From crossfire-request Tue Aug 8 07:42:40 1995 Return-Path: Received: from gossip.pyramid.com (gossip.pyramid.com [129.214.1.101]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Tue, 8 Aug 1995 07:42:38 +0200 Received: from t-rex.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA08737; Mon, 7 Aug 95 22:41:53 -0700 Received: by trex.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA19340; Tue, 8 Aug 95 05:41:34 GMT From: "Mark Wedel" Message-Id: <9508072241.ZM19338@t-rex.eng.pyramid.com> Date: Mon, 7 Aug 1995 22:41:34 -0700 In-Reply-To: Peter Mardahl "Re: Acid from Green Slimes" (Aug 7, 4:43pm) References: <199508072343.QAA20054@soda.CSUA.Berkeley.EDU> X-Mailer: Z-Mail (3.2.0 06sep94) To: Peter Mardahl , muhly@wharton.upenn.edu Subject: Re: Acid from Green Slimes Cc: crossfire@ifi.uio.no Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO On Aug 7, 4:43pm, Peter Mardahl wrote: > Subject: Re: Acid from Green Slimes > In message <4E3EA27B85@management.wharton.upenn.edu>, "Alexis Muhly" writes: > > >Ack! I tried to attack some green slimes under Goblin Island and > >watched in horror as my shield and helm were corroded.. Whats up?? I > >had a ring of acid readied which professed to protect against acid > >attacks! Is there anyway to safely destroy these monsters?? Fire > >wands ?? Icestorm wands?? > > I apologize if this question has been answered on the list already. > > "Protection" is not "immunity". You are just less likely to lose items > when you have this ring, not immune from loss. > > Acid spheres may only be destroyed by physical assault or by the power of > a god, as far as I know. > > Which means that arrows and magic bullets (which have a physical attack), > and possibly the cause harm suite of cleric spells will work. > > PM > >-- End of excerpt from Peter Mardahl Actually, I think some clarification needs is in order. If you are protected, you will take less damage, but your items are in now way better protected. The item that gives you the protection is better protected, however. If you are immune, you won't take damage, but as above, it does nothing for your items. The item that grants immunity will not be harmed in any way. If you are both immune and protected, then your items are fully protected. -- --Mark From crossfire-request Tue Aug 8 01:43:30 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, 8 Aug 1995 01:43:29 +0200 Received: from localhost.Berkeley.EDU (localhost.Berkeley.EDU [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.11/PHILMAIL-1.11) with SMTP id QAA20054; Mon, 7 Aug 1995 16:43:23 -0700 Message-Id: <199508072343.QAA20054@soda.CSUA.Berkeley.EDU> To: muhly@wharton.upenn.edu cc: crossfire@ifi.uio.no Subject: Re: Acid from Green Slimes In-reply-to: Your message of "Wed, 02 Aug 1995 19:34:54 -0000." <4E3EA27B85@management.wharton.upenn.edu> Date: Mon, 07 Aug 1995 16:43:21 -0700 From: Peter Mardahl Status: RO In message <4E3EA27B85@management.wharton.upenn.edu>, "Alexis Muhly" writes: >Ack! I tried to attack some green slimes under Goblin Island and >watched in horror as my shield and helm were corroded.. Whats up?? I >had a ring of acid readied which professed to protect against acid >attacks! Is there anyway to safely destroy these monsters?? Fire >wands ?? Icestorm wands?? I apologize if this question has been answered on the list already. "Protection" is not "immunity". You are just less likely to lose items when you have this ring, not immune from loss. Acid spheres may only be destroyed by physical assault or by the power of a god, as far as I know. Which means that arrows and magic bullets (which have a physical attack), and possibly the cause harm suite of cleric spells will work. PM From crossfire-request Mon Aug 7 21:25:08 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 ; Mon, 7 Aug 1995 21:25:07 +0200 Received: by bach.seattleu.edu (4.1/SMI-4.1) id AA02858; Mon, 7 Aug 95 12:22:21 PDT Date: Mon, 7 Aug 1995 12:18:05 -0700 (PDT) From: "Kristofer M. Bosland" Subject: Different Speeds To: CrossFire Mailing List Message-Id: Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO How does crossfire handle different speeds for movement and attacking? If you command "Northwest" and there is nothing to block you, you make a movement. If there is a goblin there, you make an attack. How does this work? I am wondering what would happen if you had a character that has a high attack speed and a low movement speed. If the character moved, would they not be able to attack for a while afterwords, or would they be able to attack, but they couldn't move again for awhile? -Kris Bosland krisb@seattleu.edu From crossfire-request Mon Aug 7 15:46:47 1995 Return-Path: Received: from cash.wharton.upenn.edu (CASH.WHARTON.UPENN.EDU [130.91.160.43]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Mon, 7 Aug 1995 15:46:45 +0200 Received: from management.wharton.upenn.edu (MANAGEMENT.WHARTON.UPENN.EDU [130.91.162.3]) by cash.wharton.upenn.edu (8.6.9/8.6.9) with ESMTP id JAA03283 for ; Mon, 7 Aug 1995 09:46:43 -0400 Received: from MANAGEMENT/MAILQUEUE by management.wharton.upenn.edu (Mercury 1.21); 7 Aug 95 09:46:43 est Received: from MAILQUEUE by MANAGEMENT (Mercury 1.21); 7 Aug 95 09:46:17 est From: "Arnshea Clayton" Organization: The Wharton School To: crossfire@ifi.uio.no Date: Mon, 7 Aug 1995 09:46:14 EST Subject: Graphics via crossfire Reply-to: clayton@management.wharton.upenn.edu Priority: normal X-mailer: Pegasus Mail/Windows (v1.22) Message-ID: <26C5CA67C2@management.wharton.upenn.edu> Status: RO I just started playing crossfire and have a question about the way graphics are drawn. If the XPM library is unavailabe, does the program need all of the pixmaps at once? If not, I'd like to save some space by compressing them. Also, since I do not currently have access to the font directory, I was wondering if I could install a supplementary font directory (yes this is space inefficient, but the admin here doesn't limit our space). Also, what are archetypes? If anyone needs maps playtested, I'd be glad to help. From crossfire-request Sat Aug 5 05:34:35 1995 Return-Path: Received: from triton.eckerd.edu (triton.eckerd.edu [198.187.214.2]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id ; Sat, 5 Aug 1995 05:34:34 +0200 Received: from acasun.eckerd.edu by triton.eckerd.edu (5.0/SMI-SVR4) id AA18485; Fri, 4 Aug 1995 23:29:09 -0400 Received: by acasun.eckerd.edu (5.x/SMI-SVR4) id AA10637; Fri, 4 Aug 1995 23:29:38 -0400 Date: Fri, 4 Aug 1995 23:29:38 -0400 From: roy@acasun.eckerd.edu (Jonathan Roy) Message-Id: <9508050329.AA10637@acasun.eckerd.edu> To: GuyW@1234net.com, kjetilho@ifi.uio.no Subject: Re: processor speed Cc: crossfire@ifi.uio.no content-length: 120 Status: RO Has anyone tried to run a really large, say, 50/100/200+ crossfire server? What's the main bottleneck for it? THanks. From crossfire-request Thu Aug 3 01:09:09 1995 Return-Path: Received: from gossip.pyramid.com (gossip.pyramid.com [129.214.1.101]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Thu, 3 Aug 1995 01:09:07 +0200 Received: from t-rex.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA19141; Wed, 2 Aug 95 16:08:34 -0700 Received: by trex.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA15322; Wed, 2 Aug 95 23:08:05 GMT From: "Mark Wedel" Message-Id: <9508021608.ZM15319@t-rex.eng.pyramid.com> Date: Wed, 2 Aug 1995 16:08:04 -0700 X-Mailer: Z-Mail (3.2.0 06sep94) To: crossfire@ifi.uio.no Subject: crossfire-0.91.9.lib.tar.gz Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO IT seems that this file is corrupted. I will put a new and proper copy in a day or so. -- --Mark From crossfire-request Thu Aug 3 01:34:15 1995 Return-Path: Received: from cash.wharton.upenn.edu (CASH.WHARTON.UPENN.EDU [130.91.160.43]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 3 Aug 1995 01:34:14 +0200 Received: from management.wharton.upenn.edu (MANAGEMENT.WHARTON.UPENN.EDU [130.91.162.3]) by cash.wharton.upenn.edu (8.6.9/8.6.9) with ESMTP id TAA06784 for ; Wed, 2 Aug 1995 19:34:12 -0400 Received: from MANAGEMENT/MAILQUEUE by management.wharton.upenn.edu (Mercury 1.21); 2 Aug 95 19:34:12 est Received: from MAILQUEUE by MANAGEMENT (Mercury 1.21); 2 Aug 95 19:34:08 est Received: from AlexisMuhly.Home by management.wharton.upenn.edu (Mercury 1.21); 2 Aug 95 19:34:04 est Comments: Authenticated sender is From: "Alexis Muhly" Organization: Wharton School To: crossfire@ifi.uio.no Date: Wed, 2 Aug 1995 19:34:54 +0000 Subject: Acid from Green Slimes Reply-to: muhly@wharton.upenn.edu Priority: normal X-mailer: Pegasus Mail for Windows (v2.01) Message-ID: <4E3EA27B85@management.wharton.upenn.edu> Status: RO Ack! I tried to attack some green slimes under Goblin Island and watched in horror as my shield and helm were corroded.. Whats up?? I had a ring of acid readied which professed to protect against acid attacks! Is there anyway to safely destroy these monsters?? Fire wands ?? Icestorm wands?? Thanks! -Alexis From crossfire-request Wed Aug 2 06:12:11 1995 Return-Path: Received: from gossip.pyramid.com (gossip.pyramid.com [129.214.1.101]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id ; Wed, 2 Aug 1995 06:12:09 +0200 Received: from t-rex.