From owner-crossfire Sun Jan 31 17:11:14 1993 Received: by ifi.uio.no id ; Sun, 31 Jan 1993 14:11:16 +0100 Return-Path: Received: from anna.it.lut.fi by ifi.uio.no with SMTP id ; Sun, 31 Jan 1993 14:11:15 +0100 Received: by anna.it.lut.fi (5.65c8/IDA-1.4.4/Kim-2.2) id AA25097; Sun, 31 Jan 1993 15:11:14 +0200 Date: Sun, 31 Jan 1993 15:11:14 +0200 From: Jarkko Sonninen Message-Id: <199301311311.AA25097@anna.it.lut.fi> To: crossfire@ifi.uio.no Subject: Crossfire map editor X-Charset: FI X-Char-Esc: 29 Status: RO I've just put a separate crossfire map editor called "Crossedit" to ftp.ifi.uio.no: crossfire/incoming -rw-rw-rw- 1 ftp frankj 181060 Jan 31 12:56 crossedit-0.2.tar.Z see README in the package for details. Send comments to Jarkko.Sonninen@lut.fi or Petri.Heinila@lut.fi From frankj Fri Jan 29 08:45:40 1993 Subject: Crossfire v0.88.5 To: crossfire@ifi.uio.no Date: Fri, 29 Jan 1993 08:45:40 +0100 X-Mailer: ELM [version 2.3 PL11] Status: RO I've put up the following files at ftp.ifi.uio.no:/pub/crossfire : 679017 crossfire-0.88.5.tar.Z This is the regular source. 1278884 crossfire-0.88.5.maps.tar.Z The maps as they look here right now. 115629 crossfire-0.88.4-0.88.5.diff.Z Diff-files generated by makepatch. Note: patch doesn't always place resulting files in correct directories; you will probably have to put the new bitmaps manually into the bitmaps/ directory. 171936 crossfire.maps-0.88.4-0.88.5.diff.Z Diff-files for the maps, made by makepatch. Same problems with diff as above, I suppose... Changes: - Several speed enchancements, especially when loading maps. The game should be "smoother" during multiplayer sessions (it doesn't lock up the other players while someone enters a huge map, and if the game has enough unused memory, it tries to keep old maps in memory). Archetypes are being hashed, thus loading goes much faster. - Some buttons in the editor to choose type of archetypes to list. (Note: this is probably last change to the editor, as a better version is being worked on by someone else) - Maps reset after a (configurable) while. - Most monsters sleep until players approach. Should speed up things. - Some "monsters" are unaggressive. - New variable/stat: armour. This is "sort of" culminative from the armours you wear. armour% is subtracted from physical damage. At last platemails have become useful again, even when fighting extreme monsters. - Some bugfixes. Especially: Vulnerable was never used from items! Also: The spells that beholders and skulls cast didn't have AT_MAGIC set. Bug-reports are as usual welcome. -Frank. From owner-crossfire Wed Jan 27 17:01:41 1993 Received: by ifi.uio.no id ; Thu, 28 Jan 1993 04:23:59 +0100 Return-Path: Received: from PO3.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Thu, 28 Jan 1993 04:23:57 +0100 Received: by po3.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Wed, 27 Jan 93 22:02:31 EST Received: via switchmail; Wed, 27 Jan 1993 22:02:30 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Wed, 27 Jan 1993 22:01:43 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Wed, 27 Jan 1993 22:01:41 -0500 (EST) Received: from BatMail.robin.v2.13.CUILIB.3.45.SNAP.NOT.LINKED.madhatter.ws.cc.cmu.edu.sun4c.411 via MS.5.6.madhatter.ws.cc.cmu.edu.sun4c_411; Wed, 27 Jan 1993 22:01:41 -0500 (EST) Message-Id: Date: Wed, 27 Jan 1993 22:01:41 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Bug in crossrem Status: RO Theres a bug in the distributed crossrem. after the line if ($usesnf) { There's a line &system("bdftopcf ..."); it should be bdftosnf. Oops. -Eric ********************************************************* "Overhead, without any fuss, the stars were going out." -The Nine Billion Names of God "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From owner-crossfire Wed Jan 27 22:54:53 1993 Received: by ifi.uio.no id ; Wed, 27 Jan 1993 21:54:55 +0100 Return-Path: Received: from holmenkollen.ifi.uio.no by ifi.uio.no with SMTP id ; Wed, 27 Jan 1993 21:54:54 +0100 Received: by holmenkollen.ifi.uio.no ; Wed, 27 Jan 1993 21:54:54 +0100 Date: Wed, 27 Jan 1993 21:54:53 +0100 From: Lars Henrik Olafsen To: crossfire Subject: Re: brace (was Re: Levitate/CD voyage) Message-Id: Status: RO joe@unipress.com wrote: >> ... I've made "brace" somewhat less powerful, since it was too >> easy to gain fast levels that way. >How has it been made less powerful? You don't receive as many points as you initially would have got for killing a monster.Your AC also goes down (actually up). -Lars From joe@unipress.com Wed Jan 27 06:01:16 1993 Return-Path: Received: from remus.rutgers.edu by ifi.uio.no with SMTP id ; Wed, 27 Jan 1993 17:01:28 +0100 Received: from unipress-link.rutgers.edu by remus.rutgers.edu (5.59/SMI4.0/RU1.5/3.08) id AA05368; Wed, 27 Jan 93 11:01:23 EST Received: from dot.UniPress.COM by repo.unipress.com (4.1/SMI-4.1/UniPress123192.1) id AA19006; Wed, 27 Jan 93 11:01:19 EST via Message-Id: <9301271601.AA19006@repo.unipress.com> To: Frank Tore Johansen Cc: crossfire@ifi.uio.no Subject: brace (was Re: Levitate/CD voyage) In-Reply-To: Your message of "Wed, 27 Jan 93 12:07:35 +0100." <199301271107.AAyrsa.ifi.uio.no11534@yrsa.ifi.uio.no> Date: Wed, 27 Jan 93 11:01:16 -0500 From: joe@unipress.com Status: RO > ... I've made "brace" somewhat less powerful, since it was too > easy to gain fast levels that way. How has it been made less powerful? --joe From frankj Wed Jan 27 12:07:34 1993 Subject: Re: Levitate/CD voyage To: crossfire@ifi.uio.no Date: Wed, 27 Jan 1993 12:07:35 +0100 In-Reply-To: <9301271007.AA03130@quiche.loria.fr>; from "Pascal Molli" at Jan 27, 93 11:07 am X-Mailer: ELM [version 2.3 PL11] Status: RO Pascal Molli writes: > I have a strange bug. When i wear the levitate boots in swamp > of the CD voyage. After few seconds, the game is completely > stopped and i must kill it with "kill -9". Hmm, probably due to a last-minute hack by me to avoid sinking into swamps when levitating... Will fix it. > In the prison of the unnamed town and since the 0.88.4 > version, i can see through walls, is it normal ?? I didn't know I had fixed that already in 0.88.4, but at least that's the way it is now and it will be in the future: You can see over moats. > A friend play with crossfire like that : > - he enters in the tower at the exit of the village > - the first beholders quickly kill him > - before responding "yes" at the "playing again ?" > question, he makes a "cp char.pl.sav char.pl" (I > said him that it's not a good way to play but ...) > - Then he comes back where he has been killed and often > crossfire gives him 150.000 or 200.000 EXP points > ... we thinks that this bug appears when he walks > over his tomb ... That happens because of some old code which haven't been changed since v0.0... When something kills something, the killer always gets half the experience of the victim. What your friend got was half the experience of the beholder which killed his previous character. I'll probably add some max-limit to monsters' experience in the future. > Surely that's a stupid question but we didn't understand the > signification of the "s" key (braced, unbraced). The ability to brace your character was made by Rupert G. Goldie. This is what he posted to the list along with the patch: > This is a patch to allow a character to brace himself. This just means that > you stand still and won't move when you press a direction key. You will > still attack things but you won't move. This is useful for when you are > standing outside a door and you are attacking the monsters streaming out, > but you don't want to jump into the room when one of them dies. > To brace yourself, press 's'. It is a toggle, so pressing 's' again > unbraces you. Since that time I've made "brace" somewhat less powerful, since it was too easy to gain fast levels that way. > We didn't understand too how to use the swap stats when > creating a new character. After you have rolled your stats (but before you answer 'n' to "Roll again?"), you can type two numbers. 1 corresponds to strength, 2 to dex, etc... The values of the two stats you choose are then swapped. -Frank. From owner-crossfire Wed Jan 27 12:07:18 1993 Received: by ifi.uio.no id ; Wed, 27 Jan 1993 11:07:37 +0100 Return-Path: Received: from quiche.loria.fr by ifi.uio.no with SMTP id ; Wed, 27 Jan 1993 11:07:25 +0100 Received: by quiche.loria.fr id AA03130 (5.65c+/IDA-1.4.3 for crossfire@ifi.uio.no); Wed, 27 Jan 93 11:07:18 +0100 Date: Wed, 27 Jan 93 11:07:18 +0100 From: Pascal Molli Message-Id: <9301271007.AA03130@quiche.loria.fr> To: crossfire@ifi.uio.no Subject: Levitate/CD voyage Reply-To: molli@loria.fr Status: RO ***** BUGS ?? I have a strange bug. When i wear the levitate boots in swamp of the CD voyage. After few seconds, the game is completely stopped and i must kill it with "kill -9". In the prison of the unnamed town and since the 0.88.4 version, i can see through walls, is it normal ?? A friend play with crossfire like that : - he enters in the tower at the exit of the village - the first beholders quickly kill him - before responding "yes" at the "playing again ?" question, he makes a "cp char.pl.sav char.pl" (I said him that it's not a good way to play but ...) - Then he comes back where he has been killed and often crossfire gives him 150.000 or 200.000 EXP points ... we thinks that this bug appears when he walks over his tomb ... I know, that's not a way to play, but i think that can hide a real bug... ***** QUESTION (sic) Surely that's a stupid question but we didn't understand the signification of the "s" key (braced, unbraced). We didn't understand too how to use the swap stats when creating a new character. Thank's for all explanations From owner-crossfire Tue Jan 26 09:46:47 1993 Received: by ifi.uio.no id ; Tue, 26 Jan 1993 04:47:03 +0100 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Tue, 26 Jan 1993 04:46:57 +0100 Received: from wyndham-estates.aaii.oz.AU by yarra-glen.aaii.oz.au with SMTP (5.65c/SMI-4.0/AAII) id AA04824; Tue, 26 Jan 1993 14:46:51 +1100 From: Rupert G. Goldie Message-Id: <199301260346.AA04824@yarra-glen.aaii.oz.au> Received: from delatite.aaii.oz.AU (delatite) by wyndham-estates. (5.65c/SMI-4.0) id AA27125; Tue, 26 Jan 1993 14:46:48 +1100 Received: by delatite.aaii.oz.AU (4.1/SMI-4.0) id AA20452; Tue, 26 Jan 93 14:46:47 EST Date: Tue, 26 Jan 93 14:46:47 EST To: crossfire@ifi.uio.no Subject: Re: alt.games.crossfire Status: RO Frank writes: > I'd like to post the source to comp.sources.games first. Any idea when you are planning to post the source ? Rupert From frankj Tue Jan 26 06:13:26 1993 Subject: Re: Server Mode question To: crossfire@ifi.uio.no Date: Tue, 26 Jan 1993 06:13:26 +0100 In-Reply-To: ; from "Eric A. Anderson" at Jan 25, 93 11:57 pm X-Mailer: ELM [version 2.3 PL11] Status: RO Eric writes: > Actually, my idea was to watch the maps for changes. Once every x > amount of time, so a sum or an md5 on all of the maps. Then if a > map's checksum remains unchanged for a couple of hours then I was > going to delete the /tmp file. > -- > Would this work? > Does anyone want to do that? (I'm getting cramped by classes at this > point, and other things I want to work on.) Well, I've just (the last 30 minutes) added a scheme which deletes the tmp-files which haven't been used for a (configurable) while. I can see the pros of the checksum method, but I believe the timeout scheme is good enough in most cases, and better in some. -Frank. From owner-crossfire Mon Jan 25 18:57:22 1993 Received: by ifi.uio.no id ; Tue, 26 Jan 1993 06:00:04 +0100 Return-Path: Received: from PO4.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Tue, 26 Jan 1993 06:00:01 +0100 Received: by po4.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Mon, 25 Jan 93 23:59:54 EST Received: via switchmail; Mon, 25 Jan 1993 23:59:49 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Mon, 25 Jan 1993 23:57:26 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Mon, 25 Jan 1993 23:57:22 -0500 (EST) Received: from BatMail.robin.v2.13.CUILIB.3.45.SNAP.NOT.LINKED.madhatter.ws.cc.cmu.edu.sun4c.411 via MS.5.6.madhatter.ws.cc.cmu.edu.sun4c_411; Mon, 25 Jan 1993 23:57:22 -0500 (EST) Message-Id: Date: Mon, 25 Jan 1993 23:57:22 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Re: Server Mode question In-Reply-To: <199301260231.AAhnoss.ifi.uio.no04925@hnoss.ifi.uio.no> References: <199301260231.AAhnoss.ifi.uio.no04925@hnoss.ifi.uio.no> Status: RO Frank Tore Johansen writes: > > Does the new server mode that's being developed for crossfire have > > regeneration of objects, like most LP-Muds do? > > That's an untouched area as of now. Yup, this server doesn't do anything of that sort. I was happy enough to see it be able to keep the game going. > But it should be fairly simple to put a timestamp on all maps, and > load the original instead of the swapped one, if the map was created > a certain time ago. Actually, my idea was to watch the maps for changes. Once every x amount of time, so a sum or an md5 on all of the maps. Then if a map's checksum remains unchanged for a couple of hours then I was going to delete the /tmp file. -- Would this work? Does anyone want to do that? (I'm getting cramped by classes at this point, and other things I want to work on.) -Eric ********************************************************* "Overhead, without any fuss, the stars were going out." -The Nine Billion Names of God "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From owner-crossfire Tue Jan 26 06:12:15 1993 Received: by ifi.uio.no id ; Tue, 26 Jan 1993 05:12:18 +0100 Return-Path: Received: from yrsa.ifi.uio.no by ifi.uio.no with SMTP id ; Tue, 26 Jan 1993 05:12:17 +0100 From: Frank Tore Johansen Received: by yrsa.ifi.uio.no ; Tue, 26 Jan 1993 05:12:16 +0100 Message-Id: <199301260412.AAyrsa.ifi.uio.no25073@yrsa.ifi.uio.no> Subject: Re: alt.games.crossfire To: crossfire@ifi.uio.no Date: Tue, 26 Jan 1993 05:12:15 +0100 In-Reply-To: <199301260346.AA04824@yarra-glen.aaii.oz.au>; from "Rupert G. Goldie" at Jan 26, 93 2:46 pm X-Mailer: ELM [version 2.3 PL11] Status: RO Rupert writes: > Frank writes: > > > I'd like to post the source to comp.sources.games first. > > Any idea when you are planning to post the source ? As with most things I do in my spare time, I don't have a schedule... 8) I've been trying for quite some time to fight the size of the TODO file, but I guess it's time to admit that I'm loosing 8) There is at least one item there which should be fixed before posting: - Make maps have filepaths instead of levels. Incorporate absolute and relative path. (Yes, I've been putting this off for too long, adding other features instead...) Then we have the items which don't have to be addressed before posting, but would still be nice to fix (cut from TODO): - Make a better time-scheme. For instance using an integer as a counter, and compare this to the variable next_move in each object. Thus a float doesn't have to be increased in *each* object *each* round. Of course, to get a resolution larger than 1/x, another variable, time_debt, must be made. - Get rid of color.h (Get rid of backgrounds and the .om file) - make a client/server system (tcp/ip) -Frank (who is almost too tired to write intelligible). From frankj Tue Jan 26 04:18:56 1993 Subject: Re: alt.games.crossfire To: crossfire@ifi.uio.no Date: Tue, 26 Jan 1993 04:18:56 +0100 In-Reply-To: <9301260301.AA19693@viminale.greco-prog.fr>; from "Guyot Jean Luc" at Jan 26, 93 4:01 am X-Mailer: ELM [version 2.3 PL11] Status: RO guyot@goofi.enserb.u-bordeaux.fr wrote: > How about creating a alt.games.crossfire group ? I'd like to post the source to comp.sources.games first. After such a post, I don't believe it would be difficult to get the required votes to enter the rec hierarchy. The current size of the mailinglist is 55 + several local extensions. -Frank. From owner-crossfire Tue Jan 26 05:01:01 1993 Received: by ifi.uio.no id ; Tue, 26 Jan 1993 03:58:22 +0100 Return-Path: Received: from chenas.inria.fr by ifi.uio.no with SMTP id ; Tue, 26 Jan 1993 03:58:19 +0100 Received: from geocub.greco-prog.fr by chenas.inria.fr (5.65c8d/92.02.29) via Fnet-EUnet id AA05687; Tue, 26 Jan 1993 03:58:10 +0100 (MET) Received: from viminale.greco-prog.fr by geocub.greco-prog.fr (4.1/Rwy93.007) id AA22569; Tue, 26 Jan 93 03:56:41 +0100 Received: by viminale.greco-prog.fr (4.1/SMI-4.1) id AA19693; Tue, 26 Jan 93 04:01:01 +0100 Date: Tue, 26 Jan 93 04:01:01 +0100 From: guyot@viminale.greco-prog.fr (Guyot Jean Luc) Message-Id: <9301260301.AA19693@viminale.greco-prog.fr> To: crossfire@ifi.uio.no Subject: alt.games.crossfire Status: RO How about creating a alt.games.crossfire group ? -- ___------__ *********************************** |\__-- /\ _- * Guyot Jean.Luc * /nick Prosty* |/ __ - ********************************************* //\ / \ /__ * e-mail: guyot@goofi.enserb.u-bordeaux.fr * | o| 0|__ --_ ************************************************* \\____-- __ \ ___- * Nothing is faster than the speed of light ... * (@ __/ / /_ * * -_____--- --_ * To prove this to yourself, * // \ \\ ___- * * //|\__/ \\ \ * try opening the refrigerator door * \_-\_____/ \-\ * * // \\--\| * before the light comes on. * ____// ||_ * * /_____\ /___\ ************************************************* From owner-crossfire Tue Jan 26 04:31:24 1993 Received: by ifi.uio.no id ; Tue, 26 Jan 1993 03:31:27 +0100 Return-Path: Received: from hnoss.ifi.uio.no by ifi.uio.no with SMTP id ; Tue, 26 Jan 1993 03:31:26 +0100 From: Frank Tore Johansen Received: by hnoss.ifi.uio.no ; Tue, 26 Jan 1993 03:31:25 +0100 Message-Id: <199301260231.AAhnoss.ifi.uio.no04925@hnoss.ifi.uio.no> Subject: Re: Server Mode question To: bsw!tungsten.seattle.geoworks.com!jacob@uunet.uu.net (Jacob A. Gabrielson) Date: Tue, 26 Jan 1993 03:31:24 +0100 Cc: crossfire@ifi.uio.no In-Reply-To: <9301260139.AA02435@tungsten.seattle.geoworks.com>; from "Jacob A. Gabrielson" at Jan 25, 93 5:39 pm X-Mailer: ELM [version 2.3 PL11] Status: RO > Does the new server mode that's being developed for crossfire have > regeneration of objects, like most LP-Muds do? That's an untouched area as of now. But it should be fairly simple to put a timestamp on all maps, and load the original instead of the swapped one, if the map was created a certain time ago. -Frank. From owner-crossfire Mon Jan 25 09:39:37 1993 Received: by ifi.uio.no id ; Tue, 26 Jan 1993 03:23:26 +0100 Return-Path: Received: from relay1.UU.NET by ifi.uio.no with SMTP id ; Tue, 26 Jan 1993 03:23:23 +0100 Received: from uunet.uu.net (via LOCALHOST.UU.NET) by relay1.UU.NET with SMTP (5.61/UUNET-internet-primary) id AA26750; Mon, 25 Jan 93 21:23:21 -0500 Received: from bsw.UUCP by uunet.uu.net with UUCP/RMAIL (queueing-rmail) id 212255.10084; Mon, 25 Jan 1993 21:22:55 EST Received: by lithium.geoworks.com (5.51/ardeb:5.22) id AA10441; Mon, 25 Jan 93 17:41:30 PST Received: from tungsten.seattle.geoworks.com by hydrogen.geoworks.com (4.1/SMI-4.1) id AA06917; Mon, 25 Jan 93 17:41:24 PST Received: from scandium.seattle.geoworks.com by tungsten.seattle.geoworks.com (4.1/SMI-4.0) id AA02435; Mon, 25 Jan 93 17:39:37 PST Date: Mon, 25 Jan 93 17:39:37 PST From: bsw!tungsten.seattle.geoworks.com!jacob@uunet.uu.net (Jacob A. Gabrielson) Message-Id: <9301260139.AA02435@tungsten.seattle.geoworks.com> To: crossfire@ifi.uio.no Subject: Server Mode question Status: RO Does the new server mode that's being developed for crossfire have regeneration of objects, like most LP-Muds do? Just Curious, Jacob P.S. I'd just see for myself (by trying the client) but I don't have a direct internet connection :-( From owner-crossfire Mon Jan 25 15:28:22 1993 Received: by ifi.uio.no id ; Tue, 26 Jan 1993 02:29:35 +0100 Return-Path: Received: from PO4.