From crossfire-request Fri Nov 17 08:43:42 1995 Return-Path: Received: from hadd.ifi.uio.no (3822@hadd.ifi.uio.no [129.240.96.5]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Fri, 17 Nov 1995 08:43:42 +0100 Message-Id: <199511170743.IAA22089@ifi.uio.no> X-Mailer: exmh version 1.6 4/21/95 To: crossfire@ifi.uio.no Subject: Re: 0.92.1 spoiler.ps In-reply-to: Your message of "Thu, 16 Nov 1995 17:44:45 EST." <9511162244.AA22838@griffle.astro.psu.edu> Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Date: Fri, 17 Nov 1995 08:43:39 +0100 From: =?iso-8859-1?Q?Lars_Henrik_B=F8ler_Olafsen?= Status: RO > The spoiler for 0.92.1 is missing the "pow" stat in the player > table. I corrected this and compliled the spoiler. You can > pick it up from ftp.astro.psu.edu in pub/thomas. It will be > called "spoiler_0.92.1.ps.gz". > I've put it in the ftp.ifi.uio.no /pub/crossfire/incoming directory -Lars -- DoD# 1755 BACKUPS? We don't need no steenking bac^&sys 92595 Abort, Retry, Fail? From crossfire-request Fri Nov 17 02:27:46 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 ; Fri, 17 Nov 1995 02:27:45 +0100 Received: from eskimo.com (jayk@eskimo.com [204.122.16.13]) by mail.eskimo.com (8.6.12/8.6.12) with SMTP id RAA08737; Thu, 16 Nov 1995 17:27:31 -0800 Date: Thu, 16 Nov 1995 17:27:29 -0800 (PST) From: Jay Koski To: kochank@smtp.db.erau.edu cc: crossfire@ifi.uio.no Subject: Re: Crossfire 0.92.1 released. In-Reply-To: <9511161922.AA26124@china.db.erau.edu> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Thu, 16 Nov 1995 kochank@smtp.db.erau.edu wrote: > Hody, trying to compile but my dir. for stdarg.h is incorrect. I do > know our systems path for it, but I need to know where to define it > for the program to locate it.. > > Thank you. > > Q > > PS: Without stdarg.h I get a fatal error about a minute into make. > > What version of gcc are you using? I believe 2.5.8 and below don't have stdarg.h. I would suggest getting gcc from prep.ai.mit.edu:/pub/gnu/gcc-2.6.3.tar.gz. This will have stdarg.h, and will hopefully compile crossfire for you. From crossfire-request Fri Nov 17 01:12:12 1995 Return-Path: Received: from mne.ifi.uio.no (1232@mne.ifi.uio.no [129.240.70.5]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id ; Fri, 17 Nov 1995 01:12:11 +0100 From: Kjetil Torgrim Homme Received: (from kjetilho@localhost) by mne.ifi.uio.no ; Fri, 17 Nov 1995 01:12:10 +0100 Date: Fri, 17 Nov 1995 01:12:10 +0100 Message-Id: <199511170012.13436.mne.ifi.uio.no@ifi.uio.no> To: kochank@smtp.db.erau.edu CC: crossfire@ifi.uio.no In-reply-to: <9511161922.AA26124@china.db.erau.edu> Subject: Re: Crossfire 0.92.1 released. Status: RO [kochank] | Hody, trying to compile but my dir. for stdarg.h is incorrect. I | do know our systems path for it, but I need to know where to | define it for the program to locate it.. If your compiler can't locate stdarg.h on its own, it's not ANSI C. You need an ANSI C compiler to compile Crossfire. Since you have stdarg.h on your system, there probably is an alternative compiler you can use. Try looking for gcc or acc, or ask your sysadmin. Kjetil T. From crossfire-request Thu Nov 16 22:45:25 1995 Return-Path: Received: from berlin.landacorp.com (root@berlin.landacorp.com [204.119.202.10]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 16 Nov 1995 22:45:23 +0100 Received: from california.landacorp.com (california.landacorp.com [204.119.202.62]) by berlin.landacorp.com (8.6.12/8.6.9) with ESMTP id NAA25492; Thu, 16 Nov 1995 13:42:19 -0800 Received: from seattle (seattle.landacorp.com [204.119.202.36]) by california.landacorp.com (8.6.12/8.6.9) with SMTP id QAA26502; Thu, 16 Nov 1995 16:53:11 -0500 Date: Thu, 16 Nov 1995 16:53:11 -0500 Message-Id: <199511162153.QAA26502@california.landacorp.com> X-Sender: tkv@california.landacorp.com X-Mailer: Windows Eudora Version 1.4.4 Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" To: "Sanjay Rajput (lab)" , crossfire@ifi.uio.no From: tkv@landacorp.com (Tyler Van Gorder) Subject: Re: Question about the Tower/Castle of Skud Status: RO At 04:23 PM 11/16/95 +0000, Sanjay Rajput (lab) wrote: > I hope this is the appropriate forum to ask this question. >How do you open the last two doors in the Tower/Castle of Skud? I >have found the Key of Ice but can't figure out how to open the >last two doors... I was the creator of the Tower of Skud and I never got around to finishing off the levels. Sorry. -------------------------------------------------------------------- Tyler Van Gorder Senior Developer Landacorp "The opinions contained herein do not represent those of Landacorp." Nor am I responsible for the Power Rangers. From crossfire-request Thu Nov 16 12:47:38 1995 Return-Path: Received: from surt.ifi.uio.no (2037@surt.ifi.uio.no [129.240.76.2]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id ; Thu, 16 Nov 1995 12:47:38 +0100 From: Frank Tore Johansen Received: (from frankj@localhost) by surt.ifi.uio.no ; Thu, 16 Nov 1995 12:47:36 +0100 Message-Id: <199511161147.28227.surt.ifi.uio.no@ifi.uio.no> Subject: Re: Crossfire 0.92.1 released. To: crossfire Date: Thu, 16 Nov 1995 12:47:34 +0000 (GMT) Cc: Pascal.Molli@loria.fr In-Reply-To: <199511161143.MAA07402@gregory.loria.fr> from "Pascal Molli" at Nov 16, 95 12:43:27 pm X-Mailer: ELM [version 2.4 PL21] Content-Type: text Content-Length: 485 Status: RO > in fact : > > ----r--r-- 1 ftp ftp 3852 Nov 16 04:28 crossfire-0.92.1-README > ----r--r-- 1 ftp ftp 669982 Nov 16 04:29 crossfire-0.92.1.arch.tar.gz > ----r--r-- 1 ftp ftp 71732 Nov 16 04:29 crossfire-0.92.1.client.tar.gz > ----r--r-- 1 ftp ftp 1758557 Nov 16 04:31 crossfire-0.92.1.maps.tar.gz > ----r--r-- 1 ftp ftp 1453685 Nov 16 04:32 crossfire-0.92.1.tar.gz > ^^^^^^^^^^ > | > +--- I think this is problem ... Oups, I were a bit quick there...Fixed now. -Frank. From crossfire-request Wed Nov 8 17:59:38 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 ; Wed, 8 Nov 1995 17:59:38 +0100 Received: from chemde4.LeidenUniv.nl by rulway.leidenuniv.nl with SMTP id AA15211 (5.67b/IDA-1.5 for <@RULWAY.LEIDENUNIV.NL:crossfire@ifi.uio.no>); Wed, 8 Nov 1995 17:59:36 +0100 Received: by chemde4.leidenuniv.nl (920330.SGI/920502.SGI) for @RULWAY.LEIDENUNIV.NL:crossfire@ifi.uio.no id AA29690; Wed, 8 Nov 95 18:04:19 +0100 Date: Wed, 8 Nov 95 18:04:19 +0100 From: frits@chemde4.leidenuniv.nl (Frits Daalmans) Message-Id: <9511081704.AA29690@chemde4.leidenuniv.nl> To: crossfire@ifi.uio.no Subject: my (unbalancing) improvement patch Status: RO After this long discussion about whether or not it was unbalancing, shall I mail my patches to the group, so you can check for yourself? or upload it to ifi.uio.no? what is the procedure? Frits Frits Daalmans OIO Conformational Analysis Gorlaeus Laboratoria Leiden, The Netherlands E-mail: frits@chemde4.leidenuniv.nl Tel: [+31] (0)71-5274505 From crossfire-request Sun Nov 5 11:22:09 1995 Return-Path: Received: from gmi.edu (nova.gmi.edu [192.138.137.2]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Sun, 5 Nov 1995 11:22:08 +0100 Received: from prizm.gmi.edu by gmi.edu (5.x/SMI-SVR4) id AA21670; Sun, 5 Nov 1995 05:22:09 -0500 Received: by prizm.gmi.edu (5.x/SMI-SVR4) id AA22420; Sun, 5 Nov 1995 05:23:38 -0500 Date: Sun, 5 Nov 1995 05:23:38 -0500 From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9511051023.AA22420@prizm.gmi.edu> To: crossfire@ifi.uio.no X-Sun-Charset: US-ASCII Status: RO Thanks the restoration potion did the trick. Thanks, Ripclaw (Maintainer) From crossfire-request Sun Nov 5 08:03:14 1995 Return-Path: Received: from gmi.edu (nova.gmi.edu [192.138.137.2]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Sun, 5 Nov 1995 08:03:13 +0100 Received: from prizm.gmi.edu by gmi.edu (5.x/SMI-SVR4) id AA18714; Sun, 5 Nov 1995 02:03:12 -0500 Received: by prizm.gmi.edu (5.x/SMI-SVR4) id AA22150; Sun, 5 Nov 1995 02:04:41 -0500 Date: Sun, 5 Nov 1995 02:04:41 -0500 From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9511050704.AA22150@prizm.gmi.edu> To: crossfire@ifi.uio.no X-Sun-Charset: US-ASCII Status: RO A player at my site wrote me, >I logged onto crossfire again today to find that my stats had been reduced. Did >you reduce them? My old stats were (approx): > >Str: 19 >Dex: 16 >Co: 20 >Int: 14 >Wis: 13 >Cha: 13 > >When I logged onto the game, I found my stats to be: > >Str: 14 >Dex: 13 >Co: 17 >Int: 9 >Wis: 11 >Cha: 11 > >Is this the work of the bug? Could you please replace the stats that I did not >get around to improving? I was working on improvement, but realized that it >would take a long time to replace them. Does anyone know of a monster/spell that permamnantly reduces stats on players. If not is this a bug and has anyone else encountered it. Thanks, Ripclaw (Maintainer) From crossfire-request Sun Nov 5 03:11:10 1995 Return-Path: Received: from ghoul.ecst.csuchico.edu (dtabb@ghoul.ecst.csuchico.edu [132.241.7.10]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sun, 5 Nov 1995 03:11:09 +0100 Received: (from dtabb@localhost) by ghoul.ecst.csuchico.edu (8.6.12/8.6.12) id SAA15927 for crossfire@ifi.uio.no; Sat, 4 Nov 1995 18:11:06 -0800 Date: Sat, 4 Nov 1995 18:11:06 -0800 From: Don Tabb Message-Id: <199511050211.SAA15927@ghoul.ecst.csuchico.edu> To: crossfire@ifi.uio.no Status: RO unsubscribe From crossfire-request Fri Dec 1 05:51:18 1995 Return-Path: Received: from bnr.ca (x400gate.bnr.ca [192.58.194.73]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Fri, 1 Dec 1995 05:51:15 +0100 X400-Received: by mta bnr.ca in /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Thu, 30 Nov 1995 23:50:25 -0500 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Thu, 30 Nov 1995 23:05:57 -0500 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Tue, 28 Nov 1995 21:18:00 -0500 Date: Thu, 30 Nov 1995 20:18:00 -0600 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.382:01.11.95.04.05.57] X400-Content-Type: P2-1984 (2) Content-Identifier: Re: version 0... From: "tuan (t.) doan" Sender: "tuan (t.) doan" Message-ID: <"14484 Thu Nov 30 23:06:48 1995"@bnr.ca> To: crossfire@ifi.uio.no Subject: Re: version 0.92.1 Status: RO In message "Re: version 0.92.1", 'Raphael.Quinet@eed.ericsson.se' writes: >Here is a translation of that french message... I started translating it >line by line, but the style is so horrible (sorry, Ludovic) that I decided >to skip the uninteresting parts and summarize a bit. Thanks Raphael, I'll try my best to replied in French; although, it might be somewhat limited :-) >Here is what Ludovic Maillet had to say: > > I hate this new version. The more I play and the more I hate it... > Two or three things really get me nervous: > - The Beldoran's weapons trashed. > 6 or 7 levels less than my previous weakest weapon (26 less than my > favourite weapon) hmmm... > - One year's work wasted because of these shitty skills. pardon? > - I don't care knowing if I use clerics or sorcerers spells, if I'm > pushing when I crush a door, ... (although this doesn't annoy me too > much) hmmm... > [...] > Some skills are interesting but existed in another form in the previous > version: > - What's the point in learning new skills (without a chance to fail) in > order to be able to do things that one could do before without learning > them? oui! > - What's the point in lockpicking a door in order to increase one's > lockpick skill and open doors more easily, if it was so easy to hit > them? I don't know yet if it is possible to lockpick a door which > requires a special key, but if this is so, then some quests are doomed. oui! > - Some spells became clerical and so are very hard to use by sorcerers. > I'm not a cleric by vocation, but a sorcerer, and being denied the use > of some spells is unfair. non? > Criticizing is one thing, but proposing new ideas is more interesting and > useful: > 1. In the previous version, the classes were very close to each other and > it is still true in the new version (a sorcerer can easily become a > powerful warrior and vice versa). There should be a version which > really separates them. For example some skills (that really add > something) specific to each class: clerical spells, prayers, graces and > gods for the clerics, simple battle spells and the like for the > sorcerers, and martial skills as strong melee weapons for the warriors. > It should be impossible for some class to use some skills... oui! > 2. The new version has new spells that weren't in the old one, but since > there are so few of them and they are divided in two categories, there > are in fact less spells. Some useful spells such as heal, fireball,... > [should be common], the differences being on "exotic" spells such as > earth to dust, holy word,... There should be twice as many spells, > each kind being specific to one class (clerical spells for clerics). > Very few spells for warriors and very specific (battle skills). oui! > 3. Some weakened classes should be leveled up (monk...). non. > 4. Keep the old unique ranking system which avoided painful and pointless > calculations and reflected very well the power of the character in his > domain. hmmm... > 5. Maybe create very high level spells (> 20) besides spells with power > increasing according to the level (which is good). For example, a > level 40 spell for summoning big beasts, or a permanent spell, or a > transformation spell... oui. > 6. Create a system which allows old players to be integrated in the history > of the game. Example: being allowed to buy a house, to have a plate > somewhere for having succeeeded in such and such thing, having a job... > all this kept despite reboots... oui,oui! >That's it for the translation. Ludovic, if you are reading this, I hope that >I didn't skip some parts that were interesting for you. Correct me if >something is wrong in my translation. > >-Raphael Boy, I'm glad, I got that off my chest ;-) Regards. From crossfire-request Thu Nov 30 20:08:25 1995 Return-Path: Received: from pc11.hhs.homewood.k12.al.us (jhankins@pc11.hhs.homewood.k12.al.us [199.88.16.12]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 30 Nov 1995 20:08:22 +0100 Received: (from jhankins@localhost) by pc11.hhs.homewood.k12.al.us (8.6.11/8.6.9) id OAA17655; Thu, 30 Nov 1995 14:08:11 -0600 Date: Thu, 30 Nov 1995 14:08:10 -0600 (CST) From: Jonathan Hankins To: crossfire@ifi.uio.no Subject: Re: steal abuse In-Reply-To: <199511301525.KAA23605@chaupher.gsfc.nasa.gov> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Thu, 30 Nov 1995, Brian Thomas wrote: > I do admit to doing my part to make it a bit more difficult, > but that is my preference. I suppose if enough people wanted > the game easier things can be changed that way (heh, or made > more difficult than they are now :) Comments? Why not make the overall difficulty of the game configurable within the config files, at compile time. You could select a level (for example, easy, medium or hard) and some of the code that makes it harder (stuff like multiple experience catagories, amount of experience lost when you die with the no_permadeath option enabled, etc) would be included or left out accordingly. Or would this make the source to big and/or messy? (BTW I personally like the difficulty level of the game as it is now, but some people seem to like to get level 40 characters overnight ;-) ----------+ Jonathan Hankins +--------------------------------------------- email: jhankins@cs.hhs.homewood.k12.al.us WWW: http://www.hhs.homewood.k12.al.us/class95/jrh/ --------------------------------------------------------------------------- "After the war, what does a soldier become?" --------------------------------------------------------------------------- From crossfire-request Thu Nov 30 20:54:14 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, 30 Nov 1995 20:54:13 +0100 Received: from stealth.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA22819; Thu, 30 Nov 95 11:53:40 -0800 Received: by stealth.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA28875; Thu, 30 Nov 95 19:53:34 GMT From: "Mark Wedel" Message-Id: <9511301153.ZM28873@stealth.eng.pyramid.com> Date: Thu, 30 Nov 1995 11:53:33 -0800 In-Reply-To: Jonathan Hankins "Re: steal abuse" (Nov 30, 2:08pm) References: X-Mailer: Z-Mail (3.2.0 06sep94) To: Jonathan Hankins , crossfire@ifi.uio.no Subject: Re: steal abuse Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO On Nov 30, 2:08pm, Jonathan Hankins wrote: > Subject: Re: steal abuse > On Thu, 30 Nov 1995, Brian Thomas wrote: > > I do admit to doing my part to make it a bit more difficult, > > but that is my preference. I suppose if enough people wanted > > the game easier things can be changed that way (heh, or made > > more difficult than they are now :) Comments? > > Why not make the overall difficulty of the game configurable within the > config files, at compile time. You could select a level (for example, > easy, medium or hard) and some of the code that makes it harder (stuff > like multiple experience catagories, amount of experience lost when you > die with the no_permadeath option enabled, etc) would be included or > left out accordingly. Or would this make the source to big and/or messy? > > (BTW I personally like the difficulty level of the game as it is now, but > some people seem to like to get level 40 characters overnight ;-) My quick response for people that don't like the new versions: Don't use them - just keep the old version and be happy with that. sure, you won't get new improvements that you might like, but this is a 2 edged sword - you don't get the ones you don't want either. Having some options like that configurable could be done - but I don't want that in the config.h file - I really want to move that stuff to some other config file that is read when the game is run - I would like to reduce the amount of code that is conditional compilation, and rather have conditional execution. Certainly, it would be possible to make various things not as nasty. You could just comment out most of the bad PERMADEATH effects, or change the code. Reqires some hacking, but not that much. At the same time, you could hack a lot of stuff. In the experience functions, you could obviously just add some multiplication effect so you get more for the same thing. Could change die rolls for hit points to d20's instead of d10's (or whatever they are), to get more hp.. I guess the question is, what is practical and what isn't I've played with the new code, and I think the balance is reasonbly good. The big problem I tend to have is dungeons for levels 8-12 or so. There are a lot of wimpy dungeons, but that takes forever, and there re plent of tough dunegons where you will get killed, but there seems to be few intermediate. -- --Mark From crossfire-request Thu Nov 30 17:33:47 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 ; Thu, 30 Nov 1995 17:33:32 +0100 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 RAA26345; Thu, 30 Nov 1995 17:28:26 +0100 Received: (from eedraq@localhost) by chapelle.eed.ericsson.se (8.7.1/8.7.1) id RAA06707; Thu, 30 Nov 1995 17:28:19 +0100 (MET) Date: Thu, 30 Nov 1995 17:28:19 +0100 (MET) Message-Id: <199511301628.RAA06707@chapelle.eed.ericsson.se> To: crossfire@ifi.uio.no Subject: Re: version 0.92.1 Cc: thomas@chaupher.gsfc.nasa.gov From: Raphael.Quinet@eed.ericsson.se Status: RO Here is a translation of that french message... I started translating it line by line, but the style is so horrible (sorry, Ludovic) that I decided to skip the uninteresting parts and summarize a bit. Here is what Ludovic Maillet had to say: I hate this new version. The more I play and the more I hate it... Two or three things really get me nervous: - The Beldoran's weapons trashed. 6 or 7 levels less than my previous weakest weapon (26 less than my favourite weapon) - One year's work wasted because of these shitty skills. - I don't care knowing if I use clerics or sorcerers spells, if I'm pushing when I crush a door, ... (although this doesn't annoy me too much) [...] Some skills are interesting but existed in another form in the previous version: - What's the point in learning new skills (without a chance to fail) in order to be able to do things that one could do before without learning them? - What's the point in lockpicking a door in order to increase one's lockpick skill and open doors more easily, if it was so easy to hit them? I don't know yet if it is possible to lockpick a door which requires a special key, but if this is so, then some quests are doomed. - Some spells became clerical and so are very hard to use by sorcerers. I'm not a cleric by vocation, but a sorcerer, and being denied the use of some spells is unfair. Criticizing is one thing, but proposing new ideas is more interesting and useful: 1. In the previous version, the classes were very close to each other and it is still true in the new version (a sorcerer can easily become a powerful warrior and vice versa). There should be a version which really separates them. For example some skills (that really add something) specific to each class: clerical spells, prayers, graces and gods for the clerics, simple battle spells and the like for the sorcerers, and martial skills as strong melee weapons for the warriors. It should be impossible for some class to use some skills... 2. The new version has new spells that weren't in the old one, but since there are so few of them and they are divided in two categories, there are in fact less spells. Some useful spells such as heal, fireball,... [should be common], the differences being on "exotic" spells such as earth to dust, holy word,... There should be twice as many spells, each kind being specific to one class (clerical spells for clerics). Very few spells for warriors and very specific (battle skills). 3. Some weakened classes should be leveled up (monk...). 4. Keep the old unique ranking system which avoided painful and pointless calculations and reflected very well the power of the character in his domain. 5. Maybe create very high level spells (> 20) besides spells with power increasing according to the level (which is good). For example, a level 40 spell for summoning big beasts, or a permanent spell, or a transformation spell... 