From owner-crossfire Wed Apr 3 12:16:25 1993 Received: by ifi.uio.no id ; Thu, 1 Apr 1993 06:16:39 +0200 Return-Path: Received: from halcyon.com by ifi.uio.no with SMTP id ; Thu, 1 Apr 1993 06:16:30 +0200 Received: by halcyon.com id AA05580 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Wed, 31 Mar 1993 20:16:25 -0800 Date: Wed, 31 Mar 1993 20:16:25 -0800 From: Jonathan Roy Message-Id: <199304010416.AA05580@halcyon.com> To: crossfire@ifi.uio.no, henrich@rs560.cl.msu.edu Subject: Re: Amiga Port, and Major bugs Status: RO Since you get many, repeatable crashs, try compileing with -g and using gdb to get the output from "where". Mail that to frankj. Should be able to assist in debugging. Dropping stuff too fast can cause problems, as well as using <> too fast. I've crashed twice using those keys too quickly. F F Jonathan Roy, of the Free Access Foundation Email: ninja@faf.org A Mail faf@halcyon.com for information, or FTP to halcyon.com: /pub/faf/ F F Vorlons, of the Galactic Bloodshed Development Team GEnie: J.ROY18 "Everything that has transpired has done so according to my design." - _RotJ_ From owner-crossfire Tue Apr 2 22:26:19 1993 Received: by ifi.uio.no id ; Wed, 31 Mar 1993 10:26:30 +0200 Return-Path: Received: from rs560.cl.msu.edu by ifi.uio.no with SMTP id ; Wed, 31 Mar 1993 10:26:26 +0200 Received: by rs560.cl.msu.edu (AIX 3.2/UCB 5.64/4.03) id AA15710; Wed, 31 Mar 1993 03:26:20 -0500 From: henrich@rs560.cl.msu.edu (Charles Henrich) Message-Id: <9303310826.AA15710@rs560.cl.msu.edu> Subject: Amiga Port, and Major bugs To: crossfire@ifi.uio.no Date: Wed, 31 Mar 1993 03:26:19 -0500 (EST) X-Mailer: ELM [version 2.4 PL13] Content-Type: text Content-Length: 1210 Status: RO Howdy, First off, I tried emailing the person who did/is doing the amiga port, but the mail bounced, my question, where can I get a copy of it? Secondly, I have set up a server here and have gotten many people quite addicted to the game (myself included, excellent game!) But the problem is the thing crashes on the order of 10-20 times a day, with bus errors and seg faults, usually it has been mostly painless, as the game usually saves all the player data before crashing, but earlier today it overwrote every active' players file with a single "Checksum" line, and no data, needless to say, there were about 6 very unhappy people :). Any ideas? (The crashes always occur when there are 3 or more players on..) I have a script of the standard and error output of the server if anyone is interested in it. Oh yea, its running on a Sun sparc 1. I discovered this gem at the absolute worst time, finals coming up and all.. There goes my grades! :( -Crh (I have sent a subscribe to this list, but have not yet been placed on it, so if you could cc any replies to me directly for a few days I would be most appreciative..) Charles Henrich Michigan State University henrich@crh.cl.msu.edu From owner-crossfire Tue Apr 2 05:28:10 1993 Received: by ifi.uio.no id ; Tue, 30 Mar 1993 23:28:33 +0200 Return-Path: Received: from phloem.uoregon.edu by ifi.uio.no with SMTP id ; Tue, 30 Mar 1993 23:28:20 +0200 Received: from darmok.uoregon.edu by phloem.uoregon.edu (4.1/UofO NetSvc-02/16/93) id AA21149; Tue, 30 Mar 93 13:28:11 PST Received: by darmok.uoregon.edu (NX5.67c/NX3.0S) id AA00556; Tue, 30 Mar 93 13:28:10 -0800 Date: Tue, 30 Mar 93 13:28:10 -0800 From: Jason Fosback Message-Id: <9303302128.AA00556@darmok.uoregon.edu> Received: by NeXT.Mailer (1.87.1) Received: by NeXT Mailer (1.87.1) To: crossfire@ifi.uio.no Subject: Compiled v.88.5 on a NeXT Status: RO I just wanted to let everyone know that I was able to compile Crossfire v.88.5 on