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Tue, 26 Jan 1993 02:29:32 +0100 Received: by po4.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Mon, 25 Jan 93 20:29:14 EST Received: via switchmail; Mon, 25 Jan 1993 20:29:13 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Mon, 25 Jan 1993 20:28:26 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Mon, 25 Jan 1993 20:28:23 -0500 (EST) Received: from BatMail.robin.v2.13.CUILIB.3.45.SNAP.NOT.LINKED.madhatter.ws.cc.cmu.edu.sun4c.411 via MS.5.6.madhatter.ws.cc.cmu.edu.sun4c_411; Mon, 25 Jan 1993 20:28:22 -0500 (EST) Message-Id: <8fN9Cqe00Zk2ASrFQ3@andrew.cmu.edu> Date: Mon, 25 Jan 1993 20:28:22 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Re: Crossfire in server mode In-Reply-To: <199301252107.AAhnoss.ifi.uio.no04010@hnoss.ifi.uio.no> References: <199301252107.AAhnoss.ifi.uio.no04010@hnoss.ifi.uio.no> Status: RO Frank Tore Johansen writes: > > If people send mail to me or this list saying that it's working for > > them, then I'll send the changes back so that everyone can have this > > in their server. > > It worked fine for me. But putting the font in /tmp won't work for > all X-terminals... (Not that there is an easy solution for this...) > By the way, remember the -f switch when the link is slow and there > are several players. I can set it up so it runs with the -f option all the time. Pretty much what happens is the crossfire program is kept up all the time. -- As for the problem with /tmp and X-Terminals, well those people who suffer with X-Terminals are welcome to work out a solution. The protocol that the server uses is not particularily complicated, although the only documentation you'll have is the crossrem program. I'll put together the patches and upload them to ifi.uio.no as server-mods.tar.Z -Eric ********************************************************* "Overhead, without any fuss, the stars were going out." -The Nine Billion Names of God "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From frankj Mon Jan 25 22:07:16 1993 Subject: Re: Crossfire in server mode To: crossfire@ifi.uio.no Date: Mon, 25 Jan 1993 22:07:16 +0100 In-Reply-To: <8fMrQgO00Zk2QKJbV_@andrew.cmu.edu>; from "Eric A. Anderson" at Jan 25, 93 12:14 am X-Mailer: ELM [version 2.3 PL11] Status: RO > If people send mail to me or this list saying that it's working for > them, then I'll send the changes back so that everyone can have this > in their server. It worked fine for me. But putting the font in /tmp won't work for all X-terminals... (Not that there is an easy solution for this...) By the way, remember the -f switch when the link is slow and there are several players. I've also added some new features to the game which makes it more friendly for multiplayer sessions. Now, while a map is being loaded, the other players can still move around. This means that the game won't freeze all the time even if some players are running fast between huge maps. And maps are kept in memory for a short while after the last player has left. This has two effects; first, the monsters have a short time to regenerate some hit-points. Secondly, you won't have to wait for the game to both save and load the map you came from, if you were just having a quick peek at the next map. And I've finally made a hash-table for find_archetype(). The result is that loading maps goes much faster. Another new thing is that most monsters "sleep" until they discover you. (I use the wisdom stat to determine the radius of their awareness). This should mean a few saved cpu-cycles, especially on very big maps. In addition, this makes it easy to incorporate a stealth-rating in the future (anyone want to have "elven cloak" and "elven boots"? 8). I'll send out a new version as soon as I've received and checked some of the patches I know are being worked on. -Frank. From owner-crossfire Mon Jan 25 16:40:16 1993 Received: by ifi.uio.no id ; Mon, 25 Jan 1993 16:40:23 +0100 Return-Path: Received: from boldov.cd.chalmers.se by ifi.uio.no with SMTP id ; Mon, 25 Jan 1993 16:40:16 +0100 Received: by boldov.cd.chalmers.se id AA16193 (5.65c8/IDA-1.4.4 for crossfire@ifi.uio.no); Mon, 25 Jan 1993 16:40:06 +0100 From: Magnus B{ckstr|m Message-Id: <199301251540.AA16193@boldov.cd.chalmers.se> Subject: Re: Crossfire in server mode To: eanders+@cmu.edu (Eric A. Anderson) Date: Mon, 25 Jan 93 16:39:55 MET Cc: crossfire@ifi.uio.no In-Reply-To: <8fMrQgO00Zk2QKJbV_@andrew.cmu.edu>; from "Eric A. Anderson" at Jan 25, 93 12:14 am X-Mailer: ELM [version 2.3 PL11] X-Charset: LATIN1 X-Char-Esc: 29 Status: RO Hi! Eric: > I'm working on getting crossfire running in server mode. > If you want to see if this will work for you, you can get the files on > madhatter.ws.cc.cmu.edu:pub/crossfire/*.pl You should then be able > to run crossrem.pl and connect to my server. This will require you to > have perl compiled on your machine. If you're a long way away from > cmu, this will be pretty slow. I just tried it out. It worked fine -- I downloaded the scripts, had some problems with sys-socket.ph, solved them, and whee! The server mode feels like a good thing. Most crossfire sessions played here at chalmers are played by some four or five people sitting in the same room. I like the idea of connecting dynamically :-) You're right about the speed. Running crossfire with windows at far remote sites probably isn't a good idea. Crossfire normally synchronizes on each display and thus the slowest link will pull down the speed for everyone playing. It felt slightly weird to play with a response time somewhere around a quarter of a second :-) First, the usually quick cycling when rolling up stats... Hit 'y' and wait half a second for the new set. Once having become Metaquazi the Viking, I trotted around town a bit. I entered the old mansion, went south by holding down 'j', and whee, ended up by the garden gate when intending to stop somewhere in the middle of the house. :-) I don't think lag would be the big problem if we were to play crossfire over long distances, occasional Netrek playing has showed me that I can get used to lag, but international crossfiring would probably need a true client/server implementation; the X protocol isn't very economical. > -- > If people send mail to me or this list saying that it's working for > them, then I'll send the changes back so that everyone can have this > in their server. Sure! [...] > -Eric > ********************************************************* > "Overhead, without any fuss, the stars were going out." > -The Nine Billion Names of God > "Yes, you're very smart. Shut up." > -In "The Princess Bride" > ********************************************************* > /Magnus From owner-crossfire Sun Jan 24 19:14:20 1993 Received: by ifi.uio.no id ; Mon, 25 Jan 1993 06:17:33 +0100 Return-Path: Received: from PO2.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Mon, 25 Jan 1993 06:17:30 +0100 Received: by po2.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Mon, 25 Jan 93 00:17:22 EST Received: via switchmail; Mon, 25 Jan 1993 00:17:20 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Mon, 25 Jan 1993 00:14:22 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Mon, 25 Jan 1993 00:14:20 -0500 (EST) Received: from BatMail.robin.v2.13.CUILIB.3.45.SNAP.NOT.LINKED.madhatter.ws.cc.cmu.edu.sun4c.411 via MS.5.6.madhatter.ws.cc.cmu.edu.sun4c_411; Mon, 25 Jan 1993 00:14:20 -0500 (EST) Message-Id: <8fMrQgO00Zk2QKJbV_@andrew.cmu.edu> Date: Mon, 25 Jan 1993 00:14:20 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Crossfire in server mode Status: RO I'm working on getting crossfire running in server mode. If you want to see if this will work for you, you can get the files on madhatter.ws.cc.cmu.edu:pub/crossfire/*.pl You should then be able to run crossrem.pl and connect to my server. This will require you to have perl compiled on your machine. If you're a long way away from cmu, this will be pretty slow. -- If people send mail to me or this list saying that it's working for them, then I'll send the changes back so that everyone can have this in their server. -- Only get sys-socket.ph if you can't make it for yourself using h2ph. that version was made on sparcs, and has unknown portability to decstations. -Eric ********************************************************* "Overhead, without any fuss, the stars were going out." -The Nine Billion Names of God "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From owner-crossfire Sun Jan 24 17:37:37 1993 Received: by ifi.uio.no id ; Mon, 25 Jan 1993 04:38:40 +0100 Return-Path: Received: from PO2.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Mon, 25 Jan 1993 04:38:37 +0100 Received: by po2.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Sun, 24 Jan 93 22:38:31 EST Received: via switchmail; Sun, 24 Jan 1993 22:38:28 -0500 (EST) Received: from frigga.weh.andrew.cmu.edu via qmail ID ; Sun, 24 Jan 1993 22:37:42 -0500 (EST) Received: via niftymail; Sun, 24 Jan 1993 22:37:37 -0500 (EST) Date: Sun, 24 Jan 1993 22:37:37 -0500 (EST) From: Christopher Bruce Kidwell Subject: Re: key bindings To: crossfire@ifi.uio.no In-Reply-To: <727894288.993.0@unix10.andrew.cmu.edu> References: <727894288.993.0@unix10.andrew.cmu.edu> Message-Id: <727933057.549.0@frigga.weh.andrew.cmu.edu> Status: RO In message <727894288.993.0@unix10.andrew.cmu.edu>, Christopher Bruce Kidwell writes: >I haven't played crossfire since .80 version or something like that, >so maybe this has been discussed before. I like the way key bindings >for keyboard and keypad keys are kept in the player file. However, >F-key bindings are not stored. Is there some reason for this? > >Chris Don't mind me... :) I don't know what it didn't save it yesterday, but everything seems to be fine now. Chris From owner-crossfire Sun Jan 24 23:19:09 1993 Received: by ifi.uio.no id ; Sun, 24 Jan 1993 23:19:13 +0100 Return-Path: Received: from sponsz.cd.chalmers.se by ifi.uio.no with SMTP id ; Sun, 24 Jan 1993 23:19:09 +0100 Received: by sponsz.cd.chalmers.se id AA21126 (5.65c8/IDA-1.4.4 for crossfire@ifi.uio.no); Sun, 24 Jan 1993 23:19:04 +0100 From: Magnus B{ckstr|m Message-Id: <199301242219.AA21126@sponsz.cd.chalmers.se> Subject: game crashes on failed XOpenDisplay (patch) To: crossfire@ifi.uio.no Date: Sun, 24 Jan 93 23:18:58 MET X-Mailer: ELM [version 2.3 PL11] X-Charset: LATIN1 X-Char-Esc: 29 Status: RO Hi! Crossfire would crash when failing to open a display, e g when someone has forgotten to do xhost +. Here's a patch to change to the intended behavior, apply to xio.c. // Magnus *** crossfire-0.88.4.orig/xio.c Wed Jan 20 02:05:16 1993 --- crossfire-0.88.4.etek/xio.c Sun Jan 24 23:12:36 1993 *************** *** 222,227 **** --- 222,232 ---- p->gdisp=XOpenDisplay(display); + if(!p->gdisp) { + sprintf(errmsg,"Can't open display %s.",display); + return 1; + } + if((cp=XGetDefault(p->gdisp,"crossfire","splitwindow"))!=NULL) if(!strcmp("on",cp)||!strcmp("yes",cp)) p->split_window=1; *************** *** 230,239 **** setuid(olduid); /* Back to owner of suid crossfire */ - if(!p->gdisp) { - sprintf(errmsg,"Can't open display %s.",display); - return 1; - } /* XAutoRepeatOff(p->gdisp); */ --- 235,240 ---- From owner-crossfire Sun Jan 24 06:51:28 1993 Received: by ifi.uio.no id ; Sun, 24 Jan 1993 17:52:09 +0100 Return-Path: Received: from PO2.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Sun, 24 Jan 1993 17:52:06 +0100 Received: by po2.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Sun, 24 Jan 93 11:51:58 EST Received: via switchmail; Sun, 24 Jan 1993 11:51:55 -0500 (EST) Received: from unix10.andrew.cmu.edu via qmail ID ; Sun, 24 Jan 1993 11:51:30 -0500 (EST) Received: via niftymail; Sun, 24 Jan 1993 11:51:28 -0500 (EST) Date: Sun, 24 Jan 1993 11:51:28 -0500 (EST) From: Christopher Bruce Kidwell Subject: key bindings To: crossfire@ifi.uio.no Message-Id: <727894288.993.0@unix10.andrew.cmu.edu> Status: RO I haven't played crossfire since .80 version or something like that, so maybe this has been discussed before. I like the way key bindings for keyboard and keypad keys are kept in the player file. However, F-key bindings are not stored. Is there some reason for this? Chris From frankj Sun Jan 24 14:59:53 1993 Subject: Re: Minor bug To: crossfire@ifi.uio.no Date: Sun, 24 Jan 1993 14:59:53 +0100 In-Reply-To: <9301240440.AA16417@quarl0.etek.chalmers.se>; from "Torbj|rn Lindgren" at Jan 24, 93 5:40 am X-Mailer: ELM [version 2.3 PL11] Status: RO Torbj|rn Lindgren wrote: > If you buy something in the shop that you already have it won`t be > merged with the things you already have. To do that you have to drop > the item and then pick it up again! That has been fixed, thus it will (hopefully 8) remain fixed in the next version. -Frank. From owner-crossfire Sun Jan 24 05:40:06 1993 Received: by ifi.uio.no id ; Sun, 24 Jan 1993 05:40:07 +0100 Return-Path: Received: from chalmers.se by ifi.uio.no with SMTP id ; Sun, 24 Jan 1993 05:40:06 +0100 Received: from quarl0.etek.chalmers.se by chalmers.se (5.60+IDA/3.14+gl) id AA12502; Sun, 24 Jan 93 05:40:04 +0100 From: Torbj|rn Lindgren Message-Id: <9301240440.AA16417@quarl0.etek.chalmers.se> Received: by quarl0.etek.chalmers.se id AA16417; Sun, 24 Jan 93 05:40:03 +0100 Received: by kajsa0.etek.chalmers.se id AA08991; Sun, 24 Jan 93 05:40:03 +0100 Subject: Minor bug To: crossfire@ifi.uio.no Date: Sun, 24 Jan 93 5:40:02 MET X-Mailer: ELM [version 2.3 PL8] Status: RO If you buy something in the shop that you already have it won`t be merged with the things you already have. To do that you have to drop the item and then pick it up again! From owner-crossfire Fri Jan 22 05:24:56 1993 Received: by ifi.uio.no id ; Fri, 22 Jan 1993 00:25:26 +0100 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Fri, 22 Jan 1993 00:25:11 +0100 Received: from wyndham-estates.aaii.oz.AU by yarra-glen.aaii.oz.au with SMTP (5.65c/SMI-4.0/AAII) id AA08386; Fri, 22 Jan 1993 10:25:03 +1100 From: Rupert G. Goldie Message-Id: <199301212325.AA08386@yarra-glen.aaii.oz.au> Received: from delatite.aaii.oz.AU (delatite) by wyndham-estates. (5.65c/SMI-4.0) id AA03444; Fri, 22 Jan 1993 10:25:01 +1100 Received: by delatite.aaii.oz.AU (4.1/SMI-4.0) id AA08044; Fri, 22 Jan 93 10:24:56 EST Date: Fri, 22 Jan 93 10:24:56 EST To: crossfire@ifi.uio.no Subject: Fonts Status: RO A couple of points about fonts. Firstly I see no reason to ship any font files with the source as they are large and can be generated automatically. Secondly, this is how I install the crossfire font for OpenWindows. convertfont crossfire.bdf cp crossfire24.fb /usr/openwin/lib/fonts bldfamily -d /usr/openwin/lib/fonts Rupert -- Rupert G. Goldie, rgg@aaii.oz.au From owner-crossfire Fri Jan 22 15:39:34 1993 Received: by ifi.uio.no id ; Fri, 22 Jan 1993 12:39:37 +0100 Return-Path: Received: from cc.lut.fi by ifi.uio.no with SMTP id ; Fri, 22 Jan 1993 12:39:35 +0100 Received: by cc.lut.fi (5.61/IDA-1.2.8+Kim) id AA22136; Fri, 22 Jan 93 13:39:34 +0200 Date: Fri, 22 Jan 93 13:39:34 +0200 From: Petri Heinil{ Message-Id: <9301221139.AA22136@cc.lut.fi> To: crossfire@ifi.uio.no Subject: Re: Character Classes... Status: RO > Has there been any thoughts about implementing stricter classes? As it is now > there is no benefit for a player to choose a wizard, for example, it is much > easier for a player to choose a barbarian/warrior and still be able to use > spells when he has advanced a few levels. Introducing classes would also add > a few possibilities to the game, such as; > i) Cleric spells (heal, turn undead etc...) > ii) Wizard spells (fireball, delayed fireball etc...) > iii) Class specific weapons (godly weapons; for clerics) > etc... Yes, it could be, that you fumble the spell more easier if you not are in the class. //////////////////////////////////////////////////////////////////////// // Petri Heinila // email: hevi@lut.fi // // // mail: Ainonkatu 2A // // // 53100 Lappeenranta // // // Finland, Europe // //////////////////////////////////////////////////////////////////////// From frankj Thu Jan 21 23:40:28 1993 Subject: Re: Character Classes... To: crossfire@ifi.uio.no Date: Thu, 21 Jan 1993 23:40:28 +0100 In-Reply-To: <9301212229.AA06230@Dublin.DoCS.UU.SE>; from "Rickard Eneqvist" at Jan 21, 93 11:29 pm X-Mailer: ELM [version 2.3 PL11] Status: RO > Has there been any thoughts about implementing stricter classes? As it is now > there is no benefit for a player to choose a wizard, for example, it is much > easier for a player to choose a barbarian/warrior and still be able to use > spells when he has advanced a few levels. Introducing classes would also add > a few possibilities to the game, such as; Right now, it seems that the biggest problem is that the wizards gain most of the benefits of the fighters, and are still able to cast a lot of spells, not vice-versa. > [Proposal on class-restrictions/bonuses with spells/weapons/armours] The main reason it's not implemented now is that I'm somewhat opposed to the whole notion. If there is to be a huge difference between the different classes, why not create a logical reason for it? That's why you regenerate spell-points much slower when wearing armour, especially