From crossfire-request Wed May 31 12:42:32 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, 31 May 1995 12:42:31 +0200 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9404/940426.s1) id GAA12337; Wed, 31 May 1995 06:42:14 -0400 Date: Wed, 31 May 1995 06:42:14 -0400 From: Brian Thomas Message-Id: <199505311042.GAA12337@chaupher.gsfc.nasa.gov> To: thomas@nexus.astro.psu.edu, tdoan@bnr.ca Subject: re:ALCHEMY idea Cc: crossfire@ifi.uio.no Status: RO > How about we make the ingredients the last items in the list so that > we can have variable amount. For example, > "Phylum of Rigidity",SP_PARALYZE,10,"potion.111",30,"orc steak, ASH", > "food, ESSENSE","water, ????",NULL Yeah. I think that's an excellent idea. > > What if the ingredients need to be cooled or heated; shaked or stirred? > How will the above be implemented? Maybe a new alchemy commands, > like: potion . (ex: potion shake) I think these are good ideas for adding more color to the whole, but I would reserve adding new commands for later. To start with, the code concept should be as simple to implement as possible. Expansion to new commands, etc can come later. b.t. From crossfire-request Wed May 31 12:33:01 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 ; Wed, 31 May 1995 12:33:01 +0200 Received: from chaupher.gsfc.nasa.gov (chaupher.gsfc.nasa.gov [128.183.8.36]) by maud.ifi.uio.no ; Wed, 31 May 1995 12:32:57 +0200 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9404/940426.s1) id GAA12328; Wed, 31 May 1995 06:31:27 -0400 Date: Wed, 31 May 1995 06:31:27 -0400 From: Brian Thomas Message-Id: <199505311031.GAA12328@chaupher.gsfc.nasa.gov> To: thomas@nexus.astro.psu.edu, tdoan@bnr.ca Subject: re:ALCHEMY idea Cc: crossfire@ifi.uio.no Status: RO > How about a way to handle mixing of nth liquids (general) or > potions (specific) and a way to handle poison? Hmm, all of this > talk got me thinking of a way to provide dynamic (changing) items. > For example, it shouldn't be too hard to be able to create a tree > and have it "grow" leaves and fruits to be used in the game for > food or for ingredient. Maybe a modified "generator"? Yes yes yes! Actually I have already a spell I designed which produces a 'fruit tree'. It is basically a generator with slow speed (0.001 I think) and other_arch set to either 'pear.111' 'apple.111' or 'orange.111'. I was planning to release these new spells soon. From crossfire-request Wed May 31 00:44:34 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, 31 May 1995 00:44:28 +0200 X400-Received: by mta bnr.ca in /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Tue, 30 May 1995 18:43:40 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Tue, 30 May 1995 18:43:23 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Tue, 30 May 1995 18:44:00 -0400 Date: Tue, 30 May 1995 22:43:23 +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.122:30.04.95.22.43.23] X400-Content-Type: P2-1984 (2) Content-Identifier: re:ALCHEMY idea From: "tuan (t.) doan" Sender: "tuan (t.) doan" Message-ID: <"7150 Tue May 30 18:43:28 1995"@bnr.ca> To: thomas@astro.psu.edu Cc: crossfire@ifi.uio.no Subject: re:ALCHEMY idea Status: RO In message "ALCHEMY idea", 'thomas@astro.psu.edu' writes: > Hi, ...things seem to have slowed down around here > (*except* for the spam :). I thought I would share > an idea with the community on some thoughts I had > about implementation of Alchemy (in the sense of > players making magic compounds like potions). > > In essense the Alchemy should feature: > 1) player ability to create magical compounds > (like potions, powder, balm, etc) from various > found, bought, and prepared ingredients. > 2) player's should have the ability to experiment > making stuff. As a result, both good and bad > things can happen. > 3) The code should be contained and as simple as > possible. It should feature a way to easily > add new alchemical formulae and potions to > an existing roster of allowable formulae. How about a way to handle mixing of nth liquids (general) or potions (specific) and a way to handle poison? Hmm, all of this talk got me thinking of a way to provide dynamic (changing) items. For example, it shouldn't be too hard to be able to create a tree and have it "grow" leaves and fruits to be used in the game for food or for ingredient. Maybe a modified "generator"? > I thinking of implementing this in the following way. > Players will be able to grind, distill, etc various > items (see below) with alchemical devices (below) to > produce 'alchemical' ingredients. These ingredients > are inert until they are mixed together and the alchemy > spell is cast upon the container holding them (I will > call it the 'beaker' for now). If the mixure in the > beaker is appropriate (according to an array holding > allowed 'formulae') then something is predictably > produced. If the mixture in the beaker is wrong, well > bad things can happen (like explosions, fireballs, > summon evil monsters, player loses stats, etc). > > Alchemical devices: The objects are like containers, but > will change other allowed objects into alchemical > ingredients. In concept alchemical devices are a new > object type (ie 'ALCONTAINER') as is each of the alchemical > ingredients. Some Alchemical devices require spells to be > cast on them to operate. Er, how about a way to provide verbal and perhaps in the future gestures as ingredients. Has anyone thought of revamping the spells system to include a more realistic verbal and gesture spell invocation? I know, it might make the game too hard to play and take the fun away, right? > Device Operation Produces (type) Activation Spell > ------ --------- --------------- ---------------- > Mortar Grinds Powder (POWDER) none > Retort Distills Essence (ESSENCE) Fire spells > Crucible Calcinates Ashes (ASH) Fire spells > Beaker Combines Potion, balm, (POTION) Alchemy spell > etc. > In princible, most of this alchemical equipment is reusable, > (excepting the beaker) but is quite heavy. > > A 'potion' array could look something like this: > > "product name", "spell","ingrd1","ingrd2","ingrd3","value","face","level" > > where "product name" is the name of the produced 'potion', balm, etc. > "spell" is the spell to be cast by the potion, balm, etc. when > it is consumed, "ingrd1","ingrd2" and "ingrd3" are the components > for making the "product". Each comprises the name and type of the > ingredient (see below example). There can be from 1-3 ingredients required, > which must match the name,type and *order* listed in the array. > "value" is the value of the product, "face" is the image that > will be associated with the produced POTION (the beaker is removed > after every attempt, even if the compounding is unsuccessfull). > "level" is the level at which the spell will be cast. Most potions > should "cast" at the base level of the spell, but some may be > stronger. What if the ingredients need to be cooled or heated; shaked or stirred? How will the above be implemented? Maybe a new alchemy commands, like: potion . (ex: potion shake) > Examples for an array of alchemical products and formulae > --------------------------------------------------------- > > "Balm of transparency",SP_INVISIBLE,"beholder eye, POWDER","NULL,NULL", > "NULL,NULL",1000,"balm.111",10 > > In the above, one ingredient is needed to make the "balm of transparency" > a POTION which when consumed makes the user invisible. This ingredient > is the "Powder of beholder eye", which is produced by putting a > beholder eye into a mortar. The resultant product 'potion' has the > 'balm' image, and is cast at the 10th level. > > "Phylum of Rigidity",SP_PARALYZE,"orc steak, ASH","food, ESSENSE", > "NULL,NULL",10,"potion.111",30 > > In the above, 2 ingredients are needed to make the "Phlyum of > Rigidity", a POTION which when consumed paralyzes the user. > These ingredients are "ash of orc steak" and "essence of food" > (ok, ok we will need more monster parts than are currently around) > Not a good thing to consume :) How about we make the ingredients the last items in the list so that we can have variable amount. For example, "Phylum of Rigidity",SP_PARALYZE,10,"potion.111",30,"orc steak, ASH", "food, ESSENSE","water, ????",NULL > And so on.... Any comments on this would be appreciated. Also... > I seem to remember someone stating that they were working on implementing > throwing code.. Has this been done yet?? Er, throwing codes might need a total revamp of the way events are being handled. Currently objects that are able to moved on their own, has a specific routine checking for a specific type value (ie: arrows, spells, etc...) To be able to throw _any_ type of objects required that 1. a tag be made for all objects 2. event code to be called to check for that flag and handle/move the object Anyone else got a better way of implementing throwing? > Caio, b.t. 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 Tue May 30 14:05:41 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 ; Tue, 30 May 1995 14:01:22 +0200 Received: from beast.astro.psu.edu by nexus.astro.psu.edu (4.1/Nexus-1.3) id AA23173; Tue, 30 May 95 07:59:31 EDT Received: by beast.astro.psu.edu (4.1/Client-1.3) id AA14706; Tue, 30 May 95 07:59:30 EDT Date: Tue, 30 May 95 07:59:30 EDT From: "Brian Thomas" Message-Id: <9505301159.AA14706@beast.astro.psu.edu> To: crossfire@ifi.uio.no Subject: ALCHEMY idea Status: RO Hi, ...things seem to have slowed down around here (*except* for the spam :). I thought I would share an idea with the community on some thoughts I had about implementation of Alchemy (in the sense of players making magic compounds like potions). In essense the Alchemy should feature: 1) player ability to create magical compounds (like potions, powder, balm, etc) from various found, bought, and prepared ingredients. 2) player's should have the ability to experiment making stuff. As a result, both good and bad things can happen. 3) The code should be contained and as simple as possible. It should feature a way to easily add new alchemical formulae and potions to an existing roster of allowable formulae. I thinking of implementing this in the following way. Players will be able to grind, distill, etc various items (see below) with alchemical devices (below) to produce 'alchemical' ingredients. These ingredients are inert until they are mixed together and the alchemy spell is cast upon the container holding them (I will call it the 'beaker' for now). If the mixure in the beaker is appropriate (according to an array holding allowed 'formulae') then something is predictably produced. If the mixture in the beaker is wrong, well bad things can happen (like explosions, fireballs, summon evil monsters, player loses stats, etc). Alchemical devices: The objects are like containers, but will change other allowed objects into alchemical ingredients. In concept alchemical devices are a new object type (ie 'ALCONTAINER') as is each of the alchemical ingredients. Some Alchemical devices require spells to be cast on them to operate. Device Operation Produces (type) Activation Spell ------ --------- --------------- ---------------- Mortar Grinds Powder (POWDER) none Retort Distills Essence (ESSENCE) Fire spells Crucible Calcinates Ashes (ASH) Fire spells Beaker Combines Potion, balm, (POTION) Alchemy spell etc. In princible, most of this alchemical equipment is reusable, (excepting the beaker) but is quite heavy. A 'potion' array could look something like this: "product name", "spell","ingrd1","ingrd2","ingrd3","value","face","level" where "product name" is the name of the produced 'potion', balm, etc. "spell" is the spell to be cast by the potion, balm, etc. when it is consumed, "ingrd1","ingrd2" and "ingrd3" are the components for making the "product". Each comprises the name and type of the ingredient (see below example). There can be from 1-3 ingredients required, which must match the name,type and *order* listed in the array. "value" is the value of the product, "face" is the image that will be associated with the produced POTION (the beaker is removed after every attempt, even if the compounding is unsuccessfull). "level" is the level at which the spell will be cast. Most potions should "cast" at the base level of the spell, but some may be stronger. Examples for an array of alchemical products and formulae --------------------------------------------------------- "Balm of transparency",SP_INVISIBLE,"beholder eye, POWDER","NULL,NULL", "NULL,NULL",1000,"balm.111",10 