From crossfire-request Sun Jan 7 22:35:19 1996 Return-Path: Received: from cs1.mum.edu (cs1.miu.edu [192.103.45.2]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Sun, 7 Jan 1996 22:35:18 +0100 Received: from cs.mum.edu (miucsv.miu.edu) by cs1.mum.edu (5.0/SMI-SVR4) id AA27356; Sun, 7 Jan 1996 15:34:33 -0600 Received: by cs.mum.edu (5.0/SMI-SVR4) id AA25632; Sun, 7 Jan 96 15:36:08 CST Date: Sun, 7 Jan 96 15:36:08 CST From: atanner@cs.mum.edu (andrew c. tanner) Message-Id: <9601072136.AA25632@cs.mum.edu> To: crossfire@ifi.uio.no Subject: Compilation Error. Content-Length: 292 Status: RO Recently when compiling the lastest crossfire I rand into this err... making all in ./server... make: Fatal error: Don't know how to make target `sys/ttycom.h' I can't figure out what to do with it, or even why it would want to make `sys/ttycom.h', am I missing something? Thanks, Andrew From crossfire-request Fri Jan 5 05:25:19 1996 Return-Path: Received: from florence.teaching.cs.adelaide.edu.au (florence.teaching.cs.adelaide.edu.au [129.127.104.6]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Fri, 5 Jan 1996 05:25:16 +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 OAA02598 for crossfire@ifi.uio.no; Fri, 5 Jan 1996 14:54:39 +1030 X-Authentic-Sender: celear@florence.teaching.cs.adelaide.edu.au From: Colin Message-Id: <199601050424.OAA02598@florence.teaching.cs.adelaide.edu.au> Subject: Draining Weapons & Players To: crossfire@ifi.uio.no (cf) Date: Fri, 5 Jan 1996 14:54:38 +1030 (CST) X-Mailer: ELM [version 2.4 PL23] MIME-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 577 Status: RO I was fiddling around recently with draining experience from other players. I decided this was too good a feature that you could get exp from other players. Has this been fixed yet. I was looking at the code in server/attack.c at about line 540 and it seemed to me that you could still. Should we allow this I didn't think so, though perhaps it should be an option perhaps there should be significant losses in the experience gained by players from other players or something. P.s. the hitback idea is pretty good though I thought that it was pretty neat how it worked. From crossfire-request Tue Jan 16 01:20:47 1996 Return-Path: Received: from alpha.pulsar.net (link@alpha.pulsar.net [206.161.93.30]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 16 Jan 1996 01:20:42 +0100 Received: (from link@localhost) by alpha.pulsar.net (8.6.12/8.6.9) id TAA25676; Mon, 15 Jan 1996 19:21:13 -0500 Date: Mon, 15 Jan 1996 19:21:11 -0500 (EST) From: Matt Cortes To: Mark Wedel cc: crossfire@ifi.uio.no Subject: Re: crossfire In-Reply-To: <9601151608.ZM23624@stealth.eng.pyramid.com> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Mon, 15 Jan 1996, Mark Wedel wrote: > On Jan 15, 6:51pm, Matt Cortes wrote: > > Subject: Re: crossfire > > On Mon, 15 Jan 1996, Mark Wedel wrote: > > > > > > Haha. I just recommended this idea earlier as well. Is that new with the > > latest release only or should I have known this as well? :> > > > > -Matt > >-- End of excerpt from Matt Cortes > > > This is new in either 92.1 or 92.2 Ok good, I'm safe on that one then. I'm still using 92.0. :> GOing to upgrade in a few days though. Thanks, -Matt From crossfire-request Tue Jan 16 00:50:26 1996 Return-Path: Received: from alpha.pulsar.net (link@alpha.pulsar.net [206.161.93.30]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Tue, 16 Jan 1996 00:50:24 +0100 Received: (from link@localhost) by alpha.pulsar.net (8.6.12/8.6.9) id SAA25557; Mon, 15 Jan 1996 18:51:01 -0500 Date: Mon, 15 Jan 1996 18:51:01 -0500 (EST) From: Matt Cortes To: Mark Wedel cc: Mark Wedel , paulh@euristix.ie, crossfire@ifi.uio.no Subject: Re: crossfire In-Reply-To: <9601151539.ZM23065@stealth.eng.pyramid.com> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Mon, 15 Jan 1996, Mark Wedel wrote: > You can do that right now. > > Just type a number (like 1000) and then click the mouse button to drop the > item. It will drop whatever number you type in. Yep. 3 people beat you to it. Boy am I being ripped apart on this one. :> I don't know how I missed that feature, but I did. Thanks. > I have also added a more generic money slaying type for objects, so that all > it cares about is the total worth (ie, 1000 gp, 10,000 sp, or 200 pp). Most of > the maps probably need to be updated to use this. Haha. I just recommended this idea earlier as well. Is that new with the latest release only or should I have known this as well? :> -Matt From crossfire-request Tue Jan 16 00:40:40 1996 Return-Path: Received: from gossip.pyramid.com (gossip.pyramid.com [129.214.1.101]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Tue, 16 Jan 1996 00:40:39 +0100 Received: from stealth.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA17141; Mon, 15 Jan 96 15:40:05 -0800 Received: by stealth.