metal armour. Note that I don't mind adding more restrictions to the different classes, but it must sound somewhat logical, and be general. Personally I believe you should be able to cast any spell wearing the same plate-mail in which fighters are able to do wonderous tricks of swordplay. Hmm, I suddenly remembered something I've meant to add to the game for quite a while: spellcasting time. Will be there in .5 8) -Frank. From frankj Thu Jan 21 23:29:17 1993 Subject: Re: OK, Crossfire v0.88.4 is here To: crossfire@ifi.uio.no Date: Thu, 21 Jan 1993 23:29:17 +0100 In-Reply-To: <9301212215.AA12753@dekk.pvv.unit.no>; from "jorgens@dekk.pvv.unit.no" at Jan 21, 93 5:15 pm X-Mailer: ELM [version 2.3 PL11] Status: RO Lots of people writes: >>>>> I've removed "crossfire.snf" and "crossfire.bdf" since they're generated >>>>> by "make install" anyway. If anyone has problems with this, please >>>>> let me know as soon as possible. >>>> >>>> I'm running on a Sun with OpenWindows3; the "make install" doesn't work >>>> for me with regards to the fonts. I have to convert them manually and >>>> install them. PLEASE don't drop the crossfire.snf file from the >>>> distribution! >>> >>> It's impossible to create diff-files for the .snf file between >>> distributions. >>> Also, not everyone uses snf, many use pcf. Should I distribute both? >> >> Another problem is that snf fonts are different if the two machines >> have different endiannesses. There should be some program which will >> convert bdf to snf for the suns under openwin. I don't remember what >> it's called, all the sun's I use have R5 on them. > > There is another problem though. People using Unix(tm) SystemV might > not be able to generate the bdf file since they allocate to little > space for argv :( That was fixed in 0.88.4 (at least I believe so until someone convinces me otherwise) Now the bdf file is generated by something looking like: "ls | xbmtobdf". Can't emphasize this point enough though: - Anyone who finds out how to solve *any* problems with installation of crossfire, please let me know. -Frank. From owner-crossfire Fri Jan 22 00:29:07 1993 Received: by ifi.uio.no id ; Thu, 21 Jan 1993 23:29:11 +0100 Return-Path: Received: from sunic.sunet.se by ifi.uio.no with SMTP id ; Thu, 21 Jan 1993 23:29:10 +0100 Received: from Dublin.DoCS.UU.SE by sunic.sunet.se (5.65c8/1.28) id AA03626; Thu, 21 Jan 1993 23:29:09 +0100 Received: by Dublin.DoCS.UU.SE (Sun-4/20, SunOS 4.1.1) with sendmail 5.61-bind 1.5+ida/ICU/DoCS id AA06230; Thu, 21 Jan 93 23:29:07 +0100 Date: Thu, 21 Jan 93 23:29:07 +0100 From: Rickard Eneqvist Message-Id: <9301212229.AA06230@Dublin.DoCS.UU.SE> To: crossfire@ifi.uio.no Subject: Character Classes... Status: RO Has there been any thoughts about implementing stricter classes? As it is now there is no benefit for a player to choose a wizard, for example, it is much easier for a player to choose a barbarian/warrior and still be able to use spells when he has advanced a few levels. Introducing classes would also add a few possibilities to the game, such as; i) Cleric spells (heal, turn undead etc...) ii) Wizard spells (fireball, delayed fireball etc...) iii) Class specific weapons (godly weapons; for clerics) etc... I realize that no. iii is a bit strange, a weapon should not restrict itself to classes, a weapon is a weapon. However, instead of taking the boolean attitude to it, one could say that only the specified class should be able to take full benefit of it. This can be used on other situations also such as a wizard using a plate-mail, who should be more hampered by it than the warrior, and for the warrior when using wands/scrolls etc... Well, any comments? /Eneq From owner-crossfire Thu Jan 21 12:15:22 1993 Received: by ifi.uio.no id ; Thu, 21 Jan 1993 23:15:25 +0100 Return-Path: Received: from dekk.pvv.unit.no by ifi.uio.no with SMTP id ; Thu, 21 Jan 1993 23:15:23 +0100 Received: by dekk.pvv.unit.no (5.64/DEC-HERCULES-092791); id AA12753; Thu, 21 Jan 93 17:15:22 -0500 Date: Thu, 21 Jan 93 17:15:22 -0500 From: jorgens@dekk.pvv.unit.no Message-Id: <9301212215.AA12753@dekk.pvv.unit.no> To: crossfire@ifi.uio.no, eanders+@cmu.edu Subject: Re: OK, Crossfire v0.88.4 is here Status: RO > Frank Tore Johansen writes: >>>> I've removed "crossfire.snf" and "crossfire.bdf" since they're generated >>>> by "make install" anyway. If anyone has problems with this, please >>>> let me know as soon as possible. >>> >>> I'm running on a Sun with OpenWindows3; the "make install" doesn't work >>> for me with regards to the fonts. I have to convert them manually and >>> install them. PLEASE don't drop the crossfire.snf file from the >>> distribution! >> It's impossible to create diff-files for the .snf file between >> distributions. >> Also, not everyone uses snf, many use pcf. Should I distribute both? > Another problem is that snf fonts are different if the two machines > have different endiannesses. There should be some program which will > convert bdf to snf for the suns under openwin. I don't remember what > it's called, all the sun's I use have R5 on them. We have one sun here with OpenWindows3 installed and it has the standard program used to make snf fonts. It's called 'bdftosnf' and should be located in $OPENWINHOME/bin/bdftosnf :) So it shouldn't be any trouble making the fonts on a sun running OpenWindowns3. There is another problem though. People using Unix(tm) SystemV might not be able to generate the bdf file since they allocate to little space for argv :( Kjetil. From owner-crossfire Thu Jan 21 11:20:53 1993 Received: by ifi.uio.no id ; Thu, 21 Jan 1993 22:23:12 +0100 Return-Path: Received: from gyda.ifi.uio.no by ifi.uio.no with SMTP id ; Thu, 21 Jan 1993 22:23:11 +0100 Received: from PO2.ANDREW.CMU.EDU by gyda.ifi.uio.no ; Thu, 21 Jan 1993 22:23:08 +0100 Received: by po2.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Thu, 21 Jan 93 16:21:47 EST Received: via switchmail; Thu, 21 Jan 1993 16:21:45 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Thu, 21 Jan 1993 16:20:55 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Thu, 21 Jan 1993 16:20:54 -0500 (EST) Received: from BatMail.robin.v2.13.CUILIB.3.45.SNAP.NOT.LINKED.madhatter.ws.cc.cmu.edu.sun4c.411 via MS.5.6.madhatter.ws.cc.cmu.edu.sun4c_411; Thu, 21 Jan 1993 16:20:53 -0500 (EST) Message-Id: Date: Thu, 21 Jan 1993 16:20:53 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Re: OK, Crossfire v0.88.4 is here In-Reply-To: <199301211248.AAyrsa.ifi.uio.no06282@yrsa.ifi.uio.no> References: <199301211248.AAyrsa.ifi.uio.no06282@yrsa.ifi.uio.no> Status: RO Frank Tore Johansen writes: > > > I've removed "crossfire.snf" and "crossfire.bdf" since they're generated > > > by "make install" anyway. If anyone has problems with this, please > > > let me know as soon as possible. > > > > I'm running on a Sun with OpenWindows3; the "make install" doesn't work > > for me with regards to the fonts. I have to convert them manually and > > install them. PLEASE don't drop the crossfire.snf file from the distributio\ > n! > It's impossible to create diff-files for the .snf file between distributions. > Also, not everyone uses snf, many use pcf. Should I distribute both? Another problem is that snf fonts are different if the two machines have different endiannesses. There should be some program which will convert bdf to snf for the suns under openwin. I don't remember what it's called, all the sun's I use have R5 on them. -Eric ********************************************************* "Overhead, without any fuss, the stars were going out." -The Nine Billion Names of God "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From owner-crossfire Thu Jan 21 05:38:23 1993 Received: by ifi.uio.no id ; Thu, 21 Jan 1993 00:38:45 +0100 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Thu, 21 Jan 1993 00:38:37 +0100 Received: from wyndham-estates.aaii.oz.AU by yarra-glen.aaii.oz.au with SMTP (5.65c/SMI-4.0/AAII) id AA29297; Thu, 21 Jan 1993 10:38:25 +1100 From: Rupert G. Goldie Message-Id: <199301202338.AA29297@yarra-glen.aaii.oz.au> Received: from delatite.aaii.oz.AU (delatite) by wyndham-estates. (5.65c/SMI-4.0) id AA17439; Thu, 21 Jan 1993 10:38:24 +1100 Received: by delatite.aaii.oz.AU (4.1/SMI-4.0) id AA06519; Thu, 21 Jan 93 10:38:23 EST Date: Thu, 21 Jan 93 10:38:23 EST To: crossfire@ifi.uio.no Subject: maps and monsters Status: RO The changes to make monsters use missile weapons, wands, etc are really cool and don't make those monsters too much harder to deal with, but now that beholders and skulls cast spells they are much more dangerous. They should really be worth more exp and they should be placed less liberally in maps. A room full of beholders has now moved from being bad to being truly appalling and even a lone skull is a really nasty surprise in level that otherwise contains orcs, kobolds, gnolls etc. -Rupert -- Rupert G. Goldie, rgg@aaii.oz.au From owner-crossfire Thu Jan 21 15:25:14 1993 Received: by ifi.uio.no id ; Thu, 21 Jan 1993 14:25:17 +0100 Return-Path: Received: from yrsa.ifi.uio.no by ifi.uio.no with SMTP id ; Thu, 21 Jan 1993 14:25:15 +0100 From: Frank Tore Johansen Received: by yrsa.ifi.uio.no ; Thu, 21 Jan 1993 14:25:15 +0100 Message-Id: <199301211325.AAyrsa.ifi.uio.no10738@yrsa.ifi.uio.no> Subject: Re: Bug with levitate and get all To: nicke@etek.chalmers.se Date: Thu, 21 Jan 1993 14:25:14 +0100 Cc: crossfire@ifi.uio.no In-Reply-To: <9301211314.AA00296@quarl0.etek.chalmers.se>; from "Niklas Holmstr|m" at Jan 21, 93 2:14 pm X-Mailer: ELM [version 2.3 PL11] Status: RO > If you levitate (I have the boots) and have 'pick up all' mode on and step > on something pickable, you will get those 'cannot pick up when livitating' > messages print out in all eternity (well it seemed like it to me). Thanx for the bugreport! > Well, you probably knew about this all the time, but I thought I should send > it anyway. Sorry for disturbing you This goes to all of you: If you're uncertain if I know about a bug or not, then tell me about the bug anyway! Especially if it hasn't been fixed since the last version. I certainly didn't know about this one. -Frank. P.S. You don't have to send them all to the list though. Sending them to me will do 8) From owner-crossfire Thu Jan 21 15:14:30 1993 Received: by ifi.uio.no id ; Thu, 21 Jan 1993 14:14:36 +0100 Return-Path: Received: from chalmers.se by ifi.uio.no with SMTP id ; Thu, 21 Jan 1993 14:14:35 +0100 Received: from quarl0.etek.chalmers.se by chalmers.se (5.60+IDA/3.14+gl) id AA10150; Thu, 21 Jan 93 14:14:34 +0100 From: Niklas Holmstr|m Message-Id: <9301211314.AA00296@quarl0.etek.chalmers.se> Received: by quarl0.etek.chalmers.se id AA00296; Thu, 21 Jan 93 14:14:32 +0100 Date: Thu, 21 Jan 93 14:14:30 +0100 Received: by quarl22.etek.chalmers.se id AA01937; Thu, 21 Jan 93 14:14:30 +0100 To: crossfire@ifi.uio.no Subject: Bug with levitate and get all Status: RO If you levitate (I have the boots) and have 'pick up all' mode on and step on something pickable, you will get those 'cannot pick up when livitating' messages print out in all eternity (well it seemed like it to me). Well, you probably knew about this all the time, but I thought I should send it anyway. Sorry for disturbing you /Niklas From frankj Thu Jan 21 13:48:35 1993 Subject: Re: OK, Crossfire v0.88.4 is here To: crossfire@ifi.uio.no Date: Thu, 21 Jan 1993 13:48:35 +0100 In-Reply-To: ; from "Joe Hartley" at Jan 20, 93 9:21 am X-Mailer: ELM [version 2.3 PL11] Status: RO > > I've removed "crossfire.snf" and "crossfire.bdf" since they're generated > > by "make install" anyway. If anyone has problems with this, please > > let me know as soon as possible. > > I'm running on a Sun with OpenWindows3; the "make install" doesn't work > for me with regards to the fonts. I have to convert them manually and > install them. PLEASE don't drop the crossfire.snf file from the distribution! It's impossible to create diff-files for the .snf file between distributions. Also, not everyone uses snf, many use pcf. Should I distribute both? And it's difficult to create working diff-files for the .bdf file between distributions (it sometimes goes amok, creating a 300Kb diff-file for the .bdf file alone). Both these files (or three, if both .snf and .pcf should be used), take a lot of space, especially if I'm going to post it to usenet news. Maybe it would be an idea to tell me (exactly) what you have to do manually with OpenWindows3, so that I could include it in the Imakefile? (Or, as a minimum, put instructions in the README file for those who are new to OpenWindows) -Frank. From owner-crossfire Wed Jan 20 12:07:25 1993 Received: by ifi.uio.no id ; Wed, 20 Jan 1993 23:07:28 +0100 Return-Path: Received: from dekk.pvv.unit.no by ifi.uio.no with SMTP id ; Wed, 20 Jan 1993 23:07:27 +0100 Received: by dekk.pvv.unit.no (5.64/DEC-HERCULES-092791); id AA07296; Wed, 20 Jan 93 17:07:25 -0500 Date: Wed, 20 Jan 93 17:07:25 -0500 From: jorgens@dekk.pvv.unit.no Message-Id: <9301202207.AA07296@dekk.pvv.unit.no> To: crossfire@ifi.uio.no Subject: Missing file in ver. 0.88.4 Status: RO Hi. I've put the missing header file in /pub/crossfire/incoming/osf.h This is only needed for those off you who are running crossfire on a decstation running DEC/OSF1 :) Kjetil. From owner-crossfire Wed Jan 20 08:15:05 1993 Received: by ifi.uio.no id ; Wed, 20 Jan 1993 03:15:53 +0100 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Wed, 20 Jan 1993 03:15:44 +0100 Received: from wyndham-estates.aaii.oz.AU by yarra-glen.aaii.oz.au with SMTP (5.65c/SMI-4.0/AAII) id AA09145; Wed, 20 Jan 1993 13:15:09 +1100 From: Rupert G. Goldie Message-Id: <199301200215.AA09145@yarra-glen.aaii.oz.au> Received: from delatite.aaii.oz.AU (delatite) by wyndham-estates. (5.65c/SMI-4.0) id AA01587; Wed, 20 Jan 1993 13:15:07 +1100 Received: by delatite.aaii.oz.AU (4.1/SMI-4.0) id AA03913; Wed, 20 Jan 93 13:15:05 EST Date: Wed, 20 Jan 93 13:15:05 EST To: crossfire@ifi.uio.no Subject: Re: OK, Crossfire v0.88.4 is here Status: RO Frank said: > By the way, is crossfire becoming more _or_ less stable? > 0.88.3 has been much more stable than 0.88.0, but we still seem to get crossfire dropping into a loop of "trying to free freed object ..." every so often. I haven't tested it a whole lot, but the occasional core dumps when using summoned monsters (which used to happen with 0.87.x) doesn't seem to be happening any more. -Rupert -- Rupert G. Goldie, rgg@aaii.oz.au From owner-crossfire Wed Jan 20 04:21:38 1993 Received: by ifi.uio.no id ; Thu, 21 Jan 1993 13:37:31 +0100 Return-Path: Received: from RUTGERS.EDU by ifi.uio.no with SMTP id ; Thu, 21 Jan 1993 13:37:26 +0100 Received: from ogicse.UUCP by rutgers.edu (5.59/SMI4.0/RU1.5/3.08) with UUCP id AA16999; Thu, 21 Jan 93 07:15:56 EST Received: by ogicse.cse.ogi.edu (/\==/\ Smail3.1.25.1 #25.3) id ; Wed, 20 Jan 93 06:29 PST Received: by cadre.com (/\==/\ Smail3.1.24.1 #24.6) id ; Wed, 20 Jan 93 06:21 PST Message-Id: Received: from fripp (eno) by cadreri.ri.cadre.com (4.1/SMI-4.1) id AA09707; Wed, 20 Jan 93 09:20:55 EST Received: from xtc.fripp by fripp (4.1/SMI-4.1) id AA14063; Wed, 20 Jan 93 09:21:38 EST Date: Wed, 20 Jan 93 09:21:38 EST From: jh@cadre.com (Joe Hartley) To: crossfire@ifi.uio.no Subject: Re: OK, Crossfire v0.88.4 is here Status: RO > I've removed "crossfire.snf" and "crossfire.bdf" since they're generated > by "make install" anyway. If anyone has problems with this, please > let me know as soon as possible. I'm running on a Sun with OpenWindows3; the "make install" doesn't work for me with regards to the fonts. I have to convert them manually and install them. PLEASE don't drop the crossfire.snf file from the distribution! =============================================================================== Joe Hartley | jh@cadre.com - Whenever you find that you are on the Cadre Technologies | side of the majority, it is time to reform. - M. Twain 222 Richmond St. | -------------------------------------------------------- Providence, RI 02903 | Overman 1st Class - the Kilgore Trout Memorial Clench (401) 351-5950 x266 | of the Church of the SubGenius =============================================================================== From owner-crossfire Wed Jan 20 04:19:38 1993 Received: by ifi.uio.no id ; Tue, 19 Jan 1993 23:20:20 +0100 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Tue, 19 Jan 1993 23:20:00 +0100 Received: from wyndham-estates.aaii.oz.AU by yarra-glen.aaii.oz.au with SMTP (5.65c/SMI-4.0/AAII) id AA04279; Wed, 20 Jan 1993 09:19:46 +1100 From: Rupert G. Goldie Message-Id: <199301192219.AA04279@yarra-glen.aaii.oz.au> Received: from delatite.aaii.oz.AU (delatite) by wyndham-estates. (5.65c/SMI-4.0) id AA27741; Wed, 20 Jan 1993 09:19:39 +1100 Received: by delatite.aaii.oz.AU (4.1/SMI-4.0) id AA00589; Wed, 20 Jan 93 09:19:38 EST Date: Wed, 20 Jan 93 09:19:38 EST To: crossfire@ifi.uio.no Subject: Re: Major bug... Status: RO Rickard Eneqvist wrote: > BTW: We need a new way of spending money, the quest should not always > bee of finding things, when you go up a few levels you'll ned a new > way of spending money. > > i) Temples that cure you for a large fee; this would mean that > the healing spells should be limited. And the hp-generator > should be redone, you regenerate too fast now. > I think you need to regenerate reasonably fast to maintain the pace of the game, otherwise you will always be running away from encounters to heal. As it is at the moment, I find I have to flee a lot with my current low level character. > BTW: Heal should always take approx 90% of your sp. > Maybe Heal should only be available in scrolls and wands (screams of anguish from all players....) > ii) How about making spells time/used-based e.g. they would > disappear after a while. > I would prefer to see them time based as well, but I would also like to be able to stack spells as well. That way you could increase your strength and con and be protected from fire etc. However there need to be limitations, otherwise players could become really megapowerful, especially if they have lots of spellpoints. Maybe a chance of failure based on the number of spells already stacked ? > iii) The temples could also give you "divine" gifts, such as > "protection from fire" for a game-period, etc... > I had the same idea about temples over Christmas as well. You could sacrifice money, gems, magic items in return for divine gifts. Different deities could give different types of gifts. We