6. Create a system which allows old players to be integrated in the history of the game. Example: being allowed to buy a house, to have a plate somewhere for having succeeeded in such and such thing, having a job... all this kept despite reboots... That's it for the translation. Ludovic, if you are reading this, I hope that I didn't skip some parts that were interesting for you. Correct me if something is wrong in my translation. -Raphael From crossfire-request Thu Nov 30 17:13:02 1995 Return-Path: Received: from gin.obspm.fr (dPRCzc4RnbbhiudS6y5G+JOEkieMew24@gin.obspm.fr [145.238.16.19]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 30 Nov 1995 17:12:55 +0100 Received: (from wacren@localhost) by gin.obspm.fr (8.7/8.7) id RAA20762; Thu, 30 Nov 1995 17:12:42 +0100 (MET) Date: Thu, 30 Nov 1995 17:12:42 +0100 (MET) Message-Id: <199511301612.RAA20762@gin.obspm.fr> To: Brian Thomas Cc: crossfire@ifi.uio.no Subject: Re: steal abuse In-Reply-To: <199511301525.KAA23605@chaupher.gsfc.nasa.gov> References: <199511301525.KAA23605@chaupher.gsfc.nasa.gov> From: Laurent Wacrenier X-Attribution: LaW X-http: http://gin.obspm.fr/~wacren/ Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO >>>>> "Brian", Brian Thomas wrote : Brian> Ah. Humm. I guess I fail to quite understand. Could Brian> you (or someone else) elaborate please? Do you mean Brian> its possible to steal from a player, kill the server, Brian> then have 2 copies of the same object??? Im confused. Yeah... my english is a bit confusing -- Laurent From crossfire-request Thu Nov 30 16:25:16 1995 Return-Path: Received: from chaupher.gsfc.nasa.gov (chaupher.gsfc.nasa.gov [128.183.125.104]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 30 Nov 1995 16:25:15 +0100 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9504/950407.s1) id KAA23605; Thu, 30 Nov 1995 10:25:01 -0500 Date: Thu, 30 Nov 1995 10:25:01 -0500 From: Brian Thomas Message-Id: <199511301525.KAA23605@chaupher.gsfc.nasa.gov> To: thomas@chaupher.gsfc.nasa.gov, Laurent.Wacrenier@gin.obspm.fr Subject: Re: steal abuse Cc: crossfire@ifi.uio.no Status: RO > From: Laurent Wacrenier writes: > > ok. theyre is also another abuse : people should be saved (if > SAVE_INTERVAL is set to 0) after someone has been stolen ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ > Ah. Humm. I guess I fail to quite understand. Could you (or someone else) elaborate please? Do you mean its possible to steal from a player, kill the server, then have 2 copies of the same object??? Im confused. I would like to address some of the issues in the message Laurent kindly translated. (I dont expect him to respond per se to my comments, btw) > The author, Ludovic Maillet , regets the old > version because the game become more and more difficult and his > old chararacter is now weaker. Indeed. Anyone else out there wish the game were easier? One thing that (I think) will be fixed in the future is the penalty for death. Currently (0.92.1) a player who dies loses the *same amount* of xp from all experience categories. This means that low-level categories will be very hard hit. This "feature" resulted (probably) in a mixup of the patches I sent to Mark. In the future, the game should subtract a *proportional* amount of xp from every category upon death. I can make this (small) patch available on request. I do admit to doing my part to make it a bit more difficult, but that is my preference. I suppose if enough people wanted the game easier things can be changed that way (heh, or made more difficult than they are now :) Comments? > He proposes also that the classes should be more distinct (fighters > should have more adventages fighting, clerics and wizards different > spells (and some spell should be for both clercics and wizards) Ah. Well, I think that is the case now. The only way I can think of making classes more distinct would be to limit the access of certain skills by class. For example, only wizards may ever obtain the spell casting skill. Not my desire, as I feel that all classes should have access to all skills. Limiting access to skills would make the game even harder btw. > Some classes (monks) are very low. They are quite challenging to play. I have thought about making their unique skill "meditation" more powerful to compensate. Hmm. Well, I think > He would also a system allowing player to enter in the game history > permanetly, like buy a house, engrave a mark... ^^^^^^^^^^^^^^^ This is possible to do now. I have implemented some maps that allow this. All that needs to be done is UNIQUE_ITEMS be defined in config.h. Kundi (one of the maintainers of the berkeley server) has implemented some of my old maps. On that server, I however encountered problems with the UNIQUE_ITEM code. I need to get back with him to figure out whats wrong.... b.t. > From crossfire-request Thu Nov 30 17:01:22 1995 Return-Path: Received: from gin.obspm.fr (oKxBk2RrbidXnhFp5WDX5pXGpiWrfV6F@gin.obspm.fr [145.238.16.19]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 30 Nov 1995 17:01:21 +0100 Received: (from wacren@localhost) by gin.obspm.fr (8.7/8.7) id PAA19483; Thu, 30 Nov 1995 15:59:39 +0100 (MET) Date: Thu, 30 Nov 1995 15:59:39 +0100 (MET) Message-Id: <199511301459.PAA19483@gin.obspm.fr> To: Brian Thomas Cc: crossfire@ifi.uio.no Subject: Re: steal abuse In-Reply-To: <199511301023.FAA23092@chaupher.gsfc.nasa.gov> References: <199511301023.FAA23092@chaupher.gsfc.nasa.gov> From: Laurent Wacrenier X-Attribution: LaW X-http: http://gin.obspm.fr/~wacren/ Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO >>>>> "Brian", Brian Thomas wrote : Brian> I will make a patch for Mark. ok. theyre is also another abuse : people should be saved (if SAVE_INTERVAL is set to 0) after someone has been stolen Brian> PS. Could someone who speaks french translate that last message? I saw Brian> it mention something about clerics.. A brief summary would do. Thanks :) The author, Ludovic Maillet , regets the old version because the game become more and more difficult and his old chararacter is now weaker. He proposes also that the classes should be more distinct (fighters should have more adventages fighting, clerics and wizards different spells (and some spell should be for both clercics and wizards) Some classes (monks) are very low. He would also a system allowing player to enter in the game history permanetly, like buy a house, engrave a mark... From crossfire-request Thu Nov 30 11:25:27 1995 Return-Path: Received: from chaupher.gsfc.nasa.gov (chaupher.gsfc.nasa.gov [128.183.125.104]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 30 Nov 1995 11:25:26 +0100 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9504/950407.s1) id FAA23092; Thu, 30 Nov 1995 05:23:24 -0500 Date: Thu, 30 Nov 1995 05:23:24 -0500 From: Brian Thomas Message-Id: <199511301023.FAA23092@chaupher.gsfc.nasa.gov> To: Laurent.Wacrenier@gin.obspm.fr Subject: Re: steal abuse Cc: crossfire@ifi.uio.no Status: RO > From: Laurent Wacrenier writes: > > It's easy to abuse crossfire using the stealing skill. > > * It should not be possible to steal starting items > (like crystal, spell books...) Yeah, I've been aware of this problem for a while, just keep forgeting to fix it. Probably a one-line fix I bet. > * To steal another player should not gain experience, > a leat so much experience (i've be able to ascend > two thieves at level 88, just stealing each one) > Ouch. This is serious, but is also fixable too. > IMHO, it should be more difficult to attemp to steal someone. A thief > level 1 should never be able to steal a level 100 character. > Well, on the whole I agree. But I should say that it is possible to do it, just really really rare thing. I will make a patch for Mark. b.t. PS. Could someone who speaks french translate that last message? I saw it mention something about clerics.. A brief summary would do. Thanks :) > -- Laurent > From crossfire-request Wed Nov 29 19:19:42 1995 Return-Path: Received: from gin.obspm.fr (MIX+6MGIRWOFklP+1C1+Dm6X9X1XJtDF@gin.obspm.fr [145.238.16.19]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Wed, 29 Nov 1995 19:19:41 +0100 Received: (from wacren@localhost) by gin.obspm.fr (8.7/8.7) id TAA10657; Wed, 29 Nov 1995 19:19:39 +0100 (MET) Date: Wed, 29 Nov 1995 19:19:39 +0100 (MET) Message-Id: <199511291819.TAA10657@gin.obspm.fr> To: crossfire@ifi.uio.no Subject: steal abuse From: Laurent Wacrenier X-Attribution: LaW X-http: http://gin.obspm.fr/~wacren/ Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO It's easy to abuse crossfire using the stealing skill. * It should not be possible to steal starting items (like crystal, spell books...) * To steal another player should not gain experience, a leat so much experience (i've be able to ascend two thieves at level 88, just stealing each one) IMHO, it should be more difficult to attemp to steal someone. A thief level 1 should never be able to steal a level 100 character. -- Laurent From crossfire-request Wed Nov 29 17:25:12 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 ; Wed, 29 Nov 1995 17:25:12 +0100 Received: (from hevi@localhost) by dior.it.lut.fi (8.6.12/8.6.6/1.20.kim) id SAA01694; Wed, 29 Nov 1995 18:25:05 +0200 Date: Wed, 29 Nov 1995 18:25:04 +0200 (EET) From: Petri Heinila X-Sender: hevi@dior.it.lut.fi To: crossfire@ifi.uio.no Subject: Re: version 0.92.1 In-Reply-To: <199511291545.QAA05063@turing.imag.fr> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=ISO-8859-1 Content-Transfer-Encoding: QUOTED-PRINTABLE Status: RO On Wed, 29 Nov 1995, maillet ludovic wrote: > Version nouvelle sur Yoko.ens-cachan.fr: > J'insiste... j'ai trop les nerfs... je HAIS cette nouvelle version... > .. le plah, le plah, le plah, .. > Ludo. On t=E4=E4 hieanoo ! meaning that: speak english or die ! Petri.Heinila@lut.fi From crossfire-request Wed Nov 29 16:46:16 1995 Return-Path: Received: from ufrima.imag.fr (ufrima.imag.fr [192.33.173.4]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Wed, 29 Nov 1995 16:46:12 +0100 Received: from turing.imag.fr (turing.imag.fr [192.33.173.7]) by ufrima.imag.fr (8.6.11/8.6.9) with ESMTP id QAA16416 for ; Wed, 29 Nov 1995 16:46:02 +0100 From: maillet ludovic Received: (lmaillet@localhost) by turing.imag.fr (8.6.11/8.6.9) id QAA05063 for crossfire@ifi.uio.no; Wed, 29 Nov 1995 16:45:48 +0100 Date: Wed, 29 Nov 1995 16:45:48 +0100 Message-Id: <199511291545.QAA05063@turing.imag.fr> To: crossfire@ifi.uio.no Subject: version 0.92.1 Status: RO Version nouvelle sur Yoko.ens-cachan.fr: J'insiste... j'ai trop les nerfs... je HAIS cette nouvelle version... Plus j'y joue et plus je la hais... A premiere vue (la doc) elle semble pas mal... (peut etre pour un perso debudebutant) A jouer... AFFREUX. Deux ou trois trucs me rendent vraiment vraiment nerveux: Les Beldoran's s a la poubelle :(( ---> Et oui! 6 ou 7 niveaux de moins que ma plus faible seulement 26 de moins que mon (ancienne :(() arme cherie -----> En gros une annee de boulot foutue a l'eau a cause de ces skills de merde (pardon je m'emporte) Je me fiche eperdument de savoir : si j'utilise des sorts clericaux ou de sorcier, si je fais du "pushing" quand je nique une porte, .... (Encore ca ne m'ennuie pas trop a la rigueur.) Niveau 48 ah ah ah ... au fait ca me sert a quoi puisque maintenant je suis niveau 20 de partout... (Ca ne fait que 28 niveaux de moins , des tonnes d'heure de jeux en l'air , l'impression de redebuter bon gre mal gre et d'etre mort une dizaine de fois de suite (une fois j'ai deja les nerfs alors la!!!) sans reciter mes epees...(argent cui cui envolé brulé)) Certaines competences sont interessantes mais existaient sous d'autres formes dans l'ancienne et combien merveilleuse version: A quoi ca sert d'apprendre des nouvelles competences (aucune chance de se tromper en plus) pour pouvoir faire des trucs que l'on pouvaient faire avant sans les apprendre? A quoi ca sert de faire du lockpick sur une porte pour monter sa competence lockpick pour encore mieux ouvrir les portes alors qu' il etait si facile de taper dedans pour l'ouvrir (bourrin je vous l'accorde mais le but quand on est devant une porte est de passer derriere par un moyen ou un autre)? ---> Attention: je ne sais pas encore s'il est possible de lockpicker une porte necessitant une clef speciale mais si oui: mise en peril des quetes. .... Certains sorts sont devenus clericaux et donc tres difficiles a utiliser par les sorciers? Mais je n'ai pas une vocation de clerc mais de sorcier et le fait de me voir refuser l'utilisation de certains sorts tres utiles m'est tres penible... C'est bien beau de critiquer mais proposer de nouvelles idees est plus interessant et utile: 1. Dans l'ancienne version (AV) , les differentes classes etaient vraiment trop proches les unes des autres et c'est toujours pareil dans la nouvelle version(NV) (Un sorcier devient facilement un guerrier puissant et vice versa) Il faudrait une version qui les differencie vraiment : par exemple des skills (qui apportent quelque chose) vraiment propre a chaque classe les sorts clericaux,les prieres, les graces divines et les dieux pour les clercs, les simples sorts de batailles et assimiles pour les sorciers, l'utilisation de competences martiales comme melee weapons fortement avantagee pour les guerriers, impossibiliter d'utiliser certaines competences pour chaque classe, ... 2. De nouveaux sorts dans NV par rapport a AV c'est bien mais il y a tellement peu et comme ils sont separes en deux sortes ils y en a en fait beaucoup mouins: Une idee: OK pour les differencier mais certains sorts tres utiles comme heal , fireball, ... ayant des equivalents , les differences portant sur les sorts "exotiques" tels que earth to dust, holy word... Au moins doubler le nombre de sorts existants, chaque sorte etant exclusivement reservee a la classe correspondante (sorts clericaux pour les clercs) Tres peu de sorts possibles pour les guerriers et tres particuliers ( sorts de bataille) 3. Mise a niveau de certaines classes tres defavorisees (monk...) 4. Garder l'ancien systeme de niveau unique qui evitaient les "calculs" fastidieux et inutile dans le cas de NV (a mon avis) et refletait tres bien la "puissance" du perso joue dans "son" domaine. 5. Peut etre creer des sorts de niveaux tres eleves (>20) en plus de sorts dont la puissance augmente avec les niveaux (ce qui est tres bien) par exemple, un sort niveau 40 d'invocation de grosses betes ou de permanence ou de transformation... (c'est vraiment pour donner un exemple) 6. Creation d'un systeme permettant a de vieux joueurs une possible integration dans l'histoire meme du jeu Exemple: possibilite d'acheter une maison , d'avoir une plaque quelque part dans le jeu pour avoir reussi tel ou tel trucs, avoir une profession... tout ca garde malgre les reboots... J'avoue que c'est vraiment utopique. (On peut toujours rever!) Voila a mal aux yeux alors Bye et merci d'avoir lu ce truc... Ludo. The Moulloud: |>>> You put it on the water, | You wash it,you wash it, _ _|_ _ You rince,you rince,you rince; |;|_|;|_|;| Three times, \\. . / It smells like a... \\: . / ||: | flying Moulloud ||:. | not like birds... ||: .| >- Received: from gmi.edu (nova.gmi.edu [192.138.137.2]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Wed, 29 Nov 1995 15:04:49 +0100 Received: from cavalier.gmi.edu by gmi.edu (5.x/SMI-SVR4) id AA22362; Wed, 29 Nov 1995 09:04:59 -0500 Received: by cavalier.gmi.edu (5.x/SMI-SVR4) id AA01552; Wed, 29 Nov 1995 09:06:10 -0500 Date: Wed, 29 Nov 1995 09:06:10 -0500 From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9511291406.AA01552@cavalier.gmi.edu> To: crossfire@ifi.uio.no Subject: lighting X-Sun-Charset: US-ASCII Status: RO The problem with light sources seems to be across the board i.e. the static light sources or a torch lit and set on a dark map hangs the game up when a player who cant see invis steps onto that map. Btw Brian I am still very happy with darkness being there in the game and I am using it extensively. Would rock if you can fix up the lighting for dark areas. Thanks, Akshay P.S. - You are doing a great job Brian this is just feedback :). From crossfire-request Wed Nov 29 08:42:42 1995 Return-Path: Received: from surt.ifi.uio.no (2037@surt.ifi.uio.no [129.240.76.2]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id ; Wed, 29 Nov 1995 08:42:42 +0100 From: Frank Tore Johansen Received: (from frankj@localhost) by surt.ifi.uio.no ; Wed, 29 Nov 1995 08:42:40 +0100 Message-Id: <199511290742.12646.surt.ifi.uio.no@ifi.uio.no> Subject: Re: bt lighting code To: crossfire@ifi.uio.no Date: Wed, 29 Nov 1995 08:42:39 +0000 (GMT) Cc: srin9340@nova.gmi.edu (Akshay Srinivasan) In-Reply-To: <9511290520.AA02736@achieva.gmi.edu> from "Akshay Srinivasan" at Nov 29, 95 00:20:33 am X-Mailer: ELM [version 2.4 PL21] Content-Type: text Content-Length: 271 Status: RO [Akshay] > I made a mistake when compiling the lighting code by not putting USE_LIGHTING > in config.h. I recompiled it with the option and when I used it I had some > problems. If you supply the output from "crossfire -o" it is easier to duplicate & fix bugs. -Frank. From crossfire-request Wed Nov 29 09:11:58 1995 Return-Path: Received: from chaupher.gsfc.nasa.gov (chaupher.gsfc.nasa.gov [128.183.125.104]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Wed, 29 Nov 1995 09:11:57 +0100 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9504/950407.s1) id DAA21757; Wed, 29 Nov 1995 03:11:54 -0500 Date: Wed, 29 Nov 1995 03:11:54 -0500 From: Brian Thomas Message-Id: <199511290811.DAA21757@chaupher.gsfc.nasa.gov> To: srin9340@nova.gmi.edu Subject: Re: bt lighting code Cc: crossfire@ifi.uio.no Status: RO > Akshay writes: > > I made a mistake when compiling the lighting code by not putting USE_LIGHTING > in config.h. I recompiled it with the option and when I used it I had some > problems. If I walk into a map with darkness (invisible) set to any level other > than zero and have a torch in the room the game hangs up. If I walk into a map > with dm as he can see invis nothing happens. Has anyone else seen this happen. > I tried it with Brian's test maps too. No errors reported in the logfile either. > Any clues on this Brian? Hope to hear from you soon... > Well, I am pretty sure its because the code you have didnt have the capability to "transfer" lighted objects between maps (remember, it was "development" code :). I have worked those bugs out in my present code which I plan to release as a "beta" soon. The "beta" code will feature: 1) movement of "carried" lights between maps. 2) better management of the light list on each map 3) New object type -- "LIGHTER". You can set torches alight w/ it, and burn up other stuff in your inventory (if such is your inclination :) 4) set torches alight with AT_FIRE and AT_ELECT attacks (ie firebolt passing over a torch will light it). b.t. > Thanks in advance, > Akshay > P.S. - Lit torches dont seem to like rooms with darkness>0. > From crossfire-request Wed Nov 29 06:21:09 1995 Return-Path: Received: from gmi.edu (nova.gmi.edu [192.138.137.2]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Wed, 29 Nov 1995 06:21:08 +0100 Received: from achieva.gmi.edu by gmi.edu (5.x/SMI-SVR4) id AA02185; Wed, 29 Nov 1995 00:21:18 -0500 Received: by achieva.gmi.edu (5.x/SMI-SVR4) id AA02736; Wed, 29 Nov 1995 00:20:33 -0500 Date: Wed, 29 Nov 1995 00:20:33 -0500 From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9511290520.AA02736@achieva.gmi.edu> To: crossfire@ifi.uio.no Subject: bt lighting code X-Sun-Charset: US-ASCII Status: RO I made a mistake when compiling the lighting code by not putting USE_LIGHTING in config.h. I recompiled it with the option and when I used it I had some problems. If I walk into a map with darkness (invisible) set to any level other than zero and have a torch in the room the game hangs up. If I walk into a map with dm as he can see invis nothing happens. Has anyone else seen this happen. I tried it with Brian's test maps too. No errors reported in the logfile either. Any clues on this Brian? Hope to hear from you soon... Thanks in advance, Akshay P.S. - Lit torches dont seem to like rooms with darkness>0. From crossfire-request Tue Nov 28 07:01:14 1995 Return-Path: Received: from chaupher.gsfc.nasa.gov (chaupher.gsfc.nasa.gov [128.183.125.104]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 28 Nov 1995 07:01:13 +0100 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9504/950407.s1) id BAA20258; Tue, 28 Nov 1995 01:01:09 -0500 Date: Tue, 28 Nov 1995 01:01:09 -0500 From: Brian Thomas Message-Id: <199511280601.BAA20258@chaupher.gsfc.nasa.gov> To: srin9340@nova.gmi.edu Subject: Re: lighting Cc: crossfire@ifi.uio.no Status: RO > Akshay writes: > > I have applied Brian Thomas's lighting patch with the all the relevant arch's > and crossfire has compiled fine. I started up crossedit and made a little test > area (16x16) and set its darkness to 5 (that should be blind). I then came in > as a player into the map and could still see. I was expecting to be able to > see nothing. I looked at the map file and the only thing special about it is > that it has invisible set to 5 (there is no darkness flag). Can Brian or > someone who has figured out how to use it correctly clue me in on its usage. > Hmm. Well, did you really go into player mode? If you are still dm, then you will have the "super X-ray" vision still. As for the map darkness flag, I opted to use the "map object" to store the information about darkness. No object has a "darkness" field, so I stored the information in mapobj->invisible. This practice is used to store other map information such as preset map difficulty. Did you try to use the premade maps I sent with the code? Did you find a similar problem? Anyone else have this problem? b.t. > Thanks in advance, > Akshay > From crossfire-request Mon Nov 27 21:07:02 1995 Return-Path: Received: from gmi.edu (nova.gmi.edu [192.138.137.2]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Mon, 27 Nov 1995 21:06:58 +0100 Received: from trofeo.gmi.edu by gmi.edu (5.x/SMI-SVR4) id AA17856; Mon, 27 Nov 1995 15:06:58 -0500 Received: by trofeo.gmi.edu (5.x/SMI-SVR4) id AA00808; Mon, 27 Nov 1995 15:02:23 -0500 Date: Mon, 27 Nov 1995 15:02:23 -0500 From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9511272002.AA00808@trofeo.gmi.edu> To: crossfire@ifi.uio.no Subject: lighting X-Sun-Charset: US-ASCII Status: RO I have applied Brian Thomas's lighting patch with the all the relevant arch's and crossfire has compiled fine. I started up crossedit and made a little test area (16x16) and set its darkness to 5 (that should be blind). I then came in as a player into the map and could still see. I was expecting to be able to see nothing. I looked at the map file and the only thing special about it is that it has invisible set to 5 (there is no darkness flag). Can Brian or someone who has figured out how to use it correctly clue me in on its usage. Thanks in advance, Akshay From crossfire-request Mon Nov 27 19:03:58 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 ; Mon, 27 Nov 1995 19:03:57 +0100 Received: from sbusol.rz.uni-sb.de by relay.xlink.net id <84948-0@relay.xlink.net>; Mon, 27 Nov 1995 19:03:17 +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 TAA14989; Mon, 27 Nov 1995 19:03:15 +0100 Received: by vieta.math.uni-sb.de (4.1/math-SB.srv.910605) id AA28208; Mon, 27 Nov 95 19:00:03 +0100 From: aw@math.uni-sb.de (Arne Wichmann) Message-Id: <9511271800.AA28208@vieta.math.uni-sb.de> Subject: Re: Skills Q/A To: thomas@chaupher.gsfc.nasa.gov (Brian Thomas) Date: Mon, 27 Nov 1995 19:00:00 +0100 (MET) Cc: crossfire@ifi.uio.no, thomas@chaupher.gsfc.nasa.gov In-Reply-To: <199511270116.UAA18109@chaupher.gsfc.nasa.gov> from "Brian Thomas" at Nov 26, 95 08:16:49 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: 2490 Status: RO Also sprach Brian Thomas: > Sorry for the slow reply -- Ive only just gotten back from my > first vacation in 1 1/2 years :) I hope you are recreated. ;) (Ok... my English is bad, but...) > I would like to address some of the skills issues brought up > in the past few days. Before I start, I would like to reinforce > the point that the SKILLS code is experimental still. It is > definitely past "development" but, it still requiring some > fine tuning. One important aspect is how fast/well various > skills garner experience for the user. This definitely needs > tuning still. Hmmm... It seems I got to look at 0.92.2. > > Klaus writes: > > Hello Brian, hello Mark > > I just installed crossfire 0.92.1 and recognized the same problem as > > with 0.92.0 and your extensions expxx. > > When we start a new player, we got the problem, that the character gets no > > experience when using a wand, or when casting a spell. > > Yeah. This is *not* a bug. Wand/rod/horn experience has been > removed from the game. Originally there were 2 justifications > for this: 1) the game was very easy when you can fireball/icestorm > your way to high level and 2) what experience category would get > attached to wand experience? > It turns out that the only non-magician (err.. "clerical") spell > that appears in a "wand" is summon pet monsters. With the introduction > of version 0.92.1, "summon pet monsters" is once again a magician > spell, therefore, it seems reasonable to attach wand/horn/rod > experience to the "magician" category. This is quite easy to do > (below). But I suggest that the player gain much less xp for killing > things with a wand/horn/rod/scroll ("magical device") than with > spellcasting alone. To change the setup, edit the "skill_params" > file in lib/. Change the entry: Is using magical devices a skill? Are there failure chances? That would be great! > > Mark writes: > > > > I know that Brian changed the fighter skill code recently so that wc and > > damage goes up as fighting skill level goes out. > > Yeah this is correct. A player (0.92.1) only gains advances in wc, > and dam (*note* this is new) for gaining more *fighter* xp. *hmmm* I should really look at this... What about skills for different weapons and spells? Skilllevels? I see a whole new world of torturing players opening up before me! cu AW -- Wer geteilt ist hat nichts mitzuteilen (Einstuerzende Neubauten) Arne Wichmann (aw@math.uni-sb.de) From crossfire-request Mon Nov 27 16:10:15 1995 Return-Path: Received: from chaupher.gsfc.nasa.gov (chaupher.gsfc.nasa.gov [128.183.125.104]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Mon, 27 Nov 1995 16:10:14 +0100 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9504/950407.s1) id KAA19572; Mon, 27 Nov 1995 10:10:04 -0500 Date: Mon, 27 Nov 1995 10:10:04 -0500 From: Brian Thomas Message-Id: <199511271510.KAA19572@chaupher.gsfc.nasa.gov> To: srin9340@nova.gmi.edu Subject: Re: bt maps Cc: crossfire@ifi.uio.no Status: RO > Akshay Srinivasan writes: > > opetions when making new areas. Also I was wondering what happened to the > giants ability to throw bolders I miss that one as I havent bothered to find > the patch/hack that used to do it. I did that hack, and have been aware of this problem for about a few months. A while back I tried to track down the problem, and (if memory doesnt fail me) the problemm is because the archetype "rock thrower" which is integral to making things work was made "invisible". Since giants/etc generally cant see invisible things, they may not use them either, thus you may see the log message like "GIANT HAS READY BOW WITHOUT BOW" or some such. As my last (planned) work on the skills code, I will try to replace the "rock thrower" and make a throwing skill instead (for both players and monsters). b.t. From crossfire-request Mon Nov 27 13:41:55 1995 Return-Path: Received: from pat.uio.no (6089@pat.uio.no [129.240.2.50]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Mon, 27 Nov 1995 13:41:54 +0100 From: morten.hanshaugen@usit.uio.no Received: from ulrik.uio.no by pat.uio.no with local-SMTP (PP) id <20337-0@pat.uio.no>; Mon, 27 Nov 1995 13:41:32 +0100 Received: by denethor.uio.no ; Mon, 27 Nov 1995 13:41:29 +0100 Date: Mon, 27 Nov 1995 13:41:29 +0100 Message-Id: <199511271241.NAA08304@denethor.uio.no> To: crossfire@ifi.uio.no In-reply-to: <9511241639.AA08179@trofeo.gmi.edu> (srin9340@nova.gmi.edu) Subject: Compile problems MIME-Version: 1.0 Status: RO Some of this code obviously has only been compiled with gcc? On an Aplha OSF/1 3.2 I get: cc -std1 -Olimit 1000 -I../include -DDEC -DR5_XLIB -DSMT -DLONGJUMP -DXpm_Pix -I/local/X11R5/include -DERIC_SERVER=0 -DFUNCPROTO=3 -DFONTDIR=\"/local/games/crossfire/fonts\" -DFONTNAME=\"crossfire\" -DLIBDIR=\"/local/games/crossfire/lib\" -c init.c /usr/lib/cmplrs/cc/cfe: Error: ../include/global.h, line 132: storage size for 'Gods' isn't known god Gods[]; ------^ *** Exit 1 Stop. *** Exit 1 Stop. but gcc does not complain: gcc -ansi -O -g -Wall -I../include -DDEC -DR5_XLIB -DSMT -DLONGJUMP -DXpm_Pix -I/local/X11R5/include -DERIC_SERVER=0 -DFUNCPROTO=3 -DFONTDIR=\"/local/games/crossfire/fonts\" -DFONTNAME=\"crossfire\" -DLIBDIR=\"/local/games/crossfire/lib\" -c init.c A bit later I get: /usr/lib/cmplrs/cc/cfe: Error: rune.c, line 134: Type for this argument member is incompatible with function prototype description (3.3.16.1) tmp->level=SK_level(op->level); --------------------------^ *** Exit 1 Stop. *** Exit 1 Stop. This code too works with gcc, whit a complaint: gcc -ansi -O -g -Wall -I../include -DDEC -DR5_XLIB -DSMT -DLONGJUMP -DXpm_Pix -I/local/X11R5/include -DERIC_SERVER=0 -DFUNCPROTO=3 -DFONTDIR=\"/local/games/crossfire/fonts\" -DFONTNAME=\"crossfire\" -DLIBDIR=\"/local/games/crossfire/lib\" -c rune.c rune.c: In function `write_rune': rune.c:134: warning: passing arg 1 of `SK_level' makes pointer from integer without a cast Morten From crossfire-request Mon Nov 27 12:24:21 1995 Return-Path: Received: from gmi.edu (nova.gmi.edu [192.138.137.2]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Mon, 27 Nov 1995 12:24:20 +0100 Received: from trofeo.gmi.edu by gmi.edu (5.x/SMI-SVR4) id AA19928; Mon, 27 Nov 1995 06:24:30 -0500 Received: by trofeo.gmi.edu (5.x/SMI-SVR4) id AA12293; Mon, 27 Nov 1995 06:19:57 -0500 Date: Mon, 27 Nov 1995 06:19:57 -0500 From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9511271119.AA12293@trofeo.gmi.edu> To: crossfire@ifi.uio.no Subject: bt maps X-Sun-Charset: US-ASCII Status: RO thomas@chaupher.gsfc.nasa.gov writes > introduce an alchemy code (I meantioned a few months back). Only > then will I go back to finishing the maps (Jan?). Not sure. I > am close to having another quest finished however so perhaps that > will draw me back into map development. I for one would like to see the goldcity and all related material in the release as I like the setting a lot. Plus the archetypes are cool and its always nice to have well done new images in the game so everyone has more opetions when making new areas. Also I was wondering what happened to the giants ability to throw bolders I miss that one as I havent bothered to find the patch/hack that used to do it. The new light code rocks and I for one ask anyone developing dungeons or any underground area to have darkness set and put lights in if they want it lit. I also want to egg Thomas on to complete the goldcity maps as soon as possible as people here cant wait to start playing in it :). Play on, Akshay From crossfire-request Mon Nov 27 04:55:21 1995 Return-Path: Received: from chaupher.gsfc.nasa.gov (chaupher.gsfc.nasa.gov [128.183.125.104]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Mon, 27 Nov 1995 04:55:20 +0100 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9504/950407.s1) id WAA18359 for crossfire@ifi.uio.no; Sun, 26 Nov 1995 22:32:41 -0500 Date: Sun, 26 Nov 1995 22:32:41 -0500 From: Brian Thomas Message-Id: <199511270332.WAA18359@chaupher.gsfc.nasa.gov> To: crossfire@ifi.uio.no Subject: Re: Goldcity maps Status: RO > From: mwedel@pyramid.com (Mark Wedel) writes: > > Goldcity archetypes: Briant supplied them to me quite a while ago, but > I decided not to incorporate them since they aren't needed unless you also > have the maps. And the maps really didn't sem to be ready for use (you > had a continent and cities with shops, but nothing to really do there.) > > IS goldcity something good enough that it should be incorparted as part > of the standard map distribution (and thus, also put the archetypes > in?) > Well, I have implemented a full (high-level) quest for it. However, the quest is not really integrated into the city itself. MY overall feeling is that the maps are not yet ready for release, but if there are enough people who want to use them, then please include them in the next distribution. I have newer maps, than the spares in the distribution. The latest maps can be aquired from ftp.astro.psu.edu in pub/thomas/maps. I have been so absolutely busy with my work and real life that all of my crossfire time got sucked up with programing (lately) the lighting and gods code. In the future, I would like to wrap up the skills code (throwing skill once and for all!) and introduce an alchemy code (I meantioned a few months back). Only then will I go back to finishing the maps (Jan?). Not sure. I am close to having another quest finished however so perhaps that will draw me back into map development. b.t. > I plan to clean up all the flags on crossfire sometime soon (in terms > of options making better sense and just the parsing of the options.) > > From crossfire-request Mon Nov 27 02:16:59 1995 Return-Path: Received: from chaupher.gsfc.nasa.gov (chaupher.gsfc.nasa.gov [128.183.125.104]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Mon, 27 Nov 1995 02:16:56 +0100 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9504/950407.s1) id UAA18109; Sun, 26 Nov 1995 20:16:49 -0500 Date: Sun, 26 Nov 1995 20:16:49 -0500 From: Brian Thomas Message-Id: <199511270116.UAA18109@chaupher.gsfc.nasa.gov> To: crossfire@ifi.uio.no Subject: Skills Q/A Cc: thomas@chaupher.gsfc.nasa.gov Status: RO Hi everyone, Sorry for the slow reply -- Ive only just gotten back from my first vacation in 1 1/2 years :) I would like to address some of the skills issues brought up in the past few days. Before I start, I would like to reinforce the point that the SKILLS code is experimental still. It is definitely past "development" but, it still requiring some fine tuning. One important aspect is how fast/well various skills garner experience for the user. This definitely needs tuning still. Now, that said.... > Klaus writes: > Hello Brian, hello Mark > I just installed crossfire 0.92.1 and recognized the same problem as > with 0.92.0 and your extensions expxx. > When we start a new player, we got the problem, that the character gets no > experience when using a wand, or when casting a spell. Yeah. This is *not* a bug. Wand/rod/horn experience has been removed from the game. Originally there were 2 justifications for this: 1) the game was very easy when you can fireball/icestorm your way to high level and 2) what experience category would get attached to wand experience? It turns out that the only non-magician (err.. "clerical") spell that appears in a "wand" is summon pet monsters. With the introduction of version 0.92.1, "summon pet monsters" is once again a magician spell, therefore, it seems reasonable to attach wand/horn/rod experience to the "magician" category. This is quite easy to do (below). But I suggest that the player gain much less xp for killing things with a wand/horn/rod/scroll ("magical device") than with spellcasting alone. To change the setup, edit the "skill_params" file in lib/. Change the entry: use magic item 6 0 0 0.0 5 99 99 To this: use magic item 4 0 0 0.01 5 99 99 ("0.01" indicates 1/100th of the regular monster xp will be awarded, adjust as you like for more/less). > Klaus writes: > > Crossfire reports severall Bad call of calc_skill_exp() by player. > messages in his logfile (option -d). Any suggestions? Hmm. This is hard to "debug" w/o further info like what/which skills are being used at the time. Can you supply me the info? > Akshay writes: > > Has anyone seen the following error while compiling (ld error):: > symbol Gods has different sizes: > (libcross.a(init.o) value=0x2c; libcross.a(map.o) value=0xdc) > I checked the files and found that Gods was referenced only from map.c and the > linker made the correct choice. I still dont know why the error occurred or > what it is pointing to. Hard to debug this too. I have never seen this error. One possiblity.. Have you defined MULTIPLE_GODS but not ALLOW_SKILLS? Any special compile time flags in use? Also, did you rebuild the code from the ground up? (perhaps makefiles werent rebuilt by xmkmf ?) > Peterm writes: > > Humm, I've been the author of most of the rune code. I tried to design > the experience from runes to obey the following design: > [ rules sniped] I may be at fault too. I hacked on the disarm code a bit to fit it within the context of the skills system. Now, all xp should be awarded by a call to calc_skill_exp() from within disarm_trap(). The rules (in version 0.92.1) for xp gain are essentially the same as originally. I will try to take a look at this too. > Arne writes: > > Hmmm... I think, as for everything, the exp you get should be in > correlation to the risk you take. So a spell of disarm should give no > exp. I agree. I thought that the spell was fixed so it wouldnt give xp. *sigh* I will take a look at this again too, and make a patch for Mark if needed. > Mark writes: > > I know that Brian changed the fighter skill code recently so that wc and > damage goes up as fighting skill level goes out. Yeah this is correct. A player (0.92.1) only gains advances in wc, and dam (*note* this is new) for gaining more *fighter* xp. Also, (Mark didnt mention it) the special weapon code was tweaked a bit too. Now, you may only have a special weapon that has been improved 5 + (fighter level/5) times. This means the best special weapon that can now exist in the game is one which is 25 times improved. Therefore a 20th level mage/10th level fighter can only weild a special weapon which is improved by 7 times or less. Hope I didnt miss any queries concerning the skills code. If so, please re-submit them to the list. b.t. (in the skills system) From crossfire-request Sun Nov 26 23:48:26 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 ; Sun, 26 Nov 1995 23:48:13 +0100 Received: from sbusol.rz.uni-sb.de by relay.xlink.net id <30204-0@relay.xlink.net>; Sun, 26 Nov 1995 23:44:19 +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 XAA11334; Sun, 26 Nov 1995 23:44:18 +0100 Received: by vieta.math.uni-sb.de (4.1/math-SB.srv.910605) id AA15346; Sun, 26 Nov 95 23:41:08 +0100 From: aw@math.uni-sb.de (Arne Wichmann) Message-Id: <9511262241.AA15346@vieta.math.uni-sb.de> Subject: Re: Crossfire Races To: peterm@langmuir.eecs.berkeley.edu (Peter Mardahl) Date: Sun, 26 Nov 1995 23:41:07 +0100 (MET) Cc: mwedel@pyramid.com, aw@math.uni-sb.de, celear@teaching.cs.adelaide.edu.au, crossfire@ifi.uio.no In-Reply-To: <9511242118.AA01464@landau.EECS.Berkeley.EDU> from "Peter Mardahl" at Nov 24, 95 01:18:22 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: 1465 Status: RO Also sprach Peter Mardahl: > From peterm@langmuir.eecs.berkeley.edu Fri Nov 24 22:15:24 1995 > > I think there will always be potential problems of getting experience at > > some point. I can't think of a good way to fix the rune of death to an > > angel problem. It could be any rune spell I imagine. Obviously, you should > > get exp for disarming runes that other monsters created. > > Humm, I've been the author of most of the rune code. I tried to design > the experience from runes to obey the following design: > > 1) runes created by monsters inherit their level > 2) characters gain experience according to the deadliness of the trap > they disarm, which is a function of the level of the trap/rune > 3) At high enough player level, players should get a trivial amount of > exp for disarming a trap which poses no threat, i.e., 100th gets > 10 exp or something for disarming a 5th level Rune of Death > > > Now that I know that the rune of death presents a problem, I'll look > again at the experience formula for it. It may be that the best solution > is just to prevent players from being exposed to an infinite supply of > the Rune of Death. Hmmm... What xp-level are angels? Something else that bugs me: I think, the chance to see runes without searching for them is too high, I always see most of them blinking. cu AW -- Wer geteilt ist hat nichts mitzuteilen (Einstuerzende Neubauten) Arne Wichmann (aw@math.uni-sb.de) From crossfire-request Sun Nov 26 23:31:45 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 ; Sun, 26 Nov 1995 23:31:36 +0100 Received: from sbusol.rz.uni-sb.de by relay.xlink.net id <29394-0@relay.xlink.net>; Sun, 26 Nov 1995 23:26:43 +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 XAA10441; Sun, 26 Nov 1995 23:26:41 +0100 Received: by vieta.math.uni-sb.de (4.1/math-SB.srv.910605) id AA15147; Sun, 26 Nov 95 23:23:32 +0100 From: aw@math.uni-sb.de (Arne Wichmann) Message-Id: <9511262223.AA15147@vieta.math.uni-sb.de> Subject: Re: Crossfire Races To: mwedel@pyramid.com (Mark Wedel) Date: Sun, 26 Nov 1995 23:23:31 +0100 (MET) Cc: aw@math.uni-sb.de, celear@teaching.cs.adelaide.edu.au, crossfire@ifi.uio.no In-Reply-To: <9511240721.AA19029@stealth.eng.pyramid.com> from "Mark Wedel" at Nov 24, 95 07:21:53 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: 932 Status: RO Also sprach Mark Wedel: > >etc>This is maybe a good thing. We get level 100 in about 45 min over > >etc>here... Gige a Spellbook of rune of death to an angel and disarm his > >etc>traps. > > > >Seems a pretty stupid thing to do, I can think of better ways to > >get to 100th level, most of them are mind numbing though... > > > > I think there will always be potential problems of getting experience at > some point. I can't think of a good way to fix the rune of death to an > angel problem. It could be any rune spell I imagine. Obviously, you should > get exp for disarming runes that other monsters created. Hmmm... I think, as for everything, the exp you get should be in correlation to the risk you take. So a spell of disarm should give no exp. And the risk of most traps is near to nothing at high levels. cu AW -- Wer geteilt ist hat nichts mitzuteilen (Einstuerzende Neubauten) Arne Wichmann (aw@math.uni-sb.de) From crossfire-request Sat Nov 25 09:37:24 1995 Return-Path: Received: from zebedee.teaching.cs.adelaide.edu.au (celear@zebedee.teaching.cs.adelaide.edu.au [129.127.104.27]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sat, 25 Nov 1995 09:37:20 +0100 Received: from celear@zebedee.teaching.cs.adelaide.edu.au by zebedee.teaching.cs.adelaide.edu.au (8.6.12/AndrewR-MatthewD-950530-CS) id TAA19299; Sat, 25 Nov 1995 19:04:19 +1030 X-Authentic-Sender: celear@zebedee.teaching.cs.adelaide.edu.au From: Colin Message-Id: <199511250834.TAA19299@zebedee.teaching.cs.adelaide.edu.au> Subject: Re: Crossfire Races To: mwedel@pyramid.com (Mark Wedel) Date: Sat, 25 Nov 1995 19:04:17 +1030 (CST) Cc: aw@math.uni-sb.de, crossfire@ifi.uio.no In-Reply-To: <9511240721.AA19029@stealth.eng.pyramid.com> from "Mark Wedel" at Nov 24, 95 07:21:53 am X-Mailer: ELM [version 2.4 PL21] MIME-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 7224 Status: RO etc> etc>>etc>> Locally we found that the game was grossly unbalanced towards etc>>etc>> low level fighters and high level mages. etc>>etc> etc>>etc>Hmmm... Not really if you are used to playing mages. etc>> etc>>Around here we use partying to boost mage classes to about etc>>tenth level, otherwise it's too slow... etc> etc>I never found mages hard at low levels - a lot of difference at first level etc>can be the spell the mage gets. If you have burning hands, it is typically etc>quite easy to gain the first few levels. Haven't played a mage for a while, etc>so I can't say how the middle levels go. exactly and getting the money to buy the right spell is a pain in the ass. etc> etc>>etc>> We also modified the mage classes such that their weapon class went etc>>etc>> down at about quarter the rate of pure fighters, with others in etc>>etc>> between. etc>>etc> etc>>etc>Not a good thing. A better solution could be to create weapon skills etc>>etc>and use fighting experience instead of level-based experience to etc>>etc>calculate the weapon class. etc>> etc>>Granted but I'm not that smart, perhaps you should talk to bt etc>>about that. He seems to be