslands, brush, jungle, etc.) > > wrestling User can make a "bare-handed attack". Damage > is based on the user's Str and level. For some > creatures the boxing attack can "paralyze" > (ie the monster is "held down"). Shouldn't it be 'wrestling attack can "paralyze"...'? ^^^^^^^^^ 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: 214-684-4575 Fax: 214-684-3716 Internet: tdoan@bnr.ca WWW: http://47.53.64.96/tdoan/tdoan.html From crossfire-request Sat Apr 22 03:34:51 1995 Return-Path: Received: from bnr.ca (x400gate.bnr.ca [192.58.194.73]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Sat, 22 Apr 1995 03:34:48 +0200 X400-Received: by mta bnr.ca in /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Fri, 21 Apr 1995 21:34:30 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Fri, 21 Apr 1995 21:34:24 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Wed, 19 Apr 1995 21:35:00 -0400 Date: Fri, 21 Apr 1995 20:35:00 -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.780:22.03.95.01.34.24] X400-Content-Type: P2-1984 (2) Content-Identifier: Possible bugs... From: "tuan (t.) doan" Sender: "tuan (t.) doan" Message-ID: <"10783 Fri Apr 21 21:34:25 1995"@bnr.ca> To: crossfire@ifi.uio.no Subject: Possible bugs in xfire .7 Status: RO Hello, In /city/shops/bowshop there is place where the elf (in the shop) keeps his stuff. You should be able to open the garden gate when you chat with the elf. This does not work. As a matter of fact it crashes the game _sometime_. This may or may not due to the fact that there is no speed specified for the garden gate. Is there a fix for this problem? How do I fix the following info/error messages: Error: Monster hill giant (60933) HAS_READY_BOW() without bow. Object giant has no speed, but is on active list Unsupported command in message. player_move_attack: get_map_ob returns NULL, but player an not more there. 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: 214-684-4575 Fax: 214-684-3716 Internet: tdoan@bnr.ca WWW: http://47.53.64.96/tdoan/tdoan.html From crossfire-request Fri Apr 21 23:46:50 1995 Return-Path: Received: from nexus.astro.psu.edu (nexus.astro.psu.edu [128.118.147.20]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Fri, 21 Apr 1995 23:46:48 +0200 Received: from beast.astro.psu.edu by nexus.astro.psu.edu (4.1/Nexus-1.3) id AA28171; Fri, 21 Apr 95 17:46:45 EDT Received: by beast.astro.psu.edu (4.1/Client-1.3) id AA11884; Fri, 21 Apr 95 17:46:44 EDT Date: Fri, 21 Apr 95 17:46:44 EDT From: "Brian Thomas" Message-Id: <9504212146.AA11884@beast.astro.psu.edu> To: crossfire@ifi.uio.no Subject: SKILLS Patch Status: RO Hi, I have been working on a patch for the skills code to bring the code in CF0.91.8 up to date with my own efforts (the stuff in CF0.918 is only current with my 2nd of 3 patches). In the time since I coded that stuff I have been playtesting, adding to and refining the skills code. Persons interested in obtaining the code will find it on ftp.astro.psu.edu in pub/thomas/. Grab the tar file skills4.tar.gz. There are instructions on how to install the code, so I won't go into that here. Below I detail the new code, its changes, and some brief philosophy/description of each of the skills. Also, a few ideas I am thinking on implementing are included. Best Regards, b.t. (thomas@nomad.astro.psu.edu) NEW SKILL CODE FOR CF0.91.8 ===> ala patch skills4.tar.gz Installation - instructions are in the file INSTALL.SKILLS. Philosophy - To create a roster of skills which will 1) to hopefully differentiate the character classes. Give each class a unique starting advantage over all the others, 2) to balance the starting and continuing discrepancy between the effectiveness of spellcasters and non-spellcasters and 3) to add color to the game. The ultimate goal of these objectives is to make the game more fun to play :) Changes - (1) Several minor bugs where fixed. (2) Modified chances of hiding and stealing (for playability) (3) Addtion of many new skills, the roster is below (4) Jewery skill can now ident rings as well as jewels (i orig wanted to do this, but implementation slipped my mind :< ) (5) Altered the starting skills of characters, + now players start with skill scrolls (try selling them and the "Gods will retrieve" your scroll ;) (6) Altered the cost of skill scrolls. (7) Implemented "beta" code for map makers to design items which confer skills to the possessor. Skills (the shortlist) - alchemist bargaining bowyer boxing climbing find traps hide jeweler jumping karate literacy lockpicking oratory sense curse sense magic singing smithery stealing thaumagragist woodsman wrestling Character starting skills - The starting skills distribution is given in below. I have tried to balance the power of all characters starting possessions (eg equipment, skills and spells) to make things fair. All in all though, "skilled" characters may still need some fine tuning. Since the creation of the "smithery" and "karate" skills, I have been thinking about the creation of the 'dwarf' and 'monk' character classes. Character Skills barbarian climbing, woodsman cleric oratory (*note cleric no longer starts w/ spells) elf bowyer, woodsman ninja hide, jumping swashbuckler stealing, singing thief stealing, lockpicking viking bargaining warrior boxing The wizard, mage, priest, wraith, quetzalcoatl, and fireborn classes start with no skills. Skills description - The following is now the complete roster of skills. A * denotes a skill which is not 'applied', but rather is in effect passively while it is readied. Skill description ----- ----------- alchemist User can identify potions, containers, and amulets. One day I would like to see this skill allow mixing of potions and at higher levels creation of all non-stat raising potions. (using $$ and monster parts!!) bargaining* While this skill is readied the user has +10 Cha for purposes of purchase and selling of items only. Cha is never allowed to exceed 30. bowyer User can identify missle weapons and missles. boxing User can make a "bare-handed attack". Damage is based on the user's Str and level. For some creatures the boxing attack can "confuse" (ie the monster is "punched silly"). climbing* While the skill is readied, the possesser will move faster through "hilly" terrian (hills, mountains, etc.) find traps User can search (more effectively) for traps. Not a 'passive' skill, it is applied in order to gain the advantage in discovering traps. hide User enjoys limited form of invisibility. If they attack or move too much they become visible. Right now it is possbile to hidden while next to hostile monsters. Not a reasonable feature! jeweler User can ident gems and rings that they hold. jumping User can 'skip' over 1-2 spaces in a selected direction. Distance depends on weight carried, Str and Dex of the user. karate User can make a "bare-handed attack". Damage is based on the user's Str and level. This attack is the fastest and (at higher levels) most deadly of the 3 "hand to hand" attacks available. literacy User can ident books and scrolls that they hold. Since scrolls are currently always identified, this is not the greatest of skills. lockpicking User may 'pick locks' (open doors). No equipment is currently needed to to this. Eventually, I would like to make this only available through possession of 'lock picks'. oratory User may 'recruit' followers. Recruitees must be of lower level, and unaggressive to start. Use of this skill may anger the audience. Also, 'special' monsters are immune to recruitment. Success depends on User Cha and level. sense curse User may discover whether items that he holds are 'cursed'. Controversial skill, may go away in later versions. sense magic User may discover whether items that he holds are 'magic'. Controversial skill, may go away in later versions. singing User may pacify hostile monsters with this skill. Certain kinds of monsters are immune. Success depends on user level and Cha. smithery User may ident arms and armour that they hold. Right now this is a powerfull skill, and I am considering breaking it up into 2 ident skills in the future. stealing User can take items from the inventory of other monsters. thaumagragist User can ident rods, wands and horns that they are holding. woodsman* While the skill is readied, the possesser will move faster through "wooded" terrian (forest, grasslands, brush, jungle, etc.) wrestling User can make a "bare-handed attack". Damage is based on the user's Str and level. For some creatures the boxing attack can "paralyze" (ie the monster is "held down"). From crossfire-request Fri Apr 21 11:16:43 1995 Return-Path: Received: from tango.rahul.net (tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Fri, 21 Apr 1995 11:16:37 +0200 Received: from bolero.rahul.net by tango.rahul.net with SMTP id AA06430 (5.67b8/IDA-1.5 for ); Fri, 21 Apr 1995 02:16:28 -0700 Received: from foxtrot.rahul.net