could have a whole crossfire Pantheon 8) "You drop Firebrand upon the alter. Fasarus blesses you with the gift of protection from fire" ... Rupert -- Rupert G. Goldie, Research Scientist rgg@aaii.oz.au Australian Artificial Intelligence Institute /\/\|| 1 Grattan Street, Melbourne, Australia From owner-crossfire Wed Jan 20 04:19:38 1993 Received: by ifi.uio.no id ; Tue, 19 Jan 1993 23:20:20 +0100 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Tue, 19 Jan 1993 23:20:00 +0100 Received: from wyndham-estates.aaii.oz.AU by yarra-glen.aaii.oz.au with SMTP (5.65c/SMI-4.0/AAII) id AA04279; Wed, 20 Jan 1993 09:19:46 +1100 From: Rupert G. Goldie Message-Id: <199301192219.AA04279@yarra-glen.aaii.oz.au> Received: from delatite.aaii.oz.AU (delatite) by wyndham-estates. (5.65c/SMI-4.0) id AA27741; Wed, 20 Jan 1993 09:19:39 +1100 Received: by delatite.aaii.oz.AU (4.1/SMI-4.0) id AA00589; Wed, 20 Jan 93 09:19:38 EST Date: Wed, 20 Jan 93 09:19:38 EST To: crossfire@ifi.uio.no Subject: Re: Major bug... Status: RO Rickard Eneqvist wrote: > BTW: We need a new way of spending money, the quest should not always > bee of finding things, when you go up a few levels you'll ned a new > way of spending money. > > i) Temples that cure you for a large fee; this would mean that > the healing spells should be limited. And the hp-generator > should be redone, you regenerate too fast now. > I think you need to regenerate reasonably fast to maintain the pace of the game, otherwise you will always be running away from encounters to heal. As it is at the moment, I find I have to flee a lot with my current low level character. > BTW: Heal should always take approx 90% of your sp. > Maybe Heal should only be available in scrolls and wands (screams of anguish from all players....) > ii) How about making spells time/used-based e.g. they would > disappear after a while. > I would prefer to see them time based as well, but I would also like to be able to stack spells as well. That way you could increase your strength and con and be protected from fire etc. However there need to be limitations, otherwise players could become really megapowerful, especially if they have lots of spellpoints. Maybe a chance of failure based on the number of spells already stacked ? > iii) The temples could also give you "divine" gifts, such as > "protection from fire" for a game-period, etc... > I had the same idea about temples over Christmas as well. You could sacrifice money, gems, magic items in return for divine gifts. Different deities could give different types of gifts. We could have a whole crossfire Pantheon 8) "You drop Firebrand upon the alter. Fasarus blesses you with the gift of protection from fire" ... Rupert -- Rupert G. Goldie, Research Scientist rgg@aaii.oz.au Australian Artificial Intelligence Institute /\/\|| 1 Grattan Street, Melbourne, Australia From anthony@aaii.oz.au Thu Jan 21 09:00:53 1993 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Wed, 20 Jan 1993 12:00:45 +0100 Received: from whistler.aaii.oz.AU by yarra-glen.aaii.oz.au with SMTP (5.65c/SMI-4.0/AAII) id AA29904; Wed, 20 Jan 1993 22:00:36 +1100 Message-Id: <199301201100.AA29904@yarra-glen.aaii.oz.au> To: frankj@ifi.uio.no Cc: crossfire@ifi.uio.no Subject: while I remember... Date: Wed, 20 Jan 1993 22:00:53 +1100 From: Anthony Baxter Status: RO I've been meaning to tell people about this for a while, there is an Australian shadow of ftp.ifi.uio.no's crossfire directory. It can be found at yoyo.cc.monash.edu.au:/pub/crossfire (for the DNS challenged, thats 130.194.9.1) This shadow has been running on more or less automatic for about 3 or 4 months now without problems - files are updated each day at about 9pm Australian EST (GMT+11) Please, only use this from Australia - the US<->Australia link is completely saturated, so its rather unfriendly to grab stuff across it that is available elsewhere. Any problems with this shadow archive, please notify either me (anthony@yoyo.cc.monash.edu.au) or ftp@yoyo.cc.monash.edu.au. Anthony From frankj Wed Jan 20 02:36:26 1993 Subject: OK, Crossfire v0.88.4 is here To: crossfire@ifi.uio.no Date: Wed, 20 Jan 1993 02:36:26 +0100 X-Mailer: ELM [version 2.3 PL11] Status: RO The files are "crossfire-0.88.4.tar.Z", "crossfire-0.88.4.maps.tar.Z" and "crossfire-0.88.3-0.88.4-diff.Z". The place is as usual anonymous ftp to ftp.ifi.uio.no in the directory "/pub/crossfire". I've removed "crossfire.snf" and "crossfire.bdf" since they're generated by "make install" anyway. If anyone has problems with this, please let me know as soon as possible. The patch was generated with the "makepatch" perl-script which was recently posted in "alt.sources"...I hope it's OK. I've noticed that the files it patches in the subdirectories are placed in the current directory as usual, so you'll have to move all the bitmaps to the bitmap-directory after applying the patch. (Of course, it's always easier to just get "crossfire-0.88.4.tar.Z" instead...) This version includes many incoming patches, including those from joergens@pvv.unit.no, sonninen@cc.lut.fi, rgg@aaii.oz.au and elmroth@cd.chalmers.se. There are #ifdefs for Linux and OSF in place now, let's hope they work... This is only a minor version upgrade (patchlevel), so the changes I've done are small and widespread; mainly lots of minor bugfixes and internal reprogramming. Remember to report bugs and installation problems to me. By the way, is crossfire becoming more _or_ less stable? -Frank. From frankj Wed Jan 20 00:08:11 1993 Subject: Re: Major bug... To: crossfire@ifi.uio.no Date: Wed, 20 Jan 1993 00:08:11 +0100 In-Reply-To: <9301192256.AA00896@Sofia.DoCS.UU.SE>; from "Rickard Eneqvist" at Jan 19, 93 11:56 pm X-Mailer: ELM [version 2.3 PL11] Status: RO > > > ii) How about making spells time/used-based e.g. they would > > > disappear after a while. > > > Which spells? And I don't want players to keep casting armour everytime > > they have spell-points left over, since that would make that > > armour spell last forever (maybe the armour spell is too powerful?). > > I think you are talking about the effect of the spell, what I meant > was the spell, for ex. the armour spell would be used up after 10 > times and would have to be relearned. That is one of the features I misliked strongest about nethack v2.3 and later. If you know a spell, you know it (at least until something very special happens). It would degrade spellbooks to wands (which reminds me that it's about time I added the recharge ability to make people use wands more often 8) -Frank. P.S. (Argh! There are so many things that could be done! 8) From eneq@Sofia.DoCS.UU.SE Wed Jan 20 00:56:46 1993 Return-Path: Received: from sunic.sunet.se by ifi.uio.no with SMTP id ; Tue, 19 Jan 1993 23:56:55 +0100 Received: from Sofia.DoCS.UU.SE by sunic.sunet.se (5.65c8/1.28) id AA21267; Tue, 19 Jan 1993 23:56:48 +0100 Received: by Sofia.DoCS.UU.SE (Sun-4/20, SunOS 4.1.1) with sendmail 5.61-bind 1.5+ida/ICU/DoCS id AA00896; Tue, 19 Jan 93 23:56:46 +0100 Date: Tue, 19 Jan 93 23:56:46 +0100 From: Rickard Eneqvist Message-Id: <9301192256.AA00896@Sofia.DoCS.UU.SE> To: Frank Tore Johansen Cc: crossfire@ifi.uio.no, eneq@Sofia.DoCS.UU.SE Subject: Re: Major bug... In-Reply-To: Your message of "Tue, 19 Jan 93 23:49:55 +0100." <199301192249.AAmaud.ifi.uio.no26085@maud.ifi.uio.no> Status: RO > > ii) How about making spells time/used-based e.g. they would > > disappear after a while. > Which spells? And I don't want players to keep casting armour everytime > they have spell-points left over, since that would make that > armour spell last forever (maybe the armour spell is too powerful?). I think you are talking about the effect of the spell, what I meant was the spell, for ex. the armour spell would be used up after 10 times and would have to be relearned. /Eneq From frankj Tue Jan 19 23:52:10 1993 Subject: Re: speed comment To: crossfire@ifi.uio.no Date: Tue, 19 Jan 1993 23:52:10 +0100 In-Reply-To: <9301161856.AA15825@math.chalmers.se>; from "Tony Elmroth" at Jan 16, 93 7:56 pm X-Mailer: ELM [version 2.3 PL11] Status: RO Tony Elmroth: > The weaponspeed and speed does not matter in attack. > > [ Lots deleted ] > > The problem is that the number of attack you are allowed > is not influenced by the weapon speed (if weapon speed > 1) > or speed but is approximately one per round (limit by event speed?, > key board speed?). Thanx for the hint, I believe I've fixed it now. -Frank. From frankj Tue Jan 19 23:49:55 1993 Subject: Re: Major bug... To: crossfire@ifi.uio.no Date: Tue, 19 Jan 1993 23:49:55 +0100 X-Mailer: ELM [version 2.3 PL11] Status: RO > I just now dropped 5758 diamonds in a shop, got 350000 for it, and > went to the gem shop where I bought approx 8000 diamonds, which I > would get 550000 for... Yes, I've been notified of that bug by local playertesters, but had to promise to keep their name a secret from the other playertesters 8) > BTW: We need a new way of spending money, the quest should not always > bee of finding things, when you go up a few levels you'll ned a new > way of spending money. That problem happens when you've reached max stats, which takes quite a while if you don't cheat. > i) Temples that cure you for a large fee; this would mean that > the healing spells should be limited. And the hp-generator > should be redone, you regenerate too fast now. This has been tried and found to be too cumbersome. I'll try to get the disease-code done, though .Maybe it should be expensive to get a cure for that in a temple (if you don't get a cure, the stats will keep dropping, though very slowly...). > BTW: Heal should always take approx 90% of your sp. Hmm...maybe, but if it's too powerful, it's easier to increate the spell-points needed, or to increate the fail-chance. > ii) How about making spells time/used-based e.g. they would > disappear after a while. Which spells? And I don't want players to keep casting armour everytime they have spell-points left over, since that would make that armour spell last forever (maybe the armour spell is too powerful?). > iii) The temples could also give you "divine" gifts, such as > "protection from fire" for a game-period, etc... Hmm...Gods...Mythology...Religion...The possibilities are endless... 8) -Frank. P.S. I've received so many patches that I will release 0.88.4 within an hour or two. From owner-crossfire Tue Jan 19 22:38:49 1993 Received: by ifi.uio.no id ; Tue, 19 Jan 1993 21:38:55 +0100 Return-Path: Received: from sunic.sunet.se by ifi.uio.no with SMTP id ; Tue, 19 Jan 1993 21:38:54 +0100 Received: from Wien.DoCS.UU.SE by sunic.sunet.se (5.65c8/1.28) id AA12796; Tue, 19 Jan 1993 21:38:52 +0100 Received: by Wien.DoCS.UU.SE (Sun-4/20, SunOS 4.1.1) with sendmail 5.61-bind 1.5+ida/ICU/DoCS id AA10230; Tue, 19 Jan 93 21:38:49 +0100 Date: Tue, 19 Jan 93 21:38:49 +0100 From: Rickard Eneqvist Message-Id: <9301192038.AA10230@Wien.DoCS.UU.SE> To: crossfire@ifi.uio.no Cc: Subject: Major bug... Status: RO I just now dropped 5758 diamonds in a shop, got 350000 for it, and went to the gem shop where I bought approx 8000 diamonds, which I would get 550000 for... BTW: We need a new way of spending money, the quest should not always bee of finding things, when you go up a few levels you'll ned a new way of spending money. i) Temples that cure you for a large fee; this would mean that the healing spells should be limited. And the hp-generator should be redone, you regenerate too fast now. BTW: Heal should always take approx 90% of your sp. ii) How about making spells time/used-based e.g. they would disappear after a while. iii) The temples could also give you "divine" gifts, such as "protection from fire" for a game-period, etc... there are probably lot's more suggestions out there; let's here them. /Eneq From owner-crossfire Tue Jan 19 21:21:12 1993 Received: by ifi.uio.no id ; Tue, 19 Jan 1993 21:21:14 +0100 Return-Path: Received: from sirius.brunel.ac.uk by ifi.uio.no with SMTP id ; Tue, 19 Jan 1993 21:21:12 +0100 Received: from ccws-13.brunel.ac.uk by sirius.brunel.ac.uk with SMTP (PP) id <04046-0@sirius.brunel.ac.uk>; Tue, 19 Jan 1993 20:21:03 +0000 From: Matthew Edwards-Winser Message-Id: <2484.9301192020@ccws-13.brunel.ac.uk> Subject: Re: beholder shield (fwd) To: crossfire@ifi.uio.no (crossfire - elm) Date: Tue, 19 Jan 93 20:20:56 BST X-Mailer: ELM [version 2.2-hd PL 10] Status: RO > In the armour shop of the village : > > "If you have killed any large dragons or large beholder, you > can bring your dragonscale and beholdereyes here. Just drop > the items at the appropriate anvil besides the smith, and he > will turn them into shields and armours for small fee" > > I bring a beholdereyes and drop it at beholder shield anvil, > there was the message: > > "We are not interested with beholder eyes" Its all becaue the converts are on top of shop floors who charge you for the shield -- __ _ _ __ __ / ) / _// _// / ) / ') /--< / / / /--< / / /___/ / /___ /___ /___/ (__/ The one and only fully part-time Student Soft member. From frankj Tue Jan 19 14:36:56 1993 Subject: Re: beholder shield To: crossfire@ifi.uio.no Date: Tue, 19 Jan 1993 14:36:56 +0100 In-Reply-To: <9301191321.AA03499@quiche.loria.fr>; from "Pascal Molli" at Jan 19, 93 2:21 pm X-Mailer: ELM [version 2.3 PL11] Status: RO > In the armour shop of the village : > > "If you have killed any large dragons or large beholder, you > can bring your dragonscale and beholdereyes here. Just drop > the items at the appropriate anvil besides the smith, and he > will turn them into shields and armours for small fee" > > I bring a beholdereyes and drop it at beholder shield anvil, > there was the message: > > "We are not interested with beholder eyes" That is a minor bug which will be fixed. > but shield is generated. > > > The problem is that the shield cost 33000 gold coins !!! > that's not for me a small fee ! Hmm. I suppose the price could be adjusted a bit, but it should still be expensive. If you are able to kill the large beholders, you should be able to collect quite an amount of money. -Frank. From owner-crossfire Tue Jan 19 15:21:23 1993 Received: by ifi.uio.no id ; Tue, 19 Jan 1993 14:21:43 +0100 Return-Path: Received: from quiche.loria.fr by ifi.uio.no with SMTP id ; Tue, 19 Jan 1993 14:21:32 +0100 Received: by quiche.loria.fr id AA03499 (5.65c+/IDA-1.4.3 for crossfire@ifi.uio.no); Tue, 19 Jan 93 14:21:23 +0100 Date: Tue, 19 Jan 93 14:21:23 +0100 From: Pascal Molli Message-Id: <9301191321.AA03499@quiche.loria.fr> To: crossfire@ifi.uio.no Subject: beholder shield Reply-To: molli@loria.fr Status: RO In the armour shop of the village : "If you have killed any large dragons or large beholder, you can bring your dragonscale and beholdereyes here. Just drop the items at the appropriate anvil besides the smith, and he will turn them into shields and armours for small fee" I bring a beholdereyes and drop it at beholder shield anvil, there was the message: "We are not interested with beholder eyes" but shield is generated. The problem is that the shield cost 33000 gold coins !!! that's not for me a small fee ! Is it normal ? a bug ? From owner-crossfire@ifi.uio.no Sat Jan 16 21:50:37 1993 Return-Path: Received: from ifi.uio.no by pat.uio.no with SMTP (PP) id <29809-0@pat.uio.no>; Sat, 16 Jan 1993 21:50:33 +0100 Received: by ifi.uio.no id ; Sat, 16 Jan 1993 21:50:17 +0100 Return-Path: Received: from pat.uio.no by ifi.uio.no with SMTP id ; Sat, 16 Jan 1993 21:50:16 +0100 Received: from ulrik.uio.no by pat.uio.no with local-SMTP (PP) id <29803-0@pat.uio.no>; Sat, 16 Jan 1993 21:50:12 +0100 Received: by bilbo.uio.no ; Sat, 16 Jan 1993 21:50:10 +0100 From: f.t.johansen@usit.uio.no Message-Id: <9301162050.AAbilbo04223@bilbo.uio.no> Subject: Re: treasure To: crossfire@ifi.uio.no Date: Sat, 16 Jan 93 21:50:09 MET In-Reply-To: <9301161608.AA15712@math.chalmers.se>; from "Tony Elmroth" at Jan 16, 93 5:08 pm X-Mailer: ELM [version 2.3 PL0] Status: RO > The number of rings generated when you slay 30 grimreapers > and 50 wraiths are quite a few (even more so in Castle Doom where > the reapers carry several rings). I'll adjust that, from 20% to maybe 2% rings pr grimreaper/wraith. There is a problem with low percent chances, since random seems to generate 0 more often than other numbers. -Frank. From owner-crossfire@ifi.uio.no Sat Jan 16 19:58:14 1993 Return-Path: Received: from ifi.uio.no by pat.uio.no with SMTP (PP) id <28828-0@pat.uio.no>; Sat, 16 Jan 1993 19:58:09 +0100 Received: by ifi.uio.no id ; Sat, 16 Jan 1993 19:56:37 +0100 Return-Path: Received: from math.chalmers.se (monet.math.chalmers.se) by ifi.uio.no with SMTP id ; Sat, 16 Jan 1993 19:56:36 +0100 Date: Sat, 16 Jan 93 19:56:35 +0100 From: Tony Elmroth Message-Id: <9301161856.AA15825@math.chalmers.se> Received: by math.chalmers.se id AA15825; Sat, 16 Jan 93 19:56:35 +0100 To: crossfire@ifi.uio.no Subject: speed comment Status: RO Hi The weaponspeed and speed does not matter in attack. Define sp as the shown speed ws as the shown weapon speed lo as speed_left loss/per round during fight ti as average speed_left gain time interval ag as average speed_left gain/round lo = -1 + (sp/ws + 1) = sp/ws (see main.c 929, 1100, 1139, xio.c 607) ti = sp / lo (approx.) ag = sp / ti thus ag == lo Not surprising, gain of speed_left is equal to loss of speed_left in the average. The problem is that the number of attack you are allowed is not influenced by the weapon speed (if weapon speed > 1) or speed but is approximately one per round (limit by event speed?, key board speed?). Test: 1000 hp earthwall attacked with patched longsword player speed weaponspeed killed in 1.30 1.56 35.8 sec. 1.30 2.34 38.4 sec 3.00 4.04 35.3 sec 3.00 0.99 37.9 sec 3.00 0.45 57.3 sec 1.30 0.52 55.5 sec Tony From owner-crossfire@ifi.uio.no Sat Jan 16 17:08:31 1993 Return-Path: Received: from ifi.uio.no by pat.uio.no with SMTP (PP) id <25691-0@pat.uio.no>; Sat, 16 Jan 1993 17:08:26 +0100 Received: by ifi.uio.no id ; Sat, 16 Jan 1993 17:08:09 +0100 Return-Path: Received: from math.chalmers.se (monet.math.chalmers.se) by ifi.uio.no with SMTP id ; Sat, 16 Jan 1993 17:08:08 +0100 Date: Sat, 16 Jan 93 17:08:06 +0100 From: Tony Elmroth Message-Id: <9301161608.AA15712@math.chalmers.se> Received: by math.chalmers.se id AA15712; Sat, 16 Jan 93 17:08:06 +0100 To: crossfire@ifi.uio.no Subject: treasure Status: RO 1/100 is sometimes a very high probability. I think the scale in treasures should be changed. 