In the above, one ingredient is needed to make the "balm of transparency" a POTION which when consumed makes the user invisible. This ingredient is the "Powder of beholder eye", which is produced by putting a beholder eye into a mortar. The resultant product 'potion' has the 'balm' image, and is cast at the 10th level. "Phylum of Rigidity",SP_PARALYZE,"orc steak, ASH","food, ESSENSE", "NULL,NULL",10,"potion.111",30 In the above, 2 ingredients are needed to make the "Phlyum of Rigidity", a POTION which when consumed paralyzes the user. These ingredients are "ash of orc steak" and "essence of food" (ok, ok we will need more monster parts than are currently around) Not a good thing to consume :) And so on.... Any comments on this would be appreciated. Also... I seem to remember someone stating that they were working on implementing throwing code.. Has this been done yet?? Caio, b.t. From crossfire-request Fri May 26 04:44:13 1995 Return-Path: Received: from grunt.ksu.ksu.edu (root@grunt.ksu.ksu.edu [129.130.12.17]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Fri, 26 May 1995 04:44:11 +0200 Received: from tonto.ksu.ksu.edu by grunt.ksu.ksu.edu (8.6.12/1.34) id VAA19057; Thu, 25 May 1995 21:43:53 -0500 From: carllim@ksu.ksu.edu (Carl A Lim) Received: by tonto.ksu.ksu.edu (8.6.10/1.34) id VAA03322; Thu, 25 May 1995 21:43:47 -0500 Message-Id: <199505260243.VAA03322@tonto.ksu.ksu.edu> Subject: Access To: crossfire@ifi.uio.no Date: Thu, 25 May 1995 21:43:46 -0500 (CDT) X-Mailer: ELM [version 2.4 PL23] MIME-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 8bit Content-Length: 129 Status: RO To whom it may concern: I do not know how to start playing Crossfire. Please help. Thanks, Carl Lim carllim@ksu.ksu.edu From crossfire-request Mon May 22 05:49:21 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, 22 May 1995 05:49:20 +0200 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9404/940426.s1) id XAA05935; Sun, 21 May 1995 23:49:12 -0400 Date: Sun, 21 May 1995 23:49:12 -0400 From: Brian Thomas Message-Id: <199505220349.XAA05935@chaupher.gsfc.nasa.gov> To: peterm@CSUA.Berkeley.EDU Subject: Re: spell questions again Cc: crossfire@ifi.uio.no Status: RO > > Are you sure you're reading the table right? Anyway, it sounds > like things are fucked up. Counterwall should be PATH_PROT. > remove_damnation should be clerical. > > PeterM > Ok, the following is from spellist.h in CF0.91.8: where the order is: /* name,lvl,sp,charges,time,scrolls[nr,chance],book-chance,rng,def,cleric,self*/ {"remove damnation", 99,400, 0,200, 1, 1, 0, 1, 0, 0, 1, PATH_RESTORE, "protection",}, ^^ and it appears that the 'cleric' column is '0', also.. {"counterwall", 8, 8, 30, 30, 0, 0, 1, 1, 0, 0, 0, PATH_RESTORE, "counterspell",}, ^^^^^^^^^^^^ Definitely *not* PATH_PROT. b.t. From crossfire-request Mon May 22 05:31:13 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 ; Mon, 22 May 1995 05:31:12 +0200 Received: from beast.astro.psu.edu by nexus.astro.psu.edu (4.1/Nexus-1.3) id AA23124; Sun, 21 May 95 23:31:10 EDT Received: by beast.astro.psu.edu (4.1/Client-1.3) id AA26735; Sun, 21 May 95 23:31:10 EDT Date: Sun, 21 May 95 23:31:10 EDT From: "Brian Thomas" Message-Id: <9505220331.AA26735@beast.astro.psu.edu> To: crossfire@ifi.uio.no Subject: spell questions again Status: RO Opps, my mailer ran away with my message before I could finish :) Also I am wondering about: -remove_damnation 99 Why is it also a magician (not cleric spell)?? -counterwall Why is this a PATH_RESTORE spell?? why not PATH_PROT instead? Ok, thanks b.t. From crossfire-request Mon May 22 05:30:21 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 ; Mon, 22 May 1995 05:30:20 +0200 Received: from LOCALHOST (LOCALHOST [127.0.0.1]) by soda.CSUA.Berkeley.EDU (8.6.11/PHILMAIL-1.11) with SMTP id UAA19559; Sun, 21 May 1995 20:30:14 -0700 Message-Id: <199505220330.UAA19559@soda.CSUA.Berkeley.EDU> To: "Brian Thomas" cc: crossfire@ifi.uio.no Subject: Re: remove curse In-reply-to: Your message of "Sun, 21 May 1995 23:24:05 EDT." <9505220324.AA26691@beast.astro.psu.edu> Date: Sun, 21 May 1995 20:30:13 -0700 From: Peter Mardahl Status: RO In message <9505220324.AA26691@beast.astro.psu.edu>, "Brian Thomas" writes: > > I was just compiling all of the spells and their attributes, > a question: Why is remove_curse a magician (not clerical) spell? > Is this an oversight? -b.t. Yup. PeterM From crossfire-request Mon May 22 05:24:12 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 ; Mon, 22 May 1995 05:24:10 +0200 Received: from beast.astro.psu.edu by nexus.astro.psu.edu (4.1/Nexus-1.3) id AA23099; Sun, 21 May 95 23:24:06 EDT Received: by beast.astro.psu.edu (4.1/Client-1.3) id AA26691; Sun, 21 May 95 23:24:05 EDT Date: Sun, 21 May 95 23:24:05 EDT From: "Brian Thomas" Message-Id: <9505220324.AA26691@beast.astro.psu.edu> To: crossfire@ifi.uio.no Subject: remove curse Status: RO I was just compiling all of the spells and their attributes, a question: Why is remove_curse a magician (not clerical) spell? Is this an oversight? -b.t. From crossfire-request Mon May 22 02:52:01 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 ; Mon, 22 May 1995 02:52:00 +0200 From: Mjyc@aol.com Received: by mail04.mail.aol.com (1.37.109.11/16.2) id AA200453888; Sun, 21 May 1995 20:51:28 -0400 Date: Sun, 21 May 1995 20:51:28 -0400 Message-Id: <950521205126_126497767@aol.com> To: crossfire@ifi.uio.no Subject: crossfire Status: RO crossfire-request@ifi.uio.no From crossfire-request Sun May 21 22:18:49 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 ; Sun, 21 May 1995 22:18:46 +0200 Received: (from smap@localhost) by mailgate.Cadence.COM (8.6.8/8.6.8) id NAA14571 for ; Sun, 21 May 1995 13:18:41 -0700 Received: from cadence.cadence.com(158.140.18.1) by mailgate.cadence.com via smap (V1.0mjr) id sma014565; Sun May 21 13:18:32 1995 Received: from pluto by cadence.Cadence.COM (5.61/3.14) id AA10569; Sun, 21 May 95 13:17:08 -0700 Received: by pluto (5.65+/1.5) id AA17549; Sun, 21 May 95 16:18:28 -0400 Date: Sun, 21 May 95 16:18:28 -0400 From: woodruff@cadence.com (Ken Woodruff) Message-Id: <9505212018.AA17549@pluto> To: crossfire@ifi.uio.no Subject: 0.91.8/XPM problems Status: RO I've just retrieved and built Crossfire 0.91.8. I get the following error messages trying to start Crossfire in -xpm mode: Error creating pixmap /usr/games/lib/crossfire/crossfire.pix.1, error -2. Error creating pixmap /usr/games/lib/crossfire/crossfire.pix.2, error -2. etc. I know nothing about xpm, but looking in xpm.h it appears that error "2" is called XpmFileInvalid. I am able to view the crossfire.pix.