by bolero.rahul.net with SMTP id AA05369 (5.67b8/IDA-1.5 for ); Fri, 21 Apr 1995 02:16:28 -0700 From: Mark Wedel Received: by foxtrot.rahul.net (5.67b8/jive-a2i-1.0) id AA23036; Fri, 21 Apr 1995 02:16:26 -0700 Date: Fri, 21 Apr 1995 02:16:26 -0700 Message-Id: <199504210916.AA23036@foxtrot.rahul.net> To: crossfire@ifi.uio.no Subject: Crossfire 0.91.8 changes. Status: RO Since several people have asked, here they are: Changes from Crossfire 0.91.7 to 0.91.8: Messages about an objects speed no longer printed to the console. When players exit maps, no longer inform all the other players. install-same and install-font directives added to lib/Imakefile - used if game is being installed to same font it was unpacked in. Client now supports receiving bitmaps - server does not support sending them, however. Max experience achievable is based on max level, not a hard coded value (although, at present time, max level is hardcoded to 100) insert_ob_in_ob now returns an object - needed for client/server code. check_inv function added to button.c. Trigger will be altered depending if the character has a matching item (or lack of a matching item.) Option added to config.h to make it so that backup saves will save the player back at home, instead of the present map. Code adapated from code sent by John Steven Moerk (jsm@axon.ksc.nasa.gov) Minor bug in crossedit fixed that would cause it to exit if both -p and -xpm is specified. Both can now be specified - it will effectively ignore the -pix portion. New skills added, with corresponding code to use these skills (from Brian Thomas) Use of skill code is selectable in the config.h file. Two new spells: summon fog and steambolt (from Brian Thomas) Enchant armor code added (from Brian Thomas) Fixed bug in crossedit that would cause it to core dump whenever a non exit was selected and then the enter command run. Fixed bug in attack.c that was using info_all if CASTING_TIME was selected. Made it so that decrease_ob_nr will never decrease the object number below 0. This fixes a bug in that remove_ob would calculate a negative weight, and then call sub_weight with that negative value. This ended up resulting in weight being added to the player instead of subtracted. --Mark From crossfire-request Fri Apr 21 05:14:52 1995 Return-Path: Received: from bnr.ca (x400gate.bnr.ca [192.58.194.73]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Fri, 21 Apr 1995 05:14:50 +0200 X400-Received: by mta bnr.ca in /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Thu, 20 Apr 1995 23:14:00 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Thu, 20 Apr 1995 23:13:43 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Tue, 18 Apr 1995 23:14:00 -0400 Date: Thu, 20 Apr 1995 22:14:00 -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.502:21.03.95.03.13.43] X400-Content-Type: P2-1984 (2) Content-Identifier: Pausing spell... From: "tuan (t.) doan" Sender: "tuan (t.) doan" Message-ID: <"543 Thu Apr 20 23:13:54 1995"@bnr.ca> To: crossfire@ifi.uio.no Subject: Pausing spell listing? Status: RO Hello, Is there a hack to pause the spell listing when a user type 'cast'? Similar to reading a sign (menu) in a shop. Oh, what is being changed in version .8 as compare to version .7? 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: 214-684-4575 Fax: 214-684-3716 Internet: tdoan@bnr.ca WWW: http://47.53.64.96/tdoan/tdoan.html From crossfire-request Thu Apr 20 07:14:47 1995 Return-Path: Received: from envy.ugcs.caltech.edu (root@envy.ugcs.caltech.edu [131.215.128.135]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 20 Apr 1995 07:14:45 +0200 Received: from whip.ugcs.caltech.edu by envy.ugcs.caltech.edu with ESMTP (8.6.12/UGCS:4.43) id WAA15782; Wed, 19 Apr 1995 22:14:33 -0700 From: napalm@ugcs.caltech.edu (K. Bruner) Received: by whip.ugcs.caltech.edu (8.6.12/UGCS:4.43) id WAA14284; Wed, 19 Apr 1995 22:14:32 -0700 Message-Id: <199504200514.WAA14284@whip.ugcs.caltech.edu> Subject: movement problem To: crossfire@ifi.uio.no Date: Wed, 19 Apr 1995 22:14:32 -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: 361 Status: RO Ok, I can't seem to move at all once I have fired a bow or spell. I just face the direction I'm trying to move in, even if I have unapplied the shoot-thing. This happens both with keyboard and mouse commands. This is with crossfire-0.91.8 on an Indigo 2 running IRIX 5.2. I had the same problem (or very similar) with 0.91.7 on an HP735 running HP-UX 9.01. From crossfire-request Wed Apr 19 09:37:11 1995 Return-Path: Received: from sk2eu.eunet.sk (sk2eu.EUnet.sk [192.108.130.33]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Wed, 19 Apr 1995 09:36:59 +0200 Received: from swh.sk by sk2eu.eunet.sk with UUCP id AA16124 Wed, 19 Apr 1995 09:37:07 +0200 Received: from space.swh.sk (spectrum-gw.swh.sk) by hermes.swh.sk with SMTP id AA22349 (5.65c/IDA-1.4.4.1); Wed, 19 Apr 1995 09:11:39 +0200 Received: by space.swh.sk (5.0/SMI-SVR4) id AA15780; Wed, 19 Apr 1995 09:05:48 --100 Date: Wed, 19 Apr 1995 09:05:48 --100 From: hasa@space.swh.sk (Jozef Hasaralejko) Message-Id: <9504190705.AA15780@space.swh.sk> To: crossfire@ifi.uio.no Subject: Crossfire X-Sun-Charset: US-ASCII Content-Length: 12 X-Charset: ASCII X-Char-Esc: 29 Status: RO UNSUBSCRIBE From crossfire-request Wed Apr 19 10:05:49 1995 Return-Path: Received: from piccolo.cco.caltech.edu (root@piccolo.cco.caltech.edu [131.215.48.151]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Wed, 19 Apr 1995 10:05:47 +0200 Received: from gap.cco.caltech.edu by piccolo.cco.caltech.edu with ESMTP (8.6.7/DEI:4.41) id BAA24557; Wed, 19 Apr 1995 01:05:39 -0700 Received: by gap.cco.caltech.edu (8.6.7/DEI:4.41) id BAA28826; Wed, 19 Apr 1995 01:05:38 -0700 To: mlist-crossfire@nntp-server.caltech.edu Path: napalm From: napalm@avarice.ugcs.caltech.edu (K. Bruner) Newsgroups: mlist.crossfire Subject: movement request Date: 19 Apr 1995 08:05:37 GMT Organization: California Institute of Technology, Pasadena Lines: 18 Message-ID: <3n2g8h$s4o@gap.cco.caltech.edu> NNTP-Posting-Host: avarice.ugcs.caltech.edu X-Newsreader: NN version 6.5.0 #14 (NOV) Status: RO It used to be (before version 0.91.6) that if you were firing something with the mouse buttons, you could still actually move with the direction commends (north, west, etc.). When this stopped, it drove me nuts, and I just kept on using the older versions. I would like to update now, but I can't stand that movement scheme. I want to be able to move right away with the keys I have bound to directions without disarming, not fire north or south or whatever. I spent a while tonight trying to hack the 0.91.8 code to do what I wanted, but it's going to take more effort and time on my part than I'm inclined to spend. Does this bug anyone else? Has anyone else found a fix? The Official Great Goddess To Whom You Do Beg of Dogbert's New Ruling Class -- Truth, when witty, is the wittiest of all things. --Julius and Augustus Hare From crossfire-request Wed Apr 19 06:12:21 1995 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Wed, 19 Apr 1995 06:12:20 +0200 Received: (philb@localhost) by soda.CSUA.Berkeley.EDU (8.6.11/PHILMAIL-1.11) id VAA05210 for crossfire@ifi.uio.no; Tue, 18 Apr 1995 21:11:56 -0700 From: Philip Brown Message-Id: <199504190411.VAA05210@soda.CSUA.Berkeley.EDU> Subject: "client" server? To: crossfire@ifi.uio.no (Crossfire Mailing List) Date: Tue, 18 Apr 1995 21:11:53 -0700 (PDT) X-Mailer: ELM [version 2.4 PL5] Content-Type: text Content-Length: 132 Status: RO So.. I now have this nifty new client to use with crossfire servers... and I can't find one that supports it!!! where can I use it? From crossfire-request Wed Apr 19 04:01:47 1995 Return-Path: Received: from mail06.mail.aol.com (mail06.mail.aol.com [152.163.172.108]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Wed, 19 Apr 1995 04:01:46 +0200 From: AVDave@aol.com Received: by mail06.mail.aol.com (1.37.109.11/16.2) id AA075506874; Tue, 18 Apr 1995 22:01:14 -0400 Date: Tue, 18 Apr 1995 22:01:14 -0400 Message-Id: <950418220112_87955397@aol.com> To: crossfire@ifi.uio.no Subject: Crossfire Status: RO UNSUBSCRIBE From crossfire-request Tue Apr 18 23:37:10 1995 Return-Path: Received: from surt.ifi.uio.no (1232@surt.ifi.uio.no [129.240.76.2]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id ; Tue, 18 Apr 1995 23:37:10 +0200 From: Kjetil Torgrim Homme Received: (from kjetilho@localhost) by surt.ifi.uio.no ; Tue, 18 Apr 1995 23:37:09 +0200 Date: Tue, 18 Apr 1995 23:37:09 +0200 Message-Id: <199504182137.27123.surt.ifi.uio.no@ifi.uio.no> To: karim@ecst.csuchico.edu CC: crossfire@ifi.uio.no In-reply-to: <199504160628.XAA14009@pathogen.ecst.csuchico.edu> (message from karim on Sat, 15 Apr 1995 23:28:58 -0700 (PDT)) Subject: Re: html addicts swipe bit/pix maps Status: RO [Karim] | A friend of mine was checking out some libraries of icons for use | with HTML documents and she