1/1000000 is good as smallest chance. The number of rings generated when you slay 30 grimreapers and 50 wraiths are quite a few (even more so in Castle Doom where the reapers carry several rings). Tony From owner-crossfire@ifi.uio.no Sat Jan 16 13:45:43 1993 Return-Path: Received: from ifi.uio.no by pat.uio.no with SMTP (PP) id <23398-0@pat.uio.no>; Sat, 16 Jan 1993 13:45:36 +0100 Received: by ifi.uio.no id ; Sat, 16 Jan 1993 13:44:07 +0100 Return-Path: Received: from math.chalmers.se (monet.math.chalmers.se) by ifi.uio.no with SMTP id ; Sat, 16 Jan 1993 13:44:06 +0100 Date: Sat, 16 Jan 93 13:44:05 +0100 From: Tony Elmroth Message-Id: <9301161244.AA15440@math.chalmers.se> Received: by math.chalmers.se id AA15440; Sat, 16 Jan 93 13:44:05 +0100 To: crossfire@ifi.uio.no Subject: cd files completed Status: RO Sorry, I missed some file in cd.tar. I placed a complete version in cd.full.tar in incoming. Tony From owner-crossfire@ifi.uio.no Fri Jan 15 04:51:13 1993 Return-Path: Received: from ifi.uio.no by pat.uio.no with SMTP (PP) id <24001-0@pat.uio.no>; Fri, 15 Jan 1993 04:51:06 +0100 Received: by ifi.uio.no id ; Fri, 15 Jan 1993 04:50:41 +0100 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Fri, 15 Jan 1993 04:50:28 +0100 Received: from wyndham-estates.aaii.oz.AU by yarra-glen.aaii.oz.au with SMTP (5.65c/SMI-4.0/AAII) id AA00224; Fri, 15 Jan 1993 14:50:11 +1100 From: Rupert G. Goldie Message-Id: <199301150350.AA00224@yarra-glen.aaii.oz.au> Received: from oakridge.aaii.oz.AU (oakridge) by wyndham-estates. (5.65c/SMI-4.0) id AA14131; Fri, 15 Jan 1993 14:50:08 +1100 Received: by oakridge.aaii.oz.AU (4.1/SMI-4.0) id AA12153; Fri, 15 Jan 93 14:50:07 EST Date: Fri, 15 Jan 93 14:50:07 EST To: crossfire@ifi.uio.no Subject: Floors Status: RO One of the "tricks" in designing maps for crossfire is to place some sort of floor (stones, woodfloor, etc) over other objects (teleporters, etc) in order to hide them. However when you step on that location or even click on it with the mouse you are told about all the objects on that location. I would like to suggest a new object flag, `floor', which stops a player from being able to see what is below that object. If no one objects strongly to this I'll implement it. -Rupert -- Rupert G. Goldie, Research Scientist rgg@aaii.oz.au Australian Artificial Intelligence Institute /\/\|| 1 Grattan Street, Melbourne, Australia From owner-crossfire@ifi.uio.no Thu Jan 14 16:34:05 1993 Return-Path: Received: from ifi.uio.no by pat.uio.no with SMTP (PP) id <22468-0@pat.uio.no>; Thu, 14 Jan 1993 16:33:43 +0100 Received: by ifi.uio.no id ; Thu, 14 Jan 1993 16:33:15 +0100 Return-Path: Received: from pat.uio.no by ifi.uio.no with SMTP id ; Thu, 14 Jan 1993 16:33:14 +0100 Received: from ulrik.uio.no by pat.uio.no with local-SMTP (PP) id <22407-0@pat.uio.no>; Thu, 14 Jan 1993 16:33:02 +0100 Received: by bilbo.uio.no ; Thu, 14 Jan 1993 16:32:58 +0100 From: f.t.johansen@usit.uio.no Message-Id: <9301141532.AAbilbo12055@bilbo.uio.no> Subject: Re: Too many maps To: crossfire@ifi.uio.no Date: Thu, 14 Jan 93 16:32:58 MET In-Reply-To: <810.9301141520@ccws-10.brunel.ac.uk>; from "Matthew Edwards-Winser" at Jan 14, 93 3:20 pm X-Mailer: ELM [version 2.3 PL0] Status: RO > Hi there, > > Can you tell me the most amount of maps crossfire can cope with. > ie can it cope with maps greater than 1000. The game can cope with it, but right now the editor only allows you to input three digits into the "Level:" box. You can work around this by exiting and starting up again with "crossfire -e 1234". I believe the internal maximum is 32000 right now, but that limitation will be obsolete when I've finished coding filepaths into crossfire. Then a map will have a filename instead of levels, like "/tim/town/bakery". -Frank. (Got my .forward fixed, but still has some unaccessible old mail) From owner-crossfire@ifi.uio.no Thu Jan 14 16:22:14 1993 Return-Path: Received: from ifi.uio.no by pat.uio.no with SMTP (PP) id <21586-0@pat.uio.no>; Thu, 14 Jan 1993 16:21:55 +0100 Received: by ifi.uio.no id ; Thu, 14 Jan 1993 16:21:15 +0100 Return-Path: Received: from sirius.brunel.ac.uk by ifi.uio.no with SMTP id ; Thu, 14 Jan 1993 16:21:13 +0100 Received: from ccws-10.brunel.ac.uk by sirius.brunel.ac.uk with SMTP (PP) id <10586-0@sirius.brunel.ac.uk>; Thu, 14 Jan 1993 15:20:52 +0000 From: Matthew Edwards-Winser Message-Id: <810.9301141520@ccws-10.brunel.ac.uk> Subject: Too many maps To: crossfire@ifi.uio.no (crossfire - elm) Date: Thu, 14 Jan 93 15:20:41 BST X-Mailer: ELM [version 2.2-hd PL 10] Status: RO Hi there, Can you tell me the most amount of maps crossfire can cope with. ie can it cope with maps greater than 1000. -- __ _ _ __ __ / ) / _// _// / ) / ') /--< / / / /--< / / /___/ / /___ /___ /___/ (__/ From owner-crossfire Thu Jan 14 00:21:48 1993 Received: by ifi.uio.no id ; Wed, 13 Jan 1993 23:21:50 +0100 Return-Path: Received: from math.chalmers.se (monet.math.chalmers.se) by ifi.uio.no with SMTP id ; Wed, 13 Jan 1993 23:21:49 +0100 Date: Wed, 13 Jan 93 23:21:48 +0100 From: Tony Elmroth Message-Id: <9301132221.AA05180@math.chalmers.se> Received: by math.chalmers.se id AA05180; Wed, 13 Jan 93 23:21:48 +0100 To: crossfire@ifi.uio.no Subject: to much Status: RO The treasure file is much to generous. We walk to our knees in arrows, clubs, silver and +2 objects. I think decreasing all probabillities in the treasure file by a factor 0.5 makes it much better. In Hard House in Trasia there are to many potions. A lot of times you can get upto 4 potions there (and of course you can avoid the demons). Tony From owner-crossfire Thu Jan 14 00:08:35 1993 Received: by ifi.uio.no id ; Wed, 13 Jan 1993 23:08:38 +0100 Return-Path: Received: from math.chalmers.se (monet.math.chalmers.se) by ifi.uio.no with SMTP id ; Wed, 13 Jan 1993 23:08:36 +0100 Date: Wed, 13 Jan 93 23:08:35 +0100 From: Tony Elmroth Message-Id: <9301132208.AA05085@math.chalmers.se> Received: by math.chalmers.se id AA05085; Wed, 13 Jan 93 23:08:35 +0100 To: crossfire@ifi.uio.no Subject: some new stuff Status: RO Here is some new stuff that I hope you will add. (see cd.tar.Z in incoming). 25 bitmaps (thanks to sak@cd.chalmers.se) 8 new monsters 1 new landscape square (deep swamp) 16 maps (which are the start of my adventure). Tony (elmroth@cd.chalmers.se) cd.src.diff Parenthesis for all macro arguments. Limitation on magic mapping spell. Expand along non blocked squares starting by 5x5 squares around you. Fix the editor to get button3 to remove top object. Imakefile - added swamp.c to source files. New object with auto apply - deep_swamp. bitmaps/ -rw-r--r-- 1 elmroth 524 Jan 9 20:11 bee1 -rw-r--r-- 1 elmroth 524 Jan 9 20:11 bee2 -rw-r--r-- 1 elmroth 536 Jan 9 20:11 beehive1 -rw-r--r-- 1 elmroth 536 Jan 9 20:11 beehive2 -rw-r--r-- 1 elmroth 545 Jan 9 20:12 sarcophagus -rw-r--r-- 1 elmroth 536 Jan 9 20:12 vampire1 -rw-r--r-- 1 elmroth 536 Jan 9 20:12 vampire2 -rw-r--r-- 1 elmroth 533 Jan 9 20:12 spider1 -rw-r--r-- 1 elmroth 533 Jan 9 20:12 spider2 -rw-r--r-- 1 elmroth 542 Jan 9 20:12 spider_gen -rw-r--r-- 1 elmroth 542 Jan 9 20:12 spider_web -rw-r--r-- 1 elmroth 542 Jan 9 20:13 centipede1 -rw-r--r-- 1 elmroth 542 Jan 9 20:13 centipede2 -rw-r--r-- 1 elmroth 542 Jan 9 20:13 centipede3 -rw-r--r-- 1 elmroth 530 Jan 9 20:13 snake1 -rw-r--r-- 1 elmroth 530 Jan 9 20:13 snake2 -rw-r--r-- 1 elmroth 530 Jan 9 20:13 snake3 -rw-r--r-- 1 elmroth 533 Jan 9 20:14 fungus1 -rw-r--r-- 1 elmroth 533 Jan 9 20:14 fungus2 -rw-r--r-- 1 elmroth 533 Jan 9 20:14 fungus3 -rw-r--r-- 1 elmroth 533 Jan 9 20:14 fungus4 -rw-r--r-- 1 elmroth 533 Jan 9 20:14 fungus5 -rw-r--r-- 1 elmroth 524 Jan 9 20:15 giant_bat1 -rw-r--r-- 1 elmroth 524 Jan 9 20:15 giant_bat2 -rw-r--r-- 1 elmroth 524 Jan 9 20:15 giant_bat3 -rw-r--r-- 1 elmroth 530 Jan 9 20:18 small_troll1 -rw-r--r-- 1 elmroth 530 Jan 9 20:18 small_troll2 -rw-r--r-- 1 elmroth 530 Jan 10 03:50 deep_swamp1 Please connect to a boat in map 5. 'Boat to Fungi' (map 712 x 10 y 7). lib/maps cd.710.earth.om cd.714.sak.oo cd.720.mountB.om cd.710.earth.oo cd.715.shop.om cd.720.mountB.oo cd.711.island.om cd.715.shop.oo cd.721.mountW.om cd.711.island.oo cd.716.fungibar.om cd.721.mountW.oo cd.712.island.om cd.716.fungibar.oo cd.722.passage.om cd.712.island.oo cd.717.white.om cd.722.passage.oo cd.712.test.om cd.717.white.oo cd.723.castleB.om cd.712.test.oo cd.718.crypt.om cd.723.castleB.oo cd.713.swamp.om cd.718.crypt.oo cd.724.recepW.om cd.713.swamp.oo cd.719.chess.om cd.724.recepW.oo cd.714.cave.om cd.719.chess.oo cd.725.castleW.om cd.714.cave.oo cd.719.test.om cd.725.castleW.oo cd.714.sak.om cd.719.test.oo From frankj Wed Jan 13 18:08:21 1993 Subject: Crossfire v0.88.3 To: crossfire@ifi.uio.no Date: Wed, 13 Jan 1993 18:08:21 +0100 X-Mailer: ELM [version 2.3 PL11] Status: RO Drew Eckhardt wrote: > A. The messages window on the right can be made into a separate Joe Hartley wrote: > Oh, yeah! I'd love to see crossfire evolve into a set of smaller windows. > F'rinstance, I don't really need all those message lines. A dozen or so will > do. I'd love to be able to shrink it for most of the time, only opening it > up for longer messages. OK, I've done it! From crossfire.man: > OPTIONS > -w Makes splitwindow default (see the resource for infor- > mation). > RESOURCES > splitwindow > Default is off (unless switch -w is given). If this is > turned on, all windows will be under the control of the > window manager. That is, they can be placed in any > order, and some can be resized. Three windows can be resized: inventory, look-below and the text-window. Maybe I'll even make the fonts configurable someday soon 8) The result is put into version 0.88.3, which can be found at the usual place (anonymous ftp ftp.ifi.uio.no, dir /pub/crossfire). Files are "crossfire-0.88.3.tar.Z", "crossfire-0.88.3.maps.tar.Z" and "crossfire-0.88.2-0.88.3.patch.Z". The font, the archetype-file and the treasure-file has changed, remember to install the new versions! As usual, please report bugs to me as soon as you find them. (I'm especially curious about how well the resizing works with different windowmanagers). Ideas & suggestions are of course also welcome. Other new stuff: - Got rid of the ugly hack which had separate functions for casting spells from monsters. Now, if a monster contains an "ability"-object, it can use it to cast spells (see the end of "archetypes"). The "treasures" file is used to distribute different abilities to the different monsters. BEWARE: This means that lots of monsters (which have been easy until now, because I didn't want to use the above-mentioned hack to give them spells) are now very tough since the've gotten the spells they were meant to have from the start! Of course, the maps haven't been constructed with this in mind, but c'est la vie... 8) - Due to a bug in the Imakefile, the lib/README has been distributed instead of the src/README! - Players can be affected by the "fear" spell 8) - Used converters again...check armour shop 8) - Magic-mouths works (and are visible in the editor) - Several minor bugfixes... -Frank. P.S. If you have patches for Linux, please send them to me! P.P.S. I don't believe the UNCOMPRESS macro is unnecessary. P.P.P.S. I'm still (always) interested in new graphics! P.P.P.P.S. The diff-files are never perfect...be warned. From frankj Wed Jan 13 05:13:52 1993 Subject: Re: Stuff - To: crossfire@ifi.uio.no Date: Wed, 13 Jan 1993 05:13:52 +0100 In-Reply-To: ; from "Joe Hartley" at Jan 12, 93 12:07 pm X-Mailer: ELM [version 2.3 PL11] Status: RO Joe Hartley wrote: > Drew Eckhardt said: > > A. The messages window on the right can be made into a separate > > window (Ie, nettrek) If we can do this, the main (important) > > window can fit into a 640x480 screen, which means that people can > > play crossfire on their laptops... > > Oh, yeah! I'd love to see crossfire evolve into a set of smaller windows. > F'rinstance, I don't really need all those message lines. A dozen or so will > do. I'd love to be able to shrink it for most of the time, only opening it > up for longer messages. Eventually, I'd like to get this running on my Amiga > X terminal, whigh has about a 640x480 display. Just my two kopeks! Resizing will be possible sometime in the future, it's a question of time (then again, everything is a question of time...). It's trivial to split the crossfire-window into several separate window, but I thought there was a consencus for keeping them together... I'll add a resource for having separate windows. If it works out well, it'll be there in the next version. -Frank. From owner-crossfire Tue Jan 12 07:07:48 1993 Received: by ifi.uio.no id ; Tue, 12 Jan 1993 20:58:04 +0100 Return-Path: Received: from RUTGERS.EDU by ifi.uio.no with SMTP id ; Tue, 12 Jan 1993 20:58:01 +0100 Received: from ogicse.UUCP by rutgers.edu (5.59/SMI4.0/RU1.5/3.08) with UUCP id AA03624; Tue, 12 Jan 93 14:13:13 EST Received: by ogicse.cse.ogi.edu (/\==/\ Smail3.1.25.1 #25.3) id ; Tue, 12 Jan 93 09:15 PST Received: by cadre.com (/\==/\ Smail3.1.24.1 #24.6) id ; Tue, 12 Jan 93 09:07 PST Message-Id: Received: from fripp (eno) by cadreri.ri.cadre.com (4.1/SMI-4.1) id AA29290; Tue, 12 Jan 93 12:03:49 EST Received: from xtc.fripp by fripp (4.1/SMI-4.1) id AA07478; Tue, 12 Jan 93 12:07:48 EST Date: Tue, 12 Jan 93 12:07:48 EST From: jh@cadre.com (Joe Hartley) To: crossfire@ifi.uio.no Subject: Re: Stuff - Status: RO > Drew Eckhardt said: > > A. The messages window on the right can be made into a separate > window (Ie, nettrek) If we can do this, the main (important) > window can fit into a 640x480 screen, which means that people can > play crossfire on their laptops... > Oh, yeah! I'd love to see crossfire evolve into a set of smaller windows. F'rinstance, I don't really need all those message lines. A dozen or so will do. I'd love to be able to shrink it for most of the time, only opening it up for longer messages. Eventually, I'd like to get this running on my Amiga X terminal, whigh has about a 640x480 display. Just my two kopeks! =============================================================================== Joe Hartley | jh@cadre.com - Whenever you find that you are on the Cadre Technologies | side of the majority, it is time to reform. - M. Twain 222 Richmond St. | -------------------------------------------------------- Providence, RI 02903 | Overman 1st Class - the Kilgore Trout Memorial Clench (401) 351-5950 x266 | of the Church of the SubGenius =============================================================================== From owner-crossfire Tue Jan 12 00:20:09 1993 Received: by ifi.uio.no id ; Tue, 12 Jan 1993 15:31:09 +0100 Return-Path: Received: from ophelia.cs.colorado.edu by ifi.uio.no with SMTP id ; Tue, 12 Jan 1993 15:31:05 +0100 Received: from localhost by ophelia.cs.Colorado.EDU with SMTP id AA04763 (5.65c/IDA-1.4.4 for ); Tue, 12 Jan 1993 07:20:10 -0700 Message-Id: <199301121420.AA04763@ophelia.cs.Colorado.EDU> To: crossfire@ifi.uio.no Subject: Stuff - Date: Tue, 12 Jan 1993 07:20:09 -0700 From: Drew Eckhardt Status: RO 1. Since my Xserver refuses to address over 64K of video memory, and my monitor has insufficient bandwidth to get a decent refresh rate above 800x600, my machine is set up to run at an 800x600 resolution. However, the 988x482 window used by crossfire doesn't quite fit. If I resize it, the right side just gets truncated. What needs changing so that one of the following solutions can be implemented? A. The messages window on the right can be made into a separate window (Ie, nettrek) If we can do this, the main (important) window can fit into a 640x480 screen, which means that people can play crossfire on their laptops... B. The mesages window can shrink / expand when the window is resized, with text wrapping as necessary. 