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA07422; Tue, 1 Aug 95 21:11:35 -0700 Received: by trex.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA27399; Wed, 2 Aug 95 04:11:10 GMT From: "Mark Wedel" Message-Id: <9508012111.ZM27397@t-rex.eng.pyramid.com> Date: Tue, 1 Aug 1995 21:11:09 -0700 X-Mailer: Z-Mail (3.2.0 06sep94) To: crossfire@ifi.uio.no Subject: More 0.91.9 files released Cc: frankj@ifi.uio.no, kjetilho@ifi.uio.no Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO What follows is an updated README for 0.91.9. The crossfire-0.91.9.tar.gz is unchanged from the one that was released about a week ago. The change is that I have made up an arch archive for this version, and created a new lib version that replaces the lib of 0.91.9 (this will fix the missing archetypes problem seen in 0.91.9) NOTE: Version 0.91.9 is really only a developers version - it was mainly released so that everyone who is working on the code is working with the same version. However, 0.91.9 probably is not any more or less bug ridden than previous versions, and can be used for normal play. There are three separate tar archives in the Crossfire 0.91.9 distribution: sums (bsd) filename 61818 645 crossfire-0.91.9.arch.tar.gz 25473 160 crossfire-0.91.9.lib.tar.gz 04453 1349 crossfire-0.91.9.tar.gz crossfire-0.91.9.tar.gz contains the actual program code. See the CHANGES file in this archive for everything that has changed. Compiling without the eutl library is now quite easy, however, doing this means that the new client/server code is disabled. Note: This file has an outdated set of archetypes - the crossfire-0.91.9.lib.tar.gz has an update set. You need to get crossfire-0.91.9.lib.tar.gz in order for 0.91.9 to work (or you can use an older treasure file. crossfire-0.91.9.lib.tar.gz: As mentioned above, this contains an updated archetypes file that will work with the newer treasure file. In fact, this is just a total replacement for the lib directory in 0.91.9. crossfire-0.91.9.arch.tar.gz contains the unpacked archetype (arch) directory. This file is not needed if you just want to compile the games and play. The contents of this archive is used to create the archetypes, bmaps, font, and X PixMap (XPM) files. You only need it if you want to add new archetypes, mess around with the existing ones, or recreate some files (see notes on the diff file above). Crossfire is avaible on the following ftp sites Primary: ftp.i.net:/pub/crossfire2 (192.243.32.18) ftp.ifi.uio.no:/pub/crossfire (129.240.82.2) Secondary: yoyo.cc.monash.edu.au:/pub/crossfire (130.194.9.1) ftp.cs.city.ac.uk:/pub/games/crossfire/ ftp.sunet.se:/pub/unix/games/crossfire (130.238.127.3) ftp.cs.titech.ac.jp:/pub/games/crossfire I uploaded this version to just ftp.i.net - it should be on the other ftp sites in a short time. Note: The ftp.i.net site has two crossfire directories - /pub/crossfire and /pub/crossfire2 The new source is in the /pub/crossfire2 directory. Mark Wedel mwedel@pyramid.com -- --Mark From crossfire-request Wed Aug 2 00:09:54 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 ; Wed, 2 Aug 1995 00:09:54 +0200 From: Kjetil Torgrim Homme Received: (from kjetilho@localhost) by gjalp.ifi.uio.no ; Wed, 2 Aug 1995 00:09:53 +0200 Date: Wed, 2 Aug 1995 00:09:53 +0200 Message-Id: <199508012209.19625.gjalp.ifi.uio.no@ifi.uio.no> To: Kevin.Hall@sabre.boston.sgi.com CC: crossfire@ifi.uio.no In-reply-to: <9508011436.ZM904@sabre.boston.sgi.com> (Kevin.Hall@sabre.boston.sgi.com) Subject: Re: Compiling 91.9 with IRIX 5.3 Status: RO Some small problems here, I just tried it out. Haven't tried to run it much, though. The archetypes and treasures file with this release aren't quite in sync, I think you will be better off with those from the previous release. It's the easy fix, anyway. strcasecmp is in string.h in Irix (like it should), so the code for it must be #ifdef'ed out in lib/xpmtopix.c Just be sure to comment out the EXTRA_DEFINES and DEBUG_MALLOC in crosssite.def. xmkmf -a; make and violin! there it is. Kjetil T. From crossfire-request Tue Aug 1 22:23:03 1995 Return-Path: Received: from sgigate.sgi.com (sgigate.SGI.COM [204.94.209.1]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 1 Aug 1995 22:23:02 +0200 Received: from sgihub.corp.sgi.com by sgigate.sgi.com via ESMTP (940816.SGI.8.6.9/940406.SGI) for <@sgigate.sgi.com:crossfire@ifi.uio.no> id NAA08968; Tue, 1 Aug 1995 13:23:00 -0700 Received: from sabre.boston.sgi.com by sgihub.corp.sgi.com via SMTP (950413.SGI.8.6.12/911001.SGI) for <@sgihub.corp.sgi.com:crossfire@ifi.uio.no> id MAA04288; Tue, 1 Aug 1995 12:58:24 -0700 Received: by sabre.boston.sgi.com (931110.SGI/940406.SGI) for @sgihub.corp.sgi.com:crossfire@ifi.uio.no id AA00906; Tue, 1 Aug 95 14:36:40 -0700 From: "Kevin Hall" Message-Id: <9508011436.ZM904@sabre.boston.sgi.com> Date: Tue, 1 Aug 1995 14:36:40 -0700 X-Mailer: Z-Mail (3.2.1 6apr95 MediaMail) To: crossfire@ifi.uio.no Subject: Compiling 91.9 with IRIX 5.3 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO Hi there. Has anyone had any experience with compiling this under 5.3? Would appreciate any news. Cheers, Kevin -- ---------------------------------------- E. Kevin Hall Silicon Graphics SE, Boston Webmaster 1 Cabot Road Silicon Graphics Hudson, MA 01749 Office: (508)567-0154 Fax: (508)562-4755 Email: hall@boston.sgi.com From crossfire-request Tue Aug 1 18:42:01 1995 Return-Path: Received: from triton.eckerd.edu (triton.eckerd.edu [198.187.214.2]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Tue, 1 Aug 1995 18:42:00 +0200 Received: from acasun.eckerd.edu by triton.eckerd.edu (5.0/SMI-SVR4) id AA02382; Tue, 1 Aug 1995 12:36:39 -0400 Received: by acasun.eckerd.edu (5.x/SMI-SVR4) id AA05950; Tue, 1 Aug 1995 12:37:06 -0400 Date: Tue, 1 Aug 1995 12:37:06 -0400 From: roy@acasun.eckerd.edu (Jonathan Roy) Message-Id: <9508011637.AA05950@acasun.eckerd.edu> To: crossfire@ifi.uio.no Subject: RUnning a server content-length: 136 Status: RO Darn it, I saw the 5K reply to the guy about running a server, and erased it by accident. :( Can someone forward me a copy? Thanks! :) From crossfire-request Fri Aug 18 01:57:47 1995 Return-Path: Received: from udot.unify.com (udot.unify.com [199.2.144.1]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Fri, 18 Aug 1995 01:57:46 +0200 Received: from unify.sac.unify.com ([199.2.147.74]) by udot.unify.com (8.6.10/8.6.10) with ESMTP id QAA16375 for ; Thu, 17 Aug 1995 16:57:16 -0700 Received: (from drew@localhost) by unify.sac.unify.com (8.6.10/8.6.10) id QAA23803 for crossfire@ifi.uio.no; Thu, 17 Aug 1995 16:55:06 -0700 From: Andrew Baltzley Message-Id: <199508172355.QAA23803@unify.sac.unify.com> Subject: Help, I can't move! To: crossfire@ifi.uio.no Date: Thu, 17 Aug 95 16:55:06 PDT X-Mailer: ELM [version 2.2 PL0] Status: RO I have just compiled the newest version of crossfire on my SGI running IRIX 5.3. I got it running no problem but when I load a character, he can't move. When I push the movement keys, it says: " tried to push you" Any ideas. Thanks for your time. Drew Baltzley drew@unify.com -- From crossfire-request Thu Aug 17 00:41:03 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 ; Thu, 17 Aug 1995 00:41:02 +0200 Received: (peterm@localhost) by soda.CSUA.Berkeley.EDU (8.6.11/PHILMAIL-1.11) id PAA24276 for crossfire@ifi.uio.no; Wed, 16 Aug 1995 15:40:58 -0700 Date: Wed, 16 Aug 1995 15:40:58 -0700 From: Peter Mardahl Message-Id: <199508162240.PAA24276@soda.CSUA.Berkeley.EDU> To: crossfire@ifi.uio.no Subject: spell-params file, should it go away? Status: RO Dear everyone, Long ago I put in the ability to have a spell_params file which allowed the server-maintainer to modify how spells behaved (spellpoints, level, and level dependencies) without a recompile. This was important when I was tryiing to balance the power of spells with their spellpoint cost, but now it's just another place to change. Should I leave it in or delete the functionality? Do people want the ability to change how spells work without a recompile? Regards, PeterM From crossfire-request Wed Aug 16 06:04:04 1995 Return-Path: Received: from sue.econ.su.oz.au (sue.econ.su.OZ.AU [129.78.70.1]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Wed, 16 Aug 1995 06:03:31 +0200 Received: from prince.econ.su.OZ.AU by sue.econ.su.oz.au (AIX 3.2/UCB 5.64/4.03) id AA24007; Wed, 16 Aug 1995 13:59:19 +1100 Received: by prince.econ.su.oz.au; id AA19898; Wed, 16 Aug 1995 14:04:38 +1000 From: "Franc Carter" Message-Id: <9508161404.ZM19434@prince.econ.su.oz.au> Date: Wed, 16 Aug 1995 14:04:37 -0500 In-Reply-To: roy@acasun.eckerd.edu (Jonathan Roy) "Crossfire on DEC" (Aug 15, 23:43) References: <9508160343.AA23667@acasun.eckerd.edu> X-Face: ;ymat]b`W]a+6Mh^\02A\TFKKRquq+MQX1)_.