my NeXTstation running NeXTSTEP 3.0 with co-Xist 3.0 (X11R5 server) with very few changes. I just picked up v.89.02 and will try compiling it soon. If I have similar luck with it, I'll post a list of diffs. -jason ______________________________________________________________________ Jason Fosback, User Support Analyst | No sir, I didn't like it ---- University of Oregon ---- | -R&S Internet: jfosback@oregon.uoregon.edu | Star Trek: NeXT mail: jfosback@darmok.uoregon.edu | The NeXT Generation... From owner-crossfire Tue Apr 2 03:54:09 1993 Received: by ifi.uio.no id ; Tue, 30 Mar 1993 21:54:38 +0200 Return-Path: Received: from cirrus.seas.ucla.edu by ifi.uio.no with SMTP id ; Tue, 30 Mar 1993 21:54:36 +0200 Received: from CAD.UCLA.EDU by cirrus.SEAS.UCLA.EDU (AIX 3.2/UCB 5.64/4.03(UCLA 1.04)multi-name+EA) id AA27381; Tue, 30 Mar 1993 11:54:17 -0800 Received: by CAD.UCLA.EDU (AIX 3.2/UCB 5.64/4.03) id AA19807; Tue, 30 Mar 1993 11:54:09 -0800 Date: Tue, 30 Mar 1993 11:54:09 -0800 From: jonathan@CAD.UCLA.EDU (Jonathan Katz) Message-Id: <9303301954.AA19807@CAD.UCLA.EDU> To: crossfire@ifi.uio.no, frankj@ifi.uio.no Subject: Re: Bug in 0.89.2?? Status: RO >> Today one of the players came across an interesting bug. He was in >> the beginner's dungeon, and suddenly he couldn't move at all. Other >> commands worked OK, he could apply and use the ' commands, but when >> he tried to move, his icon turned the appropriate direction, but he >> didn't move. >Try hitting the s-key once more 8) >> He killed the server, and restarted the game. Then when he tried to >> add someone, the movement keys worked as movement keys in the middle >> of the 'add command. Can anyone tell us what's going on? >This is quite normal, call it a feature. Of course, it's _not_ >recommended to use SHIFT-C to redefine the movement-keys to "yuhjklbn"! >-Frank. I have had this problem and it was not the 's' key..... I think it was related to the window manager.... if I switched screens back and forth and it was fixed... (Switching on the 6000 is done via virtual screens....) From owner-crossfire Tue Apr 2 19:18:05 1993 Received: by ifi.uio.no id ; Tue, 30 Mar 1993 17:18:23 +0200 Return-Path: Received: from cc.lut.fi by ifi.uio.no with SMTP id ; Tue, 30 Mar 1993 17:18:12 +0200 Received: by cc.lut.fi (5.61/IDA-1.2.8+Kim) id AA25920; Tue, 30 Mar 93 17:18:05 +0200 Date: Tue, 30 Mar 93 17:18:05 +0200 From: Petri Heinil{ Message-Id: <9303301518.AA25920@cc.lut.fi> To: crossfire@ifi.uio.no Subject: Re: Keyboard handling Status: RO >From: mta@modeemi.cs.tut.fi (Markku Jarvinen) >We have rewritten the whole keyboard handling routines and >send them to Frank, hopefully they will be in 89.3 version. >The new bindings handle things like remapping 'alphabetical' >characters and sending messages after that. >Also they allow you to bind a specific action to specific key, >so you can bind 'RUN'-KEYPAD5 to be 'cast heal at me' and heal >yourself while in fight and other such things. >Also there is new and improved help system, but unfortunately >not yet help-files for every command. I suggest to make in common use a directory LIBDIR/doc, where you can placed any ascii-based documentation files. I am thinking to make info- system to crossedit to read these files. ( Actually, in crossedit exist now a function to show file LIBDIR/doc/help, if it exists ). //////////////////////////////////////////////////////////////////////// // Petri Heinila // email: hevi@lut.fi // // // mail: Ainonkatu 2A // // // 53100 Lappeenranta // // // Finland, Europe // //////////////////////////////////////////////////////////////////////// From owner-crossfire Tue Apr 2 