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA23067; Mon, 15 Jan 96 23:39:59 GMT From: "Mark Wedel" Message-Id: <9601151539.ZM23065@stealth.eng.pyramid.com> Date: Mon, 15 Jan 1996 15:39:58 -0800 In-Reply-To: Matt Cortes "Re: crossfire" (Jan 14, 11:09am) References: X-Mailer: Z-Mail (3.2.0 06sep94) To: Matt Cortes , Mark Wedel Subject: Re: crossfire Cc: paulh@euristix.ie, crossfire@ifi.uio.no Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO On Jan 14, 11:09am, Matt Cortes wrote: > Subject: Re: crossfire > > Only have one quick thing to add to this. I got an idea that was spawned > from this.. It is HIGHLY annoying to come up to a door that requires a > certain amount of gold coins when all you have is a bunch of plantium > coins. SO then you have to go to a bank, which is fine, but when you > drop the plantium coins, they all turn into a big, HEAVY pile of gold > coins when all you needed was maybe 1000gold. It would be nice to have > some easy way to divide/combine items in the inventory. Ie, have a fast > drop option like now, but add a varible drop option that lets you specify > how much that item you want dropped or seperated within the inventory. > > You can do that right now. Just type a number (like 1000) and then click the mouse button to drop the item. It will drop whatever number you type in. I have also added a more generic money slaying type for objects, so that all it cares about is the total worth (ie, 1000 gp, 10,000 sp, or 200 pp). Most of the maps probably need to be updated to use this. -- --Mark From crossfire-request Mon Jan 15 17:27:04 1996 Return-Path: Received: from alpha.pulsar.net (link@alpha.pulsar.net [206.161.93.30]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Mon, 15 Jan 1996 17:27:02 +0100 Received: (from link@localhost) by alpha.pulsar.net (8.6.12/8.6.9) id LAA22990; Mon, 15 Jan 1996 11:27:36 -0500 Date: Mon, 15 Jan 1996 11:27:36 -0500 (EST) From: Matt Cortes To: GESTIONNAIRE DU Casino cc: Mark Wedel , paulh@euristix.ie, crossfire@ifi.uio.no Subject: Re: crossfire In-Reply-To: Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Mon, 15 Jan 1996, GESTIONNAIRE DU Casino wrote: > On Sun, 14 Jan 1996, Matt Cortes wrote: > > > On Fri, 22 Dec 1995, Mark Wedel wrote: > > > > Only have one quick thing to add to this. I got an idea that was spawned > > from this.. It is HIGHLY annoying to come up to a door that requires a > > certain amount of gold coins when all you have is a bunch of plantium > > coins. SO then you have to go to a bank, which is fine, but when you > > drop the plantium coins, they all turn into a big, HEAVY pile of gold > > coins when all you needed was maybe 1000gold. It would be nice to have > > some easy way to divide/combine items in the inventory. Ie, have a fast > > drop option like now, but add a varible drop option that lets you specify > > how much that item you want dropped or seperated within the inventory. > > Youcan drop/take only part of what you have, by typing the amount before > clicking drop/take... Ya, I just found out the other day. Me feel so stupid. :) Thanks. -Matt From crossfire-request Mon Jan 15 16:23:29 1996 Return-Path: Received: from maud.ifi.uio.no (0@maud.ifi.uio.no [129.240.74.2]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Mon, 15 Jan 1996 16:23:29 +0100 Received: from harfang.CC.UMontreal.CA (harfang.CC.UMontreal.CA [132.204.2.102]) by maud.ifi.uio.no ; Mon, 15 Jan 1996 16:23:27 +0100 Received: from epsom.jsp.umontreal.ca (epsom.JSP.UMontreal.CA [132.204.45.25]) by harfang.CC.UMontreal.CA with ESMTP id KAA01266 (8.6.11/IDA-1.6); Mon, 15 Jan 1996 10:20:48 -0500 Received: from derby.jsp.umontreal.ca (derby.jsp.umontreal.ca [132.204.46.26]) by epsom.jsp.umontreal.ca via ESMTP (951211.SGI.8.6.12.PATCH1042/5.17) id KAA21448 ; Mon, 15 Jan 1996 10:22:42 -0500 Received: (from casino@localhost) by derby.jsp.umontreal.ca (951211.SGI.8.6.12.PATCH1042/5.17) id KAA05156 ; Mon, 15 Jan 1996 10:21:55 -0500 Date: Mon, 15 Jan 1996 10:21:55 -0500 (EST) From: GESTIONNAIRE DU Casino To: Matt Cortes cc: Mark Wedel , paulh@euristix.ie, crossfire@ifi.uio.no Subject: Re: crossfire In-Reply-To: Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Sun, 14 Jan 1996, Matt Cortes wrote: > On Fri, 22 Dec 1995, Mark Wedel wrote: > > Only have one quick thing to add to this. I got an idea that was spawned > from this.. It is HIGHLY annoying to come up to a door that requires a > certain amount of gold coins when all you have is a bunch of plantium > coins. SO then you have to go to a bank, which is fine, but when you > drop the plantium coins, they all turn into a big, HEAVY pile of gold > coins when all you needed was maybe 1000gold. It would be nice to have > some easy way to divide/combine items in the inventory. Ie, have a fast > drop option like now, but add a varible drop option that lets you specify > how much that item you want dropped or seperated within the inventory. Youcan drop/take only part of what you have, by typing the amount before clicking drop/take... --- Casino From crossfire-request Sun Jan 14 07:47:47 1996 Return-Path: Received: from kultarr.cit.gu.edu.au (kultarr.cit.gu.edu.au [132.234.5.42]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Sun, 14 Jan 1996 07:47:44 +0100 Received: by kultarr.cit.gu.edu.au id AA21103 (5.67b/IDA-1.5 for crossfire@ifi.uio.no); Sun, 14 Jan 1996 16:48:36 -1000 From: Karl Hagen Geppert Message-Id: <199601150248.AA21103@kultarr.cit.gu.edu.au> Subject: Problems with compile on alpha/Silicon graphics. To: crossfire@ifi.uio.no Date: Sun, 14 Jan 1996 16:48:36 -1000 (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: 628 Status: RO G'day, I've had some problems with crossfire 0.92.1 and 0.92.2 on a silicon graphics running irix 5.3. Each one builds quite happily, but when I login in with character (airstrike), all move commands come up with "Airstrike tried to push