* files using xv, so they can't be entirely invalid? Relevant system specific stuff: CPU: SPARCstation 5 OS: SunOS 4.1.3 Compiler: acc (2.0) X Windows: X11R5, olwm. The following strings appear in my libXpm.a: $XpmVersion: 3.0 $ $Id: gwm.shar,v 1.57 1991/10/04 13:37:58 colas Exp $ Any help would be appreciated, as I'm getting sick of the normal graphics. --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 Sat May 20 08:40:24 1995 Return-Path: Received: from tigger.cs.adelaide.edu.au (tigger.cs.adelaide.edu.au [129.127.8.65]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Sat, 20 May 1995 08:40:21 +0200 Received: from ermintrude.teaching.cs.adelaide.edu.au (via delivery) by tigger.cs.adelaide.edu.au with SMTP (5.65/UA-5.20) id AA18281; Sat, 20 May 95 16:10:11 +0930 X-Authentic-Sender: a0alvaro@ermintrude.teaching.cs.adelaide.edu.au Received: by ermintrude.teaching.cs.adelaide.edu.au (5.65/SMI-4.1)id AA11785; Sat, 20 May 95 16:10:10 +0930 From: a0alvaro@teaching.cs.adelaide.edu.au (Tony) Message-Id: <9505200640.AA11785@ermintrude.teaching.cs.adelaide.edu.au> Subject: subscribe To: crossfire@ifi.uio.no Date: Sat, 20 May 1995 16:10:10 +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: 578 Status: RO hi, Can I subscribe to this mailing list, thanks. -- ^`. . . ^_ \ \ - a0alvaro@teaching.cs.adelaide.edu.au - \ \ . .o. { \ Antonio Alvaro { \ / `~~~--__ COMPUTER SCIENCE/Adelaide Uni { \___----~~' `~~-_ (South Australia) \ /// ` `~. ..o.o. .o. . / /~~~~-, ,__. , /// __,,,,) \/ \/ `~~~; ,---~~-_`~= . . . .o..o#o. . / / . . . '._.' From crossfire-request Thu May 18 08:08:12 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 ; Thu, 18 May 1995 08:08:11 +0200 Received: from beast.astro.psu.edu by nexus.astro.psu.edu (4.1/Nexus-1.3) id AA10804; Thu, 18 May 95 02:07:20 EDT Received: by beast.astro.psu.edu (4.1/Client-1.3) id AA18486; Thu, 18 May 95 02:07:20 EDT Date: Thu, 18 May 95 02:07:20 EDT From: "Brian Thomas" Message-Id: <9505180607.AA18486@beast.astro.psu.edu> To: crossfire@ifi.uio.no Subject: Server at sonja.math.virginia.edu Status: RO Hi, I was wondering if the server at sonja.math.virginia.edu is up and running? I see its listed in the rec.games.roguelike.announce list of crossfire servers. b.t. From crossfire-request Thu May 11 17:56:44 1995 Return-Path: Received: from csunb0.leeds.ac.uk (csunb0.leeds.ac.uk [129.11.144.2]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 11 May 1995 17:56:43 +0200 Received: from dream1.dcre.leeds.ac.uk (dream1.leeds.ac.uk [129.11.144.128]) by csunb0.leeds.ac.uk (8.6.9/8.6.9) with ESMTP id QAA19554 for ; Thu, 11 May 1995 16:47:01 +0100 Received: from csindy03.dcre.leeds.ac.uk by dream1.dcre.leeds.ac.uk; Thu, 11 May 1995 16:49:16 +0100 From: "Paul Rhodes" Message-Id: <9505111649.ZM23198@dcre> Date: Thu, 11 May 1995 16:49:15 +0100 X-Mailer: Z-Mail (3.1.0 22feb94 MediaMail) To: crossfire@ifi.uio.no Subject: subscribe Content-Type: text/plain; charset=us-ascii Mime-Version: 1.0 Status: RO subscribe Paul Rhodes From crossfire-request Thu May 11 16:03:42 1995 Return-Path: Received: from rulway.LeidenUniv.nl (rulway.LeidenUniv.nl [132.229.8.6]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Thu, 11 May 1995 16:03:40 +0200 Received: from rulglj.LeidenUniv.nl by rulway.LeidenUniv.nl with SMTP id AA21163 (5.65c+/IDA-1.4.4 for <@RULWAY.LEIDENUNIV.NL:crossfire@ifi.uio.no>); Thu, 11 May 1995 16:03:26 +0200 Received: by rulglj.leidenuniv.nl (920330.SGI/920502.SGI) for @RULWAY.LEIDENUNIV.NL:crossfire@ifi.uio.no id AA18290; Thu, 11 May 95 16:06:23 +0200 Date: Thu, 11 May 95 16:06:23 +0200 From: frits@rulglj.leidenuniv.nl (Frits Daalmans) Message-Id: <9505111406.AA18290@rulglj.leidenuniv.nl> To: crossfire@ifi.uio.no Subject: Please subscribe me to your list Status: RO Please subscribe me to the Crossfire discussion list Frits Daalmans Frits Daalmans OIO Conformational Analysis Gorlaeus Laboratoria Leiden, The Netherlands E-mail: frits@rulglj.leidenuniv.nl Tel: [+31] (0)71-274505 From crossfire-request Fri May 5 22:21:52 1995 Return-Path: Received: from strauss.udel.edu (strauss.udel.edu [128.175.13.74]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Fri, 5 May 1995 22:21:44 +0200 Received: (from flaregun@localhost) by strauss.udel.edu (8.6.10/8.6.6) id QAA02244; Fri, 5 May 1995 16:21:41 -0400 Date: Fri, 5 May 1995 16:21:41 -0400 (EDT) From: Ed Phillips To: Crossfire Mailing List Subject: 0.91.8 Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO I compiled 0.91.8 on Linux last night... it's great! Good work! Still trying to get it to work on Solaris tho'. :-( +-------------------------------------------------------------------------+ | 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 May 5 20:23:22 1995 Return-Path: Received: from cns.bu.edu (root@PARK.BU.EDU [128.197.61.100]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Fri, 5 May 1995 20:23:11 +0200 Received: from cochlea.bu.edu by cns.bu.edu (8.6.10/BU_Server-1.1) id OAA07694; Fri, 5 May 1995 14:20:57 -0400 Received: by cochlea.bu.edu (8.6.10/BU_Client-1.1) id OAA24268; Fri, 5 May 1995 14:20:55 -0400 Date: Fri, 5 May 1995 14:20:36 -0400 (EDT) From: Steven Olson Subject: subscribe announce To: crossfire@ifi.uio.no Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO From crossfire-request Fri May 5 05:53:20 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, 5 May 1995 05:53:17 +0200 Received: from griffle.astro.psu.edu by nexus.astro.psu.edu (4.1/Nexus-1.3) id AA19853; Thu, 4 May 95 23:51:09 EDT Received: by griffle.astro.psu.edu (4.1/Client-1.3) id AA12469; Thu, 4 May 95 23:51:08 EDT Date: Thu, 4 May 95 23:51:08 EDT From: "Brian Thomas" Message-Id: <9505050351.AA12469@griffle.astro.psu.edu> To: crossfire@ifi.uio.no Subject: CF0.91.8 skills Status: RO HI, The version of the skills code in CF0.91.8 (#2) has a fatal bug - please apply the following patch to server/input.c I have no idea how this