2. The UNCOMPRESS macro think is unecessary, since the the process fork()'d by system() will inherit the PATH environment variable, and should have no problems locating uncompress through it. From frankj Tue Jan 12 01:37:38 1993 Subject: Oops, I made a blunder... To: crossfire@ifi.uio.no Date: Tue, 12 Jan 1993 01:37:38 +0100 X-Mailer: ELM [version 2.3 PL11] Status: RO It seems I misplaced the "treasures" file in the 0.88.1 version. It must be moved from crossfire-0.88.1/treasures to lib/treasures. I'll put up the current version for ftp as well. The changes since 0.88.1 are few, mostly minor bug-fixes. Internally, I've started several structure changes which might affect those who work on the source. (For those at Chalmers: look at the new functions at the end of monster.c) In other words, you don't have to fetch this version, unless you're working with the source and wish to have the latest changes. The files are "crossfire-0.88.2.tar.Z", "crossfire-0.88.2.maps.tar.Z", "crossfire-0.88.1-0.88.2.diff.Z" Have a look at the new type of object, "converters", which is briefly docummented at the end of "crossfire.doc". It is used to convert the "dragonscales" (which can be found inside dragons (the big ones)) into dragon-shields. Look at the armour-shop in the start-town to see how that is done. The ruby/pearl/diamond-converters have also been changed to use the converter-object. -Frank. P.S. I haven't moved the "treasures" file in the 0.88.2 version, but now it should be included (at the right place) in the 0.88.2 map-archive. P.P.S. Please let me know at once if I've messed up with this release as well. From owner-crossfire Mon Jan 11 03:10:47 1993 Received: by ifi.uio.no id ; Mon, 11 Jan 1993 20:13:35 +0100 Return-Path: Received: from mcsun.EU.net by ifi.uio.no with SMTP id ; Mon, 11 Jan 1993 20:13:33 +0100 Received: from amdahl.com by mcsun.EU.net with SMTP id AA15157 (5.65b/CWI-2.203); Mon, 11 Jan 1993 20:13:26 +0100 Received: by amdahl.com (/\==/\ Smail #25.32) id ; Mon, 11 Jan 93 11:13 PST Received: by amdahl.uts.amdahl.com (/\../\ Smail3.1.14.4 #14.12) id ; Mon, 11 Jan 93 11:13 PST Received: by juts.ccc.amdahl.com (/\../\ Smail3.1.14.4 #14.6) id ; Mon, 11 Jan 93 11:13 PST Received: from nephthys.cd.amdahl.com by manager.cd.amdahl.com (4.1/SMI-4.1) id AA14285; Mon, 11 Jan 93 11:10:47 PST Date: Mon, 11 Jan 93 11:10:47 PST From: bsp10@cd.amdahl.com (Byong Pak) Message-Id: <9301111910.AA14285@manager.cd.amdahl.com> To: crossfire@ifi.uio.no Subject: a pause button Status: RO With all the added user interface, I thought I might make a suggestion. How about a Pause button (usefull for single player mode, but maybe not in multiplayer mode) or perhaps a multiplayer mode could shut off everything but the 'say command or something like that. so communication could be accomplished without causing any damage or problems and such. I personally am getting tired of changing windows and doing a ctrl-z to achive pause.. Oh. well.... just a thought.. Byong From frankj Mon Jan 11 20:04:32 1993 Subject: Re: Single player use To: crossfire@ifi.uio.no Date: Mon, 11 Jan 1993 20:04:32 +0100 In-Reply-To: ; from "Marybeth A. Griffin" at Jan 10, 93 11:30 am X-Mailer: ELM [version 2.3 PL11] Status: RO Marybeth wrote: > I haven't seen it mentioned much, but I myself like to play crossfire > alone. It may just be my nature, but I have seen several suggestions > to make the game a completely group game. I think this would take > something out of it, as you could not just sit down and hack and slash > for fun. Having to find a group to play with every time could get > annoying. > > Is the majority leaning towards completely groups and no singles, or > will it be adapted so it works either way? Quests and campaings are only ideas at this stage. Quests will almost certainly be incorporated, and it will probably be possible to solve most of them alone. Campaings are more uncertain, I haven't given them much thought yet (many others have, though...). Locally, it seems that most of the crossfire-sessions are played single. Too bad about the title of the game 8) (Oh well, now that monsters fire bows, there can still be some crossfire from time to time) I will try to come up with changes that will encourage multi-player sessions, but rest assured that it will always be possible to play crossfire alone. -Frank. From owner-crossfire Mon Jan 11 05:02:50 1993 Received: by ifi.uio.no id ; Tue, 12 Jan 1993 14:13:54 +0100 Return-Path: Received: from RUTGERS.EDU by ifi.uio.no with SMTP id ; Tue, 12 Jan 1993 14:13:46 +0100 Received: from ogicse.UUCP by rutgers.edu (5.59/SMI4.0/RU1.5/3.08) with UUCP id AA12412; Tue, 12 Jan 93 07:17:51 EST Received: by ogicse.cse.ogi.edu (/\==/\ Smail3.1.25.1 #25.3) id ; Mon, 11 Jan 93 07:03 PST Received: by cadre.com (/\==/\ Smail3.1.24.1 #24.6) id ; Mon, 11 Jan 93 07:02 PST Message-Id: Received: from fripp (eno) by cadreri.ri.cadre.com (4.1/SMI-4.1) id AA22985; Mon, 11 Jan 93 09:58:56 EST Received: from xtc.fripp by fripp (4.1/SMI-4.1) id AA24144; Mon, 11 Jan 93 10:02:50 EST Date: Mon, 11 Jan 93 10:02:50 EST From: jh@cadre.com (Joe Hartley) To: crossfire@ifi.uio.no Subject: Re: Single player use Status: RO > From: "Marybeth A. Griffin" > > I haven't seen it mentioned much, but I myself like to play crossfire > alone. It may just be my nature, but I have seen several suggestions > to make the game a completely group game. I think this would take > something out of it, as you could not just sit down and hack and slash > for fun. Having to find a group to play with every time could get > annoying. > > Is the majority leaning towards completely groups and no singles, or > will it be adapted so it works either way? I really don't have the opportunity to play in groups, due to the nature of our network. I was really dismayed to see the following suggestion: > From: Lars Henrik Olafsen > > I also think that there should be ways to keep only a single player from > solving a quest.Maybe a handle that requires several players to be on > that map? (The "House of Confusion" is a good example that you don't > actually need this ,though). This suggestion completely ruins crossfire for me. I'd *love* to see a quest implemented, thereby giving me a way to "win", but requiring a group would just suck. Remember, not all of us crossfire players are at school where we can just get other insomniac crossfire addicts together for a hack-n-slash session! =============================================================================== Joe Hartley | jh@cadre.com - Whenever you find that you are on the Cadre Technologies | side of the majority, it is time to reform. - M. Twain 222 Richmond St. | -------------------------------------------------------- Providence, RI 02903 | Overman 1st Class - the Kilgore Trout Memorial Clench (401) 351-5950 x266 | of the Church of the SubGenius =============================================================================== From owner-crossfire Sun Jan 10 22:05:52 1993 Received: by ifi.uio.no id ; Sun, 10 Jan 1993 19:05:54 +0100 Return-Path: Received: from aino.it.lut.fi by ifi.uio.no with SMTP id ; Sun, 10 Jan 1993 19:05:53 +0100 Received: by aino.it.lut.fi (5.65c8/IDA-1.4.4/Kim-2.2) id AA28766; Sun, 10 Jan 1993 20:05:52 +0200 Date: Sun, 10 Jan 1993 20:05:52 +0200 From: Jarkko Sonninen Message-Id: <199301101805.AA28766@aino.it.lut.fi> To: crossfire@ifi.uio.no Subject: Re: Help on using those bags References: <9301090007.AA28379@manager.cd.amdahl.com> X-Charset: FI X-Char-Esc: 29 Status: RO >>>>> Byong Pak writes: >... > How about another magic item.... > Bags of holding!! but it allready has ;) ;) just pick heavy items into normal bag from shop and pay in a shop doormat. Items are moved to main inventory, but bags weight is not adjusted. I think the problem is somewhere in get_payment2(), where the item is for some reason first removed and then inserted to main directory. --- Jarkko.Sonninen@lut.fi Free .signature virus -killer: find / -name .signature -exec rm -f (!!) //; From owner-crossfire Sun Jan 10 06:30:21 1993 Received: by ifi.uio.no id ; Sun, 10 Jan 1993 17:31:44 +0100 Return-Path: Received: from PO4.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Sun, 10 Jan 1993 17:31:42 +0100 Received: by po4.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Sun, 10 Jan 93 11:31:38 EST Received: via switchmail; Sun, 10 Jan 1993 11:31:38 -0500 (EST) Received: from bellatrix.weh.andrew.cmu.edu via qmail ID ; Sun, 10 Jan 1993 11:30:32 -0500 (EST) Received: from bellatrix.weh.andrew.cmu.edu via qmail ID ; Sun, 10 Jan 1993 11:30:21 -0500 (EST) Received: from BatMail.robin.v2.13.CUILIB.3.45.SNAP.NOT.LINKED.bellatrix.weh.andrew.cmu.edu.pmax.ul4 via MS.5.6.bellatrix.weh.andrew.cmu.edu.pmax_ul4; Sun, 10 Jan 1993 11:30:21 -0500 (EST) Message-Id: Date: Sun, 10 Jan 1993 11:30:21 -0500 (EST) From: "Marybeth A. Griffin" To: crossfire@ifi.uio.no Subject: Single player use Status: RO I haven't seen it mentioned much, but I myself like to play crossfire alone. It may just be my nature, but I have seen several suggestions to make the game a completely group game. I think this would take something out of it, as you could not just sit down and hack and slash for fun. Having to find a group to play with every time could get annoying. Is the majority leaning towards completely groups and no singles, or will it be adapted so it works either way? Marybeth And other strains of woe, which now seem woe, Compared to loss of thee, would not seem so. -Shakespeare, Sonnet 90 From owner-crossfire Sun Jan 10 17:18:25 1993 Received: by ifi.uio.no id ; Sun, 10 Jan 1993 16:18:27 +0100 Return-Path: Received: from maud.ifi.uio.no by ifi.uio.no with SMTP id ; Sun, 10 Jan 1993 16:18:26 +0100 Received: by maud.ifi.uio.no ; Sun, 10 Jan 1993 16:18:25 +0100 Date: Sun, 10 Jan 1993 16:18:25 +0100 From: Lars Henrik Olafsen To: crossfire@ifi.uio.no Subject: Re: crossfire problem/idea Message-Id: Status: RO Happy new year ,Merry Christmas etc ..etc .. to y'all! Kjetil Homme wrote: > Someone else (sorry, can't remember who!) on the list suggested > something like this, he called one set of maps a campaign. There could > be many characters in a campaign, but a character could not be in many > campaigns. I think this is a *great* idea, but it will use quite some > disc space... Why not introduce something like the lp-mud system of keeping scores of quests/campaigns/adventures? My suggestion : A quest/adventure would be a "chain" of maps leading to a common goal/map. (Well...nothing new about this :) ) Here ,the treasure should be located (f.eks artifacts).When the artifact is taken ,or maybe when you turn a handle to enter this room ,you would be marked as of have "solving" the quest. I also think that there should be ways to keep only a single player from solving a quest.Maybe a handle that requires several players to be on that map? (The "House of Confusion" is a good example that you don't actually need this ,though). This probably means that one should give the map designers more freedom, like giving them the rights to put out single items/artifacts.I know this creates a big risk of ruining this game ,by simply making things to easy to access/get ... Maybe a adventure/"chain of maps" should be approved before beeing added to the game? (Digression: We norwegians have a long tradition of allowing somebody to control what the rest should see,do and say - in the interest of the greater good ;) ) Though the Map editor is usable at the moment ,I think one should do something about the "list" of items available to be placed out.My theory is that the better (and more "friendly") the editor gets,the better maps you get...maybe?. Possibly one could group the items (artifacts,weapons etc) and present the items in _groups_ to the map maker.. I like crossfire ,because it combines a arcade/action game with a multiplayer adventure game.. The problem, is that the "personal" relation to the monster/bad guy kind of gets drowned in the sheer numbers of monsters... Maybe one should try to limit the numbers of monsters in the game,and rather make them tougher? That would of course mean that monsters shouldn't regenerate so quickly... Oh well .. I guess this letter turn out to be just another whining session, with me complayning and not contributing with a patch ... hmmm ... maybe I'll write one in Simula instead .. not a bad idea .. or SUN Pascal .. where they put that manual ... -Lars From eneq@Madrid.DoCS.UU.SE Sun Jan 10 14:07:19 1993 Return-Path: Received: from sunic.sunet.se by ifi.uio.no with SMTP id ; Sun, 10 Jan 1993 13:07:23 +0100 Received: from Madrid.DoCS.UU.SE by sunic.sunet.se (5.65c8/1.28) id AA29764; Sun, 10 Jan 1993 13:07:21 +0100 Received: by Madrid.DoCS.UU.SE (Sun-4/20, SunOS 4.1.1) with sendmail 5.61-bind 1.5+ida/ICU/DoCS id AA13125; Sun, 10 Jan 93 13:07:19 +0100 Date: Sun, 10 Jan 93 13:07:19 +0100 From: Rickard Eneqvist Message-Id: <9301101207.AA13125@Madrid.DoCS.UU.SE> To: Frank Tore Johansen Cc: crossfire@ifi.uio.no, eneq@Madrid.DoCS.UU.SE Subject: Re: Help on using those bags In-Reply-To: Your message of "Sat, 09 Jan 93 00:47:43 +0100." <199301082347.AAyrsa.ifi.uio.no21433@yrsa.ifi.uio.no> Status: RO > > > The "<", ">", "a" and "d" keys are probably not working satisfactory with > > > the bags/containers. Try to use the mouse-buttons instead. When you have That's right, I haven't come around to fixing that yet. > > Some suggestions though.... > > If a bulky item is in a bag, it should not reduce your speed as much as if you > > are wearing it, or, things that you are carrying without a bag should be more > > weight. This would be a bit more realistic. Although carrying around > > everything you ever need without a bag is nice.. there should be some > > incentive with using a bag. > Maybe, but bulkyness isn't implemented yet. Personally I believe you should > loose speed if you carry 1000 scrolls/gems in your hands instead of using > a bag (anyone want to draw different kinds of containers? Scrollcases, > quivers, gem-pouches, backpacks, etc...) > Maybe this can be achieved somehow by using a general size-variable on > all items, and a containment-limit on all kinds of sacks, as well as the > inventory. That's right. I have added support for max-limits and also for reduced weight, that is when you place a thing in a bag all weight is not added, eg bag of holding, this could be used on all bags to achieve what you mean. "Bag of holding" then reduces the weight more. /Eneq From owner-crossfire Sat Jan 9 17:02:15 1993 Received: by ifi.uio.no id ; Sun, 10 Jan 1993 10:02:21 +0100 Return-Path: Received: from cscihp.ecst.csuchico.edu by ifi.uio.no with SMTP id ; Sun, 10 Jan 1993 10:02:18 +0100 Message-Id: <199301100902.AAifi.uio.no16885@ifi.uio.no> Received: by cscihp.ecst.csuchico.edu (16.6/16.2-1) id AA05715; Sun, 10 Jan 93 01:02:15 -0800 From: Skud the Great Subject: Messages patch. To: crossfire@ifi.uio.no Date: Sun, 10 Jan 93 1:02:15 PST X-Mailer: ELM [version 2.3 PL11] Status: RO Hello, finally got around to getting the message patch to the news group. However, im afraid, i dont know how to use diff to well, so i will just list the routine below. This patch below replaces the "put_message" routine in edit.c just take out the old put_message and replace it with the new one. It eliminates the numerous blank lines of text being stored after the actual message. ----------------------------cut here------------------------------------------ void put_message(object *tmp, int line, char *text){ int i; char *cp, *tmp2 = (char *) calloc(sizeof(char),VERY_BIG_BUF); if(message[line-7]!=NULL) free(message[line-7]); message[line-7]=strdup(strcat(text,"\n")); if(tmp->msg!=NULL) { free_string(tmp->msg); tmp->msg=NULL; } for (i=0; i=tmp2&&*tmp2=='\n';cp++) cp='\0'; /* Clear trailing lineshifts */ tmp->msg=add_string(tmp2); free(tmp2); } From frankj Sun Jan 10 07:59:36 1993 Subject: Another version To: crossfire@ifi.uio.no Date: Sun, 10 Jan 1993 07:59:36 +0100 X-Mailer: ELM [version 2.3 PL11] Status: RO I put up "crossfire-0.88.1.tar.Z", "crossfire-0.88.1.maps.tar.Z" and "crossfire-0.88.0-0.88.1.diff.Z" for ftp at the usual place (directory "/pub/crossfire" at ftp.ifi.uio.no). This version includes all the patches which I've received since 0.88.0. (You might want to reverse those patches before applying the diff-file.) The main reason I've put out this version is that I've added random treasures to crossfire. The effect is that monsters can start with some standard treasure which can be randomly generated. This is something I added last night, and it's not debugged much, but I'd like input before I expand this feature further. Please feel free to suggest how the format could become better. Currently the treasure-format looks like this: treasure more end And the format for an item is: arch nrof magic chance <1-100%> yes no end (or "more", if this is not the last element) If "magic" or "nrof" is omitted, it is set to 0. If "chance" is ommitted, it is set to 100%. "yes" tells what can be generated if this item was generated. "no" tells what can be generated if this item was not generated. "yes" and "no" can of course be omitted. To use such a treasure, just put "randomitem " into any archetype in the archetype-file. Random treasure will then be generated whenever such a monster is generated by generator, or when a map containing such is loaded for the first time. In "crossfire-0.88.1.maps.tar.Z", the "archetypes" file utilizes the "treasures" file. A long example follows: treasure standard arch bow magic 2 chance 20 yes arch arrow nrof 10 end no arch crossbow magic 2 chance 10 yes arch arrow nrof 10 end end more arch club magic 2 chance 50 no arch dagger magic 2 chance 40 no arch quarterstaff magic 2 chance 30 no arch shortsword magic 2 chance 20 no arch sword_2 magic 2 chance 10 end end end end more arch shield magic 2 chance 20 no arch small_shield magic 2 chance 10 end more arch goldcoin chance 8 nrof 20 more arch wand chance 2 more arch ring chance 1 more arch scroll chance 2 end (Here another treasure-description could start, starting with "treasure ".) -Frank. From owner-crossfire Sat Jan 9 20:54:10 1993 Received: by ifi.uio.no id ; Sat, 9 Jan 1993 19:54:12 +0100 Return-Path: Received: from math.chalmers.se (monet.math.chalmers.se) by ifi.uio.no with SMTP id ; Sat, 9 Jan 1993 19:54:11 +0100 Date: Sat, 9 Jan 93 19:54:10 +0100 From: Tony Elmroth Message-Id: <9301091854.AA18460@math.chalmers.se> Received: by math.chalmers.se id AA18460; Sat, 9 Jan 93 19:54:10 +0100 To: crossfire@ifi.uio.no Subject: xrays Status: RO One player here at CD found a helmet of xray-vision. After playing with this for a while we considered it to powerful. A lot of the maps are made for limited vision. Especially the one with several 'levels' on the same map. Tony Here is a patch that limits the helmet of xray-vision to 5 by 5 squares. *** crossfire-0.88.0.orig/los.c Mon Jan 4 18:04:38 1993 --- crossfire-0.88.0/los.c Sat Jan 9 19:45:22 1993 *************** *** 277,287 **** return; #ifdef USE_LOS clear_los(op); ! if(IS_WIZ(op)||XRAYS(op)) return; for(i=1;i<9;i++) check_wall(op,5+freearr_x[i],5+freearr_y[i]); expand_sight(op); #endif } --- 277,295 ---- return; #ifdef USE_LOS clear_los(op); ! if(IS_WIZ(op) /* ||XRAYS(op) */) return; for(i=1;i<9;i++) check_wall(op,5+freearr_x[i],5+freearr_y[i]); expand_sight(op); + + if (XRAYS(op)) { + int x, y; + for (x = -2; x <= 2; x++) + for (y = -2; y <= 2; y++) + op->contr->blocked_los[5 + x][5 + y] = 0; + } + #endif } From anthony@aaii.oz.au Sun Jan 10 02:14:07 1993 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Sat, 9 Jan 1993 05:14:21 +0100 Received: from harlie.aaii.oz.AU by yarra-glen.aaii.oz.au with SMTP (5.65c/SMI-4.0/AAII) id AA17808; Sat, 9 Jan 1993 15:14:11 +1100 Message-Id: <199301090414.AA17808@yarra-glen.aaii.oz.au> To: Frank Tore Johansen Cc: crossfire@ifi.uio.no Subject: Re: Help on using those bags In-Reply-To: Your message of "Fri, 08 Jan 1993 22:14:31 BST." <199301082114.AAyrsa.ifi.uio.no17334@yrsa.ifi.uio.no> Date: Sat, 09 Jan 1993 15:14:07 +1100 From: Anthony Baxter Status: RO In message <199301082114.AAyrsa.ifi.uio.no17334@yrsa.ifi.uio.no>you write: > The "<", ">", "a" and "d" keys are probably not working satisfactory with > the bags/containers. Try to use the mouse-buttons instead. When you have > a bag open, the left button will examine items in it, the middle button > will apply items, and the right button will drop items to the floor (maybe > this should be changed to dropping the item to the environment of the bag?). Definately. It would also be nice to have some method of putting things in a bag without first having to drop them and pick them up. (Yes, I've accidently dropped things in a shop, to put them in a bag... aargh). Anthony -- anthony baxter australian artificial intelligence institute email : anthony@aaii.oz.au 1 grattan st, carlton, australia 3053 /\/\|| phone : +613 663 7922 From owner-crossfire Fri Jan 8 08:07:31 1993 Received: by ifi.uio.no id ; Sat, 9 Jan 1993 01:09:47 +0100 Return-Path: Received: from mcsun.EU.net by ifi.uio.no with SMTP id ; Sat, 9 Jan 1993 01:09:45 +0100 Received: from amdahl.com by mcsun.EU.net with