19:22:32 1993 Received: by ifi.uio.no id ; Tue, 30 Mar 1993 15:25:01 +0200 Return-Path: Received: from modeemi.cs.tut.fi by ifi.uio.no with SMTP id ; Tue, 30 Mar 1993 15:24:59 +0200 Received: by modeemi.cs.tut.fi (4.1/vissykola) id AA19239; Tue, 30 Mar 93 16:22:32 +0300 Date: Tue, 30 Mar 93 16:22:32 +0300 From: mta@modeemi.cs.tut.fi (Markku Jarvinen) Message-Id: <9303301322.AA19239@modeemi.cs.tut.fi> To: crossfire@ifi.uio.no Subject: Keyboard handling Status: RO We have rewritten the whole keyboard handling routines and send them to Frank, hopefully they will be in 89.3 version. The new bindings handle things like remapping 'alphabetical' characters and sending messages after that. Also they allow you to bind a specific action to specific key, so you can bind 'RUN'-KEYPAD5 to be 'cast heal at me' and heal yourself while in fight and other such things. Also there is new and improved help system, but unfortunately not yet help-files for every command. - Markku From owner-crossfire Tue Apr 2 15:09:32 1993 Received: by ifi.uio.no id ; Tue, 30 Mar 1993 13:29:52 +0200 Return-Path: Received: from pat.uio.no by ifi.uio.no with SMTP id ; Tue, 30 Mar 1993 13:29:50 +0200 X400-Received: by mta pat.uio.no in /PRMD=uninett/ADMD= /C=no/; Relayed; Tue, 30 Mar 1993 13:19:03 +0200 X400-Received: by /PRMD=uk.ac/ADMD= /C=gb/; Relayed; Tue, 30 Mar 1993 13:14:02 +0200 X400-Received: by /PRMD=UK.AC/ADMD= /C=GB/; Relayed; Tue, 30 Mar 1993 13:12:50 +0200 X400-Received: by /PRMD=UK.AC/ADMD= /C=GB/; Relayed; Tue, 30 Mar 1993 13:09:32 +0200 Date: Tue, 30 Mar 1993 13:09:32 +0200 X400-Originator: asg@cs.st-andrews.ac.uk X400-Recipients: crossfire@ifi.uio.no X400-Mts-Identifier: [/PRMD=UK.AC/ADMD= /C=GB/;<22746.9303301109@jura.cs.st-and] X400-Content-Type: P2-1984 (2) Content-Identifier: Harsh Bug From: Goudge Austin S R Message-Id: <22746.9303301109@jura.cs.st-andrews.ac.uk> To: crossfire@ifi.uio.no Subject: Harsh Bug Status: RO > During an emergency save , all the player's inventory was stripped from > him leaving his exp/hp/sp the same as they were but removing all his > armor/shields/rings/etc from the save file. This happens occasionally at my site, too. Also, a similar thing happened just after I'd 'summon'ed a player to me (in dm mode), and that player walked into the square I was occupying. I watched all my inventory disappear, and then my client hung, even though the server was fine, and other players continued (promptly picking up my equipment !!) Aussi. From owner-crossfire Mon Apr 1 14:52:05 1993 Received: by ifi.uio.no id ; Tue, 30 Mar 1993 08:52:19 +0200 Return-Path: Received: from cats.UCSC.EDU by ifi.uio.no with SMTP id ; Tue, 30 Mar 1993 08:52:15 +0200 Received: from amtoo.UCSC.EDU by cats.UCSC.EDU with SMTP id AA03105; Mon, 29 Mar 93 22:52:06 -0800 Received: by amtoo.ucsc.edu (5.65/4.7) id AA04751; Mon, 29 Mar 93 22:52:05 -0800 Date: Mon, 29 Mar 93 22:52:05 -0800 Message-Id: <9303300652.AA04751@amtoo.ucsc.edu> To: crossfire@ifi.uio.no, frankj@ifi.uio.no From: master@cats.UCSC.EDU (Mark Wedel) Subject: Re: Bug in 0.89.2?? Status: RO I personally think the SHIFT-C to redefine keys needs to be reworked. If your new key definations has a letter that needs to be used for something else (say extended commands or a spell name), instead of being applied towards that, it will instead move you whatever direction that key hs been defined two. Which in my mind means that the only safe redefinition a user can for the movement keys is those keys on the keypad. Mark Wedel master@cats.ucsc.edu From owner-crossfire Mon Apr 1 18:14:37 1993 Received: by ifi.uio.no id ; Tue, 30 Mar 1993 06:16:36 +0200 Return-Path: Received: from PO4.