-Z^-]qf+Etge7v0d3j1uK[^.xIm;s0z=LIf,u;UhcG6{NGvhByqPK|Z\o>`/y%S#?c(B>~`!8 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, 16 Aug 1995 20:05:01 +0200 Received: from localhost.Berkeley.EDU (localhost.Berkeley.EDU [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.11/PHILMAIL-1.11) with SMTP id LAA24951; Wed, 16 Aug 1995 11:02:55 -0700 Message-Id: <199508161802.LAA24951@soda.CSUA.Berkeley.EDU> To: roy@acasun.eckerd.edu (Jonathan Roy) cc: crossfire@ifi.uio.no Subject: Re: Crossfire on DEC In-reply-to: Your message of "Tue, 15 Aug 1995 23:43:46 EDT." <9508160343.AA23667@acasun.eckerd.edu> Date: Wed, 16 Aug 1995 11:02:54 -0700 From: Peter Mardahl Status: RO In message <9508160343.AA23667@acasun.eckerd.edu>, Jonathan Roy writes: > >Has anyone ran Crossfire successfully on an Alpha running OSF/1 3.x? >I didn't know if the 64bit nature of things would cause complications, >or whatever... I have. Digital Unix 3.2. I had no problems, I think, though I am so used to fixing stuff to get it to work now that I may have forgotten. PeterM From crossfire-request Wed Aug 16 09:45:16 1995 Return-Path: Received: from mozart.upp.promotor.telia.se (mozart.upp.promotor.telia.se [131.115.126.111]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Wed, 16 Aug 1995 09:45:07 +0200 Received: by mozart.upp.promotor.telia.se id AA18771 (5.67a8/IDA-1.5 for crossfire@ifi.uio.no); Wed, 16 Aug 1995 09:47:27 +0200 Date: Wed, 16 Aug 1995 09:47:26 +0200 (MET DST) From: Rickard Eneqvist X-Sender: rickarde@mozart To: crossfire@ifi.uio.no Subject: Re: treasure items...? wanderers? In-Reply-To: <9508151828.AA25438@dws014.cs.unr.edu> Message-Id: Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Tue, 15 Aug 1995, William E Bull wrote: > > Wandering monsters dont do anything other than getting in the way. > [stuff deleted] > There's no reason why a wandering NPC would have to sell you anything. At > this present time that isn't even a possiblity. The closest purpose for a > wandering NPC at present is to tell you some piece of information or to > hold some item which you can obtain by killing him/her. And what keeps the player from just killing all NPC's he can see? That would happen if NPC's was to become an active part in the game, and I for one doesn't think that adds to the "feel" of it. Active NPC's could be interesting IF their attitudes toward players changed depending on what the player had done, ex. if you kill a friendly NPC in town all guards would jump on you. Or another example; if a player kills a LOT of friendly NPC's his reputation would grow and in the end wouldn't be able to peacefully enter a town. That "history" of what a player has done could also be used to add a little spice to a players name, for instance; Jokmar the Avatar (5th level Viking). BTW: Hasn't anyone come up with the destroy armor spell yet? Would take care of those pesty level xxx players ;-) > > Most of the time you would be loading maps just for npc's. [stuff deleted] Nope, this wouldn't be a problem since the NPC's can have a virtual location, they need not "be" there unless an active player is in the same map. This means that all the info neded is the various maps he travels between and their dimensions (also a probability that he leaves it?) and if the map is loaded he can randomly be positioned on a legal place on the map. However, care should be taken to prevent an NPC to just "teleport" away when a player can see it. Cheerio... +----------------------------------------------------------------------------- Rickard 'Eneq' Eneqvist | "Time to die..." - BladeRunner \ More explicit eneq@Krille.Update.UU.SE | "Ohh, where you the good guys?!? \ info in my plan ________________________/ No hard feelings eh??" - \ so finger me! Whatever anyone \ Famous last words of Jokmar the Mad. \~~~~~~~~~~~~~~ says, I'm not a \___________________________________________\ Spellfire-addict ;-) From crossfire-request Wed Aug 16 05:48:42 1995 Return-Path: Received: from triton.eckerd.edu (triton.eckerd.edu [198.187.214.2]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Wed, 16 Aug 1995 05:48:41 +0200 Received: from acasun.eckerd.edu by triton.eckerd.edu (5.0/SMI-SVR4) id AA06135; Tue, 15 Aug 1995 23:43:05 -0400 Received: by acasun.eckerd.edu (5.x/SMI-SVR4) id AA23667; Tue, 15 Aug 1995 23:43:46 -0400 Date: Tue, 15 Aug 1995 23:43:46 -0400 From: roy@acasun.eckerd.edu (Jonathan Roy) Message-Id: <9508160343.AA23667@acasun.eckerd.edu> To: crossfire@ifi.uio.no Subject: Crossfire on DEC content-length: 166 Status: RO Has anyone ran Crossfire successfully on an Alpha running OSF/1 3.x? I didn't know if the 64bit nature of things would cause complications, or whatever... Thanks. From crossfire-request Wed Aug 16 04:47:41 1995 Return-Path: Received: from zebedee.teaching.cs.adelaide.edu.au (root@zebedee.teaching.cs.adelaide.edu.au [129.127.104.27]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Wed, 16 Aug 1995 04:47:39 +0200 Received: from bjtreloa@localhost [127.0.0.1] by zebedee.teaching.cs.adelaide.edu.au (8.6.12/AndrewR-MatthewD-950530-CS) with SMTP id MAA10104; Wed, 16 Aug 1995 12:17:32 +0930 X-Authentic-Sender: bjtreloa@localhost Message-Id: <199508160247.MAA10104@zebedee.teaching.cs.adelaide.edu.au> X-Authentication-Warning: zebedee.teaching.cs.adelaide.edu.au: Host localhost didn't use HELO protocol To: Tony cc: crossfire@ifi.uio.no Subject: Re: magic regeneration In-reply-to: Your message of "Wed, 16 Aug 1995 11:41:03 +0930." <199508160211.LAA21424@florence.teaching.cs.adelaide.edu.au> Date: Wed, 16 Aug 1995 12:17:32 +0930 From: Baerrach bonDierne Status: RO Tony writes: > Some one suggested that my armour was too high and > equipment I was wearing was too heavy. How do these two > factors determine magic regeneration and spell casting? Anything that is not a robe or a cloak stops magic regeneration. (gauntlets and boots dont count). Some Artifact armours removes this penalty. So if you wear artifact helmets (helm of brilliance) then you can still regen fine. The warriors helm however stops magic regen. Experiment and see which ones dont stop magic regen. Barrie -- T U M B L E P O P From crossfire-request Wed Aug 16 04:11:24 1995 Return-Path: Received: from florence.teaching.cs.adelaide.edu.au (a0alvaro@florence.teaching.cs.adelaide.edu.au [129.127.104.6]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Wed, 16 Aug 1995 04:11:22 +0200 Received: from a0alvaro@florence.teaching.cs.adelaide.edu.au by florence.teaching.cs.adelaide.edu.au (8.6.12/AndrewR-MatthewD-950530-CS) id LAA21424 for crossfire@ifi.uio.no; Wed, 16 Aug 1995 11:41:04 +0930 X-Authentic-Sender: a0alvaro@florence.teaching.cs.adelaide.edu.au From: Tony Message-Id: <199508160211.LAA21424@florence.teaching.cs.adelaide.edu.au> Subject: magic regeneration To: crossfire@ifi.uio.no Date: Wed, 16 Aug 1995 11:41:03 +0930 (CST) X-Mailer: ELM [version 2.4 PL21] MIME-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 1013 Status: RO hi, I have this high level barbarian which I have been able to make his inteligence 30 ,with improve int bonuses on his sord, couple of rings of elron and a helmet of brilance. He has about 670 spell pionts but they dont seem to regenerate as quickly as some other characters(of similar level and 30 int). Some one suggested that my armour was too high and equipment I was wearing was too heavy. How do these two factors determine magic regeneration and spell casting? -- ^`. . . ^_ \ \ - a0alvaro@teaching.cs.adelaide.edu.au - \ \ . .o. { \ Antonio Alvaro { \ / `~~~--__ COMPUTER SCIENCE/Adelaide Uni { \___----~~' `~~-_ (South Australia) \ /// ` `~. ..o.o. .o. . / /~~~~-, ,__. , /// __,,,,) \/ \/ `~~~; ,---~~-_`~= . . . .o..o#o. . / / . . . '._.' From crossfire-request Tue Aug 15 23:21:19 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, 15 Aug 1995 23:21:17 +0200 Received: (peterm@localhost) by soda.CSUA.Berkeley.EDU (8.6.11/PHILMAIL-1.11) id OAA00115 for crossfire@ifi.uio.no; Tue, 15 Aug 1995 14:21:14 -0700 Date: Tue, 15 Aug 1995 14:21:14 -0700 From: Peter Mardahl Message-Id: <199508152121.OAA00115@soda.CSUA.Berkeley.EDU> To: crossfire@ifi.uio.no Subject: word-activated teleporters Status: RO They seem to be broken. They'll teleport dead things now, which should not happen. Anyone fiddle with this? It's broken some of the demonology maps. I thought movers were broken too, but they seem to be working. PeterM From crossfire-request Tue Aug 15 21:12:37 1995 Return-Path: Received: from yucca.cs.odu.edu (root@yucca.cs.odu.edu [128.82.4.6]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 15 Aug 1995 21:12:35 +0200 Received: from dahlia.cs.odu.edu (troy@dahlia.cs.odu.edu [128.82.6.160]) by yucca.cs.odu.edu (8.6.4/8.6.4) with SMTP id PAA11966; Tue, 15 Aug 1995 15:09:00 -0400 Date: Tue, 15 Aug 1995 15:10:53 -0400 (EDT) From: Troy Bos To: Peter Mardahl cc: crossfire@ifi.uio.no Subject: Re: Attuned? In-Reply-To: <199508151854.LAA16141@soda.CSUA.Berkeley.EDU> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO I have can't seem to use the pentegrams to get the information I need to move further into the dungeon. By the way, I like the dungeon but I can't seem get any further. I tried talking to the pentegram, tried using it, and other things but none of them seem to work. Thanks, Troy On Tue, 15 Aug 1995, Peter Mardahl wrote: > In message , Troy B > os writes: > > > >A couple of questions... > > > >1. What