SMTP id AA10202 (5.65b/CWI-2.203); Sat, 9 Jan 1993 01:09:42 +0100 Received: by amdahl.com (/\==/\ Smail #25.32) id ; Fri, 8 Jan 93 16:10 PST Received: by amdahl.uts.amdahl.com (/\../\ Smail3.1.14.4 #14.12) id ; Fri, 8 Jan 93 16:09 PST Received: by juts.ccc.amdahl.com (/\../\ Smail3.1.14.4 #14.6) id ; Fri, 8 Jan 93 16:09 PST Received: from nephthys.cd.amdahl.com by manager.cd.amdahl.com (4.1/SMI-4.1) id AA28379; Fri, 8 Jan 93 16:07:31 PST Date: Fri, 8 Jan 93 16:07:31 PST From: bsp10@cd.amdahl.com (Byong Pak) Message-Id: <9301090007.AA28379@manager.cd.amdahl.com> To: crossfire@ifi.uio.no Subject: Re: Help on using those bags Status: RO Acutally, I was thinking of modifying the weight attribute of each item to take into consideration the bulkiness of the item. Hum... actaully this probably would not be too effective for game purposes when you put things in a bag. Hum.... well, I guess it would have to be 2 attributes with the bulkiness attribute going to a set minimum % when in a bag. How about another magic item.... Bags of holding!! From frankj Sat Jan 9 00:47:42 1993 Subject: Re: Help on using those bags To: crossfire@ifi.uio.no Date: Sat, 9 Jan 1993 00:47:42 +0100 In-Reply-To: <9301082217.AA27766@manager.cd.amdahl.com>; from "Byong Pak" at Jan 8, 93 2:17 pm X-Mailer: ELM [version 2.3 PL11] Status: RO Byong Pak writes: > > The "<", ">", "a" and "d" keys are probably not working satisfactory with > > the bags/containers. Try to use the mouse-buttons instead. When you have > > a bag open, the left button will examine items in it, the middle button > > will apply items, and the right button will drop items to the floor (maybe > ^^^^^^^^^^^^^^^^^^^ > Are you sure about this. When I use the middle button on an item in a bag it > does not get applied. Instead it says you must get the item first to use it. Yes, that applies for items which you can wear/wield/ready. But you can still read scrolls or drink potions directly from bags. > Some suggestions though.... > > If a bulky item is in a bag, it should not reduce your speed as much as if you > are wearing it, or, things that you are carrying without a bag should be more > weight. This would be a bit more realistic. Although carrying around > everything you ever need without a bag is nice.. there should be some > incentive with using a bag. Maybe, but bulkyness isn't implemented yet. Personally I believe you should loose speed if you carry 1000 scrolls/gems in your hands instead of using a bag (anyone want to draw different kinds of containers? Scrollcases, quivers, gem-pouches, backpacks, etc...) Maybe this can be achieved somehow by using a general size-variable on all items, and a containment-limit on all kinds of sacks, as well as the inventory. -Frank. From owner-crossfire Sat Jan 9 01:33:57 1993 Received: by ifi.uio.no id ; Sat, 9 Jan 1993 00:34:02 +0100 Return-Path: Received: from math.chalmers.se (monet.math.chalmers.se) by ifi.uio.no with SMTP id ; Sat, 9 Jan 1993 00:34:01 +0100 Date: Sat, 9 Jan 93 00:33:57 +0100 From: Tony Elmroth Message-Id: <9301082333.AA17505@math.chalmers.se> Received: by math.chalmers.se id AA17505; Sat, 9 Jan 93 00:33:57 +0100 To: crossfire@ifi.uio.no Subject: monster pick up fix Status: RO If the only thing carried is an invisible force the game dumps at pickup (mostly done by demons). Tony *** crossfire-0.88.0.orig/object.c Sun Dec 20 05:49:38 1992 --- crossfire-0.88.0/object.c Fri Jan 8 23:08:33 1993 *************** *** 817,825 **** tmp=tmp->below; while (tmp->below!=NULL&&tmp->below->type==op->type) tmp=tmp->below; ! while(tmp!=NULL&&tmp->invisible) tmp=tmp->above; ! if (tmp->below!=NULL) { tmp->below->above=op; op->below=tmp->below; tmp->below=op; --- 817,831 ---- tmp=tmp->below; while (tmp->below!=NULL&&tmp->below->type==op->type) tmp=tmp->below; ! while(tmp->above!=NULL&&tmp->invisible) tmp=tmp->above; ! ! if (tmp->above==NULL && tmp->invisible) { ! where->inv = op; ! op->above = NULL; ! op->below = tmp; ! tmp->above = op; ! } else if (tmp->below!=NULL) { tmp->below->above=op; op->below=tmp->below; tmp->below=op; From owner-crossfire Fri Jan 8 06:17:51 1993 Received: by ifi.uio.no id ; Fri, 8 Jan 1993 23:20:12 +0100 Return-Path: Received: from mcsun.EU.net by ifi.uio.no with SMTP id ; Fri, 8 Jan 1993 23:20:10 +0100 Received: from amdahl.com by mcsun.EU.net with SMTP id AA06342 (5.65b/CWI-2.203); Fri, 8 Jan 1993 23:20:04 +0100 Received: by amdahl.com (/\==/\ Smail #25.32) id ; Fri, 8 Jan 93 14:20 PST Received: by amdahl.uts.amdahl.com (/\../\ Smail3.1.14.4 #14.12) id ; Fri, 8 Jan 93 14:19 PST Received: by juts.ccc.amdahl.com (/\../\ Smail3.1.14.4 #14.6) id ; Fri, 8 Jan 93 14:20 PST Received: from nephthys.cd.amdahl.com by manager.cd.amdahl.com (4.1/SMI-4.1) id AA27766; Fri, 8 Jan 93 14:17:51 PST Date: Fri, 8 Jan 93 14:17:51 PST From: bsp10@cd.amdahl.com (Byong Pak) Message-Id: <9301082217.AA27766@manager.cd.amdahl.com> To: crossfire@ifi.uio.no Subject: Re: Help on using those bags Status: RO > > The "<", ">", "a" and "d" keys are probably not working satisfactory with > the bags/containers. Try to use the mouse-buttons instead. When you have > a bag open, the left button will examine items in it, the middle button > will apply items, and the right button will drop items to the floor (maybe ^^^^^^^^^^^^^^^^^^^ Are you sure about this. When I use the middle button on an item in a bag it does not get applied. Instead it says you must get the item first to use it. As for the right button, I think that dropping to the floor is good, i use this to hold treasure and then sell it in shops directly out of my bag. Some suggestions though.... If a bulky item is in a bag, it should not reduce your speed as much as if you are wearing it, or, things that you are carrying without a bag should be more weight. This would be a bit more realistic. Although carrying around everything you ever need without a bag is nice.. there should be some incentive with using a bag. Thanks for a good game though...... Byong From frankj Fri Jan 8 22:14:31 1993 Subject: Re: Help on using those bags To: crossfire@ifi.uio.no Date: Fri, 8 Jan 1993 22:14:31 +0100 In-Reply-To: <270.9301080835@ccws-09.brunel.ac.uk>; from "Matthew Edwards-Winser" at Jan 8, 93 8:35 am X-Mailer: ELM [version 2.3 PL11] Status: RO Matthew writes: > I put the objects into the bag by opening it and picking up the objects. > They appear on the list when open, but i cant scroll through this list to > get at the objects. The "<", ">", "a" and "d" keys are probably not working satisfactory with the bags/containers. Try to use the mouse-buttons instead. When you have a bag open, the left button will examine items in it, the middle button will apply items, and the right button will drop items to the floor (maybe this should be changed to dropping the item to the environment of the bag?). You should be able to scroll through the items by clicking the mouse on the scrollbar. -Frank. From owner-crossfire Fri Jan 8 22:32:32 1993 Received: by ifi.uio.no id ; Fri, 8 Jan 1993 21:32:34 +0100 Return-Path: Received: from math.chalmers.se (monet.math.chalmers.se) by ifi.uio.no with SMTP id ; Fri, 8 Jan 1993 21:32:33 +0100 Date: Fri, 8 Jan 93 21:32:32 +0100 From: Tony Elmroth Message-Id: <9301082032.AA16414@math.chalmers.se> Received: by math.chalmers.se id AA16414; Fri, 8 Jan 93 21:32:32 +0100 To: crossfire@ifi.uio.no Subject: magic missile bug Status: RO The following patch stops magic missiles from hitting you! *** crossfire-0.88.0.orig/main.c Mon Jan 4 18:04:38 1993 --- crossfire-0.88.0/main.c Thu Jan 7 17:31:00 1993 *************** *** 141,147 **** max=maxfree[i]; else { tmp=get_map_ob(m,x+freearr_x[i],y+freearr_y[i]); ! while(tmp!=NULL&&!IS_MONSTER(tmp)&&tmp->type!=PLAYER) tmp=tmp->above; if(tmp!=NULL) return freedir[i]; --- 141,148 ---- max=maxfree[i]; else { tmp=get_map_ob(m,x+freearr_x[i],y+freearr_y[i]); ! while((tmp!=NULL&&!IS_MONSTER(tmp)&&tmp->type!=PLAYER) || ! tmp == exclude) tmp=tmp->above; if(tmp!=NULL) return freedir[i]; Tony From owner-crossfire Fri Jan 8 09:36:10 1993 Received: by ifi.uio.no id ; Fri, 8 Jan 1993 09:36:12 +0100 Return-Path: Received: from sirius.brunel.ac.uk by ifi.uio.no with SMTP id ; Fri, 8 Jan 1993 09:36:10 +0100 Received: from ccws-09.brunel.ac.uk by sirius.brunel.ac.uk with SMTP (PP) id <07174-0@sirius.brunel.ac.uk>; Fri, 8 Jan 1993 08:35:58 +0000 From: Matthew Edwards-Winser Message-Id: <270.9301080835@ccws-09.brunel.ac.uk> Subject: Help on using those bags To: crossfire@ifi.uio.no (crossfire - elm) Date: Fri, 8 Jan 93 8:35:52 BST In-Reply-To: <1862.9301072234@ccws-12.brunel.ac.uk>; from "Mail Delivery Subsystem" at Jan 7, 93 10:34 pm X-Mailer: ELM [version 2.2-hd PL 10] Status: RO Hi there, I may have been a bit stupid, but I can put things into the bags but not get them out again. Can you help at all or is this a bug ? I put the objects into the bag by opening it and picking up the objects. They appear on the list when open, but i cant scroll through this list to get at the objects. -- __ _ _ __ __ / ) / _// _// / ) / ') /--< / / / /--< / / /___/ / /___ /___ /___/ (__/ From owner-crossfire Fri Jan 8 02:05:04 1993 Received: by ifi.uio.no id ; Fri, 8 Jan 1993 01:05:07 +0100 Return-Path: Received: from gyda.ifi.uio.no by ifi.uio.no with SMTP id ; Fri, 8 Jan 1993 01:05:05 +0100 From: Frank Tore Johansen Received: by gyda.ifi.uio.no ; Fri, 8 Jan 1993 01:05:04 +0100 Message-Id: <199301080005.AAgyda.ifi.uio.no25178@gyda.ifi.uio.no> Subject: Re: crossfire problem/idea To: crossfire@ifi.uio.no Date: Fri, 8 Jan 1993 01:05:04 +0100 In-Reply-To: <199301041543.AAyrsa.ifi.uio.no17460@yrsa.ifi.uio.no>; from "Kjetil Torgrim Homme" at Jan 4, 93 4:43 pm X-Mailer: ELM [version 2.3 PL11] Status: RO Happy new year to all! Kjetil Torgrim Homme writes: > Pascal Molli writes: > > In crossfire (and others games), all the monsters want to kill > you, that's too simple. For exemple, in litterature, dead > monsters want to kill undead monsters, not you especially. So > you can use basic instincts of monsters to kill others. > > I think this is mostly a CPU problem. Or maybe it is a Gauntlet > problem, since it is Gauntlet that has so great many monsters in the > first place. Maybe we should have fewer and slightly tougher monsters > (one kobold would be a challenge even at level 1). I agree, and I'm trying to stear the game in that direction without slowing it down too much. Monsters are growing more intelligent all the time. Thanks to creativity turned into source by three people in Sweeded, monsters can now pick up and use several items. This is listed in the end of the TODO file (which is hopelessly large by now...) : - Some levels should contain a few tough monsters instead of 1000 easy monsters. I guess that was a understatement... > I think all monsters must possess a weakness that make them > vulnerable, but dragon, demon lord and titan seems to be > really strong. I think there should always be a monster that is stronger than the player. The large beholder, the large dragon and the titan was a step in this direction, but all these can be killed in single-combat by a strong enough player. If you are no longer afraid about what could be lurking behind the next corner when exploring a new map, then the fun of playing the game is immensly reduced. > A way to kill these monster may to draw them towards natural > traps. For exemple if you have a levitate spell you can fly > other a pit or you can shut dragon in place magic bullet wall > but this action must increase your EXP points. It doesn't have to. Treasure is also a valid award. > Perhaps we should do away with EXP altogether. I would prefer treasure as > the chief award, it's easier to split among players, too. Sounds nice, but I can't see quite how to do that. Currently a players power mostly depends on experience, then stats, then items. Maybe it would be a good idea to turn this around... But believe me when I say it's not easy to split treasure, at least not without shouting 8) > It may be a good thing to have memory of killed monster, so > you can have extra-damage bonus during a second fight. > > I like the monster-memory in nethack (or is it moria? I've only > watched others play those games), but is it really worth the effort to > do the extra-damage thing? I don't want any extra-damage, but some monster-lore should be obtainable by players somehow, maybe by asking npc's about monsters. > It may be a good things to have for each generator a max limit > > I agree, I suggested this to Frank a long time ago. I can't remember > why he didn't put it in, though. I'll add it sometime. > There is a problem when you take transporters and starting > rooms is full when you want to come back. Perhaps that's a > feature, perhaps that's a generator problem, perhaps spell > should operate throught transporter, perhaps it's a map > construction problem ??? The problem with teleporters is that I can't allow it to put monsters atop of eachothers (because a combination of a generator and a teleporter would be able to put 1000 monsters on top of eachothers). Therefore a teleporter only works if there is a clear space where it leads to. (This applies only to the random teleporters (those without specific x/y coordinates). > What do you think about spells to turn handles througth > gratings ? or magnetic repulsion so monsters can't use > metallic weapons against you ? or more classic stone skin ? > > I think things like these are forthcoming (the stone skin for sure). > > Why can't we use bow, crossbow, spells throught gratings ? > What do you think about the avabaility to turn handle whith > arrow throught grating ? or to throw item upon a pit to a > button that open a door ? > > Good ideas :-) There will be new features in the future, very possibly including these. Though I'm not so sure about what order they will arrive in... > In Ultima, each town possess its own personnality, magic shop > of this town make great bracers, armour shop of that town > produce enchanted mail ... > > Nice, but how should it be done? It would encourage exploration of unknown places, so I'll try to think out a way to do it. > I don't try to understand the code of crossfire but it seems > to me that you keep visited maps in /tmp. Why don't you > consider this like a persistent state of the game. Suppose you > keep them in the user directory and you don't clean them at > the end of the session. When the user restart the game you > ask him for which game he wants to play and like that you can > restart a game in the state you leave it ... > > Someone else (sorry, can't remember who!) on the list suggested > something like this, he called one set of maps a campaign. There could > be many characters in a campaign, but a character could not be in many > campaigns. I think this is a *great* idea, but it will use quite some > disc space... It can certainly be done without too much work, but there are some other things I want to do first, like making a simple client which asks a server for a window. Thanks for the input! -Frank. From owner-crossfire Tue Jan 5 10:42:23 1993 Received: by ifi.uio.no id ; Tue, 5 Jan 1993 10:41:10 +0100 Return-Path: Received: from sorokin.anu.edu.au.noname (sorokin.anu.edu.au) by ifi.uio.no with SMTP id ; Tue, 5 Jan 1993 10:41:05 +0100 Received: by sorokin.anu.edu.au.noname (4.1/SMI-4.1) id AA11574; Tue, 5 Jan 93 20:40:55 EST From: rohan@sorokin.anu.edu.au (Rohan Talip) Message-Id: <9301050940.AA11574@sorokin.anu.edu.au.noname> Subject: crossfire font To: crossfire@ifi.uio.no Date: Tue, 5 Jan 93 20:40:54 EST X-Mailer: ELM [version 2.4dev PL32] Status: RO Hello, I am having some problems getting the crossfire font to load up! I have 'crossfire.snf' in my font directory and did 'mkfontdir' which gave me a 'fonts.dir' file with the following format : 1 crossfire.snf crossfire However when I try to start up crossfire I get the following : $ crossfire Welcome to CrossFire, v0.88.0, copyright (C) 1992 Frank Tore Johansen. Trying to fix fontpath for display :0.0. Display :0.0 doesn't have the right fontpath. Usage: crossfire [-h] [-] [display1] [display2]... Yet when I check the font path checked by the X server I get $ xset q Keyboard Control: auto repeat: on key click percent: 0 LED mask: 00000000 auto repeating keys: 00f0af03e0ff77f2 ff7bf0ff1ff8df03 1100000000000000 0000000000000000 bell percent: 50 bell pitch: 0 bell duration: 100 Pointer Control: acceleration: 2/1 threshold: 15 Screen Saver: prefer blanking: yes allow exposures: yes timeout: 0 cycle: 600 Colors: default colormap: 0x80076 BlackPixel: 1 WhitePixel: 0 Font Path: ,/usr/openwin/lib/fonts This shows that my font directory is being set correctly by XSetFontPath in xio.c (line 141) but XListFonts is not picking up the font in xio.c (lines 154, 160). I separated the code that is supposed to find the font to try to determine what was going wrong, but with no luck. Note that the xlsfonts unix command also failed to pick it up! Note that I used to be able to get crossfire to work a month or two ago but only on some of the Sun SPARC stations that we have here. This had a font path (as reported by 'xset q') of : /local/X11R5/lib/X11/fonts/misc/,/local/X11R5/lib/X11/fonts/Speedo/,/local/X11R5/lib/X11/fonts/75dpi/,/local/X11R5/lib/X11/fonts/100dpi/, Those machines that I couldn't get crossfire to work on had the same font path as the first. You may have noticed the different places in which my font directory appears in each font path (at the start for the first and at the end for the second) - I tried both ways! I also tried to set the font path, when I still could run it on some, on those machines that I could not to that of the one with 'Speedo' in it! (Get that everyone?) This didn't work either! Now I can't run crossfire on any of the machines I used to and it is driving me batty : I don't know what the system operators did and I am not going to go and ask them! (unless I have another good reason!) Thanks for any help, Rohan Talip (rohan@sorokin.anu.edu.au) P.S. I tried using the 'crossfire.pcf' file and re-'mkfontdir'ed the font directory but it still didn't work! P.P.S. Most of the files in the /usr/openwin/lib/fonts directory have .ff, .f3b or .fm suffixes if this helps anyone. From owner-crossfire Tue Jan 5 18:21:30 1993 Received: by ifi.uio.no id ; Tue, 5 Jan 1993 18:21:16 +0100 Return-Path: Received: from mcsun.EU.net by ifi.uio.no with SMTP id ; Tue, 5 Jan 1993 18:21:14 +0100 Received: from amdahl.com by mcsun.EU.net