bug arose - its pretty obvious that some thing is wrong with the game when it occurs, .. perhaps I have been cranking out too many versions for everyone to keep strait :) Again, I urge people interested in the skills code to grab version #5 - on ftp.astro.psu.edu. This version does work well and includes x2 number of skills and 2 new player classes. cheers, b.t. *** input.c.orig Thu May 4 23:45:04 1995 --- input.c Thu May 4 23:37:44 1995 *************** *** 213,231 **** char buf[MAX_BUF]; int i=0; object *tmp; for(tmp=pl->inv; tmp; tmp=tmp->below) { /* does player possess the skill? */ ! if(tmp->type == SKILL) /* player does have skills */ i++; ! if(!strcmp(name, skills[tmp->stats.sp].name)) { /* player has named skill? */ pl->contr->chosen_skill = tmp->stats.sp; sprintf(buf,"Readying skill: %s. ",skills[tmp->stats.sp].name); new_draw_info(NDI_UNIQUE, 0,pl,buf); pl->contr->shoottype = range_skill; draw_stats(pl); return; } } if(i<1) sprintf(buf,"You have no skills that you may ready!"); else --- 213,232 ---- char buf[MAX_BUF]; int i=0; object *tmp; for(tmp=pl->inv; tmp; tmp=tmp->below) { /* does player possess the skill? */ ! if(tmp->type == SKILL) { /* player does have skills */ i++; ! if(!strcmp(name, skills[tmp->stats.sp].name)) { /* player has named skill? */ pl->contr->chosen_skill = tmp->stats.sp; sprintf(buf,"Readying skill: %s. ",skills[tmp->stats.sp].name); new_draw_info(NDI_UNIQUE, 0,pl,buf); pl->contr->shoottype = range_skill; draw_stats(pl); return; + } } } if(i<1) sprintf(buf,"You have no skills that you may ready!"); else From crossfire-request Thu May 4 23:34:33 1995 Return-Path: Received: from brahms.udel.edu (brahms.udel.edu [128.175.13.16]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 4 May 1995 23:34:28 +0200 Received: (from flaregun@localhost) by brahms.udel.edu (8.6.10/8.6.6) id RAA22644; Thu, 4 May 1995 17:32:47 -0400 Date: Thu, 4 May 1995 17:32:47 -0400 (EDT) From: Ed Phillips To: crossfire@ifi.uio.no Subject: Patches for Solaris In-Reply-To: <199505040015.UAA01317@sps1.phys.vt.edu> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO Included below are some pathces I used to get things going under Solaris2.4. Hopefully they are all that are needed. Maybe someone could roll them into upcoming versions? These are against version 0.91.7,... I just got 0.91.8 and haven't had a chance to compile it yet :-( Thanks, Ed +-------------------------------------------------------------------------+ | 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 | +-------------------------------------------------------------------------+ *** ./common/porting.c_orig Tue Feb 14 18:33:48 1995 --- ./common/porting.c Tue Feb 14 18:34:41 1995 *************** *** 204,210 **** } /* This seems to be lacking on some system */ ! #if defined(SVR4) && !defined(__sgi__) int strncasecmp(char *s1, char *s2, int n) { register int c1, c2; --- 204,210 ---- } /* This seems to be lacking on some system */ ! #if defined(SVR4) && !defined(__sgi__) && !defined(sun) int strncasecmp(char *s1, char *s2, int n) { register int c1, c2; *** ./lib/xpmtopix.c_orig Wed Feb 15 10:32:39 1995 --- ./lib/xpmtopix.c Wed Feb 15 10:37:41 1995 *************** *** 197,203 **** } ! #ifdef SVR4 int strcasecmp(char *s1, char *s2) { register int c1, c2; --- 197,203 ---- } ! #if defined(SVR4) && !defined(sun) int strcasecmp(char *s1, char *s2) { register int c1, c2; *** ./eutl/Makefile_orig Wed Feb 15 09:20:38 1995 --- ./eutl/Makefile Wed Feb 15 09:28:45 1995 *************** *** 4,12 **** TARGET=libeutl.a SUBDIRS=include errlib tcplib xmalloc debuglib dynarray xfile chain-hash arglist ! CC=gcc DEST=libeutl.a ! CFLAGS=-g -Wall PASSTHROUGH= CC="$(CC)" CFLAGS="$(CFLAGS) -I../include" all: $(TARGET) --- 4,12 ---- TARGET=libeutl.a SUBDIRS=include errlib tcplib xmalloc debuglib dynarray xfile chain-hash arglist ! CC=cc DEST=libeutl.a ! CFLAGS=-fast PASSTHROUGH= CC="$(CC)" CFLAGS="$(CFLAGS) -I../include" all: $(TARGET) *************** *** 21,27 **** (cd $$i;$(MAKE) $(PASSTHROUGH) arlib);\ done ar ru $(TARGET) `cat */libfiles` ! -ranlib $(TARGET) libeutl_d.a: $(MAKE) TARGET=libeutl_d.a CFLAGS=-g --- 21,27 ---- (cd $$i;$(MAKE) $(PASSTHROUGH) arlib);\ done ar ru $(TARGET) `cat */libfiles` ! # -ranlib $(TARGET) libeutl_d.a: $(MAKE) TARGET=libeutl_d.a CFLAGS=-g *** ./eutl/include/libc.h_orig Wed Feb 15 09:25:18 1995 --- ./eutl/include/libc.h Wed Feb 15 10:24:59 1995 *************** *** 2,11 **** --- 2,16 ---- #include #include + #include #include #include + #define bzero(a,n) memset((void *)(a), 0, (n)) + #define bcopy(a,b,n) memcpy((void *)(b), (void *)(a), (n)) + #if defined(sparc) || defined(__sparc__) + /* #define NEED_PRINTF 1 #define NEED_SOCKET 1 #define NEED_FILE 1 *************** *** 14,19 **** --- 19,25 ---- #define NEED_STRING 1 #define NEED_ERROR 1 #define NEED_MALLOC 1 + */ #endif #ifdef __hppa__ *** ./eutl/arglist/arglist.c_orig Wed Feb 15 09:27:17 1995 --- ./eutl/arglist/arglist.c Wed Feb 15 09:28:17 1995 *************** *** 69,74 **** --- 69,75 ---- case Buffer: free(a->u.b.b); break; default: + break; } } dyn_destroy(gone->a); From crossfire-request Thu May 4 02:18:30 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, 4 May 1995 02:18:26 +0200 Received: (from martinm@localhost) by sps1.phys.vt.edu (8.6.9/8.6.9) id UAA01317 for crossfire@ifi.uio.no; Wed, 3 May 1995 20:15:48 -0400 From: "Michael B. Martin" Message-Id: <199505040015.UAA01317@sps1.phys.vt.edu> Subject: Re: Crashes To: crossfire@ifi.uio.no Date: Wed, 3 May 1995 20:15:47 -0400 (EDT) X-Mailer: ELM [version 2.4 PL23] Content-Type: text Content-Length: 1444 Status: RO > I find that the server I run crashes too often. I can't explain why > it is crashing, it crashes at different times for various reasons. > I was just wondering if other people have had similar problems. Well, I've had crossfire crash on me many times. Just recently I noticed that it crashes when I try to use my hiding skill (I've tried three times, and it immediately crashed each time, so I'm ignoring the skills until I have time to examine it more). But I think most of the "unexplained" crashes are probably due to memory problems. I am using the pixmap graphics on a machine with only 8 Megs of RAM and 8 Megs of (dedicated) swap space on disk. The