exactly does being attuned to an element mean? > > ie Attuned: Frost (on the weapon Winterblade) > > It means that you cast cold spells more effectively. > > >2. Is it me, or is Demonology not working up right, I get stuck at > > the pentagrams. Or am I doing something wrong. > > I designed this one, and when I finished it, it was working. > Furthermore, it's been in playtesting for some time and yours > is the only recent complaint. > > I can't say whether you're doing something wrong or not without > some more description. > > PM > From crossfire-request Tue Aug 15 20:54:59 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, 15 Aug 1995 20:54:58 +0200 Received: from localhost.Berkeley.EDU (localhost.Berkeley.EDU [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.11/PHILMAIL-1.11) with SMTP id LAA16141; Tue, 15 Aug 1995 11:54:51 -0700 Message-Id: <199508151854.LAA16141@soda.CSUA.Berkeley.EDU> To: Troy Bos cc: crossfire@ifi.uio.no Subject: Re: Attuned? In-reply-to: Your message of "Tue, 15 Aug 1995 14:00:16 EDT." Date: Tue, 15 Aug 1995 11:54:49 -0700 From: Peter Mardahl Status: RO In message , Troy B os writes: > >A couple of questions... > >1. What exactly does being attuned to an element mean? > ie Attuned: Frost (on the weapon Winterblade) It means that you cast cold spells more effectively. >2. Is it me, or is Demonology not working up right, I get stuck at > the pentagrams. Or am I doing something wrong. I designed this one, and when I finished it, it was working. Furthermore, it's been in playtesting for some time and yours is the only recent complaint. I can't say whether you're doing something wrong or not without some more description. PM From crossfire-request Tue Aug 15 20:28:38 1995 Return-Path: Received: from pyramid.cs.unr.edu (pyramid.cs.unr.edu [134.197.40.253]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 15 Aug 1995 20:28:35 +0200 Received: from dws014.cs.unr.edu (dws014 [134.197.42.14]) by pyramid.cs.unr.edu (8.6.9/8.6.9) with SMTP id LAA23277 for ; Tue, 15 Aug 1995 11:28:32 -0700 Received: by dws014.cs.unr.edu (5.65/Ultrix3.0-C) id AA25438; Tue, 15 Aug 1995 11:28:29 -0700 From: bull@dws014.cs.unr.edu (William E Bull) Message-Id: <9508151828.AA25438@dws014.cs.unr.edu> Subject: Re: treasure items...? wanderers? To: crossfire@ifi.uio.no Date: Tue, 15 Aug 95 11:28:28 PDT X-Mailer: ELM [version 2.2 PL16] Status: RO > > But the point is what for. > Wandering monsters dont do anything other than getting in the way. The idea that wandering creatures get in the way only holds true if they really *don't* do anything. Wandering monsters isn't the issue, wandering NPCs is. > If I'm looking for an item I dont want to have to travel the globe > seeking out this itinerant salesperson in order to buy something. There's no reason why a wandering NPC would have to sell you anything. At this present time that isn't even a possiblity. The closest purpose for a wandering NPC at present is to tell you some piece of information or to hold some item which you can obtain by killing him/her. > Most of the time you would be loading maps just for npc's. > Cacheing maps for NPC movement would not occur. If NPC movement code existed at the very least a connection matrix for maps could be generated and looked at upon a player's entering of a region. If the NPC is located within the region *then* his position is literally computed. Otherwise the NPC would have to have: 1) a possible list of regions which it travels among. (this could have a 'wander' setting which moves among the connection graph randomly chosing the next move) 2) the visit threshold (a maximum amount of time which the NPC would stay in any region before leaving (or trying to).) if an NPC reaches it's time to leave and it's not actively being updated, it's just updated in the connection matrix and sent to the new region if currently opened by a player. Not currently possible without coding. Like manymanymany things in crossfire, but definately not a drain on map chaching. > Barrie > -- > T U M B L E P O P > > -web william ephraim bull bull@cs.unr.edu From crossfire-request Tue Aug 15 20:01:59 1995 Return-Path: Received: from yucca.cs.odu.edu (root@yucca.cs.odu.edu [128.82.4.6]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 15 Aug 1995 20:01:58 +0200 Received: from dahlia.cs.odu.edu (troy@dahlia.cs.odu.edu [128.82.6.160]) by yucca.cs.odu.edu (8.6.4/8.6.4) with SMTP id NAA10854 for ; Tue, 15 Aug 1995 13:58:26 -0400 Date: Tue, 15 Aug 1995 14:00:16 -0400 (EDT) From: Troy Bos To: crossfire@ifi.uio.no Subject: Attuned? In-Reply-To: Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO A couple of questions... 1. What exactly does being attuned to an element mean? ie Attuned: Frost (on the weapon Winterblade) 2. Is it me, or is Demonology not working up right, I get stuck at the pentagrams. Or am I doing something wrong. Troy From crossfire-request Tue Aug 15 19:30:06 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 ; Tue, 15 Aug 1995 19:30:05 +0200 Received: by bach.seattleu.edu (4.1/SMI-4.1) id AA09389; Tue, 15 Aug 95 10:27:13 PDT Date: Tue, 15 Aug 1995 10:20:58 -0700 (PDT) From: "Kristofer M. Bosland" Subject: Intelligent Monsters To: CrossFire Mailing List Message-Id: Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO I think that _intelligent_ NPCs would be great add to the game. Also the continuous map would be great add. I mean the map where world and towns (and buildings?) are in the same scale and the map is automatically loaded when players changes map. -Tero I saw a game once, that had several monster "personalities" to choose from. It was actually a 2 dimensional array. One dimension related to the relationship to the player: Monsters could be Friendly, Neutral, or Enemies of the player. The other dimension was sort of Combat Strategies: A Monster could be Peacefull, Thieving, or Aggressive. I think that it wouldn't be too hard to implement similar personalities in Crossfire, and we would go from 1 basic personality to 9. Comments? If people are interested, I can try to elaborate what these different personality traits meant in the Monsters behavior. -Kris Bosland krisb@seattleu.edu From crossfire-request Tue Aug 15 15:11:15 1995 Return-Path: Received: from yucca.cs.odu.edu (root@yucca.cs.odu.edu [128.82.4.6]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 15 Aug 1995 15:11:14 +0200 Received: from xanth.cs.odu.edu (troy@xanth.cs.odu.edu [128.82.4.1]) by yucca.cs.odu.edu (8.6.4/8.6.4) with SMTP id JAA07242 for ; Tue, 15 Aug 1995 09:07:40 -0400 Date: Tue, 15 Aug 1995 09:09:26 -0400 (EDT) From: Troy Bos To: crossfire@ifi.uio.no Subject: Re: treasure items...? wanderers? In-Reply-To: <199508150947.VAA22857@debretts.comp.vuw.ac.nz> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO Well, there are magic cloaks they are just VERY rare. In the untold hours that I have spent messing with crossfire, I have gotten my hands on two cloaks: Beguilment and Imediate Protection. Both I bought, neither have I seen again. To show how rare, I got a Holy Avenger before I got my first cloak. I'll let everyone else answer the second one.. Later, Troy Bos ODU Computer Science On Tue, 15 Aug 1995, Stephen Wray wrote: > Well, first off, this thread started by my asking *two* > questions; > > 1. why no magic cloaks? > > 2. why do city maps have no living things on them. > Every city in the game is devoid of life. Why is > this. > I wasn't asking about npcs wandering from map to map -- > I just noted the absence of animate objects in cities, thats all. > I wondered if it was a general mapmaking policy, > if there was some game-specific reason for it, > or if mapmakers just hadn't gotten around to it. > > However, I think that the first question (re: magic cloaks) > is *much* more interesting... > > No answers? > > Not yet... > > --- > **********************T***H***E***L***E***M***A********************** > 44. For pure will, unassuaged of purpose, delivered from the lust of > result, is every way perfect. -- LIBER AL vel LEGIS > ******************************IN*LVX********************************* > Stephen Wray > From crossfire-request Tue Aug 15 12:07:50 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 ; Tue, 15 Aug 1995 12:07:49 +0200 Received: (from hat@localhost) by tel1.tte.vtt.fi (8.6.11/8.6.11) id NAA01523 for crossfire@ifi.uio.no; Tue, 15 Aug 1995 13:07:17 +0300 From: Tero Haatanen Message-Id: <199508151007.NAA01523@tel1.tte.vtt.fi> Subject: Re: treasure items...? wanderers? To: crossfire@ifi.uio.no Date: Tue, 15 Aug 1995 13:07:17 +0300 (EETDST) In-Reply-To: <199508150947.VAA22857@debretts.comp.vuw.ac.nz> from "Stephen Wray" at Aug 15, 95 09:47:02 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: 735 Status: RO > 1. why no magic cloaks? I haven't check the newest version, but there was magic cloaks in the previous versions, but they was rare. > 2. why do city maps have no living things on them. > Every city in the game is devoid of life. Why is > this. The reason probably is that there is no reasonable code to handle these NPCs. If they just randomly walk around the players would be annoyed and kill wandering NPCs. The is no policy that NPC could not be in the towns. I think that _intelligent_ NPCs would be great add to the game. Also the continuous map would be great add. I mean the map where world and towns (and buildings?) are in the same scale and the map is automatically loaded when players changes map. -Tero From crossfire-request Tue Aug 15 11:47:23 1995 Return-Path: Received: from kaukau.comp.vuw.ac.nz (kaukau.comp.vuw.ac.nz [130.195.5.20]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 15 Aug 1995 11:47:20 +0200 Received: from debretts.comp.vuw.ac.nz (debretts.comp.vuw.ac.nz [130.195.8.46]) by kaukau.comp.vuw.ac.nz (8.6.B/8.6.9-VUW) with ESMTP id VAA25073 for ; Tue, 15 Aug 1995 21:46:45 +1200 From: Stephen Wray Received: (stevew@localhost) by debretts.comp.vuw.ac.nz (8.6.10/8.6.6) id VAA22857; Tue, 15 Aug 1995 21:47:02 +1200 Date: Tue, 15 Aug 1995 21:47:02 +1200 Message-Id: <199508150947.VAA22857@debretts.comp.vuw.ac.nz> To: crossfire@ifi.uio.no In-reply-to: <199508150021.JAA24510@zebedee.teaching.cs.adelaide.edu.au> (message from Baerrach bonDierne on Tue, 15 Aug 1995 09:51:16 +0930) Subject: Re: treasure items...? wanderers? Status: RO Well, first off, this thread started by my asking *two* questions; 1. why no magic cloaks? 