said, "hey, weren't some of these in | crossfire?" I was amused when I saw some University used my wooden house (lwoodhouse) as their "Home" icon on their pages. To be honest, it didn't fit in :-) As Crossfire is released under the GNU Public Licence, you should be aware that images submitted to Mark can be used by anyone without any requirement that you be notified/given royalties/whathaveyou. Kjetil T. From crossfire-request Tue Apr 18 23:32:26 1995 Return-Path: Received: from soda.CSUA.Berkeley.EDU (soda.CSUA.Berkeley.EDU [128.32.43.52]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 18 Apr 1995 23:32:21 +0200 Received: from LOCALHOST (LOCALHOST [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.11/PHILMAIL-1.11) with SMTP id OAA16764 for ; Tue, 18 Apr 1995 14:32:13 -0700 Message-Id: <199504182132.OAA16764@soda.CSUA.Berkeley.EDU> To: Crossfire discussion list Subject: Re: Crossfire 0.91.8 released In-reply-to: Your message of "Tue, 18 Apr 1995 21:54:47 +0200." <199504181954.24431.surt.ifi.uio.no@ifi.uio.no> Date: Tue, 18 Apr 1995 14:32:11 -0700 From: Peter Mardahl Status: RO In message <199504181954.24431.surt.ifi.uio.no@ifi.uio.no>, Mark Wedel writes: >NOTE: Version 0.91.8 should be considered beta or perhaps even alpha - ... >premade archetype, bitmaps, and xpm files. See the CHANGES file ... Could some kind soul mail me the CHANGES file or post it to this list? I'd like to know what changed before I get it. Regards, PeterM From crossfire-request Tue Apr 18 22:48:44 1995 Return-Path: Received: from dartvax.dartmouth.edu (dartvax.dartmouth.edu [129.170.16.4]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 18 Apr 1995 22:48:39 +0200 Received: from dancer.Dartmouth.EDU (dancer.dartmouth.edu [129.170.208.7]) by dartvax.dartmouth.edu (8.6.11-DND/8.6.11) with SMTP id QAA09314 for ; Tue, 18 Apr 1995 16:46:43 -0400 Message-id: <14634245@dancer.Dartmouth.EDU> Date: 18 Apr 95 16:46:41 EDT From: Preston.F.Crow@Dartmouth.EDU (Preston F. Crow) Reply-To: preston.crow@dancer.dartmouth.edu Subject: Crossfire fonts To: crossfire@ifi.uio.no Status: RO I've noticed that in some cases (all?), using the fonts from an old version will result in really odd displays. Perhaps an effort should be made to reduce this problem, or make it more explicit, by adding a version number to the font name. --PC From crossfire-request Sun Apr 16 08:51:42 1995 Return-Path: Received: from dragon.cit.gu.edu.au (dragon.cit.gu.edu.au [132.234.5.27]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Sun, 16 Apr 1995 08:51:39 +0200 Received: by dragon.cit.gu.edu.au id AA28902 (5.67b/IDA-1.5 for crossfire@ifi.uio.no); Sun, 16 Apr 1995 16:51:53 +1000 Date: Sun, 16 Apr 1995 16:51:53 +1000 From: Anthony Thyssen Message-Id: <199504160651.AA28902@dragon.cit.gu.edu.au> To: karim@ecst.csuchico.edu Subject: Re: html addicts swipe bit/pix maps In-Reply-To: Mail from 'karim ' dated: Sat, 15 Apr 1995 23:28:58 -0700 (PDT) Cc: crossfire@ifi.uio.no X-Face: "iO`19c"sFVLnS(9,80^_E^BqA&Ta,05p2lA`FWO.d8el_~lo2k2}{t#~Y{~M!hPV?Augr< d1w9Ai$pen`'0!Hn;}TZMK*}\N_"c)g8B>@'%'}9d\, Received: from pathogen.ecst.csuchico.edu (karim@pathogen.ecst.csuchico.edu [132.241.4.10]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sun, 16 Apr 1995 08:29:01 +0200 Received: (from karim@localhost) by pathogen.ecst.csuchico.edu (8.6.10/8.6.10) id XAA14009 for crossfire@ifi.uio.no; Sat, 15 Apr 1995 23:28:58 -0700 From: karim Message-Id: <199504160628.XAA14009@pathogen.ecst.csuchico.edu> Subject: html addicts swipe bit/pix maps To: crossfire@ifi.uio.no Date: Sat, 15 Apr 1995 23:28:58 -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: 294 Status: RO Funny, A friend of mine was checking out some libraries of icons for use with HTML documents and she said, "hey, weren't some of these in crossfire?" Check out http://www.cit.gu.edu.au/images/Images.html for some swiped crossfire bit/pix maps. ;) Karim "hey! I colored some of those" From crossfire-request Sun Apr 16 06:24:34 1995 Return-Path: Received: from mail06.mail.aol.com (mail06.mail.aol.com [152.163.172.108]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sun, 16 Apr 1995 06:24:34 +0200 From: JesseOr@aol.com Received: by mail06.mail.aol.com (1.37.109.11/16.2) id AA097846234; Sun, 16 Apr 1995 00:23:54 -0400 Date: Sun, 16 Apr 1995 00:23:54 -0400 Message-Id: <950416002352_84679732@aol.com> To: crossfire@ifi.uio.no Subject: Unsubscribe Status: RO Unsubscribe From crossfire-request Fri Apr 14 04:38:24 1995 Return-Path: Received: from tango.rahul.net (tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Fri, 14 Apr 1995 04:38:17 +0200 Received: from bolero.rahul.net by tango.rahul.net with SMTP id AA03926 (5.67b8/IDA-1.5 for ); Thu, 13 Apr 1995 19:38:08 -0700 Received: from foxtrot.rahul.net by bolero.rahul.net with SMTP id AA25630 (5.67b8/IDA-1.5); Thu, 13 Apr 1995 19:38:06 -0700 From: Mark Wedel Received: by foxtrot.rahul.net (5.67b8/jive-a2i-1.0) id AA08865; Thu, 13 Apr 1995 19:38:05 -0700 Date: Thu, 13 Apr 1995 19:38:05 -0700 Message-Id: <199504140238.AA08865@foxtrot.rahul.net> To: crossfire@ifi.uio.no, martinm@sps1.phys.vt.edu Subject: Re: crossfire inventory bug? Status: RO There are different inventory display modes (don't remember the key to cycle through them), but the modes are things like display all, display magic, display cursed, display equipped, etc. Chances are you accidentally switched into one of these states. So it is not a bug. From crossfire-request Fri Apr 14 04:16:06 1995 Return-Path: Received: from eklinedi.async.vt.edu (eklinedi.async.vt.edu [128.173.23.94]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Fri, 14 Apr 1995 04:15:40 +0200 Received: by eklinedi.async.vt.edu; id AA20065; Thu, 13 Apr 1995 22:15:24 -0400 Date: Thu, 13 Apr 1995 22:15:23 -0400 (EDT) From: Evan Klinedinst X-Sender: eklinedi@eklinedi.async.vt.edu To: "tuan (t.) doan" Cc: crossfire@ifi.uio.no Subject: Re: Problem with crossfire-0.91.7 In-Reply-To: <"21521 Thu Apr 13 20:53:15 1995"@bnr.ca> Message-Id: Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Thu, 13 Apr 1995, tuan (t.) doan wrote: > Hello, > > I'm getting three types of error that's causing a coredump: > > --------------------------------------------------------- > Not enough colours. Trying a private colourmap. > Error creating pixmap /bnr/users/flash1/common/games/crossfire/crossfire-0.91.7/ > lib/crossfire.pix.1, error -4. > Error code BadPixmap (invalid Pixmap parameter) > Error code BadPixmap (invalid Pixmap parameter) > Error creating pixmap /bnr/users/flash1/common/games/crossfire/crossfire-0.91.7/ > lib/crossfire.pix.2, error -4. > Error code BadPixmap (invalid Pixmap parameter) > Error code BadPixmap (invalid Pixmap parameter) > Error creating pixmap /bnr/users/flash1/common/games/crossfire/crossfire-0.91.7/ > lib/crossfire.pix.3, error -4. > Error code BadPixmap (invalid Pixmap parameter) > Error code BadPixmap (invalid Pixmap parameter) > Error creating pixmap /bnr/users/flash1/common/games/crossfire/crossfire-0.91.7/ > lib/crossfire.pix.4, error -4. > Error code BadPixmap (invalid Pixmap parameter) > Error code BadPixmap (invalid Pixmap parameter) > Error creating pixmap /bnr/users/flash1/common/games/crossfire/crossfire-0.91.7/lib/crossfire.pix.5, error -4. > Error code BadPixmap (invalid Pixmap parameter) > Error code BadPixmap (invalid Pixmap parameter) Well for these I, just reset my background screen to gain more colors that crossfire can allocate. Did you ever try .xpm's for the colors. Make sure that you are not running Mosaic or Netscape will trying to run Crossfire this will give these sort of errors hope this helps. > > SIGSEGV received. > Emergency saves disabled, no save attempted > --------------------------------------------------------- > Over 10 item locks in map /city/city! > Can't open items file /bnr/users/flash1/common/games/crossfire/crossfire-0.91.7/ > lib/unique-items/city@city.v10 Just create the directory unique-items and it won't spit at you about this. > > SIGTERM received > Emergency saves disabled, no save attempted > --------------------------------------------------------- > Object slime has no speed, but is on active list > > SIGBUS received > Emergency saves disabled, no save attempted > --------------------------------------------------------- > > Any idea how to fix/prevent them? Also, anyone know where I can get the > source to the unix 'patch' program? > > 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: 214-684-4575 Fax: 214-684-3716 > Internet: tdoan@bnr.ca WWW: http://47.53.64.96/tdoan/tdoan.html > > > Evan Klinedinst CS @ Virginia Tech Virginia Tech Hokies-The NIT champions!!!!!!! eklinedi@vt.edu eklinedi@axposf.pa.dec.com eklinedi@csugrad.cs.vt.edu http://csugrad.cs.vt.edu/~eklinedi/index.html http://eklinedi.async.vt.edu From crossfire-request Fri Apr 14 02:54:17 1995 Return-Path: Received: from bnr.ca (x400gate.bnr.ca [192.58.194.73]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Fri, 14 Apr 1995 02:54:05 +0200 X400-Received: by mta bnr.ca in /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Thu, 13 Apr 1995 20:53:19 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Thu, 13 Apr 1995 20:53:13 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Tue, 11 Apr 1995 20:54:00 -0400 Date: Thu, 13 Apr 1995 19:54:00 -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.520:14.03.95.00.53.13] X400-Content-Type: P2-1984 (2) Content-Identifier: Problem with ... From: "tuan (t.) doan" Sender: "tuan (t.) doan" Message-ID: <"21521 Thu Apr 13 20:53:15 1995"@bnr.ca> To: crossfire@ifi.uio.no Subject: Problem with crossfire-0.91.7 Status: RO Hello, I'm getting three types of error that's causing a coredump: --------------------------------------------------------- Not enough colours. Trying a private colourmap. Error creating pixmap /bnr/users/flash1/common/games/crossfire/crossfire-0.91.7/ lib/crossfire.pix.1, error -4. Error code BadPixmap (invalid Pixmap parameter) Error code BadPixmap (invalid Pixmap parameter) Error creating pixmap /bnr/users/flash1/common/games/crossfire/crossfire-0.91.7/ lib/crossfire.pix.2, error -4. Error code BadPixmap (invalid Pixmap parameter) Error code BadPixmap (invalid Pixmap parameter) Error creating pixmap /bnr/users/flash1/common/games/crossfire/crossfire-0.91.7/ lib/crossfire.pix.3, error -4. Error code BadPixmap (invalid Pixmap parameter) Error code BadPixmap (invalid Pixmap parameter) Error creating pixmap /bnr/users/flash1/common/games/crossfire/crossfire-0.91.7/ lib/crossfire.pix.4, error -4. Error code BadPixmap (invalid Pixmap parameter) Error code BadPixmap (invalid Pixmap parameter) Error creating pixmap /bnr/users/flash1/common/games/crossfire/crossfire-0.91.7/lib/crossfire.pix.5, error -4. Error code BadPixmap (invalid Pixmap parameter) Error code BadPixmap (invalid Pixmap parameter) SIGSEGV received. Emergency saves disabled, no save attempted --------------------------------------------------------- Over 10 item locks in map /city/city! Can't open items file /bnr/users/flash1/common/games/crossfire/crossfire-0.91.7/ lib/unique-items/city@city.v10 SIGTERM received Emergency saves disabled, no save attempted --------------------------------------------------------- Object slime has no speed, but is on active list SIGBUS received Emergency saves disabled, no save attempted --------------------------------------------------------- Any idea how to fix/prevent them? Also, anyone know where I can get the source to the unix 'patch' program? 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: 214-684-4575 Fax: 214-684-3716 Internet: tdoan@bnr.ca WWW: http://47.53.64.96/tdoan/tdoan.html From crossfire-request Thu Apr 13 20:42:25 1995 Return-Path: Received: from sps1.phys.vt.edu (sps1.phys.vt.edu [128.173.176.53]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 13 Apr 1995 20:42:24 +0200 Received: (from martinm@localhost) by sps1.phys.vt.edu (8.6.9/8.6.9) id OAA00587 for crossfire@ifi.uio.no; Thu, 13 Apr 1995 14:42:14 -0400 From: "Michael B. Martin" Message-Id: <199504131842.OAA00587@sps1.phys.vt.edu> Subject: crossfire inventory bug? To: crossfire@ifi.uio.no Date: Thu, 13 Apr 1995 14:42:14 -0400 (EDT) X-Mailer: ELM [version 2.4 PL23] Content-Type: text Content-Length: 1266 Status: RO Well, I was playing crossfire 0.91.7 (straight, no patches) last night and something strange happened. I had just finished cleaning out a "dungeon" (the "nice little hut" in Santo Dominion) and went to the General store to sell the stuff I'd found, and realized that not all of it was listed in the inventory window! I thought that maybe I had left a bag or sack active when I picked them up, but none were and none had the missing items. So I sold off the stuff that did appear in my inventory, left the store, and dropped a whole bunch of items (thinking that perhaps the game was for some reason only displaying up to a certain number of items), but that made no difference. I saved the game and looked at my character file and the missing items were there. So I reloaded the game, and there they were! Smells like a bug to me. Is this problem known/fixed already? I know that there are a number of patches for 0.91.7, but I don't know if there is one for this. If so, please disregard this message. I realize that this is not much detail for a bug report, but I do not have much more I can give. What I don't understand is why this happened now, when I've never seen it before in all the months that I've been playing crossfire. Strange. -Michael From crossfire-request Wed Apr 12 07:22:13 1995 Return-Path: Received: from eklinedi.async.vt.edu (eklinedi.async.vt.edu [128.173.23.94]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Wed, 12 Apr 1995 07:22:11 +0200 Received: by eklinedi.async.vt.edu; id AA23977; Wed, 12 Apr 1995 01:22:07 -0400 Date: Wed, 12 Apr 1995 01:22:07 -0400 (EDT) From: Evan Klinedinst X-Sender: eklinedi@eklinedi.async.vt.edu To: Mark Wedel Cc: crossfire@ifi.uio.no Subject: Help In-Reply-To: <199504120201.AA26666@foxtrot.rahul.net> Message-Id: Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO I need help in compiling crossfire with sound i have defined the variable SOUND_EFFECTS but after compilation i do a crossfire -o and it says SOUND_EFFECTS Why? Help me. Evan Klinedinst CS @ Virginia Tech Virginia Tech Hokies-The NIT champions!!!!!!! eklinedi@vt.edu eklinedi@axposf.pa.dec.com eklinedi@csugrad.cs.vt.edu http://csugrad.cs.vt.edu/~eklinedi/index.html http://eklinedi.async.vt.edu From crossfire-request Wed Apr 12 05:12:31 1995 Return-Path: Received: from piccolo.cco.caltech.edu (root@piccolo.cco.caltech.edu [131.215.48.151]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Wed, 12 Apr 1995 05:12:26 +0200 Received: from gap.cco.caltech.edu by piccolo.cco.caltech.edu with ESMTP (8.6.7/DEI:4.41) id UAA27424; Tue, 11 Apr 1995 20:11:51 -0700 Received: by gap.cco.caltech.edu (8.6.7/DEI:4.41) id UAA27542; Tue, 11 Apr 1995 20:11:50 -0700 To: mlist-crossfire@nntp-server.caltech.edu Path: napalm From: napalm@gluttony.ugcs.caltech.edu (K. Bruner) Newsgroups: mlist.crossfire Subject: Re: Using extra characters Date: 12 Apr 1995 03:11:49 GMT Organization: California Institute of Technology, Pasadena Lines: 23 Message-ID: <3mfgdl$qsj@gap.cco.caltech.edu> References: <199504120201.AA26666@foxtrot.rahul.net> NNTP-Posting-Host: gluttony.ugcs.caltech.edu X-Newsreader: NN version 6.5.0 #14 (NOV) Status: RO Mark Wedel writes: > I don't really like the idea of adjusting the item value based on whether >another character has picked it up. Suppose a character wonders in, picks >something up, and drops it because they don't want it. why should the >next character be 'punished' with a lower price because of that? Well, if you're going to talk about pricing things, something I'd like to see is more variation in the store price of items, independent of charisma. Like random "sales" and "markups," within a certain price range. Wow, coupons might be cool, too, although I'm not sure how that would work. Or maybe even a store which you have to pay an admission price to get into, but that has cheaper prices than the rest of the stores. To make it more of a gamble, you couldn't see the inventory until you had paid your money. The Official Great Goddess To Whom You Do Beg of Dogbert's New Ruling Class -- Undeservedly you will atone for the sins of your fathers. --Horace From crossfire-request Wed Apr 12 04:01:55 1995 Return-Path: Received: from tango.rahul.net (tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Wed, 12 Apr 1995 04:01:52 +0200 Received: from bolero.rahul.net by tango.rahul.net with SMTP id AA24830 (5.67b8/IDA-1.5 for ); Tue, 11 Apr 1995 19:01:24 -0700 Received: from foxtrot.rahul.net by bolero.rahul.net with SMTP id AA05838 (5.67b8/IDA-1.5); Tue, 11 Apr 1995 19:01:22 -0700 From: Mark Wedel Received: by foxtrot.rahul.net (5.67b8/jive-a2i-1.0) id AA26666; Tue, 11 Apr 1995 19:01:20 -0700 Date: Tue, 11 Apr 1995 19:01:20 -0700 Message-Id: <199504120201.AA26666@foxtrot.rahul.net> To: crossfire@ifi.uio.no, eanders@cs.berkeley.edu Subject: Re: Using extra characters Status: RO I will agree that having charisma affect selling price really makes it convenient to have bank characters - you can create a first level character with a lot of charisma quite easily, and can save a lot of money (and likewise, for the hack/slash character, you create him with a low charisma and have higher scores in the other abilities. I don't really like the idea of adjusting the item value based on whether another character has picked it up. Suppose a character wonders in, picks something up, and drops it because they don't want it. why should the next character be 'punished' with a lower price because of that? The sense magic may not be as useful, but sense curse would be very useful. As