you". After some severe jiggering around I got 92.1 working, but I made so many minor changes, I dunno which was the one. 92.2 has done the same thing, but I have been unable to fix it. Version 0.9 did the same thing under osf1 on the alphas. If anyone has any clues, I'd love to hear about it. I can supply anyone with any further information on demand. Karl karlg@cit.gu.edu.au From crossfire-request Sun Jan 14 19:19:28 1996 Return-Path: Received: from mail1.its.rpi.edu (mail1.its.rpi.edu [128.113.100.7]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sun, 14 Jan 1996 19:19:27 +0100 Received: from jec330.its.rpi.edu (jec330.its.rpi.edu [128.113.10.80]) by mail1.its.rpi.edu (8.6.9/8.6.4) with ESMTP id NAA13219 for ; Sun, 14 Jan 1996 13:19:18 -0500 Received: (mcelrj@localhost) by jec330.its.rpi.edu (8.6.9/8.6.4) id NAA16793 for crossfire@ifi.uio.no; Sun, 14 Jan 1996 13:19:20 -0500 From: "J. McElroy" Message-Id: <9601141319.ZM16791@jec330.its.rpi.edu> Date: Sun, 14 Jan 1996 13:19:17 -0500 In-Reply-To: Matt Cortes "Re: Sounds (various ideas - long)" (Jan 14, 11:55) References: X-Anon-To: mcelrj@rpi.edu X-Mailer: Z-Mail (3.2.0 06sep94) To: crossfire@ifi.uio.no Subject: Re: Sounds (various ideas - long) Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO Midi files may be a good idea.. but are there any publicly available midi players for Unix machines. I'm not sure how many eople are using /dev/audio but untill a midi player becomes available, that sound option is pretty much ruled out. J. McElroy mcelrj@rpi.edu From crossfire-request Sun Jan 14 17:55:48 1996 Return-Path: Received: from alpha.pulsar.net (link@alpha.pulsar.net [206.161.93.30]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sun, 14 Jan 1996 17:55:31 +0100 Received: (from link@localhost) by alpha.pulsar.net (8.6.12/8.6.9) id LAA16278; Sun, 14 Jan 1996 11:55:52 -0500 Date: Sun, 14 Jan 1996 11:55:52 -0500 (EST) From: Matt Cortes To: "Michael B. Martin" cc: crossfire@ifi.uio.no Subject: Re: Sounds (various ideas - long) In-Reply-To: <199512270431.XAA03362@mbmartin.bevc.blacksburg.va.us> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO Ugh. Can you believe I'm replying to this now?? Hehe. I need more time. :> I'll leave the whole message quoted since its so old to better refresh the memory. On Tue, 26 Dec 1995, Michael B. Martin wrote: > > > > > If you still want to make the whole game .au, perhaps we could do > > > > something I've seen done before with .wav files. The result would > > > > actully be better since *most people* don't have wavetable for midi. :> > > > > I don't know how flexable .au is compared to .wav, but what was done was > > > > a small .wav was recorded for each instrument, a instruction file (In > > > > this case, midi was used, but any form of instruction for music would > > > > work) was used to determine what kind of instrument was played at what > > > > note, pitch, volume, whatever. It would then take each .wav file, and > > > > play it with the distort instructions (I don't know about .au, but .wav > > > > can be changed on the fly to make the sound sound different in many > > > > ways), sounding like a wavetable card was playing midi files in the end. :> > > > > But like I said, it depends how much can be done with .au, and the sound > > > > port should be kept open for the entire song, it would sound poorly if > > > > the port was opened, then closed for each .au file. > > What this is describing has existed for many years (originally on the > Amiga, I believe). There are music formats (the Pro-Tracker ".mod" > format being the oldest and best known) which are designed to operate > in exactly the manner listed above. A digitized sample is stored for > each instrument and then played back at the appropriate sampling rate > to set the pitch, with (typically) several other tricks, like > volume/pitch slides, looping, etc. This music format has the > advantage of being relatively compact while still giving good music > quality (and as long as the player hardware is sufficient, the sounds Yes, I have a very large collection of mods (4tracks) and what is called .669 (8tracks) files. They are very good, and using them would be nice for the music. Only problem is each one has their own sound samples. What I was describing is a one time collection of a bunch of good samples, then a group of music files that are very small that just point to which samples to play. This is a different and what I think better approach from .mod files because you only have one set of samples, saving space in the long run. And new samples could always be added when required by new music files. There is a program that was made for DOS/windows, I forget what it was called, but it was a MIDI player that allowed you to play .MID files through a sound card that had no wavetable support and it would have its own samples that it would play according to the instructions from the .MID file. Doing something like that would be great, instead of making our own standard, just have a player for the game that reads .MID files which anyone could make and the player would pass the samples to the sound card. > are faithfully reproduced, unlike with, for example, MIDI files, whose > sound depends on what synthesizer you use). Incidentally, this > is also known as "wavetable synthesis" on the modern Intel-based PC > sound cards. Yep. I