with SMTP id AA18719 (5.65b/CWI-2.201); Tue, 5 Jan 1993 18:21:02 +0100 Received: by amdahl.com (/\==/\ Smail #25.32) id ; Tue, 5 Jan 93 09:21 PST Received: by amdahl.uts.amdahl.com (/\../\ Smail3.1.14.4 #14.12) id ; Tue, 5 Jan 93 09:20 PST Received: by juts.ccc.amdahl.com (/\../\ Smail3.1.14.4 #14.6) id ; Tue, 5 Jan 93 09:21 PST Received: from nephthys.cd.amdahl.com by manager.cd.amdahl.com (4.1/SMI-4.1) id AA29982; Tue, 5 Jan 93 09:18:55 PST Date: Tue, 5 Jan 93 09:18:55 PST From: bsp10@cd.amdahl.com (Byong Pak) Message-Id: <9301051718.AA29982@manager.cd.amdahl.com> To: crossfire@ifi.uio.no Subject: Problem porting to Linux Status: RO I have tried porting crossfire 88 to Linux a free Unix for the PC. However, there seems to be a problem with doors. I.e. in several places, if I go in a door, and then exit via the same door I end up in a different place. However, if I do the same thing on my Sun at work, I end up in the correct place. Does anyone else have the same type of problem? This is repeatable so it's not a random thing. I appreciate any help.. Thanks Byong From owner-crossfire Tue Jan 5 18:18:42 1993 Received: by ifi.uio.no id ; Tue, 5 Jan 1993 18:18:35 +0100 Return-Path: Received: from mcsun.EU.net by ifi.uio.no with SMTP id ; Tue, 5 Jan 1993 18:18:27 +0100 Received: from amdahl.com by mcsun.EU.net with SMTP id AA18536 (5.65b/CWI-2.201); Tue, 5 Jan 1993 18:18:21 +0100 Received: by amdahl.com (/\==/\ Smail #25.32) id ; Tue, 5 Jan 93 09:18 PST Received: by amdahl.uts.amdahl.com (/\../\ Smail3.1.14.4 #14.12) id ; Tue, 5 Jan 93 09:18 PST Received: by juts.ccc.amdahl.com (/\../\ Smail3.1.14.4 #14.6) id ; Tue, 5 Jan 93 09:18 PST Received: from nephthys.cd.amdahl.com by manager.cd.amdahl.com (4.1/SMI-4.1) id AA29957; Tue, 5 Jan 93 09:16:12 PST Date: Tue, 5 Jan 93 09:16:12 PST From: bsp10@cd.amdahl.com (Byong Pak) Message-Id: <9301051716.AA29957@manager.cd.amdahl.com> To: crossfire@ifi.uio.no Subject: Re: Crossfire font Status: RO I had the same problem with OpenWindows. The solution is to realize that OpenWindows uses font families. Do a man on bldfamily and convertfont and follow those instructions to add a font to the font family. Byong From owner-crossfire Tue Jan 5 17:28:46 1993 Received: by ifi.uio.no id ; Tue, 5 Jan 1993 17:28:07 +0100 Return-Path: Received: from holmenkollen.ifi.uio.no by ifi.uio.no with SMTP id ; Tue, 5 Jan 1993 17:28:06 +0100 From: Kjetil Torgrim Homme Received: by holmenkollen.ifi.uio.no ; Tue, 5 Jan 1993 17:28:05 +0100 Date: Tue, 5 Jan 1993 17:28:05 +0100 Message-Id: <199301051628.AAholmenkollen.ifi.uio.no00376@holmenkollen.ifi.uio.no> To: crossfire@ifi.uio.no In-Reply-To: Rohan Talip's message of Tue, 5 Jan 93 20:40:54 EST <9301050940.AA11574@sorokin.anu.edu.au.noname> Subject: Re: crossfire font Status: RO Disclaimer: I am not familiar with OpenWindows. I would try on the vanilla X11R5 first. This may be little-/big-endian problems. Try making the font yourself, ie. "make font" If your X understands pcf, use that. With pcf, either combination of little-/big-endian X and little-/big-endian fontfile should work. Kjetil T. From owner-crossfire Tue Jan 5 09:50:36 1993 Received: by ifi.uio.no id ; Tue, 5 Jan 1993 09:49:31 +0100 Return-Path: Received: from cscihp.ecst.csuchico.edu by ifi.uio.no with SMTP id ; Tue, 5 Jan 1993 09:49:26 +0100 Message-Id: <199301050849.AAifi.uio.no07579@ifi.uio.no> Received: by cscihp.ecst.csuchico.edu (16.6/16.2-1) id AA04256; Tue, 5 Jan 93 00:49:22 -0800 From: Skud the Great Subject: Stuff. :> To: crossfire@ifi.uio.no Date: Tue, 5 Jan 93 0:49:20 PST X-Mailer: ELM [version 2.3 PL11] Status: RO Hello, its been a while since i last posted...had a few comments to relate to you all. First the message feature is just about built....if you notice in the object structure there is a pointer to a a string *msg. This means that any object in the game can have a message "attached" to it. There are still a few bugs that need to be worked out. Guess I can explain how exactly to use the message feature.... In the map editor, if you notice when you click on an object with the middle button, the window on the right will have the normal attributes...name, possibly...exit info....anyway below these you'll see a "Message:" Then at the bottom of the Window you will see a Message End....This is one the bugs..the message end is not dynamically placed, thus it may be "out of bounds"...relatively easy to fix. Anyway.....to place a message on an object all one has to do is click any one of the lines between the Message: and the message end...Thus, the bigger the window, the bigger the message can get.... Now for the bug: I have fixed this in my version...I will post it to the news group shortly...Everytime a mesage is entered on just one line.. the maximum size of the message is used...so you end up with about 1 line of text and the rest of the lines with a space.... like I said i will post the fix for this as soon as i can. :> Some other smaller things, I have a couple of patches to print text on the message screen in different colors, in the color version. So, now you ask, what can you do with all these messages you tag to objects: well, there are several options...print the message when you walk onto the object...if you tag a message to an item...print the message when you wield it or print the message everytime you attack a certain monster....Ex: the Dragonslayer could print a message when you hit a dragon..: "The Sword Cuts throught the dragon easily" Or if you tag a message to a monster...well then the possibilities grow even more...print the message when the monster dies....print it when the monster attacks...etc... I guess the next logical step would be to code up a "question" square.. Magic Mouths, etc....when you answer correctly...some wall might open.. anyway i have discussed this some with frank, any idea are welcome. Any suggestion on when and how to print the messages are welcome.... One note...remember, that right now the map editor likes to put lots of blank lines in the message string...i would not recommend making to many messages with the current editor...When a blank line is sent to draw_info....the game likes to "freeze" for several seconds..before allowing a player to move again.... On the idea of campaigns.....not a bad idea...and the disk space might not be as big a problem, Ive noticed that the uncompressed maps directory takes up about 12000 blocks, when compressed it takes up only 2000, granted if you have a lot of players, and about 40 campaigns, that translates into a rather large chunk of space. Maybe regulate the number of campaigns that can be going at any one time..say 8. thats 16000 blocks ruff estimate. ok...maybe make it max of 4 campaigns. well thats about it... Tyler. Skud the Great. tvangod@ecst.csuchico.edu. From owner-crossfire Mon Jan 4 22:08:52 1993 Received: by ifi.uio.no id ; Mon, 4 Jan 1993 22:07:45 +0100 Return-Path: Received: from math.chalmers.se (monet.math.chalmers.se) by ifi.uio.no with SMTP id ; Mon, 4 Jan 1993 22:07:43 +0100 Date: Mon, 4 Jan 93 22:07:41 +0100 From: Tony Elmroth Message-Id: <9301042107.AA05309@math.chalmers.se> Received: by math.chalmers.se id AA05309; Mon, 4 Jan 93 22:07:41 +0100 To: crossfire@ifi.uio.no Subject: golem bug fix Status: RO Hello, I have placed some bug fixes in incoming in the file cd.diff. The monsters do not attack the golems (elementals) because of the enemy code (attack the latest attacker). I fixed this by letting the monster attack nearest enemy if it can't move and can't attack the enemy. Fixed the total time overflow in the time command. I have also included an expanded line of sight that we like here at CD. The game is great! Tony From owner-crossfire Mon Jan 4 16:44:47 1993 Received: by ifi.uio.no id ; Mon, 4 Jan 1993 16:43:42 +0100 Return-Path: Received: from yrsa.ifi.uio.no by ifi.uio.no with SMTP id ; Mon, 4 Jan 1993 16:43:41 +0100 From: Kjetil Torgrim Homme Received: by yrsa.ifi.uio.no ; Mon, 4 Jan 1993 16:43:40 +0100 Date: Mon, 4 Jan 1993 16:43:40 +0100 Message-Id: <199301041543.AAyrsa.ifi.uio.no17460@yrsa.ifi.uio.no> To: crossfire@ifi.uio.no In-Reply-To: Pascal Molli's message of Mon, 4 Jan 93 15:40:56 +0100 <9301041440.AA03076@quiche.loria.fr> Subject: Re: crossfire problem/idea Status: RO Happy New Year to you all.. Pascal Molli writes: In crossfire (and others games), all the monsters want to kill you, that's too simple. For exemple, in litterature, dead monsters want to kill undead monsters, not you especially. So you can use basic instincts of monsters to kill others. I think this is mostly a CPU problem. Or maybe it is a Gauntlet problem, since it is Gauntlet that has so great many monsters in the first place. Maybe we should have fewer and slightly tougher monsters (one kobold would be a challenge even at level 1). I think all monsters must possess a weakness that make them vulnerable, but dragon, demon lord and titan seems to be really strong. Well, dragons *are* vulnerable to frost, and there's also the Dragonslayer. A way to kill these monster may to draw them towards natural traps. For exemple if you have a levitate spell you can fly other a pit or you can shut dragon in place magic bullet wall but this action must increase your EXP points. I agree this would be nice. You should be hurt if you jump down pits (maybe a dex/con saving throw?), I think, and likewise monsters should be able to die by falling down pits. I can't see how the game would know who to credit the EXP, though. Perhaps we should do away with EXP altogether. I would prefer treasure as the chief award, it's easier to split among players, too. Perhaps EXP point should be relative to user level. It is. Have you seen how much EXP you get for killing an ant at level 2? :-) It may be a good thing to have memory of killed monster, so you can have extra-damage bonus during a second fight. I like the monster-memory in nethack (or is it moria? I've only watched others play those games), but is it really worth the effort to do the extra-damage thing? It seems to me that treasures must be coherent with their guardians. For exemple if you kill several pudding or slimes you must find item that can't be dissolved in acid. This means Frank will have to put more into the hands of the map designer again. He removed the capability to put special things into the game because of abuse. I think this is a pity - no limits should be placed on the designer's creativity, but there must be some control before the map is put into the game. The path-system and access control will be of help in the future. NOTE: i can't find great item (holy avenger +5, mythril armour +3) in version 0.88.0-001 of game. Is it normal ? (i browse nearly all maps in DM mode) They are supposed to be extremely hard to find, yes. It may be a good things to have for each generator a max limit I agree, I suggested this to Frank a long time ago. I can't remember why he didn't put it in, though. There is a problem when you take transporters and starting rooms is full when you want to come back. Perhaps that's a feature, perhaps that's a generator problem, perhaps spell should operate throught transporter, perhaps it's a map construction problem ??? Spells do operate through transporters: If you throw lots of fireballs, a few of them will enter the transporter. The current situation isn't really good, but it's hard to know what should be done about it. It can be avoided by the map constructor, but this places limits on her. What do you think about spells to turn handles througth gratings ? or magnetic repulsion so monsters can't use metallic weapons against you ? or more classic stone skin ? I think things like these are forthcoming (the stone skin for sure). Perhaps it could be a good idea to have great scrolls (not corresponding to a spell), like 'kill, or 'invincibility and less of others. Check the fuzzy potion... NOTE: How to indicate direction when using summon X scroll ? The normal way: shift+direction. If you change spell, your X will continue in the direction you set out, not disolve. Why can't we use bow, crossbow, spells throught gratings ? What do you think about the avabaility to turn handle whith arrow throught grating ? or to throw item upon a pit to a button that open a door ? Good ideas :-) In Ultima, each town possess its own personnality, magic shop of this town make great bracers, armour shop of that town produce enchanted mail ... Nice, but how should it be done? I don't try to understand the code of crossfire but it seems to me that you keep visited maps in /tmp. Why don't you consider this like a persistent state of the game. Suppose you keep them in the user directory and you don't clean them at the end of the session. When the user restart the game you ask him for which game he wants to play and like that you can restart a game in the state you leave it ... Someone else (sorry, can't remember who!) on the list suggested something like this, he called one set of maps a campaign. There could be many characters in a campaign, but a character could not be in many campaigns. I think this is a *great* idea, but it will use quite some disc space... PS: Is it possible to have scroll enabled by default ? Do you really want to? I think it is untolerably slow, plus it doesn't do Expose events properly when it is partly hidden (the lines remembered get messed up). Anyway, crossfire.scroll is one of the few X resources used by Crossfire (the others are "name", "peaceful", "berzerk", "scroll", "title" and "chrfont"), so just put this in your .Xdefaults-file: crossfire.scroll: on Regards, Kjetil T. From owner-crossfire Mon Jan 4 15:42:28 1993 Received: by ifi.uio.no id ; Mon, 4 Jan 1993 15:41:15 +0100 Return-Path: Received: from quiche.loria.fr by ifi.uio.no with SMTP id ; Mon, 4 Jan 1993 15:41:03 +0100 Received: by quiche.loria.fr id AA03076 (5.65c+/IDA-1.4.3 for crossfire@ifi.uio.no); Mon, 4 Jan 93 15:40:56 +0100 Date: Mon, 4 Jan 93 15:40:56 +0100 From: Pascal Molli Message-Id: <9301041440.AA03076@quiche.loria.fr> To: crossfire@ifi.uio.no Subject: crossfire problem/idea Reply-To: molli@loria.fr Status: RO First, be tolerant for my poor english ... I play with crossfire from v-0.4 to v-0.88.0-001. The game was a gauntlet-like game but now we can feel ultima-5 sensations playing with it. I play for hours and hours with a lot of pleasure but I think the game need few things now to become a wonderful game. **** ON MONSTERS If you read Tolkien, you can see that a small hobbit defeats the great evil in Mordor. If you watch Willow, it's a simple illusion wich (i must take my dictionnary) deludes Bavmorda, and i think that's a part of the charm of the fantasy. In crossfire (and others games), all the monsters want to kill you, that's too simple. For exemple, in litterature, dead monsters want to kill undead monsters, not you especially. So you can use basic instincts of monsters to kill others. I think all monsters must possess a weakness that make them vulnerable, but dragon, demon lord and titan seems to be really strong. A way to kill these monster may to draw them towards natural traps. For exemple if you have a levitate spell you can fly other a pit or you can shut dragon in place with magic bullet wall but this action must increase your EXP points. **** ON EXP Perhaps EXP point should be relative to user level. For exemple you are a mage level 2, if you succeed to kill a big troll (yes it's possible with paralyze spell ...) you should recieve more EXP points than a barbarian level 15. It may be a good thing to have memory of killed monster, so you can have extra-damage bonus during a second fight. **** ON TREASURES It seems to me that treasures must be coherent with their guardians. For exemple if you kill several pudding or slimes you must find item that can't be dissolved in acid. Treasures must be nearly proportional with difficulty to get them. For exemple, if you destroy a titan to found a plate mail+2, you are frustrated, I think you must find a great weapon. But it can be good to keep a small probability to have incoherence. NOTE: i can't find great item (holy avenger +5, mythril armour +3) in version 0.88.0-001 of game. Is it normal ? (i browse nearly all maps in DM mode) **** ON GENERATORS Always the problem of monsters generation. Is it always a good thing ? Often it makes the game boring. It may be a good things to have for each generator a max limit (dynamically set ?) ? There is a problem when you take transporters and starting rooms is full when you want to come back. Perhaps that's a feature, perhaps that's a generator problem, perhaps spell should operate throught transporter, perhaps it's a map construction problem ??? **** ON SPELLS Crossfire have already several good spells. But i think it miss possession and illusion spells (and cure poison). Imagine you succeed to possess a titan to attack a dragon ? or you project your image in a place where there are chinese dragon and troll ? What do you think about spells to turn handles througth gratings ? or magnetic repulsion so monsters can't use metallic weapons against you ? or more classic stone skin ? **** ON SCROLLS Perhaps it could be a good idea to have great scrolls (not corresponding to a spell), like 'kill, or 'invincibility and less of others. NOTE: How to indicate direction when using summon X scroll ? **** ON MAPS Why can't we use bow, crossbow, spells throught gratings ? What do you think about the avabaility to turn handle whith arrow throught grating ? or to throw item upon a pit to a button that open a door ? **** ON TOWN AND SHOP In Ultima, each town possess its own personnality, magic shop of this town make great bracers, armour shop of that town produce enchanted mail ... **** ON PERSISTENCE I don't try to understand the code of crossfire but it seems to me that you keep visited maps in /tmp. Why don't you consider this like a persistent state of the game. Suppose you keep them in the user directory and you don't clean them at the end of the session. When the user restart the game you ask him for which game he wants to play and like that you can restart a game in the state you leave it ... Well, I know, that's easy to imagine things and much harder to realize, but it's a constructive proposition, maybe there are good and simple things to do, surely there are stupid ideas, but if it can be useful to produce a wonderful game, that's OK. PS: Is it possible to have scroll enabled by default ?