writing all that stuff, which is over etc>>my head by miles. etc>> etc>>At the moment it works though at higher levels it is less valuable to etc>>be a mage no matter how super your weapon is, you still couldn't etc>>fight say a big wiz hand to hand... etc>> etc> etc> But should a mage really be a great fighter hand to hand? If a mage can etc>take a big wizard on hand to hand? IT would seem to me that if a mage is a etc>good hand to hand fighter, what is the point of being the fighter then? This is my dillemma a 30 level whatever is exactly that just thirtieth level it doesn't matter what race you are the characters are identical in how they play... So why not play a fighter at low level, you can always get spells at higher levels and unfortuantely you can cast them. etc> I know that Brian changed the fighter skill code recently so that wc and etc>damage goes up as fighting skill level goes out. I've only just compiled it and got it running. So far I like it the guy is some sort of genius or something. There is still the problem that all classes can learn all skills, it would be good say if a mage never improved with a weapon, and never could say. So he can't fight at high levels because he can still only kill kobolds or such. etc>>etc>[...] etc>>etc>> P.S. I also hacked the disarm code such that the spell gives no etc>>etc>> experience there are too many places to get experience without etc>>etc>> any risk. etc>>etc> etc>>etc>This is maybe a good thing. We get level 100 in about 45 min over etc>>etc>here... Gige a Spellbook of rune of death to an angel and disarm his etc>>etc>traps. etc>> etc>>Seems a pretty stupid thing to do, I can think of better ways to etc>>get to 100th level, most of them are mind numbing though... etc> etc> I think there will always be potential problems of getting experience at etc>some point. I can't think of a good way to fix the rune of death to an etc>angel problem. It could be any rune spell I imagine. Obviously, you should etc>get exp for disarming runes that other monsters created. Not with the spell, there is no risk with the spell so it's easy experience too easy, make the spell give 0 exp and see how much slower characters make tenth(twentieth) level. If they don't die disarming things at least some of them go off giving them no exp anyway.... etc>>etc>> I also coded a rough work around for the infinite spell point etc>>etc>> feature. We had a lot of fun with that one for a while. etc>> etc>>Our work around has a small problem when you invoke a summon spell etc>>it doesn't hold the golem in the range field so you can control it etc>>a little as it moves around.... etc>> etc> etc> I believe the infinite spell point system was fixed in 0.92.1 - are you etc>still seeing the bug in that version, and if so, how? It should be! I mailed in a fix, seems every one else was content to have it there to use if they needed it rather than fixing it.... And there is still the niggling problem.... In command_cast_spell(???) I changed it so that it swaped the range field to that of the invoked spell, and afterwards it changed it back. It needs to check to make sure the spell wasn't a SUMMON spell before changing it back. It's a hack but it works.... I like the flowers you get with clerical spells, neat touch:-) etc> One thing I would say before you get to involved is this: How does the etc>balance between mage and fighter work out in 0.92.1 with the new skill etc>code? Anyone??? I haven't fiddled with it much yet... sigh:-( etc> It seems a bit pointless to start hacking too much code if the balance has etc>been corrected. Never pointless, and you still haven't even fixed the window crashing problem I just got 1000000000000 million unaligned accesses from killing my window. Kind of funny I think... Seeing my hacked version of 92.0 worked flawlessly for the only time the game crashed was when other errors occured. No doubling of stuff, no applying regnerations permantnently and no doing maps over and over and over again from the last level with the treasure in it.... (I just wish I knew how I did it??) I like the new skill stuff... but I haven't really had time to test it out fully. -- ***************************************************************************** oooo$$$$$$$$$$$$oooo oo$$$$$$$$$$$$$$$$$$$$$$$$o oo$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$o o$ $$ o$ o $ oo o$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$o $$ $$ $$o$ oo $ $ "$ o$$$$$$$$$ $$$$$$$$$$$$$ $$$$$$$$$o $$$o$$o$ "$$$$$$o$ o$$$$$$$$$ $$$$$$$$$$$ $$$$$$$$$$o $$$$$$$$ $$$$$$$ $$$$$$$$$$$ $$$$$$$$$$$ $$$$$$$$$$$$$$$$$$$$$$$ $$$$$$$$$$$$$$$$$$$$$$$ $$$$$$$$$$$$$ $$$$$$$$$$$$$$ """$$$ "$$$""""$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ "$$$ $$$ o$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ "$$$o o$$" $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ $$$o $$$ $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$" "$$$$$$ooooo$$$$o o$$$oooo$$$$$ $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ o$$$$$$$$$$$$$$$$$ $$$$$$$$"$$$$ $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ $$$$"""""""" """" $$$$ "$$$$$$$$$$$$$$$$$$$$$$$$$$$$" o$$$ "$$$o """$$$$$$$$$$$$$$$$$$"$$" $$$ $$$o "$$""$$$$$$"""" o$$$ $$$$o oo o$$$" "$$$$o o$$$$$$o"$$$$o o$$$$ "$$$$$oo ""$$$$o$$$$$o o$$$$"" ""$$$$$oooo "$$$o$$$$$$$$$""" ""$$$$$$$oo $$$$$$$$$$ """"$$$$$$$$$$$ $$$$$$$$$$$$ $$$$$$$$$$" "$$$"""" To you, from me, with Affection. **************************************************************************** From crossfire-request Sat Nov 25 07:55:16 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 ; Sat, 25 Nov 1995 07:55:13 +0100 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 RAA16667 for ; Sat, 25 Nov 1995 17:25:06 +1030 X-Authentic-Sender: bjtreloa@LOCALHOST Message-Id: <199511250655.RAA16667@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: Crossfire & Security (was Re: Getting into a crossfire game) In-reply-to: Your message of "Fri, 24 Nov 1995 22:13:09 GMT." <9511242213.AA19521@stealth.eng.pyramid.com> Date: Sat, 25 Nov 1995 17:25:05 +1030 From: Baerrach bonDierne Status: RO Mark Wedel writes: > However, in the existing setup, after you get your crossfire window, > you shoud be able to do an xhost -server_host. If I understand > things correctly, the access is only needed to start the setup/game - > what the connection is established, it doesn't care about permission. This > would then limit possible snooping to the connection time (however, at > the same time, if someone starts an x snooper before you disable the > host access, they can keep snooping indefinately.) This is correct. You only need xhost + on while you are connecting. Once that window is up you no longer need xhost + (this is because crossfire does not attempt to bring more windows up and once established a window does not need any security permissions to look after itself) Barrie -- "When I was younger you celebrated a new job with a couple of beers with your mates, not by taking drugs." Pat Kidd, Principal of the school that ecstasy casualty Anna Wood attended explaining their drug education campaign. From crossfire-request Fri Nov 24 23:28:28 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, 24 Nov 1995 23:28:27 +0100 Received: from stealth.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA26850; Fri, 24 Nov 95 14:27:22 -0800 Received: by stealth.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA19557; Fri, 24 Nov 95 22:27:20 GMT Date: Fri, 24 Nov 95 22:27:20 GMT From: mwedel@pyramid.com (Mark Wedel) Message-Id: <9511242227.AA19557@stealth.eng.pyramid.com> To: crossfire@ifi.uio.no, hevi@lut.fi Subject: Re: Compiling errors. Status: RO I would also say that if you do want to use gcc but your X11 was built with the SunPro compiler, you probably want to change ForceCCOPTIOONS to something other than being non defined, so it will hopefully overwrite the default flags it wants to use. From crossfire-request Fri Nov 24 23:14:16 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 ; Fri, 24 Nov 1995 23:14:15 +0100 Received: from stealth.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA25498; Fri, 24 Nov 95 14:13:11 -0800 Received: by stealth.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA19521; Fri, 24 Nov 95 22:13:09 GMT Date: Fri, 24 Nov 95 22:13:09 GMT From: mwedel@pyramid.com (Mark Wedel) Message-Id: <9511242213.AA19521@stealth.eng.pyramid.com> To: kjetilho@ifi.uio.no, link@acy.digex.net Subject: Re: Getting into a crossfire game Cc: aw@math.uni-sb.de, crossfire@ifi.uio.no Status: RO > >You have to trust the maintainer of the crossfire server, there is no >getting around that fact. It's not hard to abstain from giving him/her >confidential data, though -- just log out after you are done playing, >and don't type in real passwords while you play. > >Of course, with a _real_ client/server, you can do security right. >Unfortunately, there's a lot more interest in talking about it than >actually doing it. > >Kjetil T. > > Client/server certainly does take care of security in a better fashion (also allows plays if you are behind a firewall, since only an outgoin connection needs to be made.) However, in the existing setup, after you get your crossfire window, you shoud be able to do an xhost -server_host. If I understand things correctly, the access is only needed to start the setup/game - what the connection is established, it doesn't care about permission. This would then limit possible snooping to the connection time (however, at the same time, if someone starts an x snooper before you disable the host access, they can keep snooping indefinately.) From crossfire-request Fri Nov 24 22:16:58 1995 Return-Path: Received: from langmuir.EECS.Berkeley.EDU (langmuir.EECS.Berkeley.EDU [128.32.240.55]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Fri, 24 Nov 1995 22:16:57 +0100 Received: from landau.EECS.Berkeley.EDU (landau.EECS.Berkeley.EDU [128.32.240.94]) by langmuir.EECS.Berkeley.EDU (8.6.10/8.5) with SMTP id NAA06025; Fri, 24 Nov 1995 13:30:46 -0800 From: Peter Mardahl Received: from localhost by landau.EECS.Berkeley.EDU; (5.65/1.1.8.2/20Jun95-1153PM) id AA01464; Fri, 24 Nov 1995 13:18:22 -0800 Message-Id: <9511242118.AA01464@landau.EECS.Berkeley.EDU> X-Mailer: exmh version 1.5.3 12/28/94 To: mwedel@pyramid.com (Mark Wedel) Cc: aw@math.uni-sb.de, celear@teaching.cs.adelaide.edu.au, crossfire@ifi.uio.no Subject: Re: Crossfire Races In-Reply-To: Your message of "Fri, 24 Nov 95 07:21:53 GMT." <9511240721.AA19029@stealth.eng.pyramid.com> Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Date: Fri, 24 Nov 95 13:18:22 -0800 X-Mts: smtp Status: RO > >etc>[...] > >etc>> P.S. I also hacked the disarm code such that the spell gives no > >etc>> experience there are too many places to get experience without > >etc>> any risk. > >etc> > >etc>This is maybe a good thing. We get level 100 in about 45 min over > >etc>here... Gige a Spellbook of rune of death to an angel and disarm his > >etc>traps. > > > >Seems a pretty stupid thing to do, I can think of better ways to > >get to 100th level, most of them are mind numbing though... > > > I think there will always be potential problems of getting experience at > some point. I can't think of a good way to fix the rune of death to an > angel problem. It could be any rune spell I imagine. Obviously, you should > get exp for disarming runes that other monsters created. Humm, I've been the author of most of the rune code. I tried to design the experience from runes to obey the following design: 1) runes created by monsters inherit their level 2) characters gain experience according to the deadliness of the trap they disarm, which is a function of the level of the trap/rune 3) At high enough player level, players should get a trivial amount of exp for disarming a trap which poses no threat, i.e., 100th gets 10 exp or something for disarming a 5th level Rune of Death Now that I know that the rune of death presents a problem, I'll look again at the experience formula for it. It may be that the best solution is just to prevent players from being exposed to an infinite supply of the Rune of Death. Regards, PeterM From crossfire-request Fri Nov 24 17:44:21 1995 Return-Path: Received: from gmi.edu (nova.gmi.edu [192.138.137.2]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Fri, 24 Nov 1995 17:44:20 +0100 Received: from trofeo.gmi.edu by gmi.edu (5.x/SMI-SVR4) id AA24792; Fri, 24 Nov 1995 11:44:29 -0500 Received: by trofeo.gmi.edu (5.x/SMI-SVR4) id AA08179; Fri, 24 Nov 1995 11:39:59 -0500 Date: Fri, 24 Nov 1995 11:39:59 -0500 From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9511241639.AA08179@trofeo.gmi.edu> To: crossfire@ifi.uio.no Subject: compile problem X-Sun-Charset: US-ASCII Status: RO Has anyone seen the following error while compiling (ld error):: symbol Gods has different sizes: (libcross.a(init.o) value=0x2c; libcross.a(map.o) value=0xdc) I checked the files and found that Gods was referenced only from map.c and the linker made the correct choice. I still dont know why the error occurred or what it is pointing to. Thanks, Akshay From crossfire-request Fri Nov 24 17:24:49 1995 Return-Path: Received: from zaphod.axion.bt.co.uk (zaphod.axion.bt.co.uk [132.146.5.1]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Fri, 24 Nov 1995 17:24:48 +0100 Received: from percy.futures.bt.co.uk by zaphod.axion.bt.co.uk with SMTP (PP); Fri, 24 Nov 1995 16:23:58 +0000 Received: from percy by percy.futures.bt.co.uk (5.x/SMI-SVR4) id AA21961; Fri, 24 Nov 1995 16:23:05 GMT Date: Fri, 24 Nov 1995 16:23:04 +0000 (GMT) From: dave pratt X-Sender: djp@percy To: crossfire@ifi.uio.no Subject: Re: Compiling errors(solaris 2.3). In-Reply-To: Message-Id: Mime-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO I eventually got make depend to work, but only after editing server/daemon.c Using Solaris 2.3, and gcc 2.7.0 the line - (near line 90): #if /*defined(__sun__) &&*/ defined(SVR4) was causing problems with the compiler and coming up negative, resulting in the wrong include. A bit of hacking - so that sys/termios.h is included fixed it. Cheers -------- Dave Pratt (tel: +44 1473 643840 ) djp@futures.bt.co.uk From crossfire-request Fri Nov 24 15:51:22 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 ; Fri, 24 Nov 1995 15:51:21 +0100 Received: (from hevi@localhost) by dior.it.lut.fi (8.6.12/8.6.6/1.20.kim) id QAA01594; Fri, 24 Nov 1995 16:51:17 +0200 Date: Fri, 24 Nov 1995 16:51:17 +0200 (EET) From: Petri Heinila X-Sender: hevi@dior.it.lut.fi To: crossfire@ifi.uio.no Subject: Re: Compiling errors. In-Reply-To: Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Fri, 24 Nov 1995, Mattias Goeransson wrote: > Hello again... Sorry for asking those stupid questions.. > Wonder if the Norwegians is smarter than us Swedes, or > do they just 'make' stupid programs?? ;) hmm .. well I don't say anything :) > Well, I get some errors while make'ing the new version. > ... > What is depend anyway??? depend is creating depencies between files. You need it on development process in cases you have service.c that uses structures on service.h, when you change structure definitions the service.c have to be recompiled or program crashed on misaligned structures. But this is needed only on development on installation you can just forget it. ie it goes xmkfm make Makefiles make make install make install.man (and forget make World, it's derived from X11 creation and aimed indeed bigger source than crossfire is) > Ok, then I start the make.. > ... > gcc -ansi -Wall -DSYSV -DSVR4 -xF -Wa,-cg92 -I../include > -I/usr/openwin/include -DSVR4 -DSYSV -DLONGJUMP -DERIC_SERVER=0 > -DFONTDIR=\"/home/anarki/crossfire/fonts\" -DFONTNAME=\"crossfire\" > -DLIBDIR=\"/home/anarki/crossfire/lib\" -c arch.c > gcc: language F not recognized your X11 is configured to use sunpro C compiler with performance analysis (that's the -xF flag), that is not the case with gcc. > In file included from /usr/include/sys/sysmacros.h:13, > ... > /usr/local/gnu/lib/gcc-lib/sparc-sun-sunos4.1.3/2.5.8/include/sys/param.h: > 12: machine/param.h: No such file or directory seems that gcc on your site is corrupted (complain to your sys.ad or someone who has installed gcc). I guess it's better use sunpro compiler setting the compiler to "cc" (and check by 'which cc' that you don't get '/usr/ucb/cc' for cc, that does not work). Petri.Heinila@lut.fi From crossfire-request Fri Nov 24 15:23:31 1995 Return-Path: Received: from jupiter.pt.hk-r.se (root@jupiter.pt.hk-r.se [194.47.132.2]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Fri, 24 Nov 1995 15:23:30 +0100 Received: from uranus.pt.hk-r.se (mda93mg@uranus.pt.hk-r.se [194.47.132.25]) by jupiter.pt.hk-r.se (8.6.9/8.6.9) with ESMTP id PAA09378 for ; Fri, 24 Nov 1995 15:23:38 +0100 Received: (mda93mg@localhost) by uranus.pt.hk-r.se (8.6.9/8.6.9) id PAA18611; Fri, 24 Nov 1995 15:23:33 +0100 Date: Fri, 24 Nov 1995 15:23:31 +0100 (MET) From: Mattias Goeransson To: crossfire@ifi.uio.no Subject: Compiling errors...more.. Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO I run mda-www@orion: uname -rs SunOS 5.4 I think... Solaris something.. It's a Sun. (Doesn't shine though) Mattias ,,, (o o) +-----o0O--(_)--O0o------------------------------------------- | | Mattias Goeransson | | Phone: 070-734 77 67, 0457-161 50 | Internet: | E-Mail: mda93mg@pt.hk-r.se | URL: http://www.pt.hk-r.se/~mda93mg.html | | HCI - Be sure to check out the MDA-WWW: | http://www.pt.hk-r.se/~mda-www/ | +------------------------------------------------------------- From crossfire-request Fri Nov 24 15:19:45 1995 Return-Path: Received: from jupiter.pt.hk-r.se (root@jupiter.pt.hk-r.se [194.47.132.2]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Fri, 24 Nov 1995 15:19:45 +0100 Received: from uranus.pt.hk-r.se (mda93mg@uranus.pt.hk-r.se [194.47.132.25]) by jupiter.pt.hk-r.se (8.6.9/8.6.9) with ESMTP id PAA09295 for ; Fri, 24 Nov 1995 15:19:52 +0100 Received: (mda93mg@localhost) by uranus.pt.hk-r.se (8.6.9/8.6.9) id PAA18604; Fri, 24 Nov 1995 15:19:46 +0100 Date: Fri, 24 Nov 1995 15:19:45 +0100 (MET) From: Mattias Goeransson To: crossfire@ifi.uio.no Subject: Compiling errors. Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO Hello again... Sorry for asking those stupid questions.. Wonder if the Norwegians is smarter than us Swedes, or do they just 'make' stupid programs?? ;) Well, I get some errors while make'ing the new version. When depending... I get lots of those 'already have' errors. It runs and I get to the prompt again... Lots of stuff follows... mda-www@orion: make depend depending in ./common... makedepend -s "# DO NOT DELETE" -- -I../include -I/usr/openwin/include -DSVR4 -DSYSV -DLONGJUMP -DERIC_SERVER=0 -DFONTDIR=\"/home/anarki/crossfire/fonts\" -DFONTNAME=\"crossfire\" -DLIBDIR=\"/home/anarki/crossfire/lib\" -- arch.c button.c exp.c friend.c glue.c info.c image.c init.c item.c links.c living.c loader.c logger.c los.c ltostr.c map.c object.c porting.c player.c re-cmp.c shstr.c sqrt.c time.c treasure.c xutil.c makedepend: /usr/include/sys/types.h includes /usr/include/sys/feature_tests.h more than once! makedepend: Already have makedepend: /usr/include/sys/feature_tests.h depending in ./doc... depending in ./server... makedepend -s "# DO NOT DELETE" -- -I../include -I/usr/openwin/include -DSVR4 -DSYSV -DLONGJUMP -DERIC_SERVER=0 -DFONTDIR=\"/home/anarki/crossfire/fonts\" -DFONTNAME=\"crossfire\" -DLIBDIR=\"/home/anarki/crossfire/lib\" -- apply.c attack.c ban.c c_bind.c c_chat.c c_misc.c c_move.c c_new.c c_object.c c_party.c c_wiz.c commands.c daemon.c egoitem.c encounter.c ericserver.c hiscore.c gods.c init.c input.c login.c main.c monster.c move.c newitem.c obwin.c pets.c player.c resurrection.c rune.c shop.c skills.c skill_util.c socket.c sounds.c spell_effect.c spell_util.c swamp.c swap.c time.c xio.c makedepend: /usr/include/sys/types.h includes /usr/include/sys/feature_tests.h more than once! makedepend: Already have makedepend: /usr/include/sys/feature_tests.h makedepend: daemon.c: makedepend: cannot find include file "sys/ttycom.h" makedepend: not in sys/ttycom.h makedepend: not in ../include/sys/ttycom.h makedepend: not in /usr/openwin/include/sys/ttycom.h makedepend: not in /usr/include/sys/ttycom.h makedepend: cannot open "sys/ttycom.h" ---- What is depend anyway??? Ok, then I start the make.. (make Makefiles seems to work.. (I dont suppose that the make will work, the depend didn't work.. mda-www@orion: make making all in ./common... gcc -ansi -Wall -DSYSV -DSVR4 -xF -Wa,-cg92 -I../include -I/usr/openwin/include -DSVR4 -DSYSV -DLONGJUMP -DERIC_SERVER=0 -DFONTDIR=\"/home/anarki/crossfire/fonts\" -DFONTNAME=\"crossfire\" -DLIBDIR=\"/home/anarki/crossfire/lib\" -c arch.c gcc: language F not recognized In file included from /usr/include/sys/sysmacros.h:13, from /usr/local/gnu/lib/gcc-lib/sparc-sun-sunos4.1.3/2.5.8/include/sys/types.h:19, from /usr/include/fcntl.h:17, from ../include/includes.h:62, from ../include/global.h:35, from arch.c:28: /usr/local/gnu/lib/gcc-lib/sparc-sun-sunos4.1.3/2.5.8/include/sys/param.h:12: machine/param.h: No such file or directory In file included from /usr/local/gnu/lib/gcc-lib/sparc-sun-sunos4.1.3/2.5.8/include/sys/types.h:19, from /usr/include/fcntl.h:17, from ../include/includes.h:62, from ../include/global.h:35, from arch.c:28: /usr/include/sys/sysmacros.h:44: warning: `MIN' redefined /usr/local/gnu/lib/gcc-lib/sparc-sun-sunos4.1.3/2.5.8/include/sys/param.h:156: warning: this is the location of the previous definition /usr/include/sys/sysmacros.h:45: warning: `MAX' redefined /usr/local/gnu/lib/gcc-lib/sparc-sun-sunos4.1.3/2.5.8/include/sys/param.h:159: warning: this is the location of the previous definition *** Error code 1 make: Fatal error: Command failed for target `arch.o' Current working directory /home/jupiter/anarki/crossfire-0.92.1/common *** Error code 1 make: Fatal error: Command failed for target `all' --- Well, it doesn't work... Anyone got a tips?? I'm going to check include/sys for that strange thing that was missing.. Best regards Mattias ,,, (o o) +-----o0O--(_)--O0o------------------------------------------- | | Mattias Goeransson | | Phone: 070-734 77 67, 0457-161 