have a Sound Blaster AWE32 which has wavetable, sadly there is only SB16 support for Linux, so I need to get a daughterboard that is supported under linux to get true wavetable. Then .MID's without samples would be perfect for me. :> But, like mentioned earlier, most people don't have good sound equipment on their computer. A player with its own samples would be better suited so that all will get wavetable sound. > > Ya, I had the same thought. But my question is do you think its worth > > adding? How big would say 128 (standard # of MIDI) Instrument files be? > > In my opinion, space, speed, whatever shouldn't matter. If alot of us > > want to give up the space, and the need for speed, then great, lets do > > it. People can always turn off the music part and not download the > > wavetable music collection. :> > > > > > > -Matt (Who is very anxious to see something like this done for background > > sound. :>) > > Well, the best (General MIDI) wavetable sound cards I know of use up > to 4 MB of sample ROM (2 MB is generally considered inadequate for > good instrument quality). But I don't know how many instruments that > includes (some cards claim over 300 instruments, I think, but I don't > know how much storage those require). I have a GUS, so on my system > the instrument samples take up several MB (samples are stored on disk > instead and loaded on demand into sound card RAM). Well, I don't consider that bad at all. 4-8megs for great sound isn't much to give up. And if we use .MID files, (cool, idea comming on..) people can decide if they need the sample files. Someone with a wavetable card, or someone who decides they don't want to use up the same can have just the .MID files. The player would then pass the .MID file to the sound card and just let it handle how to play the .MID when it discovers the samples haven't been included. Those that have the space and want wavetable sound but don't have wavetable can nab the samples along with the player. There is already a "playmidi" player but that just passes the midi directly too the sound card and couldn't be used for sample sound. I do know the author of playmidi and I'm sure he might be able to provide input on this if its unsure how to go about using midi files. In the end, I think midi files with the option of having sample files is the best way to go about having music in crossfire. -Matt From crossfire-request Sun Jan 14 17:09:13 1996 Return-Path: Received: from alpha.pulsar.net (link@alpha.pulsar.net [206.161.93.30]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sun, 14 Jan 1996 17:09:12 +0100 Received: (from link@localhost) by alpha.pulsar.net (8.6.12/8.6.9) id LAA16125; Sun, 14 Jan 1996 11:09:28 -0500 Date: Sun, 14 Jan 1996 11:09:27 -0500 (EST) From: Matt Cortes To: Mark Wedel cc: paulh@euristix.ie, crossfire@ifi.uio.no Subject: Re: crossfire In-Reply-To: <9512221001.AA26402@stealth.eng.pyramid.com> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Fri, 22 Dec 1995, Mark Wedel wrote: > > I've just got crossfire-0.92.1, way cool. I thought that perhaps it's > >time I provided my $0.02 since I've been playing for so long. > > > > pouches: money received in shops doesn't go straight in and shops don't > > take money straight out when you're leaving. These would be > > handy. > > keyrings: Keys in keyrings don't get used automatically; I think that they > > should. > > Both of these can be considered features. > > I suppose in pouches, if the object is active, the money should be deposited, > as if it was picked up. Actually, that part looks like it should be pretty > easy to modify. > > In terms of money or keys removed, as said, it is a feature. If you have > your money in a pouch, and accidentally pick something up, and leave, do you > really want it to pull out that money? Only have one quick thing to add to this. I got an idea that was spawned from this.. It is HIGHLY annoying to come up to a door that requires a certain amount of gold coins when all you have is a bunch of plantium coins. SO then you have to go to a bank, which is fine, but when you drop the plantium coins, they all turn into a big, HEAVY pile of gold coins when all you needed was maybe 1000gold. It would be nice to have some easy way to divide/combine items in the inventory. Ie, have a fast drop option like now, but add a varible drop option that lets you specify how much that item you want dropped or seperated within the inventory. Anyway, just an idea to an old message I found going through my mail. :> -Matt From crossfire-request Sat Jan 13 04:58:35 1996 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 ; Sat, 13 Jan 1996 04:58:34 +0100 Received: from jaguar.gmi.edu by gmi.edu (5.x/SMI-SVR4) id AA04535; Fri, 12 Jan 1996 22:59:07 -0500 Received: by jaguar.gmi.edu (5.x/SMI-SVR4) id AA02225; Fri, 12 Jan 1996 22:56:21 -0500 Date: Fri, 12 Jan 1996 22:56:21 -0500 From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9601130356.AA02225@jaguar.gmi.edu> To: crossfire@ifi.uio.no Subject: levels X-Sun-Charset: US-ASCII Status: RO I tried changing last_level to an int and the problem with the extra levels hasnt gone away in fact it doesnt change. By the way when it screws up the only thing wrong with the player file is with the title field. It has a bunch of garbage after it. Any ideas what causes this muck up besides last_level and title never had a