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Tue, 30 Mar 1993 06:16:32 +0200 Received: by po4.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Mon, 29 Mar 93 23:16:20 EST Received: via switchmail; Mon, 29 Mar 1993 23:16:14 -0500 (EST) Received: from jabbah.weh.andrew.cmu.edu via qmail ID ; Mon, 29 Mar 1993 23:14:54 -0500 (EST) Received: from jabbah.weh.andrew.cmu.edu via qmail ID ; Mon, 29 Mar 1993 23:14:40 -0500 (EST) Received: from Messages.7.15.N.CUILIB.3.45.SNAP.NOT.LINKED.jabbah.weh.andrew.cmu.edu.pmax.ul4 via MS.5.6.jabbah.weh.andrew.cmu.edu.pmax_ul4; Mon, 29 Mar 1993 23:14:37 -0500 (EST) Message-Id: Date: Mon, 29 Mar 1993 23:14:37 -0500 (EST) From: Scott Parks Gourley To: crossfire@ifi.uio.no Subject: Harsh Bug Status: RO I'll make this explanation simple for now and if you need more, just ask. During an emergency save , all the player's inventory was stripped from him leaving his exp/hp/sp the same as they were but removing all his armor/shields/rings/etc from the save file. On an other occasion just walking around a map, the same thing happened but just leaving the player with 1 amulet. Any ideas? -Mike From owner-crossfire Mon Apr 1 17:12:16 1993 Received: by ifi.uio.no id ; Mon, 29 Mar 1993 14:12:56 +0200 Return-Path: Received: from joyce.cs.su.OZ.AU by ifi.uio.no with SMTP id ; Mon, 29 Mar 1993 14:12:27 +0200 Message-Id: <199303291212.AAifi.uio.no09675@ifi.uio.no> Received: from orthanc.cs.su.oz.au (for ifi.uio.no) with MHSnet; Mon, 29 Mar 1993 22:12:24 +1000 Subject: Bug in 0.89.2?? To: crossfire@ifi.uio.no Date: Mon, 29 Mar 93 22:12:16 EST From: Fred the Wonder Worm X-Face: )\c`u_%V|7EQUDUt%5v'IJ?=@^Wf^<#,~CjzL`/2q0=-O6XW/Z8A2j.kgg:| 7|YZPSxy}rIuw8qD|/cQZ9^6kb:1XLleXhOl-U>(c~d`bC)%7FItZOUEw?=x%TBQ~NFJ,U|3wi[jzXd5-bMC Reply-To: ftww@cs.su.oz.au X-Mailer: ELM [version 2.2 PL0] Status: RO Today one of the players came across an interesting bug. He was in the beginner's dungeon, and suddenly he couldn't move at all. Other commands worked OK, he could apply and use the ' commands, but when he tried to move, his icon turned the appropriate direction, but he didn't move. He killed the server, and restarted the game. Then when he tried to add someone, the movement keys worked as movement keys in the middle of the 'add command. Can anyone tell us what's going on? Cheers, Geoff. ------------------------------------------------------------------------------- Geoff Bailey (Fred the Wonder Worm) | Programmer by trade -- ftww@cs.su.oz.au | Gameplayer by vocation. ------------------------------------------------------------------------------- From owner-crossfire Mon Apr 1 02:36:48 1993 Received: by ifi.uio.no id ; Mon, 29 Mar 1993 14:37:40 +0200 Return-Path: Received: from mist.cs.odu.edu by ifi.uio.no with SMTP id ; Mon, 29 Mar 1993 14:37:08 +0200 Received: by mist.cs.odu.edu (4.1/lanleaf2.4) id AA02621; Mon, 29 Mar 93 07:36:48 EST Message-Id: <9303291236.AA02621@mist.cs.odu.edu> Date: Mon, 29 Mar 93 07:36:48 EST From: David J. Bianco To: "Eric A. Anderson" Cc: crossfire@ifi.uio.no Subject: BugFixes and a new crossloop.pl In-Reply-To: References: Status: RO "Eric A. Anderson" writes: > I've been trying to hunt down bugs. Crossfire has an abundance of the > freeing memory and then referencing it bugs, which cause random > seeming crashes or just bizarre behavior. I uploaded a patch which > fixes a few of these as eanders-diffs-26Mar93. > I also put a new version of crossloop.pl in the ifi.uio.no > crossfire/incoming directory. It will keep the server up provided it > isn't crashing too often, will check to make sure crossfire isn't > dumping to much information to