2. why do city maps have no living things on them. Every city in the game is devoid of life. Why is this. I wasn't asking about npcs wandering from map to map -- I just noted the absence of animate objects in cities, thats all. I wondered if it was a general mapmaking policy, if there was some game-specific reason for it, or if mapmakers just hadn't gotten around to it. However, I think that the first question (re: magic cloaks) is *much* more interesting... No answers? Not yet... --- **********************T***H***E***L***E***M***A********************** 44. For pure will, unassuaged of purpose, delivered from the lust of result, is every way perfect. -- LIBER AL vel LEGIS ******************************IN*LVX********************************* Stephen Wray From crossfire-request Tue Aug 15 02:21:25 1995 Return-Path: Received: from zebedee.teaching.cs.adelaide.edu.au (root@zebedee.teaching.cs.adelaide.edu.au [129.127.104.27]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 15 Aug 1995 02:21:23 +0200 Received: from bjtreloa@LOCALHOST [127.0.0.1] by zebedee.teaching.cs.adelaide.edu.au (8.6.12/AndrewR-MatthewD-950530-CS) with SMTP id JAA24510 for ; Tue, 15 Aug 1995 09:51:17 +0930 X-Authentic-Sender: bjtreloa@LOCALHOST Message-Id: <199508150021.JAA24510@zebedee.teaching.cs.adelaide.edu.au> X-Authentication-Warning: zebedee.teaching.cs.adelaide.edu.au: Host LOCALHOST didn't use HELO protocol To: crossfire@ifi.uio.no Subject: Re: treasure items...? wanderers? In-reply-to: Your message of "Fri, 11 Aug 1995 08:12:34 MST." Date: Tue, 15 Aug 1995 09:51:16 +0930 From: Baerrach bonDierne Status: RO "Kristofer M. Bosland" writes: > You could have a list of "Global" wandering monsters (so that you > don't have to run all monsters in the game universe all the time), and > then you could just enable these monsters to use exits. I think that they > will wander around just fine on a fairly random algorithm. But the point is what for. Wandering monsters dont do anything other than getting in the way. If I'm looking for an item I dont want to have to travel the globe seeking out this itinerant salesperson in order to buy something. Most of the time you would be loading maps just for npc's. Barrie -- T U M B L E P O P From crossfire-request Mon Aug 14 14:32:36 1995 Return-Path: Received: from mailgate.ericsson.se (mailgate.ericsson.se [130.100.2.2]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Mon, 14 Aug 1995 14:32:34 +0200 Received: from chapelle.eed.ericsson.se (chapelle.eed.ericsson.se [164.48.132.130]) by mailgate.ericsson.se (8.6.11/1.0) with ESMTP id OAA11568 for ; Mon, 14 Aug 1995 14:32:24 +0200 Received: (from eedraq@localhost) by chapelle.eed.ericsson.se (8.6.11/8.6.11) id OAA12092 for crossfire@ifi.uio.no; Mon, 14 Aug 1995 14:32:22 +0200 Date: Mon, 14 Aug 1995 14:32:22 +0200 Message-Id: <199508141232.OAA12092@chapelle.eed.ericsson.se> To: crossfire@ifi.uio.no Subject: Re: treasure items...? wanderers? From: Raphael.Quinet@eed.ericsson.se Reply-To: Raphael.Quinet@eed.ericsson.se Status: RO On Mon, 14 Aug 1995, Petri Heinila wrote: > On Thu, 10 Aug 1995, Brian Thomas wrote: > > Imagine a special "wandering" merchant with rare (and expensive) > > items for sale. or a medicant preist who will show up every > > so often while the player traverses the "continent" maps, etc. > > Indeed algorithm of wanderes would make a bit more atmosphere to > the game. But I have no clear idea how it could be done; maybe > some additional list or player list, and mile-stones on maps > to where the NPCs are targeting, or something. The algorithm doesn't have to be very complex. The NPCs would not require the same kind of tests (obstacles, line of sight) as the player. For example, one could create an NPC which moves accross the sea or teleports from one map to another (even if a normal player cannot follow the same path). But we have to be careful about the maps that are used by the NPCs: if there are too many NPCs on different maps, some memory problems could occur because these maps would never be swapped out and flushed. What if someone creates a map with several dozens of NPCs and they all go to other maps? -Raphael From crossfire-request Mon Aug 14 12:56:16 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 ; Mon, 14 Aug 1995 12:56:15 +0200 Received: (from hevi@localhost) by dior.it.lut.fi (8.6.12/8.6.6/1.20.kim) id NAA02730; Mon, 14 Aug 1995 13:56:10 +0300 Date: Mon, 14 Aug 1995 13:56:09 +0300 (EET DST) From: Petri Heinila X-Sender: hevi@dior.it.lut.fi To: crossfire@ifi.uio.no Subject: Re: treasure items...? wanderers? In-Reply-To: <199508101628.MAA06299@chaupher.gsfc.nasa.gov> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Thu, 10 Aug 1995, Brian Thomas wrote: > > From: Petri Heinila writes: > > > > npc's are just contained in map, instead players are contained > > in common list. > > > > and there have to also exist a algorithm to npc to make > > it wander from town to town. > > > Where is this? Are you refering to the "petmove" algorithm? > If so, it only moves *aligned* NPC's (ones with set_owner( > PLAYER) set!) to new maps. An algorithm which allowed > NPC's to wander throughout the world would be *very* cool. Uh, I made myself unclear, as I know there exist no such algorithm. > Imagine a special "wandering" merchant with rare (and expensive) > items for sale. or a medicant preist who will show up every > so often while the player traverses the "continent" maps, etc. Indeed algorithm of wanderes would make a bit more atmosphere to the game. But I have no clear idea how it could be done; maybe some additional list or player list, and mile-stones on maps to where the NPCs are targeting, or something. Petri.Heinila@lut.fi From owner-crossfire Tue Aug 15 03:27:41 1995 Return-Path: Received: from jasmine.psyber.com (root@jasmine.psyber.com [204.29.144.16]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 15 Aug 1995 03:27:39 +0200 Received: from qubix.psyber.com (qubix.psyber.com [204.29.144.19]) by jasmine.psyber.com (8.6.12/8.6.9) with ESMTP id SAA11765 for ; Mon, 14 Aug 1995 18:28:05 -0700 Received: (from wrkhors@localhost) by qubix.psyber.com (8.6.12/8.6.9) with UUCP id SAA28972 for crossfire-bugs@ifi.uio.no; Mon, 14 Aug 1995 18:22:01 -0700 Received: from wrkhors (localhost [127.0.0.1]) by wrkhors.com (8.6.12/8.6.12) with ESMTP id VAA31482 for ; Sun, 13 Aug 1995 21:54:59 -0700 Message-Id: <199508140454.VAA31482@wrkhors.com> To: crossfire-bugs@ifi.uio.no Subject: oddity in compiling 0.91.8 on Linux... Date: Sun, 13 Aug 1995 21:54:55 -0700 From: Steven Lembark Status: RO nothing serious, but (newlines added for ease of reading): gcc -O2 -m486 -Wall -I../include -I/usr/X11R6/include -Dlinux -D__i386__ -D_POSIX_SOURCE -D_BSD_SOURCE -D_GNU_SOURCE -DX_LOCALE -DLONGJUMP -DERIC_SERVER=0 -DFUNCPROTO=15 -DNARROWPROTO -DFONTDIR=\"/usr/games/lib/crossfire/fonts\" -DFONTNAME=\"crossfire\" -DLIBDIR=\"/usr/games/lib/crossfire/lib\" -c player.c -o player.o player.c: In function `esrv_move_object': player.c:2139: warning: zero-length format string looking at player.c:2139 gives: printf ("Pickup not impl. yet.\n"); pick_up_object (pl, pl, op, nrof); return ; } > printf ("It was not dropped or picked up, put it in sack (%ld).