50 | Internet: | E-Mail: mda93mg@pt.hk-r.se | URL: http://www.pt.hk-r.se/~mda93mg.html | | HCI - Be sure to check out the MDA-WWW: | http://www.pt.hk-r.se/~mda-www/ | +------------------------------------------------------------- From crossfire-request Fri Nov 24 14:44:52 1995 Return-Path: Received: from jupiter.pt.hk-r.se (root@jupiter.pt.hk-r.se [194.47.132.2]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id ; Fri, 24 Nov 1995 14:44:50 +0100 Received: from rhea.pt.hk-r.se (mda93mg@rhea.pt.hk-r.se [194.47.132.18]) by jupiter.pt.hk-r.se (8.6.9/8.6.9) with ESMTP id OAA06409; Fri, 24 Nov 1995 14:13:01 +0100 Received: (mda93mg@localhost) by rhea.pt.hk-r.se (8.6.9/8.6.9) id OAA07469; Fri, 24 Nov 1995 14:10:17 +0100 Date: Fri, 24 Nov 1995 14:10:16 +0100 (MET) From: Mattias Goeransson To: Matt Cortes cc: Arne Wichmann , Kjetil Torgrim Homme , crossfire@ifi.uio.no Subject: Re: Getting into a crossfire game In-Reply-To: Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Content-Transfer-Encoding: QUOTED-PRINTABLE Status: RO On Thu, 23 Nov 1995, Matt Cortes wrote: >=20 >=20 > On Wed, 22 Nov 1995, Arne Wichmann wrote: >=20 > > Also sprach Kjetil Torgrim Homme: > > > [Matt Cortes] > > >=20 > > > | $ crossclient -server > > > | beer.csua.berkeley.edu > > > | Failed to add castle:0.0: Can't open display castle:0.0. > > >=20 > > > You need to disable X security by doing > > > xhost beer.csua.berkeley.edu > > > You should be aware that after you have entered this command, users a= t > > > Berkeley may snoop you keyboard until you log out. So you should not > > > be entering passwords :-) > >=20 > > Hmmm... wouldn't it be a good thing to have crossfire handle > > X security? > >=20 > > cu > >=20 > > AW > > --=20 > > Wer geteilt ist hat nichts mitzuteilen (Einstuerzende Neubauten) > >=20 > > Arne Wichmann (aw@math.uni-sb.de) > >=20 >=20 > I agree. Its very poor to set it up that why. COuldn't some automated= =20 > security be taken on by crossfire itself? Its a major hole for a popular= =20 > game. There is enough holes in unix to worry about already. :> > While we are on topic, it would be nice to have a group of programmers to= =20 > make crossfire more user friendly. I finally managed to get a good game= =20 > going, already on level 8 in one day. (Thanks to all those who replied= =20 > so fast and helped me get it running) The point is, I had alot of=20 > trouble figure out crossfire, and I'm a above/novice programmer as well= =20 > as a computer consultant/technican. There are probably lots of other=20 > people who would love to play this game but haven't a clue how to compile= =20 > it, etc. My suggestion is to first make pre-compiled binaries for Linux= =20 > and other popular UNIX distros. It would also be nice to have a easy to= =20 > use installation program as well as a metacache server as found with the= =20 > netrek game. People who have public servers can add themselves to this= =20 > metacache list and then when someone starts up crossfire with the=20 > metacache server, get a point & click listing of all running servers. GOOD! I thought about same things.. I havent succeded in binding a key to the function 'wear all' 'remove shield' and so on. I'd like to to this FAST while playing.... Also, I never use bags, sacks etc because its hard to use them, the game is fast, and you dont have time to put keys, scrolls and stuff in different places, the result is that the inventory get overloaded? with stuff.. Also, the game needs to be easier for everyone to install and run. Just like Link says... Just my two cents.. (HCI student Mattias Goeransson.. G=F6ransson.. :) >=20 > Well anyway, just an idea. :> > Anyone willing to take me up on it? >=20 > -Link > link@acy.digex.net >=20 >=20 MG. From crossfire-request Fri Nov 24 11:36:19 1995 Return-Path: Received: from mne.ifi.uio.no (1232@mne.ifi.uio.no [129.240.70.5]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id ; Fri, 24 Nov 1995 11:36:19 +0100 From: Kjetil Torgrim Homme Received: (from kjetilho@localhost) by mne.ifi.uio.no ; Fri, 24 Nov 1995 11:36:18 +0100 Date: Fri, 24 Nov 1995 11:36:18 +0100 Message-Id: <199511241036.18726.mne.ifi.uio.no@ifi.uio.no> To: link@acy.digex.net CC: aw@math.uni-sb.de, crossfire@ifi.uio.no In-reply-to: (message from Matt Cortes on Thu, 23 Nov 1995 19:11:32 -0500 (EST)) Subject: Re: Getting into a crossfire game Status: RO [Matt Cortes] | I agree. Its very poor to set it up that why. COuldn't some | automated security be taken on by crossfire itself? Its a major | hole for a popular game. There is enough holes in unix to worry | about already. :> You have to trust the maintainer of the crossfire server, there is no getting around that fact. It's not hard to abstain from giving him/her confidential data, though -- just log out after you are done playing, and don't type in real passwords while you play. Of course, with a _real_ client/server, you can do security right. Unfortunately, there's a lot more interest in talking about it than actually doing it. Kjetil T. From crossfire-request Fri Nov 24 09:25:15 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, 24 Nov 1995 09:25:14 +0100 Received: from stealth.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA08826; Fri, 24 Nov 95 00:24:01 -0800 Received: by stealth.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA19061; Fri, 24 Nov 95 08:23:56 GMT Date: Fri, 24 Nov 95 08:23:56 GMT From: mwedel@pyramid.com (Mark Wedel) Message-Id: <9511240823.AA19061@stealth.eng.pyramid.com> To: rgg@aaii.oz.au Subject: Re: Getting into a crossfire game Cc: crossfire@ifi.uio.no Status: RO > >Matt Cortes wrote: >> On Wed, 22 Nov 1995, Arne Wichmann wrote: >> > >> > Hmmm... wouldn't it be a good thing to have crossfire handle >> > X security? >> >> I agree. Its very poor to set it up that why. COuldn't some automated >> security be taken on by crossfire itself? Its a major hole for a popular >> game. There is enough holes in unix to worry about already. :> I suppose some additional authorization method could be used (in the initial telnet connection, the user could enter some key that the server then uses to connect to the remote display. Unfortunately, there doesn't look to be much in place on the client side to handle this. >> While we are on topic, it would be nice to have a group of programmers to >> make crossfire more user friendly. I finally managed to get a good game >> going, already on level 8 in one day. (Thanks to all those who replied >> so fast and helped me get it running) The point is, I had alot of >> trouble figure out crossfire, and I'm a above/novice programmer as well >> as a computer consultant/technican. There are probably lots of other >> people who would love to play this game but haven't a clue how to compile >> it, etc. What are the main difficulties encountered while compiling it? Sure, a couple files need to be edited and paths set up, but beyond that, I would think that the xmkmf -a and then make and make install pretty much does it. IT might be a good idea to put all the options that must be changed (ie, path names) at the very top, and then say everything beyond that is optional, and the game should compile fine even if you don't changed any of the other options. I would like to have suggestions that would make things easier for people to install or more user friendly. I do acknowledge that the docs leave a lot to be desired - Steve Lembark (I beliee that is the person) is working on new spell doc along with better doc on some of the other magic items. I need to look over the docs and see if there is a basic instruction set (ie, keypad moves you around, this button applies, to save go to a savebed, etc.) >> My suggestion is to first make pre-compiled binaries for Linux >> and other popular UNIX distros. It would also be nice to have a easy to >> use installation program as well as a metacache server as found with the >> netrek game. People who have public servers can add themselves to this >> metacache list and then when someone starts up crossfire with the >> metacache server, get a point & click listing of all running servers. Nothing is stopping precompiled binaries. I only have access to sparc systems with sunos 4.1.x and pyramid systems, so I can't contribute much. Plus, releases are still coming out pretty often. However, before precompiled binaries really become much of an option, a lot fo the configuration options need to be put in an option file that is used at startup. Obviously, the present startup mechanism (telnet to source, etc) doesn't support metaservers at all. However, that could probably be done on web pages pretty easily (I've looked over html stuff, and I believe the have html iniate a remote telnet connection to a specific port is possible). Likewise, it would probably be possible to have people enter new sites into that. The other place to do that would be with the new client/server stuff, but that seems to be at a pretty dead end. > >Using the client/server is a better way of solving the security problem. >There is no way I would let X traffic through our firewall, but crossfire >protocol traffic I probably would. The client/server approach could also >help solve the complexity problem. Assuming the protocol doesn't change and >there are no major changes such as adding a new stat, the same client >should be able to work with many versions of the server. > Correct. Problem is that I think client/server developement has pretty much stopped. I doubt I will ever work on it any time in the near future (hell, there is enough stuff that needs to be done with the non client/server aspect that will probably keep me busy for quite a while.) The problem as I see it is that someone needs to get committed to working on the new client/server stuff and do the following: A) figure out how it is doing everything right now. Stats are fairly clear, but the object handling is the real mystery. B) document what it does, so that future peopel don't have to repeat A. C) work on refinements/improvements. However, in some sense, it may be just as easy to rewrite a lot of the code. As I have said in the past, I believe the client/server is working reasonably well (ie, is playable.) There are a few shortcomings I know of: 1) Speed for players using the client isn't done correctly. What to do with command received when the player lacks time needs to be dealt with (ideal way would be store this information in an area accessed by the server. Some commands could have immediate access regardless of the player has time (ie, you might want to be able to do a who, even if you are paralyzed or something)). Player should also have some option to either store these commands or throw them out (like the existing keyboard buffering.) 2) Magic mapping is totally missing from the game (no mechanism exists for sending the data to the new client.) 3) Performance seems worse than existing methods even if you are on a fast link to the server. 4) Object ordering between server and client aren't synchronized. This for the most part is not a problem (ie, server typically doesn't care about order of objects in inventory). However, the one cases this does make a difference is the improve weapon stuff (operates on the first object in the players inventory.) IT would probably be nice to have some way to target specific objects (Even on the server). That is to say, that the improvement scroll gets applied to item XXX. I am not sure if there are other features that are missing. Things client/server gain (if it every works perfectly): 1) Can be much smarter on certain actions without complicating server more (let player order objects how they want, and server doesn't care about it.) 2) Remove all X11 code from server. Would probably make it much smaller and faster (and you don't have to worry about 1 user with a slow connection messing it up for everyone). would probably make the server much easier to compile on different machines. 3) No longer need to deal with X11 security issues. From crossfire-request Fri Nov 24 08:22:29 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, 24 Nov 1995 08:22:28 +0100 Received: from stealth.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA02508; Thu, 23 Nov 95 23:21:56 -0800 Received: by stealth.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA19029; Fri, 24 Nov 95 07:21:53 GMT Date: Fri, 24 Nov 95 07:21:53 GMT From: mwedel@pyramid.com (Mark Wedel) Message-Id: <9511240721.AA19029@stealth.eng.pyramid.com> To: aw@math.uni-sb.de, celear@teaching.cs.adelaide.edu.au Subject: Re: Crossfire Races Cc: crossfire@ifi.uio.no Status: RO >etc>> Locally we found that the game was grossly unbalanced towards >etc>> low level fighters and high level mages. >etc> >etc>Hmmm... Not really if you are used to playing mages. > >Around here we use partying to boost mage classes to about >tenth level, otherwise it's too slow... I never found mages hard at low levels - a lot of difference at first level can be the spell the mage gets. If you have burning hands, it is typically quite easy to gain the first few levels. Haven't played a mage for a while, so I can't say how the middle levels go. >etc>> We also modified the mage classes such that their weapon class went >etc>> down at about quarter the rate of pure fighters, with others in >etc>> between. >etc> >etc>Not a good thing. A better solution could be to create weapon skills >etc>and use fighting experience instead of level-based experience to >etc>calculate the weapon class. > >Granted but I'm not that smart, perhaps you should talk to bt >about that. He seems to be writing all that stuff, which is over >my head by miles. > >At the moment it works though at higher levels it is less valuable to >be a mage no matter how super your weapon is, you still couldn't >fight say a big wiz hand to hand... > But should a mage really be a great fighter hand to hand? If a mage can take a big wizard on hand to hand? IT would seem to me that if a mage is a good hand to hand fighter, what is the point of being the fighter then? I know that Brian changed the fighter skill code recently so that wc and damage goes up as fighting skill level goes out. >etc>[...] >etc>> P.S. I also hacked the disarm code such that the spell gives no >etc>> experience there are too many places to get experience without >etc>> any risk. >etc> >etc>This is maybe a good thing. We get level 100 in about 45 min over >etc>here... Gige a Spellbook of rune of death to an angel and disarm his >etc>traps. > >Seems a pretty stupid thing to do, I can think of better ways to >get to 100th level, most of them are mind numbing though... > I think there will always be potential problems of getting experience at some point. I can't think of a good way to fix the rune of death to an angel problem. It could be any rune spell I imagine. Obviously, you should get exp for disarming runes that other monsters created. >etc> >etc>> I also coded a rough work around for the infinite spell point >etc>> feature. We had a lot of fun with that one for a while. > >Our work around has a small problem when you invoke a summon spell >it doesn't hold the golem in the range field so you can control it >a little as it moves around.... > I believe the infinite spell point system was fixed in 0.92.1 - are you still seeing the bug in that version, and if so, how? >kind of silly huh? > >etc> >etc>I did that, too, sometimes. > One thing I would say before you get to involved is this: How does the balance between mage and fighter work out in 0.92.1 with the new skill code? It seems a bit pointless to start hacking too much code if the balance has been corrected. From crossfire-request Fri Nov 24 08:14:29 1995 Return-Path: Received: from eden-valley (eden-valley.aaii.oz.AU [192.35.59.242]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Fri, 24 Nov 1995 08:14:21 +0100 Received: from yarra-glen.aaii.oz.AU by eden-valley with SMTP (5.65c/SMI-4.0/AAII) id AA14521; Fri, 24 Nov 1995 18:13:36 +1100 Received: from nagambie (nagambie [192.35.59.17]) by yarra-glen.aaii.oz.au (8.6.8.1/8.6.6) with SMTP id SAA20016 for ; Fri, 24 Nov 1995 18:13:35 +1100 Message-Id: <199511240713.SAA20016@yarra-glen.aaii.oz.au> X-Authentication-Warning: yarra-glen: Host nagambie didn't use HELO protocol To: crossfire@ifi.uio.no From: "Rupert G. Goldie" Reply-To: rgg@aaii.oz.au Subject: Re: Getting into a crossfire game In-Reply-To: Message from Matt Cortes of 1995-Nov-23 19:11:32, Date: Fri, 24 Nov 1995 18:13:31 +1100 Sender: rgg@aaii.oz.au Status: RO Matt Cortes wrote: > On Wed, 22 Nov 1995, Arne Wichmann wrote: > > > > Hmmm... wouldn't it be a good thing to have crossfire handle > > X security? > > I agree. Its very poor to set it up that why. COuldn't some automated > security be taken on by crossfire itself? Its a major hole for a popular > game. There is enough holes in unix to worry about already. :> > While we are on topic, it would be nice to have a group of programmers to > make crossfire more user friendly. I finally managed to get a good game > going, already on level 8 in one day. (Thanks to all those who replied > so fast and helped me get it running) The point is, I had alot of > trouble figure out crossfire, and I'm a above/novice programmer as well > as a computer consultant/technican. There are probably lots of other > people who would love to play this game but haven't a clue how to compile > it, etc. My suggestion is to first make pre-compiled binaries for Linux > and other popular UNIX distros. It would also be nice to have a easy to > use installation program as well as a metacache server as found with the > netrek game. People who have public servers can add themselves to this > metacache list and then when someone starts up crossfire with the > metacache server, get a point & click listing of all running servers. Using the client/server is a better way of solving the security problem. There is no way I would let X traffic through our firewall, but crossfire protocol traffic I probably would. The client/server approach could also help solve the complexity problem. Assuming the protocol doesn't change and there are no major changes such as adding a new stat, the same client should be able to work with many versions of the server. -- Rupert G. Goldie, Research Scientist rgg@aaii.oz.au Australian Artificial Intelligence Institute /\/\|| Level 6, 171 Latrobe Street, Melbourne, Australia From crossfire-request Fri Nov 24 08:02:55 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, 24 Nov 1995 08:02:55 +0100 Received: from stealth.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA29853; Thu, 23 Nov 95 23:01:42 -0800 Received: by stealth.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA18991; Fri, 24 Nov 95 07:01:39 GMT Date: Fri, 24 Nov 95 07:01:39 GMT From: mwedel@pyramid.com (Mark Wedel) Message-Id: <9511240701.AA18991@stealth.eng.pyramid.com> To: crossfire@ifi.uio.no, mda93mg@pt.hk-r.se Subject: Re: The new crossfire version. Status: RO > >Hello. > >I have some questions regarding the new version of crossfire. > >Do I need any new mapfiles? Can I get the mapfiles for the >new version to work on my old version? (0.91.8) >Do I need to compile the whole pack (shit ;) to play >with the new version or do I just need a binary and >put it in the old crossfire bin? You don't need new mapfiles. The new mapfiles _might_ work with the old version - this always isn't true, but I don't think anything changed in the last few version, map wise. All you really need is the crossfire executable, along with all the files in the lib directory (Archetypes, treasures, images, etc.) In most cases, in terms of the core distribution, the only thing you don't need is crossedit. > >Could I compile only the crossfire binary and run >it? (precompiled binaries shouldnt work?? paths and stuff.. >keep in mind that I'm a user, not a computerexpert.. >well, in some areas.. ;) More or less. The binary is the only program you need, but a lot of stuff has been added to the various files that reside in lib (See my paragraph above) - it is very possible if you use old archetypes with new versions, it won't work at all. > >Why am I asking?? I DONT SUCCED IN COMPILING IT!! >*Sigh* > >BTW. We run SunOS 5.4 ?! Solaris something... >Does xfire compile under this OS? > No reason it shouldn't. IF you actually give some of the problems you have, we may be able to help out. > >Also, is there a easy way to make the /lib/players/ >files to only be readable by the crossfire -server ??? >Some of my friend (inbluding me... ;) is editing >these files, and it ruins the fun of the game... >Patching xp, keys, stats and more... > Assuming you are running 1 server that everyone connects to, the players directory only needs to be writable by the uid the server is running under. The only case where you would actually need a world writable directory/player files is when each person runs the game for themself. >last question.. >when you die, you loose a random stat?!! Ok, >how do you get those back? With spell of restoration? >Or? Also, some monsters deplet your stats... >What do I do to restore those?? Spell? Stats can be gained by drinking the stats potions. For monsters that deplete stats, you need potions of restoration. From crossfire-request Fri Nov 24 05:25:22 1995 Return-Path: Received: from florence.teaching.cs.adelaide.edu.au (celear@florence.teaching.cs.adelaide.edu.au [129.127.104.6]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Fri, 24 Nov 1995 05:25:00 +0100 Received: from celear@florence.teaching.cs.adelaide.edu.au by florence.teaching.cs.adelaide.edu.au (8.6.12/AndrewR-MatthewD-950530-CS) id OAA18646; Fri, 24 Nov 1995 14:54:13 +1030 X-Authentic-Sender: celear@florence.teaching.cs.adelaide.edu.au From: Colin Message-Id: <199511240424.OAA18646@florence.teaching.cs.adelaide.edu.au> Subject: Re: Crossfire Races To: aw@math.uni-sb.de (Arne Wichmann) Date: Fri, 24 Nov 1995 14:54:13 +1030 (CST) Cc: crossfire@ifi.uio.no In-Reply-To: <9511231535.AA10943@vieta.math.uni-sb.de> from "Arne Wichmann" at Nov 23, 95 04:35:46 pm X-Mailer: ELM [version 2.4 PL21] MIME-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 4363 Status: RO etc>> Locally we found that the game was grossly