stdout/err, indication it's in a loop, > and will clean up lock files and tmp files after the server has > crashed. I found a small bug in the patch to common/object.c. Seems that some of the maps we've made with crossedit won't load. You got "Trying to split object who's map is not in memory" a lot of times, then the server dies. When I de-applied the patch to common/object.c, everything works OK. Eric, I can provide you with a map that exhibits this problem if you'd like a sample... =============================================================================== David J. Bianco "Just once I'd like to meet an alien Old Dominion University menace that isn't immune to bullets." Dept of Computer Science -- The Brigadier, Doctor Who Norfolk VA 23529 /\ | /_/ /\ \/ | [| =============================================================================== From frankj Mon Mar 29 14:17:09 1993 Subject: Re: Bug in 0.89.2?? To: crossfire@ifi.uio.no Date: Mon, 29 Mar 1993 14:17:09 +0200 (MET DST) In-Reply-To: <199303291212.AAifi.uio.no09675@ifi.uio.no> from "Fred the Wonder Worm" at Mar 29, 93 10:12:16 pm X-Mailer: ELM [version 2.4 PL21] Content-Type: text Content-Length: 682 Status: RO > Today one of the players came across an interesting bug. He was in > the beginner's dungeon, and suddenly he couldn't move at all. Other > commands worked OK, he could apply and use the ' commands, but when > he tried to move, his icon turned the appropriate direction, but he > didn't move. Try hitting the s-key once more 8) > He killed the server, and restarted the game. Then when he tried to > add someone, the movement keys worked as movement keys in the middle > of the 'add command. Can anyone tell us what's going on? This is quite normal, call it a feature. Of course, it's _not_ recommended to use SHIFT-C to redefine the movement-keys to "yuhjklbn"! -Frank. From owner-crossfire Fri Mar 26 18:53:22 1993 Received: by ifi.uio.no id ; Sat, 27 Mar 1993 05:54:04 +0100 Return-Path: Received: from PO4.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Sat, 27 Mar 1993 05:54:01 +0100 Received: by po4.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Fri, 26 Mar 93 23:53:52 EST Received: via switchmail; Fri, 26 Mar 1993 23:53:51 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Fri, 26 Mar 1993 23:53:26 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Fri, 26 Mar 1993 23:53:23 -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; Fri, 26 Mar 1993 23:53:22 -0500 (EST) Message-Id: Date: Fri, 26 Mar 1993 23:53:22 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: BugFixes and a new crossloop.pl Status: RO I've been trying to hunt down bugs. Crossfire has an abundance of the freeing memory and then referencing it bugs, which cause random seeming crashes or just bizarre behavior. I uploaded a patch which fixes a few of these as eanders-diffs-26Mar93. I also put a new version of crossloop.pl in the ifi.uio.no crossfire/incoming directory. It will keep the server up provided it isn't crashing too often, will check to make sure crossfire isn't dumping to much information to stdout/err, indication it's in a loop, and will clean up lock files and tmp files after the server has crashed. -- Finally, for those wanting to have a malloc debugging library to help track down problems, I put malloc.tar.z on madhatter.ws.cc.cmu.edu:pub, so you can get that and compile with it. -Eric ********************************************************* "It seemed like a good idea at the time" -The Mad Hatter "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From owner-crossfire Fri Mar 26 12:08:46 1993 Received: by ifi.uio.no id ; Fri, 26 