of now, I believe detect curse is a very high level spell. To be able to sense it at low levels would be very handy. And yes, character won't wander out carrying everything in the dungeon. But observant players will typically notice that the weight is different, and then take the items. To find out if they are cursed or not would be very handy (how much do detect curse scrolls cost? I know they are not cheap..) In general, I think it would be better if skills added new things, instead of emulating existing spells (or if they do, then perhaps those spells should be removed..) For example, characters with searching ability should certainly be better able to search than just all character. Same for a disarm. Hide in shadows and jumping are other things. --Mark From crossfire-request Tue Apr 11 23:36:32 1995 Return-Path: Received: from ayer.CS.Berkeley.EDU (ayer.CS.Berkeley.EDU [128.32.33.39]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 11 Apr 1995 23:36:25 +0200 Received: (from eanders@localhost) by ayer.CS.Berkeley.EDU (8.6.11/8.6.9) id OAA02700; Tue, 11 Apr 1995 14:36:16 -0700 Date: Tue, 11 Apr 1995 14:36:16 -0700 From: Eric_Arnold Anderson Message-Id: <199504112136.OAA02700@ayer.CS.Berkeley.EDU> To: crossfire@ifi.uio.no Subject: Re: Using extra characters In-Reply-To: References: <9504111514.AA01616@pluto> Status: RO I agree with Petri that the reducing value solution seems artificial. Petri Heinila writes: > Just restrict the connection from the server to one client/display. > So there is one character to one player/display. But, please, support > "-test" flag to start crossfire on test mode for testing in map > design, where the connections are not restricted. This won't be entirely effective because then all I have to run the client from multiple servers (this assumes we eventually go to real client server, but I believe this will happen) Even without this, I can still generate multiple displays using programs like sxpc, xmon, etc. -- Why don't we eliminate the effect Charisma has on the cost of items. Make it so that monsters are less likely to attack you if you have a higher charisma, or that pet monsters are more likely to be helpful or something like that. -Eric From crossfire-request Tue Apr 11 17:56:36 1995 Return-Path: Received: from venla.it.lut.fi (venla.it.lut.fi [157.24.11.67]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 11 Apr 1995 17:56:34 +0200 Received: from localhost (hevi@localhost) by venla.it.lut.fi (8.6.5/8.6.5/1.12.kim) id SAA16116; Tue, 11 Apr 1995 18:56:31 +0300 Date: Tue, 11 Apr 1995 18:56:30 +0300 (EET DST) From: Petri Heinila X-Sender: hevi@venla.it.lut.fi To: crossfire@ifi.uio.no Subject: Re: Using extra characters In-Reply-To: <9504111514.AA01616@pluto> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Tue, 11 Apr 1995, Ken Woodruff wrote: > Laurent Wacrenier writes: > > > - a lot of people have already bank characters with a lot of > > charisma for buying and keeping theyre stuffs, now the same will > > have also clerics and wizards to avoid object identification. > > This seems to be a nearly universal behavior--and I think it clearly > goes against original game intent. The orginal game intent seems to be hack'n slash from Gauntlet, and everything that makes better hack'n slash, like banker to carry and buy stuff, makes game better in that direction. But if the idea nowdays is to make one player to concentrate one character at time, then it's good to restrict multiple characters for one player. > I have a suggestion for reducing > the profitability of this behavior, and thereby eliminating it (hopefully): > Keep a record of the player who owns a given object, even after it's > dropped. When another player picks up the object, reduce its value > by, say, 50%. This reduction in price can be akin to the loss of value for > "used" items versus new items. Thus if your ugly wizard drags some booty > home for your lovely swashbuckler to sell, when the wizard transfers > it to the swashbuckler it loses enough value in the exchange that the > net profit would be comparable to the wizard selling the stuff himself. > An exchange from your playing character to your identifying character and > back would effectively reduce the value 75%. Too complex and artificial. The item has it's value not depending of who has used it. Just restrict the connection from the server to one client/display. So there is one character to one player/display. But, please, support "-test" flag to start crossfire on test mode for testing in map design, where the connections are not restricted. -- The Page -- From crossfire-request Tue Apr 11 17:15:51 1995 Return-Path: Received: from mailgate.Cadence.COM (mailgate.Cadence.COM [158.140.2.1]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 11 Apr 1995 17:15:43 +0200 Received: (from smap@localhost) by mailgate.Cadence.COM (8.6.8/8.6.8) id IAA20359 for ; Tue, 11 Apr 1995 08:15:32 -0700 Received: from cadence.cadence.com(158.140.18.1) by mailgate.cadence.com via smap (V1.0mjr) id sma020227; Tue Apr 11 08:15:04 1995 Received: from pluto by cadence.Cadence.COM (5.61/3.14) id AA23639; Tue, 11 Apr 95 08:12:12 -0700 Received: by pluto (5.65+/1.5) id AA01616; Tue, 11 Apr 95 11:14:58 -0400 Date: Tue, 11 Apr 95 11:14:58 -0400 From: woodruff@cadence.com (Ken Woodruff) Message-Id: <9504111514.AA01616@pluto> To: crossfire@ifi.uio.no Subject: Using extra characters (was Re: Skills Hack) Status: RO Laurent Wacrenier writes: > - a lot of people have already bank characters with a lot of > charisma for buying and keeping theyre stuffs, now the same will > have also clerics and wizards to avoid object identification. This seems to be a nearly universal behavior--and I think it clearly goes against original game intent. I have a suggestion for reducing the profitability of this behavior, and thereby eliminating it (hopefully): Keep a record of the player who owns a given object, even after it's dropped. When another player picks up the object, reduce its value by, say, 50%. This reduction in price can be akin to the loss of value for "used" items versus new items. Thus if your ugly wizard drags some booty home for your lovely swashbuckler to sell, when the wizard transfers it to the swashbuckler it loses enough value in the exchange that the net profit would be comparable to the wizard selling the stuff himself. An exchange from your playing character to your identifying character and back would effectively reduce the value 75%. --Ken +------------------------+-----------------------------------------+ | Ken Woodruff | A damsel with a dulcimer | | woodruff@cadence.com | In a vision once I saw: | +------------------------+ It was an Abyssinian maid, | | Disclaimer: What tote | And on her dulcimer she played, | | bag full of $20 bills? | Singing of Mount Abora. -- Coleridge | +------------------------+-----------------------------------------+ From crossfire-request Tue Apr 11 17:06:36 1995 Return-Path: Received: from bach.seattleu.edu (bach.seattleu.edu [199.237.224.11]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Tue, 11 Apr 1995 17:06:33 +0200 Received: by bach.seattleu.edu (4.1/SMI-4.1) id AA12226; Tue, 11 Apr 95 08:04:25 PDT Date: Tue, 11 Apr 1995 08:02:47 -0700 (PDT) From: "Kristofer M. Bosland" Sender: "Kristofer M. Bosland" Reply-To: "Kristofer M. Bosland" Subject: Re: Skills Hack To: Laurent Wacrenier Cc: Brian Thomas , crossfire@ifi.uio.no In-Reply-To: <199504102310.BAA09754@DAEC.ObsPM.Fr> Message-Id: Mime-Version: 1.0 Content-Type: TEXT/PLAIN; CHARSET=US-ASCII Status: RO On Tue, 11 Apr 1995, Laurent Wacrenier wrote: Say, does anyone know how I can display the ISO-8859-1 Character set? Or would it not do me any good (was this message not in English?) -Kris Bosland krisb@seattleu.edu From crossfire-request Tue Apr 11 15:08:11 1995 Return-Path: Received: from chaupher.gsfc.nasa.gov (chaupher.gsfc.nasa.gov [128.183.8.36]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 11 Apr 1995 15:08:04 +0200 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9404/940426.s1) id JAA11816; Tue, 11 Apr 1995 09:06:34 -0400 Date: Tue, 11 Apr 1995 09:06:34 -0400 From: Brian Thomas Message-Id: <199504111306.JAA11816@chaupher.gsfc.nasa.gov> To: Laurent.Wacrenier@gin.obspm.fr Subject: Re: Skills Hack Cc: crossfire@ifi.uio.no Status: RO Hi, I don't want to beat this into the ground, but just one more point from the prior post I did'nt get a chance to address (concerning the 'sense' skills): > - a lot of people have already bank characters with a lot of > charisma for buying and keeping theyre stuffs, now the same will > have also clerics and wizards to avoid object identification. Again, this is a good point. However, I don't think this will happen - the sense magic and sense curse skills only tell if the item is magic or is cursed. Identification is not preformed - these skills parallel the detect