crashes most frequently occur when I change maps, but are never exactly reproducible. Also, there was at least one point when my hard disk (and therefore /tmp) was almost full, which probably didn't help things. I'd say check your RAM and swap, and if it looks like things are pretty loaded (or overloaded, as in my case), that might be the culprit. In my case at least, just running crossfire causes about half of the X server to get swapped out (read "Not Good"). But the game doesn't really crash THAT frequently (plus I keep backups of my character file, just in case) and it's just too darn addicting to give up. :) -Michael Waiting patiently for my next system: Pentium (or faster) CPU, 16+ MB RAM, better graphics than an entry-level Indy -> Crossfire Heaven! ;) From crossfire-request Wed May 3 20:43:03 1995 Return-Path: Received: from krusty.eecs.umich.edu (krusty.eecs.umich.edu [141.212.36.18]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Wed, 3 May 1995 20:43:01 +0200 Received: (from pkenny@localhost) by krusty.eecs.umich.edu (8.6.12/8.6.11) id OAA12848; Wed, 3 May 1995 14:42:56 -0400 Date: Wed, 3 May 1995 14:42:55 -0400 (EDT) From: Patrick Kenny To: crossfire@ifi.uio.no Subject: Crashes Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO I find that the server I run crashes too often. I can't explain why it is crashing, it crashes at different times for various reasons. I was just wondering if other people have had similar problems. I have not run under debug mode yet, but I might do that soon. -pk ! Patrick Kenny (pkenny@eecs.umich.edu) ! ! (University of Michigan AI and Robotics Lab) ! ! http://ai.eecs.umich.edu/people/kennyp/pkenny.html ! ! Have you Hugged your Artificial Intelligence Today? ! From crossfire-request Tue May 2 06:39:26 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, 2 May 1995 06:39:21 +0200 Received: (from eanders@localhost) by ayer.CS.Berkeley.EDU (8.6.11/8.6.9) id VAA15192; Mon, 1 May 1995 21:39:14 -0700 Date: Mon, 1 May 1995 21:39:14 -0700 From: Eric_Arnold Anderson Message-Id: <199505020439.VAA15192@ayer.CS.Berkeley.EDU> To: crossfire@ifi.uio.no Subject: Re: eutl updates? In-Reply-To: <"17166 Mon May 1 22:42:58 1995"@bnr.ca> References: <"17166 Mon May 1 22:42:58 1995"@bnr.ca> Status: RO tuan t. doan writes: > > As of now, there is not a lot of reason to do so, since the game is still > >quite usable without eutl (and from the sounds of it, most servers on the > >net are not using it in any case.) Given that the client isn't really finished, and the server isn't really finished, I'm not surprised. > Forgive my ignorance, but what is an eutl package. Is this the client- > server code that Eric is working on? If so, what percentage of the purposed > protocol has been completed? The eutl library is a collection of useful routines such as hash tables, debugging stuff, dynamic arrays, error handling, tcp stuff. It also provides replacement versions of routines not available on some platforms. I used it to do the client server stuff because it had arglist which can be sent via tcp and used as messages, and because it had the tcplib. I also used it because it has a good notion of error handling. I'm not the only one working on client-server, and it's not really being done according to the proposed protocol because I didn't really like the protocol as it was proposed. The main pieces that are missing are: 1. bitmap support in the client (I believe the server can send them) 2. some way of handling the magic mapping spell 3. Checking to make sure it works. (Any other missing things can be suggested) I don't know when it will get done because many of the people who were working on it seem to have stopped. (I know I have) -Eric From crossfire-request Tue May 2 04:43:34 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 ; Tue, 2 May 1995 04:43:33 +0200 X400-Received: by mta bnr.ca in /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Mon, 1 May 1995 22:43:22 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Mon, 1 May 1995 22:42:41 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Sat, 29 Apr 1995 22:43:00 -0400 Date: Mon, 1 May 1995 21:43:00 -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.127:02.04.95.02.42.41] X400-Content-Type: P2-1984 (2) Content-Identifier: Re: eutl upda... From: "tuan (t.) doan" Sender: "tuan (t.) doan" Message-ID: <"17166 Mon May 1 22:42:58 1995"@bnr.ca> To: master@rahul.net Cc: crossfire@ifi.uio.no, hevi@lut.fi Subject: Re: eutl updates? Status: RO In message "Re: eutl updates?", 'master@rahul.net' writes: > It is conceivable that at some point, crossfire might include the eutl >package. > > As of now, there is not a lot of reason to do so, since the game is still >quite usable without eutl (and from the sounds of it, most servers on the >net are not using it in any case.) > > --Mark Forgive my ignorance, but what is an eutl package. Is this the client- server code that Eric is working on? If so, what percentage of the purposed protocol has been completed? 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 Tue May 2 04:43:32 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 ; Tue, 2 May 1995 04:43:29 +0200 X400-Received: by mta bnr.ca in /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Mon, 1 May 1995 22:42:46 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Mon, 1 May 1995 22:42:26 -0400 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Sat, 29 Apr 1995 22:42:00 -0400 Date: Mon, 1 May 1995 21:42:00 -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.118:02.04.95.02.42.26] X400-Content-Type: P2-1984 (2) Content-Identifier: Re: Simple qu... From: "tuan (t.) doan" Sender: "tuan (t.) doan" Message-ID: <"17124 Mon May 1 22:42:41 1995"@bnr.ca> To: master@rahul.net Cc: crossfire@ifi.uio.no, hevi@lut.fi Subject: Re: Simple questions Status: RO In message "Re: Simple questions", 'master@rahul.net' writes: > And to follow up with what Petri said: > > While there may be reasons to pause the game, there is no fair way to >implement it. If you are playing with 4 people, and one person pauses the >game, you could do the following: > >1) Everyone is paused, and only the person that paused it could unpause it >2) Everyone is paused, and everyone could unpause it >3) Only