bug b4 this. Thanks in advance, Akshay From crossfire-request Fri Jan 12 11:48:08 1996 Return-Path: Received: from tel1.tte.vtt.fi (tel1.tte.vtt.fi [130.188.12.3]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Fri, 12 Jan 1996 11:48:08 +0100 Received: (from hat@localhost) by tel1.tte.vtt.fi (8.6.11/8.6.11) id MAA11556 for crossfire@ifi.uio.no; Fri, 12 Jan 1996 12:47:33 +0200 From: Tero Haatanen Message-Id: <199601121047.MAA11556@tel1.tte.vtt.fi> Subject: Re: levels To: crossfire@ifi.uio.no Date: Fri, 12 Jan 1996 12:47:33 +0200 (EET) In-Reply-To: <9601121009.AA02213@cavalier.gmi.edu> from "Akshay Srinivasan" at Jan 12, 96 05:09:34 am X-Mailer: ELM [version 2.4 PL24] MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8bit Content-Length: 457 Status: RO > When I looked in his file it seemed ok but when he logs on again he comes up > with level -126 and hp 0/0, very annoying as anything and everything kills > him instantaneously. Anyone seen this or could think of how this could be > happening It sounds like op->level is signed char, so the range is -128...127. But could someone say why there needs to be so many levels, since I haven't noticed any major changes advancing the lower levels? -Tero From crossfire-request Fri Jan 12 11:09:16 1996 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, 12 Jan 1996 11:09:15 +0100 Received: from cavalier.gmi.edu by gmi.edu (5.x/SMI-SVR4) id AA26763; Fri, 12 Jan 1996 05:09:30 -0500 Received: by cavalier.gmi.edu (5.x/SMI-SVR4) id AA02213; Fri, 12 Jan 1996 05:09:34 -0500 Date: Fri, 12 Jan 1996 05:09:34 -0500 From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9601121009.AA02213@cavalier.gmi.edu> To: crossfire@ifi.uio.no Subject: levels X-Sun-Charset: US-ASCII Status: RO I put in 500 levels and a player got to level 130 then wierd things started happening to his char. He would log off and it would give some garbled output. When I looked in his file it seemed ok but when he logs on again he comes up with level -126 and hp 0/0, very annoying as anything and everything kills him instantaneously. Anyone seen this or could think of how this could be happening I thought exp was a long and hopefully saved as such in which case it should not have much trouble with large numbers but obviously saving and retrieving them seems to be a problem. Is this why levels was limited to 100? Thanks in advancem, Akshay From crossfire-request Wed Jan 10 08:16:45 1996 Return-Path: Received: from tel1.tte.vtt.fi (tel1.tte.vtt.fi [130.188.12.3]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Wed, 10 Jan 1996 08:16:45 +0100 Received: (from hat@localhost) by tel1.tte.vtt.fi (8.6.11/8.6.11) id JAA01624; Wed, 10 Jan 1996 09:16:01 +0200 From: Tero Haatanen Message-Id: <199601100716.JAA01624@tel1.tte.vtt.fi> Subject: Re: Question... To: shulmaec@acasun.eckerd.edu (Eric Shulman) Date: Wed, 10 Jan 1996 09:16:00 +0200 (EET) Cc: crossfire@ifi.uio.no In-Reply-To: <199601100004.TAA23552@acasun.eckerd.edu> from "Eric Shulman" at Jan 9, 96 07:04:19 pm X-Mailer: ELM [version 2.4 PL24] MIME-Version: 1.0 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 8bit Content-Length: 492 Status: RO > Why are there some monsters with AND cold> ... ? > I'm just wondering... > It doesn't make sense to me... I don't know what monsters are in question, but if attack is cold then it doesn't mean that it has to be magic also. The most monsters 'natural' attacks don't contain any magic. A chinease dragon's breath (and maybe the arrows that do cold damage) could kill those monster. It's unfortunately that throwing to ice cubes don't work :) -Tero From crossfire-request Wed Jan 10 01:09:56 1996 Return-Path: Received: from triton.eckerd.edu (triton.eckerd.edu [198.187.214.2]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Wed, 10 Jan 1996 01:09:55 +0100 Received: from acasun.eckerd.edu by triton.eckerd.edu (5.0/SMI-SVR4) id AA08739; Tue, 9 Jan 1996 19:01:41 -0500 Received: by acasun.eckerd.edu (SMI-8.6/SMI-SVR4) id TAA23552; Tue, 9 Jan 1996 19:04:19 -0500 From: shulmaec@acasun.eckerd.edu (Eric Shulman) Message-Id: <199601100004.TAA23552@acasun.eckerd.edu> Subject: Question... To: crossfire@ifi.uio.no Date: Tue, 9 Jan 1996 19:04:19 -0500 (EST) X-Mailer: ELM [version 2.4 PL25] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit content-length: 136 Status: RO Why are there some monsters with AND ... ? I'm just wondering... It doesn't make sense to me... From crossfire-request Mon Jan 22 20:06:09 1996 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, 22 Jan 1996 20:06:09 +0100 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9504/950407.s1) id OAA25816; Mon, 22 Jan 1996 14:05:00 -0500 Date: Mon, 22 Jan 1996 14:05:00 -0500 From: Brian Thomas Message-Id: <199601221905.OAA25816@chaupher.gsfc.nasa.gov> To: paulh@euristix.ie Subject: Re: Karate Cc: crossfire@ifi.uio.no Status: RO > From: Paul Hicks writes: > > > Flash update on that karate "feature": I can't reproduce it anymore. > Those of you who were nibbling your toenails in trepidation can calm > down; it must have been a local fault. > Really? And I just made a patch to fix it. Hmm. The problem I found was that if a character had 1) no weapon readied and 2) a misc. skill readied the game would crash from a call to do_skill_attack(). No crash occurs for characters that have "associated" skills readied. (quick defs: "misc" refers