magic and detect curse spells *but* the character has to *pick up* the items in question. It could be quite a bit of work to haul every possible magic item back from the dungeon for "Mr. Willy" the wizard to determine if they are magical. I think it unlikely that someone will find this a productive use of their playing time (but, ok I could be wrong! - so playtesters have fun with this. Let me know how you find the skills impact playing CF). b.t. From crossfire-request Tue Apr 11 14:58:14 1995 Return-Path: Received: from hips.obspm.fr (hips.obspm.fr [145.238.16.32]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 11 Apr 1995 14:58:13 +0200 Received: (from wacren@localhost) by hips.obspm.fr (8.6.11/8.6.9) id OAA02409; Tue, 11 Apr 1995 14:57:19 +0200 Date: Tue, 11 Apr 1995 14:57:19 +0200 Message-Id: <199504111257.OAA02409@hips.obspm.fr> To: Brian Thomas Cc: crossfire@ifi.uio.no Subject: Re: Skills Hack In-Reply-To: <199504111023.GAA11692@chaupher.gsfc.nasa.gov> References: <199504111023.GAA11692@chaupher.gsfc.nasa.gov> 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 >>>>> «Brian», Brian Thomas said : Brian> I have found that the sense cursed Brian> items skill much less usefull than other skills available. Probrably depending your manner to play. If, like me, you don't use any object without identifing it, detect curse will be the most usefull skill in the beginning. >> Another idea of skill : `rogues' could detect traps more easily than >> other characters. >> Brian> Yeah, I have thought about a 'detect traps' skill too. I Brian> didnt try to implement it because it would basically Brian> duplicate the 'search' command. I do like the idea however. Just give them more chance to detect traps. If they have automatic detect without searching, they will not gain searching XP. -- Laurent From crossfire-request Tue Apr 11 12:24:54 1995 Return-Path: Received: from chaupher.gsfc.nasa.gov (chaupher.gsfc.nasa.gov [128.183.8.36]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 11 Apr 1995 12:24:51 +0200 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9404/940426.s1) id GAA11692; Tue, 11 Apr 1995 06:23:03 -0400 Date: Tue, 11 Apr 1995 06:23:03 -0400 From: Brian Thomas Message-Id: <199504111023.GAA11692@chaupher.gsfc.nasa.gov> To: Laurent.Wacrenier@gin.obspm.fr Subject: Re: Skills Hack Cc: crossfire@ifi.uio.no Status: RO > From wacren@gin.obspm.fr Mon Apr 10 19:10:26 1995 > Date: Tue, 11 Apr 1995 01:10:22 +0200 > To: Brian Thomas > Cc: crossfire@ifi.uio.no > Subject: Re: Skills Hack > References: <199504102128.RAA11426@chaupher.gsfc.nasa.gov> > 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 > Not sure it's a good idea : > - spell casters are aleady powerfull (much than warriors, in my > sense) > - a lot of people have already bank characters with a lot of > charisma for buying and keeping theyre stuffs, now the same will > have also clerics and wizards to avoid object identification. Yeah. You make a good point, but right now play balance is only going to occur when more than one person (me!) tries out the various permutations. The spellcasting humans, for example, might get a skill and 1 spellbook rather than several spells for example. Also, you might be overating the usefulness of skills - I have found that the sense cursed items skill much less usefull than other skills available. In the end the creativity of the player makes a big difference in the usefulness of any skill/spell/weapon/etc the character has. Under that proviso, I am making the skills hack stuff available - for feedback and playtesting. > Another idea of skill : `rogues' could detect traps more easily than > other characters. > Yeah, I have thought about a 'detect traps' skill too. I didnt try to implement it because it would basically duplicate the 'search' command. I do like the idea however. b.t. From crossfire-request Tue Apr 11 01:10:27 1995 Return-Path: Received: from DAEC.ObsPM.Fr (gin.obspm.fr [145.238.16.19]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 11 Apr 1995 01:10:26 +0200 Received: (from wacren@localhost) by DAEC.ObsPM.Fr (8.6.11/8.6.9) id BAA09754; Tue, 11 Apr 1995 01:10:22 +0200 Date: Tue, 11 Apr 1995 01:10:22 +0200 Message-Id: <199504102310.BAA09754@DAEC.ObsPM.Fr> To: Brian Thomas Cc: crossfire@ifi.uio.no Subject: Re: Skills Hack In-Reply-To: <199504102128.RAA11426@chaupher.gsfc.nasa.gov> References: <199504102128.RAA11426@chaupher.gsfc.nasa.gov> 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 >>>>> «Brian», Brian Thomas wrotte : Brian> Now preists and clerics start with Brian> sense curse and Magicians with sense magic. Basically, Brian> this is a minor update in the prior code. Not sure it's a good idea : - spell casters are aleady powerfull (much than warriors, in my sense) - a lot of people have already bank characters with a lot of charisma for buying and keeping theyre stuffs, now the same will have also clerics and wizards to avoid object identification. Pehraps this skills should not give alway the true status of an object (depending the level.) Pehaps also, the magic of an object could strike them when the character is not much powerfull or they could get the skill at a certain level... Another idea of skill : `rogues' could detect traps more easily than other characters. -- Laurent From crossfire-request Mon Apr 10 23:28:45 1995 Return-Path: Received: from chaupher.gsfc.nasa.gov (chaupher.gsfc.nasa.gov [128.183.8.36]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Mon, 10 Apr 1995 23:28:44 +0200 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9404/940426.s1) id RAA11426 for crossfire@ifi.uio.no; Mon, 10 Apr 1995 17:28:43 -0400 Date: Mon, 10 Apr 1995 17:28:43 -0400 From: Brian Thomas Message-Id: <199504102128.RAA11426@chaupher.gsfc.nasa.gov> To: crossfire@ifi.uio.no Subject: Skills Hack Status: RO Hi, I updated the skills hack from last time - some minor bugs where fixed and 2 skills where added: sense magic and sense curse. Players with these 'skills' can sense the appropriate status of objects that they pick up and use the skill on. Now preists and clerics start with sense curse and Magicians with sense magic. Basically, this is a minor update in the prior code - I am waiting on the CF 0.91.8 to implement bigger changes. The new code may be found on ftp.astro.psu.edu in pub/thomas/ Grab the tar file skills3.tar.gz. b.t. From crossfire-request Sun Apr 9 21:05:56 1995 Return-Path: Received: from sps1.phys.vt.edu (sps1.phys.vt.edu [128.173.176.53]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sun, 9 Apr 1995 21:05:55 +0200 Received: (from martinm@localhost) by sps1.phys.vt.edu (8.6.9/8.6.9) id PAA14642 for crossfire@ifi.uio.no; Sun, 9 Apr 1995 15:05:45 -0400 From: "Michael B. Martin" Message-Id: <199504091905.PAA14642@sps1.phys.vt.edu> Subject: CROSSFIRE online sites? To: crossfire@ifi.uio.no Date: Sun, 9 Apr 1995 15:05:45 -0400 (EDT) X-Mailer: ELM [version 2.4 PL23] Content-Type: text Content-Length: 1011 Status: RO Forwarded message: > > I hope this wasn't in a FAQ I missed or anything. Are there any > online sites where I can play CrossFire? I have a DOS based PC, > needless to say I can't run it on my machine. > Well, there's a (brief) list in the README, but it is not very useful for U.S. 'netters. As I recall, there are only two U.S. sites listed, one of which (dartmouth) won't accept my connection attempts and the other (berkeley) is VERY slow (and this was late on a Friday night, EST). Admittedly, I did not download the fonts as they suggest, but I don't think it would really help enough anyway. Does anyone know if there are other "secret" sites that aren't listed? I would certainly be interested (it's not as much fun playing by myself on my machine). I am thinking about setting up my own server (based in VA), but I will not be able to do it until August. BTW, if your DOS-based PC has an Ethernet 'net connection and you can install Linux or BSD on it and run crossfire on it then. -Michael From crossfire-request Sun Apr 9 21:05:50 1995 Return-Path: Received: from mail04.mail.aol.com (mail04.mail.aol.com [152.163.172.53]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sun, 9 Apr 1995 21:05:49 +0200 From: JesseOr@aol.com Received: by mail04.mail.aol.com (1.37.109.11/16.2) id AA280784313; Sun, 9 Apr 1995 15:05:13 -0400 Date: Sun, 9 Apr 1995 15:05:13 -0400 Message-Id: <950409150511_77202687@aol.com> To: crossfire@ifi.uio.no Subject: unsubscribe Status: RO unsubscribe From crossfire-request Sun Apr 9 20:50:49 1995 Return-Path: Received: from cs1.miu.edu (cs1.miu.edu [192.103.45.2]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Sun, 9 Apr 1995 20:50:47 +0200 Received: from cs.miu.edu (miucsv.miu.edu) by cs1.miu.edu (5.0/SMI-SVR4) id AA00932; Sun, 9 Apr 1995 13:49:43 -0500 Received: by cs.miu.edu (5.0/SMI-SVR4) id AA11422; Sun, 9 Apr 95 13:50:11 CDT Date: Sun, 9 Apr 95 13:50:11 CDT From: atanner@cs.miu.edu (andrew c. tanner) Message-Id: <9504091850.AA11422@cs.miu.edu> To: master@rahul.net Subject: Re: Help - Firewalls Cc: eanders@cs.berkeley.edu, crossfire@ifi.uio.no X-Sun-Charset: US-ASCII Content-Length: 990 Status: RO > I believe there is a program called 'xroute' which will let you route >X11 traffic through a firewall. > > However, I am pretty sure that you need to run thus (and thus have access) >on the firewall machine. Many sites seem to try to limit the number of >accounts on the firewall machine. > > --Mark I have access on our sun. I think that the gateway to the university is firewalled, does that make any sense? If so would I have to have access to the gateway? It seems that to use xroute I need access to a root or privliged account on the universitys UNIX system, and I have neither. I have also found that our machine is not officialy behind a firewall, we can telnet etc out from it, and the port 25 which our mail port can be accessed from outside the firewall. All of the other ports are closed from outside access our anyone not on the campus. If anyone is really knowledgable with xroute drop me a line, I need all the help I can get. :) Thanks, Andrew Tanner. From crossfire-request Sun Apr 9 17:19:26 1995 Return-Path: Received: from ix3.ix.netcom.com (ix3.ix.netcom.com [199.182.120.5]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sun, 9 Apr 1995 17:19:25 +0200 Received: from by ix3.ix.netcom.com (8.6.12/SMI-4.1/Netcom) id IAA22879; Sun, 9 Apr 1995 08:12:48 -0700 Date: Sun, 9 Apr 1995 08:12:48 -0700 Message-Id: <199504091512.IAA22879@ix3.ix.netcom.com> From: Count7@ix.netcom.com (Kenneth Council) Subject: Mailing Lists To: crossfire@ifi.uio.no Status: RO Please send me a copy of Crossfire. Thank You! From crossfire-request Sun Apr 9 09:55:38 1995 Return-Path: Received: from tango.rahul.net (tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Sun, 9 Apr 1995 09:55:37 +0200 Received: from bolero.rahul.net by tango.rahul.net with SMTP id AA14263 (5.67b8/IDA-1.5 for ); Sun, 9 Apr 1995 00:55:24 -0700 Received: from foxtrot.rahul.net by bolero.rahul.net with SMTP id AA20349 (5.67b8/IDA-1.5); Sun, 9 Apr 1995 00:55:24 -0700 From: Mark Wedel Received: by foxtrot.rahul.net (5.67b8/jive-a2i-1.0) id AA04398; Sun, 9 Apr 1995 00:55:22 -0700 Date: Sun, 9 Apr 1995 00:55:22 -0700 Message-Id: <199504090755.AA04398@foxtrot.rahul.net> To: atanner@cs.miu.edu, eanders@cs.berkeley.edu Subject: Re: Help - Firewalls Cc: crossfire@ifi.uio.no Status: RO I believe there is a program called 'xroute' which will let you route X11 traffic through a firewall. However, I am pretty sure that you need to run thus (and thus have access) on the firewall machine. Many sites seem to try to limit the number of accounts on the firewall machine. --Mark From crossfire-request Sun Apr 9 07:56:07 1995 Return-Path: Received: from ayer.CS.Berkeley.EDU (ayer.CS.Berkeley.EDU [128.32.33.39]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sun, 9 Apr 1995 07:56:04 +0200 Received: (from eanders@localhost) by ayer.CS.Berkeley.EDU (8.6.11/8.6.9) id WAA02135; Sat, 8 Apr 1995 22:55:45 -0700 Date: Sat, 8 Apr 1995 22:55:45 -0700 From: Eric_Arnold Anderson Message-Id: <199504090555.WAA02135@ayer.CS.Berkeley.EDU> To: atanner@cs.miu.edu (andrew c. tanner) Cc: crossfire@ifi.uio.no Subject: Help - Firewalls In-Reply-To: <9504052124.AA24699@cs.miu.edu> References: <9504052124.AA24699@cs.miu.edu> Status: RO andrew c. tanner writes: > >From crossfire-request@ifi.uio.no Tue Apr 4 21:40 CDT 1995 > > Peter Mardahl writes: > > What happened to client/server? It didn't seem done in 91.7. > > You think you C wizzes could put in some sort of telnetable code in > the client so it could be used behind a X firewall? Anyone found any ways to > breakthrough firewalls? Much appreciated... I assume that you're talking about the telnet client or something like that? The one which needs to to xhost to the outside? I remember someone had an x forwarding tool they used to get through a firewall. The new client will only require that you be able to open a tcp connection on an arbitrary port in the outgoing direction. -Eric From crossfire-request Sun Apr 9 05:05:23 1995 Return-Path: Received: from ednet1.osl.or.gov (ednet1.osl.or.gov [192.84.215.8]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Sun, 9 Apr 1995 05:05:22 +0200 Received: by ednet1.osl.or.gov id AA16023 (5.67a8/IDA-1.5 for crossfire@ifi.uio.no); Sat, 8 Apr 1995 20:05:53 -0700 Date: Sat, 8 Apr 1995 20:05:53 -0700 Message-Id: <199504090305.AA16023@ednet1.osl.or.gov> From: apatters@ednet1.osl.or.gov (Archie L. Patterson) To: crossfire@ifi.uio.no Subject: CROSSFIRE online sites? Reply-To: apatters@ednet1.osl.or.gov Status: RO Hello, I hope this wasn't in a FAQ I missed or anything. Are there any online sites where I can play CrossFire? I have a DOS based PC, needless to say I can't run it on my machine. Thank you! -- +--------------------------------------------------+ Archie Patterson - apatters@ednet1.osl.or.gov EUROCK P.O.B 13718, Portland, OR 97213 USA Tel./Fax (503) 281-0247 From crossfire-request Fri Apr 7 16:13:22 1995 Return-Path: Received: from wilgate.wiltel.com (wilgate.wiltel.com [165.122.210.70]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Fri, 7 Apr 1995 16:13:19 +0200 Received: from wiltel13.wiltel.com by wilgate.wiltel.com with SMTP id AA27700 (5.67b/IDA-1.5 for ); Fri, 7 Apr 1995 08:13:48 -0500 Received: from nxtul88 by wiltel13.wiltel.com (NX5.67c/NX3.0X) id AA02311; Fri, 7 Apr 95 08:15:28 -0500 From: Scott Romine Message-Id: <9504071315.AA02311@wiltel13.wiltel.com> Received: by nxtul88 (NX5.67d/NX3.0X) id AA02522; Fri, 7 Apr 95 08:15:27 -0500 Date: Fri, 7 Apr 95 08:15:27 -0500 Received: by NeXT.Mailer (1.100.RR) Received: by NeXT Mailer (1.100.RR) To: crossfire@ifi.uio.no Subject: Unsubscribe Status: RO Unsubscribe From crossfire-request Thu Apr 6 23:32:41 1995 Return-Path: Received: from cats.ucsc.edu (cats-po-1.UCSC.EDU [128.114.129.22]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 6 Apr 1995 23:32:30 +0200 From: prophet@cats.ucsc.edu Received: from ese.UCSC.EDU by cats.ucsc.edu with SMTP id OAA03947; Thu, 6 Apr 1995 14:32:23 -0700 Received: by ese.UCSC.EDU (8.6.12/4.7) id OAA17167; Thu, 6 Apr 1995 14:32:21 -0700 Date: Thu, 6 Apr 1995 14:32:21 -0700 Message-Id: <199504062132.OAA17167@ese.UCSC.EDU> To: crossfire@ifi.uio.no Subject: Unsubscribe Status: RO Unsubscribe From crossfire-request Wed Apr 5 23:25:08 1995 Return-Path: Received: from cs1.miu.edu (cs1.miu.edu [192.103.45.2]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Wed, 5 Apr 1995 23:25:06 +0200 Received: from cs.miu.edu (miucsv.miu.edu) by cs1.miu.edu (5.0/SMI-SVR4) id AA26225; Wed, 5 Apr 1995 16:24:11 -0500 Received: by cs.miu.edu (5.0/SMI-SVR4) id AA24699; Wed, 5 Apr 95 16:24:26 CDT Date: Wed, 5 Apr 95 16:24:26 CDT From: atanner@cs.miu.edu (andrew c. tanner) Message-Id: <9504052124.AA24699@cs.miu.edu> To: crossfire@ifi.uio.no Subject: Help - Firewalls X-Sun-Charset: US-ASCII Content-Length: 390 Status: RO ----- Begin Included Message ----- From crossfire-request Wed Apr 5 18:36:01 1995 Return-Path: Received: from jhuml2.hcf.jhu.edu (jhuml2.hcf.jhu.edu [128.220.2.87]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Wed, 5 Apr 1995 18:35:56 +0200 Received: from whatever.cs.jhu.edu by jhmail.hcf.jhu.edu (PMDF V4.3-9 #5488) id <01HOZAIXNRXCHWCR2A@jhmail.hcf.jhu.edu>; Wed, 05 Apr 1995 12:35:00 -0400 (EDT) Date: Wed, 05 Apr 1995 12:34:49 -0400 (EDT) From: Big Scary Zombie Subject: Unsubscribe In-reply-to: <9504051531.AA20741@pluto> To: crossfire@ifi.uio.no Message-id: MIME-version: 1.0 Content-type: TEXT/PLAIN; charset=US-ASCII Content-transfer-encoding: 7BIT Status: RO Unsubscribe (")-(") If the mice are eating more than you are, buy cheaper food. (O O) If they're eating better than you are, eat the mice. =\ /= ---------------------------------------------------------------- * Jeff Goodson * jeffqyzt@cs.jhu.edu * jeffqyzt@jhunix.hcf.jhu.edu From crossfire-request Wed Apr 5 17:32:01 1995 Return-Path: Received: from mailgate.Cadence.COM (mailgate.Cadence.COM [158.140.2.1]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Wed, 5 Apr 1995 17:31:57 +0200 Received: (from smap@localhost) by mailgate.Cadence.COM (8.6.8/8.6.8) id IAA09881 for ; Wed, 5 Apr 1995 08:31:47 -0700 Received: from cadence.cadence.com(158.140.18.1) by mailgate.cadence.com via smap (V1.0mjr) id sma009846; Wed Apr 5 08:31:40 1995 Received: from pluto by cadence.Cadence.COM (5.61/3.14) id AA04440; Wed, 5 Apr 95 08:29:41 -0700 Received: by pluto (5.65+/1.5) id AA20741; Wed, 5 Apr 95 10:31:36 -0500 Date: Wed, 5 Apr 95 10:31:36 -0500 From: woodruff@cadence.com (Ken Woodruff) Message-Id: <9504051531.AA20741@pluto> To: crossfire@ifi.uio.no Subject: Crossfire client "security" Status: RO Eric writes: > I think we should make an effort to get [the client/server code] > all