unbalanced towards etc>> low level fighters and high level mages. etc> etc>Hmmm... Not really if you are used to playing mages. Around here we use partying to boost mage classes to about tenth level, otherwise it's too slow... etc>> So we modified the archetypes such that high level fighters still etc>> have difficulty casting, and in fact are limited to carry virtually etc>> no equipment to get the necessary spells to cast. etc> etc>How? We added a variable to the archetypes and used it in encumberance failure.. It still needs some work, but no one locally has suggested a reasonable formula. At the moment it also depends on Wis and Int. etc>> We also modified the mage classes such that their weapon class went etc>> down at about quarter the rate of pure fighters, with others in etc>> between. etc> etc>Not a good thing. A better solution could be to create weapon skills etc>and use fighting experience instead of level-based experience to etc>calculate the weapon class. Granted but I'm not that smart, perhaps you should talk to bt about that. He seems to be writing all that stuff, which is over my head by miles. At the moment it works though at higher levels it is less valuable to be a mage no matter how super your weapon is, you still couldn't fight say a big wiz hand to hand... etc>[...] etc>> P.S. I also hacked the disarm code such that the spell gives no etc>> experience there are too many places to get experience without etc>> any risk. etc> etc>This is maybe a good thing. We get level 100 in about 45 min over etc>here... Gige a Spellbook of rune of death to an angel and disarm his etc>traps. Seems a pretty stupid thing to do, I can think of better ways to get to 100th level, most of them are mind numbing though... etc> etc>> I also coded a rough work around for the infinite spell point etc>> feature. We had a lot of fun with that one for a while. Our work around has a small problem when you invoke a summon spell it doesn't hold the golem in the range field so you can control it a little as it moves around.... kind of silly huh? etc> etc>I did that, too, sometimes. etc> etc>> etc>> -- etc>> ***************************************************************************** etc>> etc>> oooo$$$$$$$$$$$$oooo etc>> oo$$$$$$$$$$$$$$$$$$$$$$$$o etc>[...] etc> etc>AAAAAAARGH!!! I hate that. You do? why? Is it some deep emotional thing. Here you can have another copy... -- ***************************************************************************** oooo$$$$$$$$$$$$oooo oo$$$$$$$$$$$$$$$$$$$$$$$$o oo$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$o o$ $$ o$ o $ oo o$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$o $$ $$ $$o$ oo $ $ "$ o$$$$$$$$$ $$$$$$$$$$$$$ $$$$$$$$$o $$$o$$o$ "$$$$$$o$ o$$$$$$$$$ $$$$$$$$$$$ $$$$$$$$$$o $$$$$$$$ $$$$$$$ $$$$$$$$$$$ $$$$$$$$$$$ $$$$$$$$$$$$$$$$$$$$$$$ $$$$$$$$$$$$$$$$$$$$$$$ $$$$$$$$$$$$$ $$$$$$$$$$$$$$ """$$$ "$$$""""$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ "$$$ $$$ o$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ "$$$o o$$" $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ $$$o $$$ $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$" "$$$$$$ooooo$$$$o o$$$oooo$$$$$ $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ o$$$$$$$$$$$$$$$$$ $$$$$$$$"$$$$ $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ $$$$"""""""" """" $$$$ "$$$$$$$$$$$$$$$$$$$$$$$$$$$$" o$$$ "$$$o """$$$$$$$$$$$$$$$$$$"$$" $$$ $$$o "$$""$$$$$$"""" o$$$ $$$$o oo o$$$" "$$$$o o$$$$$$o"$$$$o o$$$$ "$$$$$oo ""$$$$o$$$$$o o$$$$"" ""$$$$$oooo "$$$o$$$$$$$$$""" ""$$$$$$$oo $$$$$$$$$$ """"$$$$$$$$$$$ $$$$$$$$$$$$ $$$$$$$$$$" "$$$"""" To you, from me, with Affection. **************************************************************************** From crossfire-request Fri Nov 24 01:11:40 1995 Return-Path: Received: from acy1.digex.net (acy1.digex.net [198.180.35.3]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id ; Fri, 24 Nov 1995 01:11:39 +0100 Received: (from link@localhost) by acy1.digex.net (8.6.12/8.6.12) id TAA08469 ; for ; Thu, 23 Nov 1995 19:11:33 -0500 Date: Thu, 23 Nov 1995 19:11:32 -0500 (EST) From: Matt Cortes To: Arne Wichmann cc: Kjetil Torgrim Homme , crossfire@ifi.uio.no Subject: Re: Getting into a crossfire game In-Reply-To: <9511221855.AA28334@vieta.math.uni-sb.de> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Wed, 22 Nov 1995, Arne Wichmann wrote: > Also sprach Kjetil Torgrim Homme: > > [Matt Cortes] > > > > | $ crossclient -server > > | beer.csua.berkeley.edu > > | Failed to add castle:0.0: Can't open display castle:0.0. > > > > You need to disable X security by doing > > xhost beer.csua.berkeley.edu > > You should be aware that after you have entered this command, users at > > Berkeley may snoop you keyboard until you log out. So you should not > > be entering passwords :-) > > Hmmm... wouldn't it be a good thing to have crossfire handle > X security? > > cu > > AW > -- > Wer geteilt ist hat nichts mitzuteilen (Einstuerzende Neubauten) > > Arne Wichmann (aw@math.uni-sb.de) > I agree. Its very poor to set it up that why. COuldn't some automated security be taken on by crossfire itself? Its a major hole for a popular game. There is enough holes in unix to worry about already. :> While we are on topic, it would be nice to have a group of programmers to make crossfire more user friendly. I finally managed to get a good game going, already on level 8 in one day. (Thanks to all those who replied so fast and helped me get it running) The point is, I had alot of trouble figure out crossfire, and I'm a above/novice programmer as well as a computer consultant/technican. There are probably lots of other people who would love to play this game but haven't a clue how to compile it, etc. My suggestion is to first make pre-compiled binaries for Linux and other popular UNIX distros. It would also be nice to have a easy to use installation program as well as a metacache server as found with the netrek game. People who have public servers can add themselves to this metacache list and then when someone starts up crossfire with the metacache server, get a point & click listing of all running servers. Well anyway, just an idea. :> Anyone willing to take me up on it? -Link link@acy.digex.net From crossfire-request Thu Nov 23 16:40:37 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 ; Thu, 23 Nov 1995 16:40:29 +0100 Received: from sbusol.rz.uni-sb.de by relay.xlink.net id <30099-0@relay.xlink.net>; Thu, 23 Nov 1995 16:38:54 +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 QAA03190; Thu, 23 Nov 1995 16:38:53 +0100 Received: by vieta.math.uni-sb.de (4.1/math-SB.srv.910605) id AA10943; Thu, 23 Nov 95 16:35:47 +0100 From: aw@math.uni-sb.de (Arne Wichmann) Message-Id: <9511231535.AA10943@vieta.math.uni-sb.de> Subject: Re: Crossfire Races To: celear@teaching.cs.adelaide.edu.au (Colin) Date: Thu, 23 Nov 1995 16:35:46 +0100 (MET) Cc: crossfire@ifi.uio.no In-Reply-To: <199511230224.MAA09316@florence.teaching.cs.adelaide.edu.au> from "Colin" at Nov 23, 95 12:54:51 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: 1828 Status: RO Also sprach Colin: > I have crossfire 92.0 running from my account > as a development exercise. > > Locally we found that the game was grossly unbalanced towards > low level fighters and high level mages. Hmmm... Not really if you are used to playing mages. > The problem was a fighter could become a mage at higher levels > purely by using potions and rings, this struck me and a few other > people as pointless you could go up to twenty-fifth level build > a super weapon and from then on the game was boring... Yep. > So we modified the archetypes such that high level fighters still > have difficulty casting, and in fact are limited to carry virtually > no equipment to get the necessary spells to cast. How? > We also modified the mage classes such that their weapon class went > down at about quarter the rate of pure fighters, with others in > between. Not a good thing. A better solution could be to create weapon skills and use fighting experience instead of level-based experience to calculate the weapon class. [...] > P.S. I also hacked the disarm code such that the spell gives no > experience there are too many places to get experience without > any risk. This is maybe a good thing. We get level 100 in about 45 min over here... Gige a Spellbook of rune of death to an angel and disarm his traps. > I also coded a rough work around for the infinite spell point > feature. We had a lot of fun with that one for a while. I did that, too, sometimes. > > -- > ***************************************************************************** > > oooo$$$$$$$$$$$$oooo > oo$$$$$$$$$$$$$$$$$$$$$$$$o [...] AAAAAAARGH!!! I hate that. cu AW -- Wer geteilt ist hat nichts mitzuteilen (Einstuerzende Neubauten) Arne Wichmann (aw@math.uni-sb.de) From crossfire-request Thu Nov 23 16:31:42 1995 Return-Path: Received: from jupiter.pt.hk-r.se (root@jupiter.pt.hk-r.se [194.47.132.2]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 23 Nov 1995 16:31:42 +0100 Received: from rhea.pt.hk-r.se (mda93mg@rhea.pt.hk-r.se [194.47.132.18]) by jupiter.pt.hk-r.se (8.6.9/8.6.9) with ESMTP id QAA11646 for ; Thu, 23 Nov 1995 16:31:48 +0100 Received: (mda93mg@localhost) by rhea.pt.hk-r.se (8.6.9/8.6.9) id QAA02933; Thu, 23 Nov 1995 16:31:44 +0100 Date: Thu, 23 Nov 1995 16:31:42 +0100 (MET) From: Mattias Goeransson To: crossfire@ifi.uio.no Subject: The new crossfire version. Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO Hello. I have some questions regarding the new version of crossfire. Do I need any new mapfiles? Can I get the mapfiles for the new version to work on my old version? (0.91.8) Do I need to compile the whole pack (shit ;) to play with the new version or do I just need a binary and put it in the old crossfire bin? Could I compile only the crossfire binary and run it? (precompiled binaries shouldnt work?? paths and stuff.. keep in mind that I'm a user, not a computerexpert.. well, in some areas.. ;) Why am I asking?? I DONT SUCCED IN COMPILING IT!! *Sigh* BTW. We run SunOS 5.4 ?! Solaris something... Does xfire compile under this OS? I have crossfire 0.91.8 installed... And its GREAT fun. Also, is there a easy way to make the /lib/players/ files to only be readable by the crossfire -server ??? Some of my friend (inbluding me... ;) is editing these files, and it ruins the fun of the game... Patching xp, keys, stats and more... last question.. when you die, you loose a random stat?!! Ok, how do you get those back? With spell of restoration? Or? Also, some monsters deplet your stats... What do I do to restore those?? Spell? Thanks in advande, and the best regards. Lame questions brought to you by: ,,, (o o) +-----o0O--(_)--O0o------------------------------------------- | | Mattias Goeransson | | Phone: 070-734 77 67, 0457-161 50 | Internet: | E-Mail: mda93mg@pt.hk-r.se | URL: http://www.pt.hk-r.se/~mda93mg.html | | HCI - Be sure to check out the MDA-WWW: | http://www.pt.hk-r.se/~mda-www/ | +------------------------------------------------------------- From crossfire-request Thu Nov 23 06:33:22 1995 Return-Path: Received: from jupiter.pt.hk-r.se (root@jupiter.pt.hk-r.se [194.47.132.2]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 23 Nov 1995 06:33:21 +0100 Received: from sagitarius.pt.hk-r.se (sagitarius.pt.hk-r.se [194.47.133.24]) by jupiter.pt.hk-r.se (8.6.9/8.6.9) with ESMTP id GAA24662 for ; Thu, 23 Nov 1995 06:33:29 +0100 From: Matthias Olsson Received: (mda93mo@localhost) by sagitarius.pt.hk-r.se (8.6.11/8.6.11) id GAA17780 for crossfire@ifi.uio.no; Thu, 23 Nov 1995 06:33:45 +0100 Date: Thu, 23 Nov 1995 06:33:45 +0100 Message-Id: <199511230533.GAA17780@sagitarius.pt.hk-r.se> To: crossfire@ifi.uio.no Subject: Mystic Fist and Ring of Life X-Sun-Charset: US-ASCII Status: RO What are these stuff good for??? What do they do? Mathias Ohlsson - a.k.a. Solo ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ And remember, kids: | www : http://www.pt.hk-r.se/~mda93mo/ Anything`s better | snail : Mathias Ohlsson than Jesus | Blasius Koningsgatan 21A - Cat Rapes Dog | 372 35 Ronneby ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ From crossfire-request Thu Nov 23 06:16:34 1995 Return-Path: Received: from jupiter.pt.hk-r.se (root@jupiter.pt.hk-r.se [194.47.132.2]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 23 Nov 1995 06:16:34 +0100 Received: from sagitarius.pt.hk-r.se (sagitarius.pt.hk-r.se [194.47.133.24]) by jupiter.pt.hk-r.se (8.6.9/8.6.9) with ESMTP id GAA24597 for ; Thu, 23 Nov 1995 06:16:37 +0100 From: Matthias Olsson Received: (mda93mo@localhost) by sagitarius.pt.hk-r.se (8.6.11/8.6.11) id GAA17771 for crossfire@ifi.uio.no; Thu, 23 Nov 1995 06:16:52 +0100 Date: Thu, 23 Nov 1995 06:16:52 +0100 Message-Id: <199511230516.GAA17771@sagitarius.pt.hk-r.se> To: crossfire@ifi.uio.no Subject: Re: Dreads??? X-Sun-Charset: US-ASCII Status: RO > etc> > etc> > etc>How do you kill a Dread? Cold, lightning or physical?? > etc> > etc>Please answer asap! > etc> > etc>(Im doing the nine gates of hell and am on the seventh) > etc> > > A dread is just a nastier skull, thankfully they are also > bigger and slower. > > Just hit them hard and fast and hope they die! > Or else use mystic fist.... > Thanks... Didn't got them when I tried but discovered that I could make it past them and finished the quest anyway...:) Mathias Ohlsson - a.k.a. Solo ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ And remember, kids: | www : http://www.pt.hk-r.se/~mda93mo/ Anything`s better | snail : Mathias Ohlsson than Jesus | Blasius Koningsgatan 21A - Cat Rapes Dog | 372 35 Ronneby ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ From crossfire-request Thu Nov 23 06:12:29 1995 Return-Path: Received: from florence.teaching.cs.adelaide.edu.au (celear@florence.teaching.cs.adelaide.edu.au [129.127.104.6]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 23 Nov 1995 06:12:18 +0100 Received: from celear@florence.teaching.cs.adelaide.edu.au by florence.teaching.cs.adelaide.edu.au (8.6.12/AndrewR-MatthewD-950530-CS) id PAA24307; Thu, 23 Nov 1995 15:41:45 +1030 X-Authentic-Sender: celear@florence.teaching.cs.adelaide.edu.au From: Colin Message-Id: <199511230511.PAA24307@florence.teaching.cs.adelaide.edu.au> Subject: Re: Dreads??? To: mda93mo@jupiter.pt.hk-r.se (Matthias Olsson) Date: Thu, 23 Nov 1995 15:41:44 +1030 (CST) Cc: crossfire@ifi.uio.no In-Reply-To: <199511230407.FAA17744@sagitarius.pt.hk-r.se> from "Matthias Olsson" at Nov 23, 95 05:07:10 am X-Mailer: ELM [version 2.4 PL21] MIME-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 2586 Status: RO etc> etc> etc>How do you kill a Dread? Cold, lightning or physical?? etc> etc>Please answer asap! etc> etc>(Im doing the nine gates of hell and am on the seventh) etc> A dread is just a nastier skull, thankfully they are also bigger and slower. Just hit them hard and fast and hope they die! Or else use mystic fist.... etc>Thanks in advance... etc> etc>Mathias Ohlsson - a.k.a. Solo etc>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ etc> etc>And remember, kids: | www : http://www.pt.hk-r.se/~mda93mo/ etc>Anything`s better | snail : Mathias Ohlsson etc>than Jesus | Blasius Koningsgatan 21A etc>- Cat Rapes Dog | 372 35 Ronneby etc> etc>~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ etc> -- ***************************************************************************** oooo$$$$$$$$$$$$oooo oo$$$$$$$$$$$$$$$$$$$$$$$$o oo$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$o o$ $$ o$ o $ oo o$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$o $$ $$ $$o$ oo $ $ "$ o$$$$$$$$$ $$$$$$$$$$$$$ $$$$$$$$$o $$$o$$o$ "$$$$$$o$ o$$$$$$$$$ $$$$$$$$$$$ $$$$$$$$$$o $$$$$$$$ $$$$$$$ $$$$$$$$$$$ $$$$$$$$$$$ $$$$$$$$$$$$$$$$$$$$$$$ $$$$$$$$$$$$$$$$$$$$$$$ $$$$$$$$$$$$$ $$$$$$$$$$$$$$ """$$$ "$$$""""$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ "$$$ $$$ o$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ "$$$o o$$" $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ $$$o $$$ $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$" "$$$$$$ooooo$$$$o o$$$oooo$$$$$ $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ o$$$$$$$$$$$$$$$$$ $$$$$$$$"$$$$ $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ $$$$"""""""" """" $$$$ "$$$$$$$$$$$$$$$$$$$$$$$$$$$$" o$$$ "$$$o """$$$$$$$$$$$$$$$$$$"$$" $$$ $$$o "$$""$$$$$$"""" o$$$ $$$$o oo o$$$" "$$$$o o$$$$$$o"$$$$o o$$$$ "$$$$$oo ""$$$$o$$$$$o o$$$$"" ""$$$$$oooo "$$$o$$$$$$$$$""" ""$$$$$$$oo $$$$$$$$$$ """"$$$$$$$$$$$ $$$$$$$$$$$$ $$$$$$$$$$" "$$$"""" To you, from me, with Affection. **************************************************************************** From crossfire-request Thu Nov 23 05:06:53 1995 Return-Path: Received: from jupiter.pt.hk-r.se (root@jupiter.pt.hk-r.se [194.47.132.2]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 23 Nov 1995 05:06:53 +0100 Received: from sagitarius.pt.hk-r.se (sagitarius.pt.hk-r.se [194.47.133.24]) by jupiter.pt.hk-r.se (8.6.9/8.6.9) with ESMTP id FAA24015 for ; Thu, 23 Nov 1995 05:06:55 +0100 From: Matthias Olsson Received: (mda93mo@localhost) by sagitarius.pt.hk-r.se (8.6.11/8.6.11) id FAA17744 for crossfire@ifi.uio.no; Thu, 23 Nov 1995 05:07:10 +0100 Date: Thu, 23 Nov 1995 05:07:10 +0100 Message-Id: <199511230407.FAA17744@sagitarius.pt.hk-r.se> To: crossfire@ifi.uio.no Subject: Dreads??? X-Sun-Charset: US-ASCII Status: RO How do you kill a Dread? Cold, lightning or physical?? Please answer asap! (Im doing the nine gates of hell and am on the seventh) Thanks in advance... Mathias Ohlsson - a.k.a. Solo ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ And remember, kids: | www : http://www.pt.hk-r.se/~mda93mo/ Anything`s better | snail : Mathias Ohlsson than Jesus | Blasius Koningsgatan 21A - Cat Rapes Dog | 372 35 Ronneby ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ From crossfire-request Thu Nov 23 03:25:13 1995 Return-Path: Received: from florence.teaching.cs.adelaide.edu.au (celear@florence.teaching.cs.adelaide.edu.au [129.127.104.6]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 23 Nov 1995 03:25:03 +0100 Received: from celear@florence.teaching.cs.adelaide.edu.au by florence.teaching.cs.adelaide.edu.au (8.6.12/AndrewR-MatthewD-950530-CS) id MAA09316 for crossfire@ifi.uio.no; Thu, 23 Nov 1995 12:54:51 +1030 X-Authentic-Sender: celear@florence.teaching.cs.adelaide.edu.au From: Colin Message-Id: <199511230224.MAA09316@florence.teaching.cs.adelaide.edu.au> Subject: Crossfire Races To: crossfire@ifi.uio.no (cf) Date: Thu, 23 Nov 1995 12:54:51 +1030 (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: 3657 Status: RO This is probably not the place to write this but here goes. I have crossfire 92.0 running from my account as a development exercise. Locally we found that the game was grossly unbalanced towards low level fighters and high level mages. The problem was a fighter could become a mage at higher levels purely by using potions and rings, this struck me and a few other people as pointless you could go up to twenty-fifth level build a super weapon and from then on the game was boring... So we modified the archetypes such that high level fighters still have difficulty casting, and in fact are limited to carry virtually no equipment to get the necessary spells to cast. We also modified the mage classes such that their weapon class went down at about quarter the rate of pure fighters, with others in between. Someone else also fixed the problem that seems to arise from the IOErrors function in xio.c such that killing the game window doesn't crash the server, which despite various modifications still seemed to occur. They also fixed a bug such that with emergency save being used all the equipment of the offending player was deleted and certain stats namely regenerations became attatched to the player as innate abilities. The reason I am writing here is to get opinions on the hard coded uneditable variable that modifies mages and fighters. I don't want to have to patch the nerw version either. Are they necessary? Locally the particular races have become a little more even, but then everyone cheats here! In my Usual befuddlement Cel P.S. I also hacked the disarm code such that the spell gives no experience there are too many places to get experience without any risk. I also coded a rough work around for the infinite spell point feature. We had a lot of fun with that one for a while. -- ***************************************************************************** oooo$$$$$$$$$$$$oooo oo$$$$$$$$$$$$$$$$$$$$$$$$o oo$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$o o$ $$ o$ o $ oo o$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$o $$ $$ $$o$ oo $ $ "$ o$$$$$$$$$ $$$$$$$$$$$$$ $$$$$$$$$o $$$o$$o$ "$$$$$$o$ o$$$$$$$$$ $$$$$$$$$$$ $$$$$$$$$$o $$$$$$$$ $$$$$$$ $$$$$$$$$$$ $$$$$$$$$$$ $$$$$$$$$$$$$$$$$$$$$$$ $$$$$$$$$$$$$$$$$$$$$$$ $$$$$$$$$$$$$ $$$$$$$$$$$$$$ """$$$ "$$$""""$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ "$$$ $$$ o$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ "$$$o o$$" $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ $$$o $$$ $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$" "$$$$$$ooooo$$$$o o$$$oooo$$$$$ $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ o$$$$$$$$$$$$$$$$$ $$$$$$$$"$$$$ $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ $$$$"""""""" """" $$$$ "$$$$$$$$$$$$$$$$$$$$$$$$$$$$" o$$$ "$$$o """$$$$$$$$$$$$$$$$$$"$$" $$$ $$$o "$$""$$$$$$"""" o$$$ $$$$o oo o$$$" "$$$$o o$$$$$$o"$$$$o o$$$$ "$$$$$oo ""$$$$o$$$$$o o$$$$"" ""$$$$$oooo "$$$o$$$$$$$$$""" ""$$$$$$$oo $$$$$$$$$$ """"$$$$$$$$$$$ $$$$$$$$$$$$ $$$$$$$$$$" "$$$"""" To you, from me, with Affection. **************************************************************************** From crossfire-request Thu Nov 23 02:07:46 1995 Return-Path: Received: from chaupher.gsfc.nasa.gov (chaupher.gsfc.nasa.gov [128.183.125.104]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 23 Nov 1995 02:07:45 +0100 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9504/950407.s1) id UAA16818; Wed, 22 Nov 1995 20:07:38 -0500 Date: Wed, 22 Nov 1995 20:07:38 -0500 From: Brian Thomas Message-Id: <199511230107.UAA16818@chaupher.gsfc.nasa.gov> To: GuyW@1234net.com Subject: Re: Where's the key? Cc: crossfire@ifi.uio.no Status: RO I assume you mean the "temple" in the undercity? Look one map down under some boulders. b.t. From crossfire-request Thu Nov 23 00:25:41 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 ; Thu, 23 Nov 1995 00:25:37 +0100 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 JAA17275 for ; Thu, 23 Nov 1995 09:55:32 +1030 X-Authentic-Sender: bjtreloa@LOCALHOST Message-Id: <199511222325.JAA17275@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: Getting into a crossfire game In-reply-to: Your message of "Wed, 22 Nov 1995 19:55:24 BST." <9511221855.AA28334@vieta.math.uni-sb.de> Date: Thu, 23 Nov 1995 09:55:31 +1030 From: Baerrach bonDierne Status: RO Arne Wichmann writes: > Also sprach Kjetil Torgrim Homme: > > [Matt Cortes] > > > > | $ crossclient -server > > | beer.csua.berkeley.edu > > | Failed to add castle:0.0: Can't open display castle:0.0. > > > > You need to disable X security by doing > > xhost beer.csua.berkeley.edu > > You should be aware that after you have entered this command, users at > > Berkeley may snoop you keyboard until you log out. So you should not > > be entering passwords :-) You should also make sure your DISPLAY variable is _fully qualified_ i.e it is castle.at.domain.site:0.0. I dont think the crossfire server gets the domain name from the client, and thus it thinks castle is really castle.csua.berkeley.edu instead of your machine. Barrie -- "When I was younger you celebrated a new job with a couple of beers with your mates, not by taking drugs." Pat Kidd, Principal of the school that ecstasy casualty Anna Wood attended explaining their drug education campaign. From crossfire-request Wed Nov 22 21:01:24 1995 Return-Path: Received: from main.1234net.com (smtp.1234net.com [204.213.255.130]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Wed, 22 Nov 1995 21:01:24 +0100 Message-Id: <199511222001.VAA29455@ifi.uio.no> Received: from 1234net.com by main.1234net.com (NTMail 3.00.06) id aa001494 Wed, 22 Nov 95 20:04:06 +0000 (ESTEDT) Comments: Authenticated sender is From: "Guy Williams" Organization: 123-4-NET To: crossfire@ifi.uio.no Date: Wed, 22 Nov 1995 15:05:06 -0500 MIME-Version: 1.0 Content-type: text/plain; charset=US-ASCII Content-transfer-encoding: 7BIT Subject: Where's the key? Reply-to: GuyW@1234net.com Priority: normal X-mailer: Pegasus Mail for Windows (v2.10) X-Info: Evaluation version at main.1234net.com Status: RO Does anyone know where the key for the Pixie room in the northeast corner of the city is? From crossfire-request Wed Nov 22 19:58:50 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 ; Wed, 22 Nov 1995 19:58:48 +0100 Received: from sbusol.rz.uni-sb.de by relay.xlink.net id <46077-0@relay.xlink.net>; Wed, 22 Nov 1995 19:58:33 +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 TAA09287; Wed, 22 Nov 1995 19:58:31 +0100 Received: by vieta.math.uni-sb.de (4.1/math-SB.srv.910605) id AA28334; Wed, 22 Nov 95 19:55:25 +0100 From: aw@math.uni-sb.de (Arne Wichmann) Message-Id: <9511221855.AA28334@vieta.math.uni-sb.de> Subject: Re: Getting into a crossfire game To: kjetilho@ifi.uio.no (Kjetil Torgrim Homme) Date: Wed, 22 Nov 1995 19:55:24 +0100 (MET) Cc: link@acy.digex.net, crossfire@ifi.uio.no In-Reply-To: <199511200901.14360.mne.ifi.uio.no@ifi.uio.no> from "Kjetil Torgrim Homme" at Nov 20, 95 10:01:22 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: 611 Status: RO Also sprach Kjetil Torgrim Homme: > [Matt Cortes] > > | $ crossclient -server > | beer.csua.berkeley.edu > | Failed to add castle:0.0: Can't open display castle:0.0. > > You need to disable X security by doing > xhost beer.csua.berkeley.edu > You should be aware that after you have entered this command, users at > Berkeley may snoop you keyboard until you log out. So you should not > be entering passwords :-) Hmmm... wouldn't it be a good thing to have crossfire handle X security? cu AW -- Wer geteilt ist hat nichts mitzuteilen (Einstuerzende Neubauten) Arne Wichmann (aw@math.uni-sb.de) From crossfire-request Wed Nov 22 16:24:35 1995 Return-Path: Received: from egr.msu.edu (jeeves.egr.msu.edu [35.9.32.49]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Wed, 22 Nov 1995 16:24:34 +0100 Received: from teak (teak.egr.msu.edu) by egr.msu.edu (5.x/1.34) id AA27980; Wed, 22 Nov 1995 10:27:36 -0500 Received: by teak (5.x/SMI-SVR4) id AA07198; Wed, 22 Nov 1995 10:20:56 -0500 From: cookgre1@egr.msu.edu (Cook . Gregory) Message-Id: <9511221520.AA07198@teak> Subject: Client... To: crossfire@ifi.uio.no` Date: Wed, 22 Nov 1995 10:20:55 -0500 (EST) X-Mailer: ELM [version 2.4 PL24] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Status: RO Can someone tell me where I can get a client to run under Solaris/Openwindows? (and one to run under linux). Greg cookgre1@egr.msu.edu From crossfire-request Wed Nov 22 15:53:37 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 ; Wed, 22 Nov 1995 15:53:36 +0100 Message-Id: <199511221453.PAA03754@ifi.uio.no> Received: from 1234net.com by main.1234net.com (NTMail 3.00.06) id aa001485 Wed, 22 Nov 95 14:57:12 +0000 (ESTEDT) Comments: Authenticated sender is From: "Guy Williams" Organization: 123-4-NET To: crossfire@ifi.uio.no Date: Wed, 22 Nov 1995 09:57:11 -0500 MIME-Version: 1.0 Content-type: text/plain; charset=US-ASCII Content-transfer-encoding: 7BIT Subject: Re: Server back up Reply-to: GuyW@1234net.com Priority: normal X-mailer: Pegasus Mail for Windows (v2.10) X-Info: Evaluation version at main.1234net.com Status: RO > I set up my server a while ago for public access and was > having problems with it crashing (a lot) when people from > outside our site accessed it. I have installed Xfire 92.1. > All the player files should still be there. Please come > and try it. I did it again. The address is crossfire.1234net.com. From crossfire-request Wed Nov 22 15:28:06 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 ; Wed, 22 Nov 1995 15:28:05 +0100 Message-Id: <199511221428.PAA01067@ifi.uio.no> Received: from 1234net.com by main.1234net.com (NTMail 3.00.06) id aa001484 Wed, 22 Nov 95 14:31:36 +0000 (ESTEDT) Comments: Authenticated sender is From: "Guy Williams" Organization: 123-4-NET To: crossfire@ifi.uio.no Date: Wed, 22 Nov 1995 09:31:35 -0500 MIME-Version: 1.0 Content-type: text/plain; charset=US-ASCII Content-transfer-encoding: 7BIT Subject: Server back up Reply-to: GuyW@1234net.com Priority: normal X-mailer: Pegasus Mail for Windows (v2.10) X-Info: Evaluation version at main.1234net.com Status: RO I set up my server a while ago for public access and was having problems with it crashing (a lot) when people from outside our site accessed it. I have installed Xfire 92.1. All the player files should still be there. Please come and try it. From crossfire-request Wed Nov 22 10:50:17 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 ; Wed, 22 Nov 1995 10:50:16 +0100 Received: from zaphod.astro.psu.edu by nexus.astro.psu.edu (4.1/Nexus-1.3) id AA10665; Wed, 22 Nov 95 04:50:21 EST Received: by zaphod.astro.psu.edu (4.1/Client-1.3) id AA10239; Wed, 22 Nov 95 04:50:13 EST Date: Wed, 22 Nov 95 04:50:13 EST From: "Brian Thomas" Message-Id: <9511220950.AA10239@zaphod.astro.psu.edu> To: crossfire@ifi.uio.no Subject: ftp site! Status: RO heh, not everyone knows my site :) Code is on ftp.astro.psu.edu in pub/thomas. The file is light.tar.gz. b.t. From crossfire-request Wed Nov 22 10:49:13 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 ; Wed, 22 Nov 1995 10:49:12 +0100 Received: from zaphod.astro.psu.edu by nexus.astro.psu.edu (4.1/Nexus-1.3) id AA10656; Wed, 22 Nov 95 04:49:13 EST Received: by zaphod.astro.psu.edu (4.1/Client-1.3) id AA10234; Wed, 22 Nov 95 04:49:05 EST Date: Wed, 22 Nov 95 04:49:05 EST From: "Brian Thomas" Message-Id: <9511220949.AA10234@zaphod.astro.psu.edu> To: crossfire@ifi.uio.no Subject: development light code Status: RO Since there was expressed interest, I will place my development light code in anonymous ftp. I made patches and an install script so it should be painless to setup. What is truely missing, is documentation. I put a little in the README file, but as I am pressed for time, that is all there is. The patches are fore CF 0.92.1 code. Che Caio, b.t. From crossfire-request Wed Nov 22 05:14:12 1995 Return-Path: Received: from chaupher.gsfc.nasa.gov (chaupher.gsfc.nasa.gov [128.183.125.104]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Wed, 22 Nov 1995 05:14:10 +0100 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9504/950407.s1) id XAA15476; Tue, 21 Nov 1995 23:13:16 -0500 Date: Tue, 21 Nov 1995 23:13:16 -0500 From: Brian Thomas Message-Id: <199511220413.XAA15476@chaupher.gsfc.nasa.gov> To: thomas@chaupher.gsfc.nasa.gov, tdoan@bnr.ca Subject: re:lighting code, question Cc: crossfire@ifi.uio.no Status: RO > From: "tuan (t.) doan" writes: > > Good grief man, don't you have a job! ;-) Are you using bitmap masking > (ala stipple) to display various lighting intensity? That way both mono > and color works out ok and you don't have to create new bitmaps. > Well no. I am using the line-of-sight code to "mask" unlighted areas. No greyscale is being used right now, and this is one reason that the code is fairly fast. Greyscale (in the future) is possible goal, it certainly would look cool. b.t. > Regards. > > From crossfire-request Tue Nov 21 10:05:15 1995 Return-Path: Received: from surt.ifi.uio.no (2037@surt.ifi.uio.no [129.240.76.2]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id ; Tue, 21 Nov 1995 10:05:15 +0100 From: Frank Tore Johansen Received: (from frankj@localhost) by surt.ifi.uio.no ; Tue, 21 Nov 1995 10:05:14 +0100 Message-Id: <199511210905.13316.surt.ifi.uio.no@ifi.uio.no> Subject: Re: lighting code, question To: crossfire@ifi.uio.no Date: Tue, 21 Nov 1995 10:05:13 +0000 (GMT) Cc: thomas@chaupher.gsfc.nasa.gov (Brian Thomas) In-Reply-To: <199511210449.XAA14643@chaupher.gsfc.nasa.gov> from "Brian Thomas" at Nov 20, 95 11:49:54 pm X-Mailer: ELM [version 2.4 PL21] Content-Type: text Content-Length: 1463 Status: RO [Brian Thomas] > Of course, I am only guessing at the use of monster wisdom > here. Could some knowledgable individual inform me how > the code goes about treating monster detection of players? > Is mon->stats.Wis the radius of detection? How does stealth > effect monster detection? I notice that Wis==0 monsters > still detect players! Does this mean that there is a > (default) minimum detection radius? The code is as follows. All monsters sleep when they are created, but quite often check_wakeup() is called to check if someone are close enough. Close enough is within a square, the size of which depends on the monster's wisdom (quicker than circle, since this is called alot). And as you can see below, a stealth-flag would halve the size of the square. A wisdom of 0 would mess this up, so hopefully there is another routine somewhere that sets wisdom to some minimum value (dependent on monster level) when monsters are created. int check_wakeup(object *op) { objectlink *ol; for(ol=first_friendly_object;ol!=NULL;ol=ol->next) if(ol->ob->map==op->map&& (QUERY_FLAG(ol->ob,FLAG_STEALTH)? (abs(ol->ob->x-op->x)stats.Wis/2+1 && abs(ol->ob->y-op->y)stats.Wis/2+1) : (abs(ol->ob->x-op->x)stats.Wis && abs(ol->ob->y-op->y)stats.Wis))) { CLEAR_FLAG(op,FLAG_SLEEP); return 1; } return 0; } -Frank. From crossfire-request Tue Nov 21 14:05:52 1995 Return-Path: Received: from bnr.ca (x400gate.bnr.ca [192.58.194.73]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Tue, 21 Nov 1995 14:05:51 +0100 X400-Received: by mta bnr.ca in /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Tue, 21 Nov 1995 08:04:35 -0500 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Tue, 21 Nov 1995 08:00:24 -0500 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Sun, 19 Nov 1995 00:33:00 -0500 Date: Mon, 20 Nov 1995 23:33:00 -0600 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.118:21.10.95.13.00.24] X400-Content-Type: P2-1984 (2) Content-Identifier: re:lighting c... From: "tuan (t.) doan" Sender: "tuan (t.) doan" Message-ID: <"8150 Tue Nov 21 08:01:10 1995"@bnr.ca> To: thomas@chaupher.gsfc.nasa.gov Cc: crossfire@ifi.uio.no Subject: re:lighting code, question Status: RO In message "lighting code, question", 'thomas@chaupher.gsfc.nasa.gov' writes: > > > Hi all, I have been working on a lighting code for CF. Right > now I am near the finishing stages of a "development" code, > but one thing needs doing still--treatment of effects of > lighting on monsters. > > Right now, line-of-sight (los) is only calculated for the > players (I wont describe the scheme here). For monsters, > I imagined that if the monster object (mon) had > QUERY_FLAG(mon, FLAG_SEE_INVIS) no effect by lighting > occured. Otherwise, some treatment of the monster wisdom > flag could be done to limit monster detection of players. > > Of course, I am only guessing at the use of monster wisdom > here. Could some knowledgable individual inform me how > the code goes about treating monster detection of players? > Is mon->stats.Wis the radius of detection? How does stealth > effect monster detection? I notice that Wis==0 monsters > still detect players! Does this mean that there is a > (default) minimum detection radius? > > thanks, b.t. Good grief man, don't you have a job! ;-) Are you using bitmap masking (ala stipple) to display various lighting intensity? That way both mono and color works out ok and you don't have to create new bitmaps. Regards. From crossfire-request Tue Nov 21 05:50:04 1995 Return-Path: Received: from chaupher.gsfc.nasa.gov (chaupher.gsfc.nasa.gov [128.183.125.104]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 21 Nov 1995 05:50:01 +0100 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9504/950407.s1) id XAA14643 for crossfire@ifi.uio.no; Mon, 20 Nov 1995 23:49:54 -0500 Date: Mon, 20 Nov 1995 23:49:54 -0500 From: Brian Thomas Message-Id: <199511210449.XAA14643@chaupher.gsfc.nasa.gov> To: crossfire@ifi.uio.no Subject: lighting code, question Status: RO Hi all, I have been working on a lighting code for CF. Right now I am near the finishing stages of a "development" code, but one thing needs doing still--treatment of effects of lighting on monsters. Right now, line-of-sight (los) is only calculated for the players (I wont describe the scheme here). For monsters, I imagined that if the monster object (mon) had QUERY_FLAG(mon, FLAG_SEE_INVIS) no effect by lighting occured. Otherwise, some treatment of the monster wisdom flag could be done to limit monster detection of players. Of course, I am only guessing at the use of monster wisdom here. Could some knowledgable individual inform me how the code goes about treating monster detection of players? Is mon->stats.Wis the radius of detection? How does stealth effect monster detection? I notice that Wis==0 monsters still detect players! Does this mean that there is a (default) minimum detection radius? thanks, b.t. From crossfire-request Tue Nov 21 01:25:25 1995 Return-Path: Received: from condor.mcs.kent.edu (ehughes@condor.mcs.kent.edu [131.123.2.137]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 21 Nov 1995 01:25:25 +0100 Received: by condor.mcs.kent.edu (8.6.12/mcs.94.07.13a) id TAA11551; Mon, 20 Nov 1995 19:25:18 -0500 From: Anyone Message-Id: <199511210025.TAA11551@condor.mcs.kent.edu> Subject: Magic cookies To: crossfire@ifi.uio.no Date: Mon, 20 Nov 1995 19:25:17 -0500 (EST) X-Mailer: ELM [version 2.4 PL23beta2] MIME-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 355 Status: RO Is there any way around magic cookie security to play crossfire? Simply doing xhost doesn't allow the remote to open my display. I had compiled my own version of crossfire and wrote a small shell script that would get the magic cookie for people playing locally, buy there doesn't seem to be any way to do this on the servers. Any help appreciated. -EH From crossfire-request Tue Nov 21 00:36:44 1995 Return-Path: Received: from pitbull.ecst.csuchico.edu (karim@pitbull.ecst.csuchico.edu [132.241.3.10]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 21 Nov 1995 00:36:43 +0100 Received: (from karim@localhost) by pitbull.ecst.csuchico.edu (8.6.12/8.6.12) id PAA13250; Mon, 20 Nov 1995 15:36:18 -0800 From: karim Message-Id: <199511202336.PAA13250@pitbull.ecst.csuchico.edu> Subject: Re: Getting into a crossfire game To: rgg@aaii.oz.au Date: Mon, 20 Nov 1995 15:36:18 -0800 (PST) Cc: crossfire@ifi.uio.no In-Reply-To: <199511202325.KAA16936@yarra-glen.aaii.oz.au> from "Rupert G. Goldie" at Nov 21, 95 10:25:11 am X-Mailer: ELM [version 2.4 PL23] MIME-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 676 Status: RO > Crossfire client in Java(tm) anyone ? That would spread > the game around a bit 8-) > The thought has crossed my mind. A lot of things could be done really well in a Java client/server model (or any true client/server model for that matter). Xfire could be made very dynamic. Worlds could easily be linked together server wise. Did you all hear that Sega is going to be putting out tcp/ip games based on Java? A Java crossfire is a possibility, which I would love to pursue, but time restrictions are reality. If I were to do a java port of xfire, the end game may look similar to xfire, but I change around a few things. Karim From crossfire-request Tue Nov 21 00:26:09 1995 Return-Path: Received: from eden-valley (eden-valley.aaii.oz.AU [192.35.59.242]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Tue, 21 Nov 1995 00:26:04 +0100 Received: from yarra-glen.aaii.oz.AU by eden-valley with SMTP (5.65c/SMI-4.0/AAII) id AA25966; Tue, 21 Nov 1995 10:25:12 +1100 Received: from nagambie (nagambie [192.35.59.17]) by yarra-glen.aaii.oz.au (8.6.8.1/8.6.6) with SMTP id KAA16936 for ; Tue, 21 Nov 1995 10:25:12 +1100 Message-Id: <199511202325.KAA16936@yarra-glen.aaii.oz.au> X-Authentication-Warning: yarra-glen: Host nagambie didn't use HELO protocol To: crossfire@ifi.uio.no From: "Rupert G. Goldie" Reply-To: rgg@aaii.oz.au Subject: Re: Getting into a crossfire game In-Reply-To: Message from Kjetil Torgrim Homme of 1995-Nov-20 10:1:22, <199511200901.14360.mne.ifi.uio.no@ifi.uio.no> Date: Tue, 21 Nov 1995 10:25:11 +1100 Sender: rgg@aaii.oz.au Status: RO Kjetil Torgrim Homme wrote: > > If round-trip time to Berkeley is more than 200ms (measured with > ping), you'll probably find gameplay unsatisfactory. Hmmm, I guess I'm out then 8-) ----beer.CSUA.Berkeley.EDU PING Statistics---- 25 packets transmitted, 14 packets received, 44% packet loss round-trip (ms) min/avg/max = 1460/2260/4326 Ob crossfire: Has anyone played around much with the new client ? I have had a quick look, but I'd be interested to know how it performs over a serial link. Crossfire client in Java(tm) anyone ? That would spread the game around a bit 8-) -- Rupert G. Goldie, Research Scientist rgg@aaii.oz.au Australian Artificial Intelligence Institute /\/\|| Level 6, 171 Latrobe Street, Melbourne, Australia From crossfire-request Mon Nov 20 11:35:15 1995 Return-Path: Received: from drott.ifi.uio.no (2037@drott.ifi.uio.no [129.240.72.2]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Mon, 20 Nov 1995 11:35:15 +0100 From: Frank Tore Johansen Received: (from frankj@localhost) by drott.ifi.uio.no ; Mon, 20 Nov 1995 11:35:14 +0100 Message-Id: <199511201035.24688.drott.ifi.uio.no@ifi.uio.no> Subject: Re: Getting into a crossfire game To: crossfire@ifi.uio.no Date: Mon, 20 Nov 1995 11:35:13 +0000 (GMT) In-Reply-To: <199511200901.14360.mne.ifi.uio.no@ifi.uio.no> from "Kjetil Torgrim Homme" at Nov 20, 95 10:01:22 am X-Mailer: ELM [version 2.4 PL21] Content-Type: text Content-Length: 535 Status: RO [Kjetil T] > [Matt Cortes] > > | $ crossclient -server > | beer.csua.berkeley.edu > | Failed to add castle:0.0: Can't open display castle:0.0. > > You need to disable X security by doing > xhost beer.csua.berkeley.edu Also, you might need to tell the client your absolute display path. Try to type "setenv DISPLAY castle.domain.net:0.0" or "export DISPLAY=castle.domain.net:0.0", depending on which shell you use. domain should be substituted by whichever domain castle belongs to, like for instance "acy.digex". -Frank. From crossfire-request Mon Nov 20 10:01:24 1995 Return-Path: Received: from mne.ifi.uio.no (1232@mne.ifi.uio.no [129.240.70.5]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id ; Mon, 20 Nov 1995 10:01:23 +0100 From: Kjetil Torgrim Homme Received: (from kjetilho@localhost) by mne.ifi.uio.no ; Mon, 20 Nov 1995 10:01:22 +0100 Date: Mon, 20 Nov 1995 10:01:22 +0100 Message-Id: <199511200901.14360.mne.ifi.uio.no@ifi.uio.no> To: Matt Cortes CC: crossfire@ifi.uio.no In-reply-to: <30AF694B.259C475D@acy.digex.net> Subject: Re: Getting into a crossfire game Status: RO [Matt Cortes] | $ crossclient -server | beer.csua.berkeley.edu | Failed to add castle:0.0: Can't open display castle:0.0. You need to disable X security by doing xhost beer.csua.berkeley.edu You should be aware that after you have entered this command, users at Berkeley may snoop you keyboard until you log out. So you should not be entering passwords :-) If round-trip time to Berkeley is more than 200ms (measured with ping), you'll probably find gameplay unsatisfactory. Kjetil T. From crossfire-request Sun Nov 19 18:28:42 1995 Return-Path: Received: from acy1.digex.net (acy1.digex.net [198.180.35.3]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sun, 19 Nov 1995 18:28:41 +0100 Received: from castle (link@acc03207.slip.digex.net [204.91.217.182]) by acy1.digex.net (8.6.12/8.6.12) with SMTP id MAA00301 ; for ; Sun, 19 Nov 1995 12:28:36 -0500 Sender: link@acy.digex.net Message-ID: <30AF694B.259C475D@acy.digex.net> Date: Sun, 19 Nov 1995 12:28:43 -0500 From: Matt Cortes Organization: GB Consulting X-Mailer: Mozilla 2.0b2 (X11; I; Linux 1.3.28 i586) MIME-Version: 1.0 To: crossfire@ifi.uio.no Subject: Getting into a crossfire game X-URL: http://www.ifi.uio.no:/~frankj/crossfire/archive/ Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Status: RO Hi all. I have been reviewing most of the mailing list and have read all the web pages. Yet I am still unable to get anywhere with Crossfire. I have compiled it ok (haven't edited any of the