\n", to); env = esrv_get_ob_from_count(pl, to); if (!env) { LOG(llevDebug, "Player '%s' tried to move object to the unknown location (%d)\n", pl->name, to); return; } > == line 2139 don't see a zero-length format string in this or the previous printf() or the following string. *did* find some errors due to my own fat-fingering the #defines in other modules, but don't see any macros on this line either... compiling with/on/in/using/etc: linux-1.2.13, gcc-2.6.2, libc-5.0.9, XF86-3.1.2 (X11R6), make-3.74, Sierra Nevada Porter, West-End Pizza (pretty good toppings, by the way :-). all of the above ELF ('cept the beer's California). enjoi, Steve Lembark Workhorse Computing (lembark@wrkhors.com) 1972 Ethan Ln, #38, Sacramento, CA 95825 ----------------------------------------------------------------------------- The opinions expressed here are those of this company. I am the company. ----------------------------------------------------------------------------- From crossfire-request Fri Aug 11 17:19:01 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, 11 Aug 1995 17:18:59 +0200 Received: by bach.seattleu.edu (4.1/SMI-4.1) id AA08696; Fri, 11 Aug 95 08:14:50 PDT Date: Fri, 11 Aug 1995 08:12:34 -0700 (PDT) From: "Kristofer M. Bosland" Subject: Re: treasure items...? wanderers? To: Mark Wedel Cc: Brian Thomas , crossfire@ifi.uio.no In-Reply-To: <9508101633.ZM22996@t-rex.eng.pyramid.com> Message-Id: Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Thu, 10 Aug 1995, Mark Wedel wrote: > > I think Petri was saying that there really is not any thing around to have > NPC's wander around. > > Simple movement would not be hard (one of the docs even suggests that it > exists, but I don't know if it works..) However, to get NPC's to wander from > town to town would be very difficult (it would require that the NPC knows the > path, and that information would need to be stored someplace.) > > Perhaps if the message handling/npc action (right now, the the saying/matching > code) is improved, it could also include code to actually have NPC's move. > However, I think it will always be difficult (it coudl become a major AI > undertaking..) > > > -- > --Mark You could have a list of "Global" wandering monsters (so that you don't have to run all monsters in the game universe all the time), and then you could just enable these monsters to use exits. I think that they will wander around just fine on a fairly random algorithm. -Kris Bosland krisb@seattleu.edu From crossfire-request Fri Aug 11 08:34:55 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, 11 Aug 1995 08:34:54 +0200 From: Kjetil Torgrim Homme Received: (from kjetilho@localhost) by gjalp.ifi.uio.no ; Fri, 11 Aug 1995 08:34:54 +0200 Date: Fri, 11 Aug 1995 08:34:54 +0200 Message-Id: <199508110634.1294.gjalp.ifi.uio.no@ifi.uio.no> To: mwedel@pyramid.com CC: crossfire@ifi.uio.no In-reply-to: <9508102301.ZM28975@t-rex.eng.pyramid.com> (mwedel@pyramid.com) Subject: Re: New crossfire-0.91.9.lib.tar.gz released Status: RO The archive at ftp.ifi.uio.no has been updated. Kjetil T. From crossfire-request Fri Aug 11 08:02:51 1995 Return-Path: Received: from gossip.pyramid.com (gossip.pyramid.com [129.214.1.101]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Fri, 11 Aug 1995 08:02:50 +0200 Received: from t-rex.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA25259; Thu, 10 Aug 95 23:02:13 -0700 Received: by trex.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA28977; Fri, 11 Aug 95 06:01:52 GMT From: "Mark Wedel" Message-Id: <9508102301.ZM28975@t-rex.eng.pyramid.com> Date: Thu, 10 Aug 1995 23:01:51 -0700 X-Mailer: Z-Mail (3.2.0 06sep94) To: crossfire@ifi.uio.no Subject: New crossfire-0.91.9.lib.tar.gz released Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO The last one I made up was corrupted, and thus was not usuable. I put a new one up on ftp.i.net. This one is not corrupted. This file replaces the lib directory that come with crossfire 0.91.9 - that lib directory had out of date archetypes (and the rest of the corresponding files). This is an up to date version of those files. Note: If you got the crossfire-0.91.9.arch.tar.gz file, and rebuilt the archetypes from that, the crossfire-0.91.9.lib.tar.gz really doesn't do anything for you - I am almost positive the only change in that file from the original lib directory in crossfire-0.91.9.tar.gz is the rebuilding of the archetypes. -- --Mark From crossfire-request Fri Aug 11 01:34:13 1995 Return-Path: Received: from gossip.pyramid.com (gossip.pyramid.com [129.214.1.101]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Fri, 11 Aug 1995 01:34:12 +0200 Received: from t-rex.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA27463; Thu, 10 Aug 95 16:33:31 -0700 Received: by trex.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA22998; Thu, 10 Aug 95 23:33:08 GMT From: "Mark Wedel" Message-Id: <9508101633.ZM22996@t-rex.eng.pyramid.com> Date: Thu, 10 Aug 1995 16:33:08 -0700 In-Reply-To: Brian Thomas "Re: treasure items...? wanderers?" (Aug 10, 12:28pm) References: <199508101628.MAA06299@chaupher.gsfc.nasa.gov> X-Mailer: Z-Mail (3.2.0 06sep94) To: Brian Thomas , crossfire@ifi.uio.no Subject: Re: treasure items...? wanderers? Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO I think Petri was saying that there really is not any thing around to have NPC's wander around. Simple movement would not be hard (one of the docs even suggests that it exists, but I don't know if it works..) However, to get NPC's to wander from town to town would be very difficult (it would require that the NPC knows the path, and that information would need to be stored someplace.) Perhaps if the message handling/npc action (right now, the the saying/matching code) is improved, it could also include code to actually have NPC's move. However, I think it will always be difficult (it coudl become a major AI undertaking..) -- --Mark From crossfire-request Thu Aug 10 18:29:39 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 ; Thu, 10 Aug 1995 18:29:38 +0200 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9404/940426.s1) id MAA06299 for crossfire@ifi.uio.no; Thu, 10 Aug 1995 12:28:19 -0400 Date: Thu, 10 Aug 1995 12:28:19 -0400 From: Brian Thomas Message-Id: <199508101628.MAA06299@chaupher.gsfc.nasa.gov> To: crossfire@ifi.uio.no Subject: Re: treasure items...? wanderers? Status: RO > From: Petri Heinila writes: > > npc's are just contained in map, instead players are contained > in common list. > > and there have to also exist a algorithm to npc to make > it wander from town to town. > Where is this? Are you refering to the "petmove" algorithm? If so, it only moves *aligned* NPC's (ones with set_owner( PLAYER) set!) to new maps. An algorithm which allowed NPC's to wander throughout the world would be *very* cool. Imagine a special "wandering" merchant with rare (and expensive) items for sale. or a medicant preist who will show up every so often while the player traverses the "continent" maps, etc. b.t. > Petri.Heinila@lut.fi > > From crossfire-request Thu Aug 10 11:47:05 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, 10 Aug 1995 11:47:05 +0200 Received: (from hevi@localhost) by dior.it.lut.fi (8.6.12/8.6.6/1.20.kim) id MAA22425; Thu, 10 Aug 1995 12:46:55 +0300 Date: Thu, 10 Aug 1995 12:46:54 +0300 (EET DST) From: Petri Heinila X-Sender: hevi@dior.it.lut.fi To: crossfire@ifi.uio.no Subject: Re: treasure items...? wanderers? In-Reply-To: <199508100739.TAA23011@debretts.comp.vuw.ac.nz> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Thu, 10 Aug 1995, Stephen Wray wrote: > 2. Is there any special reason why there are never any > npc's wandering around in towns/cities? > Is it just because mapmakers havn't bothered, > or is there some deeper reason? npc's are just contained in map, instead players are contained in common list. and there have to also exist a algorithm to npc to make it wander from town to town. Petri.Heinila@lut.fi From crossfire-request Thu Aug 10 09:39:43 1995 Return-Path: Received: from kaukau.comp.vuw.ac.nz (kaukau.comp.vuw.ac.nz [130.195.5.20]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 10 Aug 1995 09:39:40 +0200 Received: from debretts.comp.vuw.ac.nz (debretts.comp.vuw.ac.nz [130.195.8.46]) by kaukau.comp.vuw.ac.nz (8.6.B/8.6.9-VUW) with ESMTP id TAA03171 for ; Thu, 10 Aug 1995 19:39:19 +1200 From: Stephen Wray Received: (stevew@localhost) by debretts.comp.vuw.ac.nz (8.6.10/8.6.6) id TAA23011; Thu, 10 Aug 1995 19:39:38 +1200 Date: Thu, 10 Aug 1995 19:39:38 +1200 Message-Id: <199508100739.TAA23011@debretts.comp.vuw.ac.nz> To: crossfire@ifi.uio.no Subject: treasure items...? wanderers? Status: RO 1. I notice that cloaks are *never* magical. ? 