to a skill that gains no exp from use, "associated" skill is one which is associated with a category of exp and thus *will* gain xp from being used). b.t. > Paul > ------------------------------------------------------------------------ > Paul Hicks | E-mail: paulh@euristix.ie > S-mail: too long. Mail me for it. | > Phone: +353-1-2884788 | URL: http://dallas.ucd.ie/~phicks/ > Fax: +353-1-2885362 | FTP: ftp://dallas.ucd.ie/private/phicks/ > > From crossfire-request Mon Jan 22 11:13:57 1996 Return-Path: Received: from relay.Ieunet.ie (relay.Ieunet.ie [192.111.39.1]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Mon, 22 Jan 1996 11:13:28 +0100 Received: from euristix.ie by relay.Ieunet.ie via Ieunet with UUCP id aa00783; 22 Jan 96 10:07 +0000 Received: from caesar.euristix.ie by eurist with smtp (Smail3.1.28.1 #10) id m0teIRS-000DEuC; Mon, 22 Jan 96 09:21 GMT Received: by caesar.euristix.ie (Smail3.1.28.1 #2) id m0teITo-001PpOC; Mon, 22 Jan 96 09:24 GMT Message-Id: X-Mailer: exmh version 1.6.1 5/23/95 To: crossfire@ifi.uio.no X-uri: http://dallas.ucd.ie/~phicks/ Subject: Re: Karate Date: Mon, 22 Jan 1996 09:24:00 +0000 From: Paul Hicks Status: RO Flash update on that karate "feature": I can't reproduce it anymore. Those of you who were nibbling your toenails in trepidation can calm down; it must have been a local fault. Paul ------------------------------------------------------------------------ Paul Hicks | E-mail: paulh@euristix.ie S-mail: too long. Mail me for it. | Phone: +353-1-2884788 | URL: http://dallas.ucd.ie/~phicks/ Fax: +353-1-2885362 | FTP: ftp://dallas.ucd.ie/private/phicks/ From crossfire-request Fri Jan 19 17:15:05 1996 Return-Path: Received: from relay.Ieunet.ie (relay.Ieunet.ie [192.111.39.1]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Fri, 19 Jan 1996 17:14:55 +0100 Received: from euristix.ie by relay.Ieunet.ie via Ieunet with UUCP id aa23344; 19 Jan 96 16:08 +0000 Received: from caesar.euristix.ie by eurist with smtp (Smail3.1.28.1 #10) id m0tdHZU-000DEuC; Fri, 19 Jan 96 14:13 GMT Received: by caesar.euristix.ie (Smail3.1.28.1 #2) id m0tdHbJ-001PpOC; Fri, 19 Jan 96 14:15 GMT Message-Id: X-Mailer: exmh version 1.6.1 5/23/95 To: crossfire@ifi.uio.no X-uri: http://dallas.ucd.ie/~phicks/ Subject: Karate Date: Fri, 19 Jan 1996 14:15:32 +0000 From: Paul Hicks Status: RO Hi, Is there a known bug in the karate skill? Or perhaps in the melee weapons skill? When my monk character (who has karate but not melee weapons) starts attacking when a non-fighting skill is selected, crossfire bums out without a message. This doesn't happen if missile weapons is the active skill.. I'm using crossfire 0.92.1 on Linux. I'll compile the next version with -g for more info, but it's not that irritating (I don't usually play that character). Paul ------------------------------------------------------------------------ Paul Hicks | E-mail: paulh@euristix.ie S-mail: too long. Mail me for it. | Phone: +353-1-2884788 | URL: http://dallas.ucd.ie/~phicks/ Fax: +353-1-2885362 | FTP: ftp://dallas.ucd.ie/private/phicks/ From crossfire-request Tue Jan 16 01:09:30 1996 Return-Path: Received: from gossip.pyramid.com (gossip.pyramid.com [129.214.1.101]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Tue, 16 Jan 1996 01:09:30 +0100 Received: from stealth.eng.pyramid.com by gossip.pyramid.com (5.61/OSx5.1a Pyramid-Internet-Gateway) id AA21841; Mon, 15 Jan 96 16:08:58 -0800 Received: by stealth.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA23626; Tue, 16 Jan 96 00:08:56 GMT From: "Mark Wedel" Message-Id: <9601151608.ZM23624@stealth.eng.pyramid.com> Date: Mon, 15 Jan 1996 16:08:55 -0800 In-Reply-To: Matt Cortes "Re: crossfire" (Jan 15, 6:51pm) References: X-Mailer: Z-Mail (3.2.0 06sep94) To: Matt Cortes Subject: Re: crossfire Cc: crossfire@ifi.uio.no Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Status: RO On Jan 15, 6:51pm, Matt Cortes wrote: > Subject: Re: crossfire > On Mon, 15 Jan 1996, Mark Wedel wrote: > > > Haha. I just recommended this idea earlier as well. Is that new with the > latest release only or should I have known this as well? :> > > -Matt >-- End of excerpt from Matt Cortes This is new in either 92.1 or 92.2 -- --Mark From crossfire-request Sun Jan 14 20:12:54 1996 Return-Path: Received: from alpha.pulsar.net (link@alpha.pulsar.net [206.161.93.30]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sun, 14 Jan 1996 20:12:53 +0100 Received: (from link@localhost) by alpha.pulsar.net (8.6.12/8.6.9) id OAA16734; Sun, 14 Jan 1996 14:13:15 -0500 Date: Sun, 14 Jan 1996 14:13:15 -0500 (EST) From: Matt Cortes To: "J. McElroy" cc: crossfire@ifi.uio.no Subject: Re: Sounds (various ideas - long) In-Reply-To: <9601141319.ZM16791@jec330.its.rpi.edu> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Sun, 14 Jan 1996, J. McElroy wrote: > Midi files may be a good idea.. but are there any publicly available midi > players for Unix machines. I'm not sure how many eople are using /dev/audio > but untill a midi player becomes available, that sound option is pretty much > ruled out. I'm glad you like the idea. And as I said in my last message, I happen to know the guy who wrote "playmidi" for unix. And I said I might be able to get him interested in this project if someone is needed to develop a good midi player that will support external sample files. I wish I could remember what