files before compiling though if that was a mistake of mine..) and ran crossfire and played around in that ok. My problem is I can't seem to connect to any of the servers. I tried them all and I get the following: castle:/home/sleipner/a/crossfire/crossfire/bin$ ls crossclient* crossfire* crossrem.pl* mapconv* tcpsockets.pl crossedit* crossloop* gensym.pl mktable* castle:/home/sleipner/a/crossfire/crossfire/bin$ crossclient -server beer.csua.berkeley.edu Failed to add castle:0.0: Can't open display castle:0.0. castle:/home/sleipner/a/crossfire/crossfire/bin$ When I type "set" at my bash prompt, it says my display is this: DSIPLAY=:0.0 I don't know what that means, but I'm sure thats what the above command is complaining about. All I want to do is play this game. I love RPG games, and from what I have seen of this, this is everything I'm looking for. MUDS are too boring because there is no graphical repesentation. THis allows me to directly interact with objects and hopfully other players. If anyone can provide me with any help, I would be greatly appericated. My system is as follows: Slackware Linux 2.3 (Kernel 1.3.28) Xfree86 3.1.1 (X11R6) Pentium100, 32megs RAM, etc. (Don't think this is the problem ) Also, if there are other pages, or detailed instructions on getting up and running, can someone please point me in the right direction? I have searched all the web search engines and have only found two or three web pages. All of them talk from the viewpoint of me already pasted running the game. Well I'm not, so must of that isn't helpful right now. :> Thank you for your time, -Matt link@acy.digex.net From crossfire-request Sat Nov 18 19:14:15 1995 Return-Path: Received: from vortex.sdf.luth.se (vortex.sdf.luth.se [130.239.144.1]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sat, 18 Nov 1995 19:14:15 +0100 Received: from alkinoos.sdf.luth.se by vortex.sdf.luth.se (8.6.11/8.6.9) with ESMTP id TAA08933 for ; Sat, 18 Nov 1995 19:15:15 +0100 Received: by alkinoos.sdf.luth.se (8.6.9/8.6.9) with UUCP id TAA04535 for crossfire@ifi.uio.no; Sat, 18 Nov 1995 19:18:49 +0100 Message-Id: <199511181818.TAA04535@alkinoos.sdf.luth.se> Subject: Re: Smugglers quest (newbie?!) To: crossfire@ifi.uio.no Date: Sat, 18 Nov 1995 19:18:47 +0100 (MET) From: "Markus Svennerstal" X-Mailer: ELM [version 2.4 PL24] MIME-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 172 Status: RO The drinks of life and death are just boozes... If you want newbie dungeons try taking the first gates of hell, Old mansion (jump into the well) and the towers in Scorn From crossfire-request Sat Nov 18 01:09:40 1995 Return-Path: Received: from mbmartin.bevc.blacksburg.va.us (martinm@mbmartin.bevc.blacksburg.va.us [198.82.204.58]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sat, 18 Nov 1995 01:09:39 +0100 Received: (from martinm@localhost) by mbmartin.bevc.blacksburg.va.us (8.6.12/8.6.9) id UAA03118 for crossfire@ifi.uio.no; Fri, 17 Nov 1995 20:11:10 -0500 From: "Michael B. Martin" Message-Id: <199511180111.UAA03118@mbmartin.bevc.blacksburg.va.us> Subject: Re: Nine Gates of Hell To: crossfire@ifi.uio.no Date: Fri, 17 Nov 1995 20:11:10 -0500 (EST) X-Mailer: ELM [version 2.4 PL24] MIME-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 1740 Status: RO > My question has to deal with Gate 6 in particular, and is there an > "easier" way of getting rid of the Electric Dragon in that maze. It has > killed me time and time again, and i'm at the point of pulling my hair out. > I've tried to polymorph him into something else and it keeps failing. I'm > at a loss ... Well, fireballs (or any fire weapons for that matter) are effective against electric dragons. Two or three large fireballs should do it, I think. Now that I've finally got a good weapon (Bonecrusher+25, 168 dam, wc -74), even most electricity-wielding monsters are no problem. Also, the helm of Uriel (Pro: electricity) and Polished Shield (reflects spells if you're not moving, including lightning) help too. Besides, you don't actually have to kill that dragon, if your guy is fast enough. The hardest one is Jessy, but as someone pointed out, there is a "JessyHammer" on the second level of the tower in the SW corner of Brest (the one you have to pay to get into, called Ludo's tower?). It gives electrical attack and immunity to acid, among other things. The trick I use is to amass a number of healing potions. Then I just keep attacking Jessy with the JessyHammer and use the mouse to drink a healing potion while my hp gets low. It takes me about 15 seconds (and a few healing potions) or so. Of course, having immunity to fire, cold, and physical also makes the difference. When he can only attack with electricity, you can get a lot of good hits on him before you have to heal youself. Someone else suggested using Runes of Death, but that doesn't work for those who have "God" as their chosen deity (in Brain Thomas's new gods patches), since followers of "God" are path_denied death magic. -Michael From crossfire-request Sat Nov 18 02:07:02 1995 Return-Path: Received: from jupiter.pt.hk-r.se (root@jupiter.pt.hk-r.se [194.47.132.2]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sat, 18 Nov 1995 02:07:02 +0100 Received: from io.pt.hk-r.se (mda93mg@io.pt.hk-r.se [194.47.132.30]) by jupiter.pt.hk-r.se (8.6.9/8.6.9) with ESMTP id CAA16635 for ; Sat, 18 Nov 1995 02:07:06 +0100 Received: (mda93mg@localhost) by io.pt.hk-r.se (8.6.9/8.6.9) id CAA26102; Sat, 18 Nov 1995 02:07:04 +0100 Date: Sat, 18 Nov 1995 02:07:03 +0100 (MET) From: Mattias Goeransson To: crossfire@ifi.uio.no Subject: Smugglers quest (newbie?!) Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO Hello. Newbie question. Has anyone done the Smugglers Quest in Navar? I don't come any further than where the dwarfen priest ask me to put the drinks of life or death on the altar... What are those drinks? Where? In Navar? Also, is there anyone knowing a fast way to kill a Raaz.... Where should a newbie start (I'm done in Scud...and some other area are too hard... and I don't wanna kill skeletons all my spare time...) Thanks in advance Best regards Mattias ,,, (o o) +-----o0O--(_)--O0o------------------------------------------- | | Mattias Goeransson | | Phone: 070-734 77 67, 0457-161 50 | Internet: | E-Mail: mda93mg@pt.hk-r.se | URL: http://www.pt.hk-r.se/~mda93mg.html | | HCI - Be sure to check out the MDA-WWW: | http://www.pt.hk-r.se/~mda-www/ | +------------------------------------------------------------- From crossfire-request Sat Nov 18 06:29:26 1995 Return-Path: Received: from bnr.ca (x400gate.bnr.ca [192.58.194.73]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Sat, 18 Nov 1995 06:29:25 +0100 X400-Received: by mta bnr.ca in /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Sat, 18 Nov 1995 00:28:15 -0500 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Sat, 18 Nov 1995 00:25:57 -0500 X400-Received: by /PRMD=BNR/ADMD=TELECOM.CANADA/C=CA/; Relayed; Wed, 15 Nov 1995 19:56:00 -0500 Date: Fri, 17 Nov 1995 18:56:00 -0600 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.322:18.10.95.05.25.57] X400-Content-Type: P2-1984 (2) Content-Identifier: Re: Nine Gate... From: "tuan (t.) doan" Sender: "tuan (t.) doan" Message-ID: <"16391 Sat Nov 18 00:26:53 1995"@bnr.ca> To: peterm@langmuir.eecs.berkeley.edu Cc: pkenny@eecs.umich.edu, crossfire@ifi.uio.no Subject: Re: Nine Gates Of Hell Status: RO In message "Re: Nine Gates Of Hell", 'peterm@langmuir.EECS.Berkeley.edu' writes: >> Just use a few spells of wall of lightning and place them around the >> jessy, after the server almost comes to a halt he wil be dead in no time. >> > > >I thought Jessy's were immune to practically everything, except for >weaponmagic and clerical spells. Immune, specifically, to magic, >and therefore, lightning spells. > >Looking at his immunity, I think he's immune to: >Turning, paralysis, slow, poison, ghosthit, >drain, acid, confusion, cold, fire, magic and physical. > >Electricity is NOT on this list, however, electricity >is usually || magic. > >And the following code segment from attack.c would seem >to indicate that Jessy's are therefore immune to all >lightning spells not born of Godpower. > > /* > * Magic is special, if immune to it, immune to everything containing it > * Otherwise, only immune if immune to every attacktype included. > */ > if (!newtype || (newtype == AT_MAGIC && newtype != type) || > (op->immune & AT_MAGIC && type & AT_MAGIC)) > return 0; > > >Is "wall of lighting" broken so that it isn't || magic? > > >Regards, > >PeterM I think whoever created the 9 hells does not meant for Jessy to be killed; and indeed you do not have to kill him to get they key (which is your objective) Fear works great! 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/mci/users/tdoan/tdoan.html From crossfire-request Sat Nov 18 01:49:31 1995 Return-Path: Received: from chopper.poohsticks.org (root@drew-to-hub.village.org [198.137.146.27]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sat, 18 Nov 1995 01:49:27 +0100 Received: from chopper.poohsticks.org (localhost [127.0.0.1]) by chopper.poohsticks.org (8.6.12/8.6.6) with ESMTP id RAA04563; Fri, 17 Nov 1995 17:48:56 -0700 Message-Id: <199511180048.RAA04563@chopper.poohsticks.org> To: Peter Mardahl cc: Patrick Kenny , crossfire@ifi.uio.no Subject: Re: Nine Gates Of Hell In-reply-to: Your message of "Fri, 17 Nov 1995 16:26:22 PST." <9511180026.AA28021@landau.EECS.Berkeley.EDU> Date: Fri, 17 Nov 1995 17:48:56 -0700 From: Drew Eckhardt Status: RO In message <9511180026.AA28021@landau.EECS.Berkeley.EDU>, peterm@langmuir.EECS. Berkeley.EDU writes: >Turning, paralysis, slow, poison, ghosthit, >drain, acid, confusion, cold, fire, magic and physical. > >Electricity is NOT on this list, however, electricity >is usually || magic. > > > /* > * Magic is special, if immune to it, immune to everything containing it > * Otherwise, only immune if immune to every attacktype included. > */ > if (!newtype || (newtype == AT_MAGIC && newtype != type) || > (op->immune & AT_MAGIC && type & AT_MAGIC)) > return 0; > > Logically, this doesn't really sanity check. In the real world, things don't allways inherit the characteristics of what created them - for instance, electricity. When generated from a chemical reaction, it doesn't inherit the properties of those chemicals. Why does electricity generated by magic become magical? It also makes the game less suited for solo play, since it renders magic-using classes impotent; ie, while a fighter with a big weapon and lots of healing potions could kill a Jessy, a magic user couldn't... From crossfire-request Sat Nov 18 01:25:11 1995 Return-Path: Received: from langmuir.EECS.Berkeley.EDU (langmuir.EECS.Berkeley.EDU [128.32.240.55]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sat, 18 Nov 1995 01:25:10 +0100 Received: from landau.EECS.Berkeley.EDU (landau.EECS.Berkeley.EDU [128.32.240.94]) by langmuir.EECS.Berkeley.EDU (8.6.10/8.5) with SMTP id QAA11819; Fri, 17 Nov 1995 16:38:48 -0800 From: Peter Mardahl Received: from localhost by landau.EECS.Berkeley.EDU; (5.65/1.1.8.2/20Jun95-1153PM) id AA28021; Fri, 17 Nov 1995 16:26:23 -0800 Message-Id: <9511180026.AA28021@landau.EECS.Berkeley.EDU> To: Patrick Kenny Cc: crossfire@ifi.uio.no Subject: Re: Nine Gates Of Hell In-Reply-To: Your message of "Fri, 17 Nov 95 18:36:16 EST." Date: Fri, 17 Nov 95 16:26:22 -0800 X-Mts: smtp Status: RO > Just use a few spells of wall of lightning and place them around the > jessy, after the server almost comes to a halt he wil be dead in no time. > I thought Jessy's were immune to practically everything, except for weaponmagic and clerical spells. Immune, specifically, to magic, and therefore, lightning spells. Looking at his immunity, I think he's immune to: Turning, paralysis, slow, poison, ghosthit, drain, acid, confusion, cold, fire, magic and physical. Electricity is NOT on this list, however, electricity is usually || magic. And the following code segment from attack.c would seem to indicate that Jessy's are therefore immune to all lightning spells not born of Godpower. /* * Magic is special, if immune to it, immune to everything containing it * Otherwise, only immune if immune to every attacktype included. */ if (!newtype || (newtype == AT_MAGIC && newtype != type) || (op->immune & AT_MAGIC && type & AT_MAGIC)) return 0; Is "wall of lighting" broken so that it isn't || magic? Regards, PeterM From crossfire-request Sat Nov 18 00:36:31 1995 Return-Path: Received: from krusty.eecs.umich.edu (pkenny@krusty.eecs.umich.edu [141.212.36.18]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sat, 18 Nov 1995 00:36:30 +0100 Received: (from pkenny@localhost) by krusty.eecs.umich.edu (8.7.1/8.7.1) id SAA28356; Fri, 17 Nov 1995 18:36:16 -0500 (EST) Date: Fri, 17 Nov 1995 18:36:16 -0500 (EST) From: Patrick Kenny To: Drew Eckhardt cc: "Charles Walden, 266E, x-7753" , crossfire@ifi.uio.no Subject: Re: Nine Gates Of Hell In-Reply-To: <199511172212.PAA02903@chopper.poohsticks.org> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO Just use a few spells of wall of lightning and place them around the jessy, after the server almost comes to a halt he wil be dead in no time. ! 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? ! On Fri, 17 Nov 1995, Drew Eckhardt wrote: > > Speaking of the nine gates of hell (not that its necessary to get by > the last gate), how do you kill a Jessy? Throwing a few thousand > (magic power potions, power crystals) spell points of large > lightnings at them isn't enough.... > > From crossfire-request Fri Nov 17 23:13:09 1995 Return-Path: Received: from chopper.poohsticks.org (root@drew-to-hub.village.org [198.137.146.27]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Fri, 17 Nov 1995 23:13:06 +0100 Received: from chopper.poohsticks.org (localhost [127.0.0.1]) by chopper.poohsticks.org (8.6.12/8.6.6) with ESMTP id PAA02903; Fri, 17 Nov 1995 15:12:52 -0700 Message-Id: <199511172212.PAA02903@chopper.poohsticks.org> To: "Charles Walden, 266E, x-7753" cc: crossfire@ifi.uio.no Subject: Re: Nine Gates Of Hell In-reply-to: Your message of "Fri, 17 Nov 1995 16:08:23 EST." <95Nov17.162201est.29449@annap2.jsc.mil> Date: Fri, 17 Nov 1995 15:12:52 -0700 From: Drew Eckhardt Status: RO Speaking of the nine gates of hell (not that its necessary to get by the last gate), how do you kill a Jessy? Throwing a few thousand (magic power potions, power crystals) spell points of large lightnings at them isn't enough.... From crossfire-request Fri Nov 17 22:20:58 1995 Return-Path: Received: from jsc.mil (ns.jsc.mil [137.225.250.2]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Fri, 17 Nov 1995 22:20:55 +0100 Received: by annap2.jsc.mil id <29449>; Fri, 17 Nov 1995 16:22:01 -0500 From: "Charles Walden, 266E, x-7753" X-Mailer: SCO System V Mail (version 3.2) To: crossfire@ifi.uio.no Subject: Nine Gates Of Hell Date: Fri, 17 Nov 1995 16:08:23 -0500 Message-Id: <95Nov17.162201est.29449@annap2.jsc.mil> Status: RO My question has to deal with Gate 6 in particular, and is there an "easier" way of getting rid of the Electric Dragon in that maze. It has killed me time and time again, and i'm at the point of pulling my hair out. I've tried to polymorph him into something else and it keeps failing. I'm at a loss ... From owner-crossfire Fri Nov 17 21:49:33 1995 Return-Path: Received: from nuc006.psc.sc.edu (nuc006.psc.sc.edu [129.252.32.46]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Fri, 17 Nov 1995 21:49:33 +0100 Received: (from swynghed@localhost) by nuc006.psc.sc.edu (8.6.12/8.6.12) id PAA23324; Fri, 17 Nov 1995 15:52:15 -0500 Date: Fri, 17 Nov 1995 15:52:15 -0500 Message-Id: <199511172052.PAA23324@nuc006.psc.sc.edu> From: "Marc W. Swynghedauw" To: crossfire-bugs@ifi.uio.no Subject: reporting bug in crossfire (rune.c) code (if it's not too late) Status: RO i just retreive on ifi.uio.no site crossfire-92.1 and compiled it on a dec5000/25 and found a bug in the code. and easy to fixe. the file rune.c, in line 134 is calling: tmp->level=SK_level(op->level); /* what level to cast the spell at */ but in the routine SK_level, the argument in entry is expected to be a pointer on 'op' not the value of this structure (since op->level is already done in it). so by changing it to: tmp->level=SK_level(op); it work fine. -- ***************************************************************************** * This mail is made of recycled Electrons * ***************************************************************************** http://cebafb.cebaf.gov/~swynghed/ swynghed@cebaf.gov swynghed@nuc006.psc.sc.edu swynghed@polhp4.in2p3.fr "Kiss my ascii !!!!" (J. Young, Great Thinker) "Quadruplicite boit temporisation" (B. Russel) "Bla bla bla bla blablabla bla blabla" (Beavis & Butthead) "Thank you come again" (Apu, little business owner, QuiKi Mart franchise) **************************************************************************** From crossfire-request Thu Nov 16 23:46:34 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, 16 Nov 1995 23:46:33 +0100 Received: from griffle.astro.psu.edu by nexus.astro.psu.edu (4.1/Nexus-1.3) id AA18527; Thu, 16 Nov 95 17:46:36 EST Received: by griffle.astro.psu.edu (4.1/Client-1.3) id AA22838; Thu, 16 Nov 95 17:44:45 EST Date: Thu, 16 Nov 95 17:44:45 EST From: "Brian Thomas" Message-Id: <9511162244.AA22838@griffle.astro.psu.edu> To: crossfire@ifi.uio.no Subject: 0.92.1 spoiler.ps Status: RO The spoiler for 0.92.1 is missing the "pow" stat in the player table. I corrected this and compliled the spoiler. You can pick it up from ftp.astro.psu.edu in pub/thomas. It will be called "spoiler_0.92.1.ps.gz". b.t. From crossfire-request Fri Nov 17 01:07:19 1995 Return-Path: Received: from relay2.UU.NET (relay2.UU.NET [192.48.96.7]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Fri, 17 Nov 1995 01:07:18 +0100 From: kochank@smtp.db.erau.edu Received: from db.erau.edu by relay2.UU.NET with SMTP id QQzqea28819; Thu, 16 Nov 1995 19:06:11 -0500 (EST) Received: from china.db.erau.edu by db.erau.edu with smtp (Smail3.1.29.1 #4) id m0tGAyR-000W1xC; Thu, 16 Nov 95 15:31 EST Received: by china.db.erau.edu (4.1/client/jimberau-1.0) id AA26124; Thu, 16 Nov 95 14:22:54 EST Date: Thu, 16 Nov 95 14:22:54 EST Message-Id: <9511161922.AA26124@china.db.erau.edu> To: crossfire@ifi.uio.no Subject: Re: Crossfire 0.92.1 released. Status: RO Hody, trying to compile but my dir. for stdarg.h is incorrect. I do know our systems path for it, but I need to know where to define it for the program to locate it.. Thank you. Q PS: Without stdarg.h I get a fatal error about a minute into make. From crossfire-request Thu Nov 16 22:23:18 1995 Return-Path: Received: from fire1a.math.utk.edu (FIRE1A.MATH.UTK.EDU [198.78.198.27]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 16 Nov 1995 22:23:17 +0100 Received: by fire1a.math.utk.edu (cf v2.11c-UTK) id QAA02766; Thu, 16 Nov 1995 16:23:48 GMT Date: Thu, 16 Nov 1995 16:23:48 +0000 (GMT) From: "Sanjay Rajput (lab)" To: crossfire@ifi.uio.no Subject: Question about the Tower/Castle of Skud Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO I hope this is the appropriate forum to ask this question. How do you open the last two doors in the Tower/Castle of Skud? I have found the Key of Ice but can't figure out how to open the last two doors... Also; what does the transferrence spell do; is it just another fire spell? :) ********************************************************************** Sanjay Rajput srajput@math.utk.edu "Love is for poets." #. @>ZZZZZZZZZZZZZZ@%@;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;/ #' "In the end, there can be only one." ********************************************************************** From crossfire-request Thu Nov 16 12:49:32 1995 Return-Path: Received: from mne.ifi.uio.no (1232@mne.ifi.uio.no [129.240.70.5]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id ; Thu, 16 Nov 1995 12:49:32 +0100 From: Kjetil Torgrim Homme Received: (from kjetilho@localhost) by mne.ifi.uio.no ; Thu, 16 Nov 1995 12:49:31 +0100 Date: Thu, 16 Nov 1995 12:49:31 +0100 Message-Id: <199511161149.12780.mne.ifi.uio.no@ifi.uio.no> To: Pascal.Molli@loria.fr CC: crossfire@ifi.uio.no In-reply-to: <199511161143.MAA07402@gregory.loria.fr> Subject: Re: Crossfire 0.92.1 released. Status: RO | ----r--r-- 1 ftp ftp 1453685 Nov 16 04:32 crossfire-0.92.1.tar.gz The permissions have now been fixed. Kjetil T. From crossfire-request Thu Nov 16 12:43:38 1995 Return-Path: Received: from lorraine.loria.fr (lorraine.loria.fr [152.81.1.17]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Thu, 16 Nov 1995 12:43:36 +0100 Received: from gregory.loria.fr (gregory.loria.fr [152.81.9.124]) by lorraine.loria.fr (8.6.12/8.6.12) with ESMTP id MAA01527 for ; Thu, 16 Nov 1995 12:43:27 +0100 From: Pascal Molli Received: (molli@localhost) by gregory.loria.fr (8.6.12/8.6.12) id MAA07402; Thu, 16 Nov 1995 12:43:27 +0100 Date: Thu, 16 Nov 1995 12:43:27 +0100 Message-Id: <199511161143.MAA07402@gregory.loria.fr> To: crossfire@ifi.uio.no In-reply-to: mwedel@pyramid.com's message of Thu, 16 Nov 1995 12:04:46 +0000 (GMT) Subject: Re: Crossfire 0.92.1 released. Reply-to: Pascal.Molli@loria.fr References: <199511161104.27279.surt.ifi.uio.no@ifi.uio.no> Status: RO >>>>> "Mark" == Mark Wedel writes: > This is the README for this version: > ftp.ifi.uio.no:/pub/crossfire (129.240.82.2) ftp> mget crossfire-0.92.1.tar.gz crossfire-0.92.1.maps.tar.gz crossfire-0.92.1.client.tar.gz crossfire-0.92.1.arch.tar.gz 200 PORT command successful. 550 crossfire-0.92.1.tar.gz: Permission denied. 200 PORT command successful. 550 crossfire-0.92.1.maps.tar.gz: Permission denied. 200 PORT command successful. 550 crossfire-0.92.1.client.tar.gz: Permission denied. 200 PORT command successful. 550 crossfire-0.92.1.arch.tar.gz: Permission denied. in fact : ----r--r-- 1 ftp ftp 3852 Nov 16 04:28 crossfire-0.92.1-README ----r--r-- 1 ftp ftp 669982 Nov 16 04:29 crossfire-0.92.1.arch.tar.gz ----r--r-- 1 ftp ftp 71732 Nov 16 04:29 crossfire-0.92.1.client.tar.gz ----r--r-- 1 ftp ftp 1758557 Nov 16 04:31 crossfire-0.92.1.maps.tar.gz ----r--r-- 1 ftp ftp 1453685 Nov 16 04:32 crossfire-0.92.1.tar.gz ^^^^^^^^^^ | +--- I think this is problem ... -- Pascal