2. Is there any special reason why there are never any npc's wandering around in towns/cities? Is it just because mapmakers havn't bothered, or is there some deeper reason? Thanks! --- **********************T***H***E***L***E***M***A********************** 44. For pure will, unassuaged of purpose, delivered from the lust of result, is every way perfect. -- LIBER AL vel LEGIS ******************************IN*LVX********************************* Stephen Wray From crossfire-request Mon Aug 28 02:57:11 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 ; Mon, 28 Aug 1995 02:57:08 +0200 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9404/940426.s1) id UAA21574; Sun, 27 Aug 1995 20:57:00 -0400 Date: Sun, 27 Aug 1995 20:57:00 -0400 From: Brian Thomas Message-Id: <199508280057.UAA21574@chaupher.gsfc.nasa.gov> To: kjetilho@ifi.uio.no, aw@math.uni-sb.de Subject: Re: Crossfire bugs Cc: crossfire@ifi.uio.no Status: RO > From: aw@math.uni-sb.de (Arne Wichmann) writes: > > - Skills do not work. If I do a 'use_skill bla, it will switch to > Skill: none. If change off that and later on that field by + or - > the game crashes. > I am responsible for the skills code. This error sounds like you are running CF0.91.8 release code. In that release apparently not all of the code for skills got put in intact (it was alot of code :), and older skill code got left in. The upshot was a fatal bug, very similar to the one you describe. I suggest upgrading the code with either the small patch I posted awhile back, or upgrading the code to 0.91.9. b.t. From crossfire-request Mon Aug 28 01:53:51 1995 Return-Path: Received: from relay.xlink.net (relay.xlink.net [193.141.40.5]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id ; Mon, 28 Aug 1995 01:53:51 +0200 Received: from sbusol.rz.uni-sb.de by relay.xlink.net id <40388-0@relay.xlink.net>; Mon, 28 Aug 1995 01:53:50 +0000 Received: from vieta.math.uni-sb.de (aw@vieta.math.uni-sb.de [134.96.32.23]) by sbusol.rz.uni-sb.de (8.6.12/v2.0) with SMTP id BAA11793; Mon, 28 Aug 1995 01:53:47 +0200 Received: by vieta.math.uni-sb.de (4.1/math-SB.srv.910605) id AA03191; Mon, 28 Aug 95 01:52:44 +0200 From: aw@math.uni-sb.de (Arne Wichmann) Message-Id: <9508272352.AA03191@vieta.math.uni-sb.de> Subject: Crossfire bugs To: kjetilho@ifi.uio.no (Kjetil Torgrim Homme) Date: Mon, 28 Aug 1995 01:52:42 +0200 (MET DST) Cc: mwedel@pyramid.com, crossfire@ifi.uio.no In-Reply-To: <199508110634.1294.gjalp.ifi.uio.no@ifi.uio.no> from "Kjetil Torgrim Homme" at Aug 11, 95 08:34:54 am X-Mailer: ELM [version 2.4 PL24] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 1292 Status: RO Hi. I'm running a Croosfire server over here, with Permadeath and Reincarnation enabled. Since crossfire 0.91.9 we experienced some bugs. I will look after them myself if time permits, but I will go on holiday tomorrow and learn for examina after that. - Skills do not work. If I do a 'use_skill bla, it will switch to Skill: none. If change off that and later on that field by + or - the game crashes. - Sometimes after some time of playing the following effect occurs: Some player isn't able to use any keybinding any more (even the standard one's). If he presses a key it says 'Unknown Command' and leaves him line edit which works until he presses return. When he presses return, it again says 'Unknown Command'. He is still able to use mouse buttons though. Any players entering the same game after him have the same problems. - Sometimes after the previous problem has occurred, if a player uses a bed to get out of the game, his inventory isn't saved. - Sometimes if a ring is unapplied, it vanishes. - We can not get into the dragoncave. It is under the mountain now, but even when clicking on it, it doesn't react. Just to have these reported. cu AW -- Wer geteilt ist hat nichts mitzuteilen (Einstuerzende Neubauten) Arne Wichmann (aw@math.uni-sb.de) From crossfire-request Sun Aug 27 02:22:42 1995 Return-Path: Received: from mail.eskimo.com (root@mail.eskimo.com [204.122.16.4]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sun, 27 Aug 1995 02:22:39 +0200 Received: from eskimo.com (jayk@eskimo.com [204.122.16.13]) by mail.eskimo.com (8.6.12/8.6.12) with SMTP id RAA06544 for ; Sat, 26 Aug 1995 17:22:33 -0700 Date: Sat, 26 Aug 1995 17:22:31 -0700 (PDT) From: Jay Koski To: crossfire@ifi.uio.no Subject: Problem upon startup. Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO When I execute crossfire, I get the following: Reading bmaps...done (got 2191/2192/2192) Reading faces...done arch-pass 1...done Setting up archetable...done loading treasure...Couldn't find archetype scroll_boxing Treasure lacks archetype: scroll_boxing Couldn't find archetype stylus Treasure lacks archetype: stylus Couldn't find archetype scroll_climbing Treasure lacks archetype: scroll_climbing Couldn't find archetype scroll_find_traps Treasure lacks archetype: scroll_find_traps Couldn't find archetype scroll_karate Treasure lacks archetype: scroll_karate Couldn't find archetype scroll_oratory Treasure lacks archetype: scroll_oratory Couldn't find archetype scroll_sense_curse Treasure lacks archetype: scroll_sense_curse Couldn't find archetype scroll_sense_mag Treasure lacks archetype: scroll_sense_mag Couldn't find archetype scroll_singing Treasure lacks archetype: scroll_singing Couldn't find archetype scroll_woodsman Treasure lacks archetype: scroll_woodsman Couldn't find archetype scroll_wrestling Treasure lacks archetype: scroll_wrestling Couldn't find archetype lockpicks Treasure lacks archetype: lockpicks Couldn't find archetype skill_meditation Treasure lacks archetype: skill_meditation Fatal: Too many errors Exiting... Does anyone know how to fix this? I am running SUN/OS 4.1.4 using X11R6. Any help would be appreciated. Thank you. From crossfire-request Sat Aug 19 22:04:00 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 ; Sat, 19 Aug 1995 22:03:59 +0200 From: Kjetil Torgrim Homme Received: (from kjetilho@localhost) by gjalp.ifi.uio.no ; Sat, 19 Aug 1995 22:03:58 +0200 Date: Sat, 19 Aug 1995 22:03:58 +0200 Message-Id: <199508192003.18977.gjalp.ifi.uio.no@ifi.uio.no> To: aw@math.uni-sb.de CC: mwedel@pyramid.com, crossfire@ifi.uio.no In-reply-to: <9508191724.AA23426@vieta.math.uni-sb.de> (aw@math.uni-sb.de) Subject: Re: longtable.sty Status: RO If you do an archie search, you'll find many hits, for example ftp.physik.tu-berlin.de:/pub/cs/pub/TeX/macros/latex/styles/contrib/longtable/longtable.sty It's available both for LaTeX-2.09 and LaTeX2e. It doesn't seem to be on CTAN for some reason. Kjetil T. From crossfire-request Sat Aug 19 19:29:41 1995 Return-Path: Received: from relay.xlink.net (relay.xlink.net [193.141.40.5]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id ; Sat, 19 Aug 1995 19:29:39 +0200 Received: from sbusol.rz.uni-sb.de by relay.xlink.net id <35640-0@relay.xlink.net>; Sat, 19 Aug 1995 19:29:27 +0000 Received: from vieta.math.uni-sb.de (aw@vieta.math.uni-sb.de [134.96.32.23]) by sbusol.rz.uni-sb.de (8.6.12/v2.0) with SMTP id TAA28505; Sat, 19 Aug 1995 19:29:25 +0200 Received: by vieta.math.uni-sb.de (4.1/math-SB.srv.910605) id AA23426; Sat, 19 Aug 95 19:24:45 +0200 From: aw@math.uni-sb.de (Arne Wichmann) Message-Id: <9508191724.AA23426@vieta.math.uni-sb.de> Subject: longtable.sty To: kjetilho@ifi.uio.no (Kjetil Torgrim Homme) Date: Sat, 19 Aug 1995 19:24:43 +0200 (MET DST) Cc: mwedel@pyramid.com, crossfire@ifi.uio.no In-Reply-To: <199508110634.1294.gjalp.ifi.uio.no@ifi.uio.no> from "Kjetil Torgrim Homme" at Aug 11, 95 08:34:54 am X-Mailer: ELM [version 2.4 PL24] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 434 Status: RO Hmmm... I just tried to recreate the spoiler, and found out that longtable.sty doesn't exist at the indicated place (ftp.ifi.uio.no:/pub/tex/local/longtable.sty). Does anyone on the list here still have it (well I think so... ;)? If so, please mail it to me or, even better, put it on the cf ftp-servers or ftp.dante.de. cu AW -- Wer geteilt ist hat nichts mitzuteilen (Einstuerzende Neubauten) Arne Wichmann (aw@math.uni-sb.de) From crossfire-request Sat Aug 19 01:04:51 1995 Return-Path: Received: from gossip.pyramid.com (gossip.pyramid.com [129.214.1.101]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Sat, 19 Aug 1995 01:04:50 +0200 Received: from t-rex.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA13680; Fri, 18 Aug 95 16:04:16 -0700 Received: by trex.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA24629; Fri, 18 Aug 95 23:04:11 GMT From: "Mark Wedel" Message-Id: <9508181604.ZM24627@t-rex.eng.pyramid.com> Date: Fri, 18 Aug 1995 16:04:11 -0700 In-Reply-To: Peter Mardahl "spell-params file, should it go away?" (Aug 16, 3:40pm) References: <199508162240.PAA24276@soda.CSUA.Berkeley.EDU> X-Mailer: Z-Mail (3.2.0 06sep94) To: Peter Mardahl , crossfire@ifi.uio.no Subject: Re: spell-params file, should it go away? Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO On Aug 16, 3:40pm, Peter Mardahl wrote: > Subject: spell-params file, should it go away? > > Dear everyone, > > Long ago I put in the ability to have a spell_params > file which allowed the server-maintainer to modify > how spells behaved (spellpoints, level, and level dependencies) > without a recompile. > > This was important when I was tryiing to balance the power of > spells with their spellpoint cost, but now it's just another > place to change. > > Should I leave it in or delete the functionality? > Do people want the ability to change how spells work > without a recompile? > > Regards, > > PeterM >-- End of excerpt from Peter Mardahl I myself have actually never changed the file, except for patches I have received from other people. However, I don't see any real reason to remove it - it seems to add functionality without much complexity. I know that a while ago, it was said that most of the options presently in config.h should be loaded at run-time, so that things can be changed without a full recompile. -- --Mark From crossfire-request Sun Aug 6 12:34:12 1995 Return-Path: Received: from kaukau.comp.vuw.ac.nz (kaukau.comp.vuw.ac.nz [130.195.5.20]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sun, 6 Aug 1995 12:34:10 +0200 Received: from debretts.comp.vuw.ac.nz (debretts.comp.vuw.ac.nz [130.195.8.46]) by kaukau.comp.vuw.ac.nz (8.6.B/8.6.9-VUW) with ESMTP id WAA09587 for ; Sun, 6 Aug 1995 22:33:36 +1200 From: Stephen Wray Received: (stevew@localhost) by debretts.comp.vuw.ac.nz (8.6.10/8.6.6) id WAA20599; Sun, 6 Aug 1995 22:33:54 +1200 Date: Sun, 6 Aug 1995 22:33:54 +1200 Message-Id: <199508061033.WAA20599@debretts.comp.vuw.ac.nz> To: crossfire@ifi.uio.no Subject: crossfire error messages Status: RO I'm getting the following error messages from crossfire; Couldn't find treasurelist broo Failed to link treasure to arch: randomitems Couldn't find treasurelist c_knight Failed to link treasure to arch: randomitems Couldn't find treasurelist c_m_priest Failed to link treasure to arch: randomitems Couldn't find treasurelist c_priest Failed to link treasure to arch: randomitems Couldn't find treasurelist liv_chaos Failed to link treasure to arch: randomitems Couldn't find treasurelist serp_man Failed to link treasure to arch: randomitems etc, etc, etc. Lots of them. Can anyone enlighten me about them? I've rebuilt the archetypes etc. Thanks! --- **********************T***H***E***L***E***M***A********************** 44. For pure will, unassuaged of purpose, delivered from the lust of result, is every way perfect. -- LIBER AL vel LEGIS ******************************IN*LVX********************************* Stephen Wray From crossfire-request Sat Aug 5 12:23:45 1995 Return-Path: Received: from relay.xlink.net (relay.xlink.net [193.141.40.5]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Sat, 5 Aug 1995 12:23:44 +0200 Received: from sbusol.rz.uni-sb.de by relay.xlink.net id <36324-0@relay.xlink.net>; Sat, 5 Aug 1995 12:22:37 +0000 Received: from math.uni-sb.de. (mmdf@pappus.math.uni-sb.de [134.96.32.196]) by sbusol.rz.uni-sb.de (8.6.12/v2.0) with SMTP id MAA14639; Sat, 5 Aug 1995 12:22:36 +0200 Received: from vieta.math.uni-sb.de by pappus.math.uni-sb.de. id aa29030; 5 Aug 95 6:32 EDT Received: by vieta.math.uni-sb.de (4.1/math-SB.srv.910605) id AA26921; Sat, 5 Aug 95 12:19:08 +0200 From: Arne Wichmann Message-Id: <9508051019.AA26921@vieta.math.uni-sb.de> Subject: Re: processor speed To: GuyW@1234net.com Date: Sat, 5 Aug 1995 12:19:07 +0200 (MET DST) Cc: crossfire@ifi.uio.no In-Reply-To: <199508041750.TAA07354@ifi.uio.no> from "Guy Williams" at Aug 4, 95 01:50:36 pm X-Mailer: ELM [version 2.4 PL24] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 819 Status: RO Also sprach Guy Williams: > Does anyone know how much processor speed is needed for a 4 or more > player game. I have a 486sx3/75 IBM Blue Lightning CPU with 20 Megs > of RAM running Linux. It runs fine with two players and I am > thinking about putting it on the net but it is a hassle and I only > want to do it if it is powerful enough. If its not, which would be > better more RAM or a faster cpu (maybe one with an integrated NPU.) Hmmm... We are running a crossfire over here with usually up to 10 People playing. We are running on a DX2/66 with 16M RAM. RAM or Processor speed has not been much of an issue. The main problem seems to be network speed. (We still use the old client software) cu AW -- Wer geteilt ist hat nichts mitzuteilen (Einstuerzende Neubauten) Arne Wichmann (aw@math.uni-sb.de) From crossfire-request Sat Aug 5 04:43:20 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 ; Sat, 5 Aug 1995 04:43:20 +0200 From: Kjetil Torgrim Homme Received: (from kjetilho@localhost) by gjalp.ifi.uio.no ; Sat, 5 Aug 1995 04:43:20 +0200 Date: Sat, 5 Aug 1995 04:43:20 +0200 Message-Id: <199508050243.5731.gjalp.ifi.uio.no@ifi.uio.no> To: GuyW@1234net.com CC: crossfire@ifi.uio.no In-reply-to: <199508041750.TAA07354@ifi.uio.no> (GuyW@1234net.com) Subject: Re: processor speed Status: RO [Guy W] | Does anyone know how much processor speed is needed for a 4 or | more player game. I have a 486sx3/75 IBM Blue Lightning CPU with | 20 Megs of RAM running Linux. It runs fine with two players and I | am thinking about putting it on the net but it is a hassle and I | only want to do it if it is powerful enough. If its not, which | would be better more RAM or a faster cpu (maybe one with an | integrated NPU.) Hmm, floating point used to be an issue, as a lot of floating point adds were done to keep track of the speeds of all the objects. I don't think this has been fixed. (On modern RISC machines, it may actually be good to let it stay floating point, so that you take advantage of both execution paths...) Except for that, Crossfire is mainly a RAM and network hog. A 12 MB crossfire process should be able to handle about six players, at a guess. Kjetil T. From crossfire-request Fri Aug 4 19:50:33 1995 Return-Path: Received: from main.1234net.com (onyx.1234net.com [204.213.255.129]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Fri, 4 Aug 1995 19:50:32 +0200 Message-Id: <199508041750.TAA07354@ifi.uio.no> Received: from dns.adexnet.com by main.1234net.com (NTMail Server - ntmail@net-shopper.co.uk) id aa000016 Fri, 4 Aug 95 13:50:57 EDT--100 Comments: Authenticated sender is From: "Guy Williams" Organization: 123-4-NET To: crossfire@ifi.uio.no Date: Fri, 4 Aug 1995 13:50:36 -0500 MIME-Version: 1.0 Content-type: text/plain; charset=US-ASCII Content-transfer-encoding: 7BIT Subject: processor speed Reply-to: GuyW@1234net.com Priority: normal X-mailer: Pegasus Mail for Windows (v2.01) X-Info: Evaluation version at main.1234net.com Status: RO Does anyone know how much processor speed is needed for a 4 or more player game. I have a 486sx3/75 IBM Blue Lightning CPU with 20 Megs of RAM running Linux. It runs fine with two players and I am thinking about putting it on the net but it is a hassle and I only want to do it if it is powerful enough. If its not, which would be better more RAM or a faster cpu (maybe one with an integrated NPU.) From crossfire-request Fri Aug 4 17:46:17 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, 4 Aug 1995 17:46:17 +0200 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9404/940426.s1) id LAA23185; Fri, 4 Aug 1995 11:45:58 -0400 Date: Fri, 4 Aug 1995 11:45:58 -0400 From: Brian Thomas Message-Id: <199508041545.LAA23185@chaupher.gsfc.nasa.gov> To: Steve.Wray@comp.vuw.ac.nz Subject: Re: crossfire maps & archetypes Cc: crossfire@ifi.uio.no Status: RO > Steve Wray writes: > > I'd like to find out where I can get up-to-date > maps & archetypes for crossfire-0.91.8. > > Looking thru the maps, I found "thomas"; it looks good, but > dosn't seem connected up. > Yes, those are my "development" maps. Actually, I have quite a few more finished now (mostly more stuff for the city of golden spires & a quest), but I am holding of "delivering" the rest of it until I can finish some stuff I have "in the pipeline". Oh yeah, I have many more new archs too. If you would like to see some more of these maps look on ftp.astro.psu.edu in pub/thomas/maps and pub/thomas/archs. Check out the README's for instructions/directions. Any feedback (esp. playtesting) of these maps/archs would be nice. b.t. > Also, it uses archetypes which I have in the arch directory, > but it dosn't seem to find them -- they are in > arch/dev/unused/0.91.7/Town/fatman.111 > for example. > > Another thing -- how do I reconstruct the xpm > montages etc when the things in the arch directory change? > > Thanks! > > --- > **********************T***H***E***L***E***M***A********************** > 44. For pure will, unassuaged of purpose, delivered from the lust of > result, is every way perfect. -- LIBER AL vel LEGIS > ******************************IN*LVX********************************* > Stephen Wray > From crossfire-request Fri Aug 4 04:48:30 1995 Return-Path: Received: from kaukau.comp.vuw.ac.nz (kaukau.comp.vuw.ac.nz [130.195.5.20]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Fri, 4 Aug 1995 04:48:23 +0200 Received: from debretts.comp.vuw.ac.nz (debretts.comp.vuw.ac.nz [130.195.8.46]) by kaukau.comp.vuw.ac.nz (8.6.B/8.6.9-VUW) with ESMTP id OAA28213 for ; Fri, 4 Aug 1995 14:47:58 +1200 From: Stephen Wray Received: (stevew@localhost) by debretts.comp.vuw.ac.nz (8.6.10/8.6.6) id OAA10790; Fri, 4 Aug 1995 14:48:16 +1200 Date: Fri, 4 Aug 1995 14:48:16 +1200 Message-Id: <199508040248.OAA10790@debretts.comp.vuw.ac.nz> To: crossfire@ifi.uio.no Subject: crossfire maps & archetypes Status: RO I'd like to find out where I can get up-to-date maps & archetypes for crossfire-0.91.8. Looking thru the maps, I found "thomas"; it looks good, but dosn't seem connected up. Also, it uses archetypes which I have in the arch directory, but it dosn't seem to find them -- they are in arch/dev/unused/0.91.7/Town/fatman.111 for example. Another thing -- how do I reconstruct the xpm montages etc when the things in the arch directory change? Thanks! --- **********************T***H***E***L***E***M***A********************** 44. For pure will, unassuaged of purpose, delivered from the lust of result, is every way perfect. -- LIBER AL vel LEGIS ******************************IN*LVX********************************* Stephen Wray