done before people start adding other nifty things. Point in fact, > the protocol used in the client doesn't support any sort of lighting > operations, and you'll want to think about the problem of if lighting makes > things hard to see, then you can't send the client good information about > what is really there or people will just have the client display the > map as though lighting didn't exist. Are we really that worried about people cheating by hacking their clients? Lighting code is intended to make the game more fun to look at and play--why would someone explicitly disable it? I think getting the protocol functional should be a higher priority than making it secure. As long as Crossfire is distributed in source form we'll never achieve true security, and I don't think anyone wants to take responsibility for building the binaries for every system out there. --Ken From crossfire-request Wed Apr 5 04:41:38 1995 Return-Path: Received: from chaupher.gsfc.nasa.gov (chaupher.gsfc.nasa.gov [128.183.8.36]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Wed, 5 Apr 1995 04:41:37 +0200 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9404/940426.s1) id WAA07471; Tue, 4 Apr 1995 22:41:23 -0400 Date: Tue, 4 Apr 1995 22:41:23 -0400 From: Brian Thomas Message-Id: <199504050241.WAA07471@chaupher.gsfc.nasa.gov> To: eanders@cs.berkeley.edu Subject: Re: Scale Cc: crossfire@ifi.uio.no Status: RO > From crossfire-request@ifi.uio.no Tue Apr 4 22:38:26 1995 > Date: Tue, 4 Apr 1995 17:41:37 -0700 > From: Eric_Arnold Anderson > To: crossfire@ifi.uio.no > Subject: Re: Scale > References: <199503311846.KAA01782@soda.CSUA.Berkeley.EDU> > X-Lines: 12 > > Peter Mardahl writes: > > What happened to client/server? It didn't seem done in 91.7. > In my case, my hard drive failed and so I stopped working on it. I'm now > busy with school, and so don't really expect to get anything done. > Has anyone else worked on it? I think we should make an effort to get it > all done before people start adding other nifty things. Point in fact, > the protocol used in the client doesn't support any sort of lighting > operations, and you'll want to think about the problem of if lighting makes > things hard to see, then you can't send the client good information about > what is really there or people will just have the client display the > map as though lighting didn't exist. > -Eric > Yeah. That is why I have on dabbled with putting in more than a prototype lighting code... Has anyone else tried messing around with this? You guys working on client/server quit slacking!! :) b.t. From crossfire-request Wed Apr 5 03:56:30 1995 Return-Path: Received: from tango.rahul.net (tango.rahul.net [192.160.13.5]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Wed, 5 Apr 1995 03:56:28 +0200 Received: from bolero.rahul.net by tango.rahul.net with SMTP id AA21544 (5.67b8/IDA-1.5 for ); Tue, 4 Apr 1995 18:56:25 -0700 Received: from foxtrot.rahul.net by bolero.rahul.net with SMTP id AA23834 (5.67b8/IDA-1.5 for ); Tue, 4 Apr 1995 18:56:23 -0700 From: Mark Wedel Received: by foxtrot.rahul.net (5.67b8/jive-a2i-1.0) id AA12911; Tue, 4 Apr 1995 18:56:21 -0700 Date: Tue, 4 Apr 1995 18:56:21 -0700 Message-Id: <199504050156.AA12911@foxtrot.rahul.net> To: crossfire@ifi.uio.no Subject: Crossfire 0.91.7 patches. Status: RO IF anyone sent me patches for 0.91.7, if you could, please send them again. My hard drive died (the day after applying all the patches and getting ready to make a new release), and it seems unlikely that I will be able to get that data back. I can pretty much patch everything up in a few hours anyways. I'll try to get the release out soon. --Mark From crossfire-request Wed Apr 5 02:42:27 1995 Return-Path: Received: from ayer.CS.Berkeley.EDU (ayer.CS.Berkeley.EDU [128.32.33.39]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Wed, 5 Apr 1995 02:42:12 +0200 Received: (from eanders@localhost) by ayer.CS.Berkeley.EDU (8.6.11/8.6.9) id RAA16383; Tue, 4 Apr 1995 17:41:37 -0700 Date: Tue, 4 Apr 1995 17:41:37 -0700 From: Eric_Arnold Anderson Message-Id: <199504050041.RAA16383@ayer.CS.Berkeley.EDU> To: crossfire@ifi.uio.no Subject: Re: Scale In-Reply-To: <199503311846.KAA01782@soda.CSUA.Berkeley.EDU> References: <199503311846.KAA01782@soda.CSUA.Berkeley.EDU> Status: RO Peter Mardahl writes: > What happened to client/server? It didn't seem done in 91.7. In my case, my hard drive failed and so I stopped working on it. I'm now busy with school, and so don't really expect to get anything done. Has anyone else worked on it? I think we should make an effort to get it all done before people start adding other nifty things. Point in fact, the protocol used in the client doesn't support any sort of lighting operations, and you'll want to think about the problem of if lighting makes things hard to see, then you can't send the client good information about what is really there or people will just have the client display the map as though lighting didn't exist. -Eric From crossfire-request Mon Apr 3 16:43:25 1995 Return-Path: Received: from louie.cc.utexas.edu (louie.cc.utexas.edu [128.83.108.12]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Mon, 3 Apr 1995 16:43:24 +0200 Received: (from gap@localhost) by louie.cc.utexas.edu (8.6.11/8.6.11/cc-wf-sunos.mc-1.1) id JAA11744 for crossfire@ifi.uio.no; Mon, 3 Apr 1995 09:42:57 -0500 From: Elvis Impersonator Message-Id: <199504031442.JAA11744@louie.cc.utexas.edu> Subject: server list To: crossfire@ifi.uio.no Date: Mon, 3 Apr 1995 09:42:56 -0500 (CDT) X-Mailer: ELM [version 2.4 PL21] MIME-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 122 Status: RO Could someone send out a list of running servers out there? I cant seem to find any working ones these days. thanks! gap From crossfire-request Mon Apr 3 09:45:43 1995 Return-Path: Received: from daisy (daisy.inmos.co.uk [138.198.1.1]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Mon, 3 Apr 1995 09:45:41 +0200 From: simonm@inmos.co.uk Received: by daisy id IAA01164; Mon, 3 Apr 1995 08:45:42 +0100 Message-Id: <25866.9504030744@springbank.inmos.co.uk> Subject: Re: Scale To: crossfire@ifi.uio.no Date: Mon, 3 Apr 1995 08:44:19 +0100 (BST) X-Mailer: ELM [version 2.4 PL23] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 2633 Status: RO > Peter writes: > >>> Scale: This is true. The problem is what is a decent solution? > >>> Obviously, it should take much longer to walk between towns than shops. > > > > Obviously? The question we should be asking, is: does it make the > > game more fun if we add realism here? I mean, who is going to ENJOY > > slogging through boring countryside more than he has to? > > I agree that we shouldn't make the game boring by dramatically slowing down > playing speed. Do you have a problem with the compromise I suggested--namely > that food consumption should increase when travelling on larger scale maps? I think that increasing the rate at which time passes while you're outside a town is the best idea - that means food would be consumed more quickly, but it may also mean that spell points regenerate more quickly too. This may seem to much of an advantage - when you get low on spell points, quickly duck outside and they regenerate more quickly. But you'd need much more food to do this, and any spells you may have cast on yourself will wear off more quickly too. As for spell ranges out of doors, most role-play systems have spell ranges much greater out of doors than when the same spells are used inside, so we could readily leave spell casting scales just as they are and save ourselves a good deal of additional complexity. Is there anything else that could be affected by a more rapid passing of time other than food consumption and spell regeneration? > > If you guys make it painful to travel city-to-city then I'M going to set up > > for-a-fee teleportation booths in the major towns. > > I think this is a fine idea, and ultimately I think it makes a lot of sense. > If you want to get to the next town, take a horse ride. If you want to get > farther, take a boat. If you want to get to the other side of the continent, > take a dragon transport. As long as the face used for the teleporter appropriately > reflects the mode of travel I think this would add to, rather than detract from > the enjoyability of the game. Ah, the spirit of free enterprise reaches even the crossfire universe! :-) These are the very reasons that I suggest advantages to go with the disadvantages of travelling scaled distances - you may need to stock up more food for the journey but at least it gives you time to recover your spell points / stat. to return to normal / curse to wear off / ... We need to make travel an integral part of the game rather than something to endure. If travel were to be tiresome for a player, it would be better to leave things just as they are with much more "instant" travel. Simon