the person that paused it is paused. > > In case 1, a person could make a sever unusable by pausing the game. > In case 2, it doesn't do much good, unless everyone agrees they want the >game paused. IF they don't, and they unpause it, you will probably be in >big trouble. > In case 3, it is unrealistic, and would let anyone come to your rescue (ie, >your are about to get killed. You pause it, and wait for your friend with >a healing spell get to where you are..) > > As for saves: If you die, you should permantly be dead. The fact that you >were able to restore from your last save point was a bug. > > --Mark 4) Everyone is asked if global pausing is ok; if so, everyone is paused. A paused timer is used (default to 1 min; and can be changed by admin) When the timer poped, the game unpaused automatically or asked everyone if they want to paused for another paused period; if _everyone_ agreed, then the game paused for another paused period. 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 Tue May 2 03:31:40 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, 2 May 1995 03:30:11 +0200 Received: from bolero.rahul.net by tango.rahul.net with SMTP id AA08980 (5.67b8/IDA-1.5 for ); Mon, 1 May 1995 18:29:28 -0700 Received: from foxtrot.rahul.net by bolero.rahul.net with SMTP id AA17350 (5.67b8/IDA-1.5); Mon, 1 May 1995 18:29:28 -0700 From: Mark Wedel Received: by foxtrot.rahul.net (5.67b8/jive-a2i-1.0) id AA24205; Mon, 1 May 1995 18:29:26 -0700 Date: Mon, 1 May 1995 18:29:26 -0700 Message-Id: <199505020129.AA24205@foxtrot.rahul.net> To: crossfire@ifi.uio.no, hevi@lut.fi Subject: Re: Player limits - Status: RO There are a couple of things that could be done: Put some chance of failure in, with increasing failure as it gets more magic. Thus puts no upper limit on the item, but does put some practical limit. But it could make it so that it is very difficult to make that +7 weapon a +8, but you still might be able to do it. You could put a max benefit a character could get from all his items. This could get a little hard to do, because some items should probably not be counted in this total (and spells probably should not count.) But if the limit is so high that anyone could get all 30's, what the point. And if the limit is really low (like +5), then a character could reach that limit without even making his own item. A couple +2 rings of each ability and a helmet, belt, gloves, or whatever else. --Mark From crossfire-request Tue May 2 03:25:22 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, 2 May 1995 03:25:21 +0200 Received: from bolero.rahul.net by tango.rahul.net with SMTP id AA08610 (5.67b8/IDA-1.5 for ); Mon, 1 May 1995 18:25:07 -0700 Received: from foxtrot.rahul.net by bolero.rahul.net with SMTP id AA16911 (5.67b8/IDA-1.5); Mon, 1 May 1995 18:25:06 -0700 From: Mark Wedel Received: by foxtrot.rahul.net (5.67b8/jive-a2i-1.0) id AA24145; Mon, 1 May 1995 18:25:05 -0700 Date: Mon, 1 May 1995 18:25:05 -0700 Message-Id: <199505020125.AA24145@foxtrot.rahul.net> To: crossfire@ifi.uio.no, hevi@lut.fi Subject: Re: Simple questions Status: RO And to follow up with what Petri said: While there may be reasons to pause the game, there is no fair way to implement it. If you are playing with 4 people, and one person pauses the game, you could do the following: 1) Everyone is paused, and only the person that paused it could unpause it 2) Everyone is paused, and everyone could unpause it 3) Only the person that paused it is paused. In case 1, a person could make a sever unusable by pausing the game. In case 2, it doesn't do much good, unless everyone agrees they want the game paused. IF they don't, and they unpause it, you will probably be in big trouble. In case 3, it is unrealistic, and would let anyone come to your rescue (ie, your are about to get killed. You pause it, and wait for your friend with a healing spell get to where you are..) As for saves: If you die, you should permantly be dead. The fact that you were able to restore from your last save point was a bug. --Mark From crossfire-request Tue May 2 03:18:41 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, 2 May 1995 03:18:37 +0200 Received: from bolero.rahul.net by tango.rahul.net with SMTP id AA08179 (5.67b8/IDA-1.5 for ); Mon, 1 May 1995 18:18:32 -0700 Received: from foxtrot.rahul.net by bolero.rahul.net with SMTP id AA16101 (5.67b8/IDA-1.5); Mon, 1 May 1995 18:18:28 -0700 From: Mark Wedel Received: by foxtrot.rahul.net (5.67b8/jive-a2i-1.0) id AA23967; Mon, 1 May 1995 18:18:26 -0700 Date: Mon, 1 May 1995 18:18:26 -0700 Message-Id: <199505020118.AA23967@foxtrot.rahul.net> To: crossfire@ifi.uio.no, hevi@lut.fi Subject: Re: eutl updates? Status: RO It is conceivable that at some point, crossfire might include the eutl package. As of now, there is not a lot of reason to do so, since the game is still quite usable without eutl (and from the sounds of it, most servers on the net are not using it in any case.) --Mark From crossfire-request Mon May 1 21:15:53 1995 Return-Path: Received: from aino.it.lut.fi (hevi@aino.it.lut.fi [157.24.11.71]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Mon, 1 May 1995 21:15:51 +0200 Received: from localhost (hevi@localhost) by aino.it.lut.fi (8.6.5/8.6.5/1.12.kim) id WAA09634; Mon, 1 May 1995 22:15:49 +0300 Date: Mon, 1 May 1995 22:15:48 +0300 (EET DST) From: Petri Heinila X-Sender: hevi@aino.it.lut.fi To: crossfire@ifi.uio.no Subject: Re: Simple questions In-Reply-To: Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Mon, 1 May 1995, Ed Phillips wrote: > Is there any way to pause the game? Due crossfire is multiplayer game, there is no reason to pause it. But if you are playing alone, started from the terminal, you can just suspend the process, take a break, and continue process. Petri.Heinila@lut.fi From crossfire-request Mon May 1 20:50:12 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 ; Mon, 1 May 1995 20:50:09 +0200 Received: (from flaregun@localhost) by chopin.udel.edu (8.6.10/8.6.6) id OAA11077; Mon, 1 May 1995 14:49:49 -0400 Date: Mon, 1 May 1995 14:49:48 -0400 (EDT) From: Ed Phillips To: crossfire@ifi.uio.no Subject: Simple questions In-Reply-To: Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO Is there any way to pause the game? If