ftp site he keeps playmidi at. I believe, if I'm not wrong, he uploads it to the linux/incoming directory on sunsite or one of its incoming directories anyway. Just do a search for a file beginning with "playmidi" he uploads it to alot of sites. And now that that one obsticle is removed. Can we all agree to use midi files??? :> -Matt From crossfire-request Sat Jan 13 00:14:12 1996 Return-Path: Received: from hilja.it.lut.fi (hevi@hilja.it.lut.fi [157.24.11.72]) by ifi.uio.no with ESMTP (8.6.11/ifi2.4) id for ; Sat, 13 Jan 1996 00:14:11 +0100 Received: from localhost (hevi@localhost) by hilja.it.lut.fi (8.6.5/8.6.5/1.12.kim) id BAA07577; Sat, 13 Jan 1996 01:14:09 +0200 Date: Sat, 13 Jan 1996 01:14:08 +0200 (EET) From: Petri Heinila X-Sender: hevi@hilja.it.lut.fi To: crossfire@ifi.uio.no Subject: Re: colors In-Reply-To: <9601122238.AA01600@jaguar.gmi.edu> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII Status: RO On Fri, 12 Jan 1996, Akshay Srinivasan wrote: > What are the problems you would have if you wanted to increase the number of > available colors beyond 30 and is this possible? Number of 30 colors is more like policy that techical solution. Most people run X with PseudoColor visual having 256 colors available. Well behaved X application does not eat all the colors from shared colormap, because there is many applications running on same time. Application can instead use installed private colormap, but then there is flash-technocolor effect when moving from and to application window. Those 30 colors are "standard" to prevent ,say, color explosion in pixmaps, there are over 2000 pixmap, and possibility the sum of different colors run over 256 is very likely without controlling. I think the number of colors can be increased to about 128 colors with new "standard". Petri.Heinila@lut.fi From crossfire-request Fri Jan 12 23:41:03 1996 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, 12 Jan 1996 23:41:02 +0100 Received: from jaguar.gmi.edu by gmi.edu (5.x/SMI-SVR4) id AA11378; Fri, 12 Jan 1996 17:41:33 -0500 Received: by jaguar.gmi.edu (5.x/SMI-SVR4) id AA01600; Fri, 12 Jan 1996 17:38:45 -0500 Date: Fri, 12 Jan 1996 17:38:45 -0500 From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9601122238.AA01600@jaguar.gmi.edu> To: crossfire@ifi.uio.no Subject: colors X-Sun-Charset: US-ASCII Status: RO What are the problems you would have if you wanted to increase the number of available colors beyond 30 and is this possible? Thanks, Akshay From crossfire-request Fri Jan 12 22:06:00 1996 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, 12 Jan 1996 22:05:58 +0100 Received: from jaguar.gmi.edu by gmi.edu (5.x/SMI-SVR4) id AA07392; Fri, 12 Jan 1996 16:06:25 -0500 Received: by jaguar.gmi.edu (5.x/SMI-SVR4) id AA01463; Fri, 12 Jan 1996 16:03:37 -0500 Date: Fri, 12 Jan 1996 16:03:37 -0500 From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9601122103.AA01463@jaguar.gmi.edu> To: crossfire@ifi.uio.no Subject: levels X-Sun-Charset: US-ASCII Status: RO At my site there are players who have been playing for a while and are very high level and there are new people starting out all the time. I wanted to take up the challenge of developing new areas mobs for different levels as the game keeps changing and is therefore always interesting to play. Also I dont like to say you are level 100 so u dont need to play the game anymore i try to take it on as a challenge to make it playable even for ultra high levels. The standard game takes care of low levels so thats ok but mid levels need special areas too at any site. Besides its fun and nooone likes to give up playing a char they have put a lot of time into as most people havent heard of Opportunity Cost :) Thanks, Akshay From crossfire-request Fri Jan 12 12:56:25 1996 Return-Path: Received: from bertha.pyramid.com (bertha.pyramid.com [129.214.1.100]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Fri, 12 Jan 1996 12:53:09 +0100 Received: from stealth.eng.pyramid.com by bertha.pyramid.com (5.67/OSx5.1a Pyramid-Internet-Gateway) id AA19293; Fri, 12 Jan 96 11:52:29 GMT Received: by stealth.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA11100; Fri, 12 Jan 96 11:52:27 GMT Date: Fri, 12 Jan 96 11:52:27 GMT From: mwedel@pyramid.com (Mark Wedel) Message-Id: <9601121152.AA11100@stealth.eng.pyramid.com> To: celear@teaching.cs.adelaide.edu.au, crossfire@ifi.uio.no Subject: Re: Draining Weapons & Players Status: RO I don't see any problem with the idea of being able to drain experience from other players - most monsters don't have much exp (if any) to start with, so you can't drain it from them. I did change so it is no longer an even exchange - you get half as much as the person loses - thus in the great scheme of things, it is a losing proposition to drain exp from other players. --Mark From crossfire-request Fri Jan 12 12:41:49 1996 Return-Path: Received: from bertha.pyramid.com (bertha.pyramid.com [129.214.1.100]) by ifi.uio.no with SMTP (8.6.11/ifi2.4) id for ; Fri, 12 Jan 1996 12:41:34 +0100 Received: from stealth.eng.pyramid.com by bertha.pyramid.com (5.67/OSx5.1a Pyramid-Internet-Gateway) id AA18614; Fri, 12 Jan 96 11:39:30 GMT Received: by stealth.eng.pyramid.com (5.67/Pyramid_Internal_Configuration) id AA10985; Fri, 12 Jan 96 11:39:29 GMT Date: Fri, 12 Jan 96 11:39:29 GMT From: mwedel@pyramid.com (Mark Wedel) Message-Id: <9601121139.AA10985@stealth.eng.pyramid.com> To: crossfire@ifi.uio.no, Tero.Haatanen@tel.vtt.fi Subject: Re: levels Status: RO The problem certainly is the fact the op->contr->last_level is a signed character. I would also be curious why more than 100 levels are needed, other than the fact to say I amn level 200 or something. I wonder if there is even much point playing beyond level 100 - is ther really much that is hard or challenging? I would also be careful of modifying the level stat - many other elements of the structures have various limits, and if level is removed, you could start overflowing those also. From crossfire-request Fri Jan 12 06:08:09 1996 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, 12 Jan 1996 06:08:08 +0100 Received: from cavalier.gmi.edu by gmi.edu (5.x/SMI-SVR4) id AA10226; Fri, 12 Jan 1996 00:08:41 -0500 Received: by cavalier.gmi.edu (5.x/SMI-SVR4) id AA01799; Fri, 12 Jan 1996 00:08:44 -0500 Date: Fri, 12 Jan 1996 00:08:44 -0500 From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9601120508.AA01799@cavalier.gmi.edu> To: crossfire@ifi.uio.no Subject: levels X-Sun-Charset: US-ASCII Status: RO Earlier I had posted about the increased levels. The correction was incomplete so here is the rest of the code that needs to be adjusted in living.c in function player_lvl_adj ... if(op->level < 100 && op->stats.exp >= level_exp(op->level+1,op->expmul)) { op->level++; Change the 100 to MAXLEVEL and it should work now :) Thanks, Akshay (Sorry for the inconvenience) From crossfire-request Fri Jan 12 03:24:22 1996 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, 12 Jan 1996 03:24:22 +0100 Received: from cavalier.gmi.edu by gmi.edu (5.x/SMI-SVR4) id AA28425; Thu, 11 Jan 1996 21:24:54 -0500 Received: by cavalier.gmi.edu (5.x/SMI-SVR4) id AA01649; Thu, 11 Jan 1996 21:24:57 -0500 Date: Thu, 11 Jan 1996 21:24:57 -0500 From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9601120224.AA01649@cavalier.gmi.edu> To: crossfire@ifi.uio.no Subject: levels X-Sun-Charset: US-ASCII Status: RO I figured out why additional levels over a hundred dont work :p ... common/living.c (not giving line numbers as mine is all different) In function add_exp.. if(op->level < 100 && op->stats.exp >= level_exp(op->level+1,op->expmul)) { op->level++; Just change 100 to MAXLEVEL and any changes made will work. I think this should be patched in. Thanks, Akshay From crossfire-request Wed Jan 10 17:14:01 1996 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, 10 Jan 1996 17:14:00 +0100 Received: (from thomas@localhost) by chaupher.gsfc.nasa.gov (LHEA9504/950407.s1) id LAA19215; Wed, 10 Jan 1996 11:13:54 -0500 Date: Wed, 10 Jan 1996 11:13:54 -0500 From: Brian Thomas Message-Id: <199601101613.LAA19215@chaupher.gsfc.nasa.gov> To: crossfire@ifi.uio.no, srin9340@nova.gmi.edu Subject: Re: Levels Status: RO > From: srin9340@nova.gmi.edu (Akshay Srinivasan) > > In the latest version of crossfire what exactly is a player's level based on. > I ask this as I changed the experience needed to level and added more levels > but this did not work. > You changed the experience/level table in common/living.c? This should change the experience needed to gain a level for *everything*. Let me explain a little. In the experience/skills system a player will have a number of categories of experience, in each of these a *separate* experience tally is kept. Based on the experience accumulated, each experience category is assigned a level. The sum of *all* experience gained is shown on the player score in the stats box. The (overall) level of the player is based on this value (the "score" or sum of all player experience categories). b.t. > Thanks, > Akshay > From crossfire-request Tue Jan 9 23:31:33 1996 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 ; Tue, 9 Jan 1996 23:31:32 +0100 Received: from achieva.gmi.edu by gmi.edu (5.x/SMI-SVR4) id AA24456; Tue, 9 Jan 1996 17:32:03 -0500 Received: by achieva.gmi.edu (5.x/SMI-SVR4) id AA04959; Tue, 9 Jan 1996 17:29:43 -0500 Date: Tue, 9 Jan 1996 17:29:43 -0500 From: srin9340@nova.gmi.edu (Akshay Srinivasan) Message-Id: <9601092229.AA04959@achieva.gmi.edu> To: crossfire@ifi.uio.no Subject: Levels X-Sun-Charset: US-ASCII Status: RO In the latest version of crossfire what exactly is a player's level based on. I ask this as I changed the experience needed to level and added more levels but this did not work. Thanks, Akshay From crossfire-request Mon Jan 8 18:00:45 1996 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, 8 Jan 1996 18:00:45 +0100 From: Kjetil Torgrim Homme Received: (from kjetilho@localhost) by mne.ifi.uio.no ; Mon, 8 Jan 1996 18:00:43 +0100 Date: Mon, 8 Jan 1996 18:00:43 +0100 Message-Id: <199601081700.10325.mne.ifi.uio.no@ifi.uio.no> To: atanner@cs.mum.edu (andrew c. tanner) CC: crossfire@ifi.uio.no In-reply-to: <9601072136.AA25632@cs.mum.edu> Subject: Re: Compilation Error. Status: RO [Andrew C. Tanner] | Recently when compiling the lastest crossfire I rand into this err... | | making all in ./server... | make: Fatal error: Don't know how to make target `sys/ttycom.h' | | I can't figure out what to do with it, or even why it would want | to make `sys/ttycom.h', am I missing something? You probably just have to do make depend (or in full: xmkmf; make Makefiles; make depend; make ). The dependencies in the Makefile are from another system. Kjetil T.