you start a new game, then die, under what conditions do you get to start over again? I was playing for a while and the game would ask me my name after I died, then I would type the password and it would restore me to my last 'save' point. Then later, I would never get to restore to my last 'save'. Is this normal? Is this because I am using the same name, and it knows I've been 'dead' many times? Thanks, Ed +-------------------------------------------------------------------------+ | 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 Mon May 1 17:35:07 1995 Return-Path: Received: from aino.it.lut.fi (hevi@aino.it.lut.fi [157.24.11.71]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Mon, 1 May 1995 17:35:05 +0200 Received: from localhost (hevi@localhost) by aino.it.lut.fi (8.6.5/8.6.5/1.12.kim) id SAA09563; Mon, 1 May 1995 18:34:57 +0300 Date: Mon, 1 May 1995 18:34:57 +0300 (EET DST) From: Petri Heinila X-Sender: hevi@aino.it.lut.fi To: crossfire@ifi.uio.no Subject: Re: Bows-n-Arrows (Re: Enchanted Items) 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). Problem in crossfire in that case is that crossfire is very fast game, one tick is very short. The fire speed with bow is somewhat 200 arrows/min (later technologies called these assault rifles :). To get analogy to medieval use of weaponry the game should be slower, e.g. one tick is about 10 sec. > Remember "The Hobbit"? An army of axe-wielding dwarves couldn't bruise > that dragon, but one arrow killed him. Well, but Smaug was a bit in different scale :) Petri.Heinila@lut.fi From crossfire-request Mon May 1 17:21:49 1995 Return-Path: Received: from aino.it.lut.fi (hevi@aino.it.lut.fi [157.24.11.71]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Mon, 1 May 1995 17:21:48 +0200 Received: from localhost (hevi@localhost) by aino.it.lut.fi (8.6.5/8.6.5/1.12.kim) id SAA09553; Mon, 1 May 1995 18:21:46 +0300 Date: Mon, 1 May 1995 18:21:45 +0300 (EET DST) From: Petri Heinila X-Sender: hevi@aino.it.lut.fi To: crossfire@ifi.uio.no Subject: Re: Player limits - In-Reply-To: <199504282318.CAA04663@new.ton.tut.fi> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Sat, 29 Apr 1995, Jari Vanhala wrote: > 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. This is not fun at all, because there is no other reason than balancing for this, the higher possibility for insane effects for higher enchantment sum, is more fun in this case. This is a bit question of playing dynamics. With fixed sum player goes and enchants items and then found the top level. And that's it. Player is now at the end of enchantments, ther is no direction up anymore. With strange effects on high magic player can try to enchant a bit more again, to make better item, and try to manage the effects the higher magic summons. Petri.Heinila@lut.fi From crossfire-request Mon May 1 17:02:19 1995 Return-Path: Received: from aino.it.lut.fi (hevi@aino.it.lut.fi [157.24.11.71]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Mon, 1 May 1995 17:02:17 +0200 Received: from localhost (hevi@localhost) by aino.it.lut.fi (8.6.5/8.6.5/1.12.kim) id SAA09535; Mon, 1 May 1995 18:02:15 +0300 Date: Mon, 1 May 1995 18:02:15 +0300 (EET DST) From: Petri Heinila X-Sender: hevi@aino.it.lut.fi To: crossfire@ifi.uio.no Subject: Re: Enchanted Items In-Reply-To: <199504280007.UAA17812@sps1.phys.vt.edu> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Thu, 27 Apr 1995, Michael B. Martin wrote: > > * 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 The strict constrains in rpg are bad thing, there everything could be able to do, and then there are good and bad effects. > 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.) Very good & nasty effects indeed ;) > > > 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? But bow of Auriga is artifact already. Maybe one balance solution is to make it simply more rare. Petri.Heinila@lut.fi From crossfire-request Mon May 1 16:51:51 1995 Return-Path: Received: from aino.it.lut.fi (hevi@aino.it.lut.fi [157.24.11.71]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Mon, 1 May 1995 16:51:49 +0200 Received: from localhost (hevi@localhost) by aino.it.lut.fi (8.6.5/8.6.5/1.12.kim) id RAA09525; Mon, 1 May 1995 17:51:46 +0300 Date: Mon, 1 May 1995 17:51:45 +0300 (EET DST) From: Petri Heinila X-Sender: hevi@aino.it.lut.fi To: crossfire@ifi.uio.no Subject: Re: eutl updates? In-Reply-To: <199504271939.MAA08894@ayer.CS.Berkeley.EDU> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Thu, 27 Apr 1995, Eric_Arnold Anderson wrote: > 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) Please do support in configuration support changing compilers, flags etc. In a way the compiler can be changed into c++ easily. > > 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. I mean this to restructure directories internal in package to provide easier compilation, installation etc. (if ever needed). Indeed there are no reason to mix eutl with e.g. common part, because crossfire depends from eutl, but eutl does not depend from crossfire. The other question is distribution. The eutl could be distributed among the crossfire as a subdirectory (as there is Cnv in crossedit, that depends from it, but Cnv is indeed independed package for message boxes, file selections etc.). Or the eutl could be distributed as a own packet, as it's now, and it seems you manage the distribution. Petri.Heinila@lut.fi From crossfire-request Mon May 1 16:38:03 1995 Return-Path: Received: from aino.it.lut.fi (hevi@aino.it.lut.fi [157.24.11.71]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Mon, 1 May 1995 16:38:02 +0200 Received: from localhost (hevi@localhost) by aino.it.lut.fi (8.6.5/8.6.5/1.12.kim) id RAA09509; Mon, 1 May 1995 17:37:59 +0300 Date: Mon, 1 May 1995 17:37:58 +0300 (EET DST) From: Petri Heinila X-Sender: hevi@aino.it.lut.fi To: crossfire@ifi.uio.no Subject: Re: Player limits - In-Reply-To: <199504261151.OAA02954@tel1.tte.vtt.fi> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Wed, 26 Apr 1995, Tero Haatanen wrote: > > 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. Rigth, if there are different classes it equals the properties of classes is different and so difficulties of classes are different. Petri.Heinila@lut.fi