Mar 1993 23:09:06 +0100 Return-Path: Received: from offa.cs.odu.edu by ifi.uio.no with SMTP id ; Fri, 26 Mar 1993 23:08:44 +0100 Received: by offa.cs.odu.edu (4.1/lanleaf2.4) id AA00297; Fri, 26 Mar 93 17:08:46 EST Message-Id: <9303262208.AA00297@offa.cs.odu.edu> Date: Fri, 26 Mar 93 17:08:46 EST From: Christopher Carpinello To: crossfire@ifi.uio.no Subject: spell documentation Status: RO Spell documentation is now available! (in ascii and postscript formats) ftp.ifi.uio.no:/pub/crossfire/incoming/spell-docs.tar.Z #chris From owner-crossfire Fri Mar 26 20:40:30 1993 Received: by ifi.uio.no id ; Fri, 26 Mar 1993 20:40:32 +0100 Return-Path: Received: from lut.fi by ifi.uio.no with SMTP id ; Fri, 26 Mar 1993 20:40:30 +0100 Received: by lut.fi (5.65c8/IDA-1.4.4/Kim-2.2) id AA16291; Fri, 26 Mar 1993 21:40:14 +0200 From: Tero Haatanen Message-Id: <199303261940.AA16291@lut.fi> Subject: Re: Ideas for speeding up To: crossfire@ifi.uio.no Date: Fri, 26 Mar 93 21:40:11 EET X-Mailer: ELM [version 2.3 PL11] X-Charset: FI X-Char-Esc: 29 Status: RO > IMHO, it is better to enlarge the archetype struct, because stronger > goblin's (or whatever) can be made in the archetype-file (just create > another monster (ex: gobling_strong) with the same graphics, but better > hp, dam, etc..) Yes, those monster, which can used all maps, but if you like make normal goblin, which runs away from player and so that player must catch it before killing it. You could make all special monsters archetypes, but in other maps they would be quite useless. Crossfire seems to be moving towards Ultima/Nethack style instead of Gauntlet, so all individual monsters/items makes maps more interesting, IMHO. > Yep, you're right, maps are _BIG_. The only way to reduce memory usage, is > to reduce the size of an object. (a map almost totally consists of objects) > That is done, as I already said, by moveing data to the archetype. Which > is used via a pointer > only 4 bytes (+ sizeof(archetype) ) covering > a lot of data. One solution which allows special items on maps and also would reduce size of object struct, would be divide object struct two part. Other would contains all fields, which change during play like hp, exp and so on. Other part contains variables, which are static during objects lifetime, like colors, animation. These variables could be behind pointer, which normally points all objects to archetypes one, but special items could have own struct. This struct could have allocated in load_map(), so it wouldn't change other code too much. Somewhere flexible editing could even save memory, like setting no_magic on floors, so you don't need use that no_magic object. > Thanx, patrick van logchem (v912152@si.hhs.nl) - Tero PS. Those who needs dm-character for example playtest maps or some other debugging, and are tired of fixing stats every time, can try following: save some normal player, and then modify with your favorite text editor player-file. Add following lines flying 1 was_wiz 1 wiz 1 and fix stats, exp and other so you are satisfied. And after saving fix permissions read-only (i.e. chmod 444 dm.pl). After that you should have dm-character without different going to dm mode ;) This works only if you don't use checksums. From owner-crossfire Fri Mar 26 11:34:59 1993 Received: by ifi.uio.no id ; Fri, 26 Mar 1993 10:35:47 +0100 Received: from enst.enst.fr by ifi.uio.no with SMTP id ; Fri, 26 Mar 1993 10:35:29 +0100 Received: from ulysse.enst.fr (inf.enst.fr) by enst.enst.fr (4.1/SMI-4.0) id AA03904; Fri, 26 Mar 93 10:35:01 +0100 Return-Path: Organization: Ecole Nationale Superieure des Telecommunications, Paris Received: from inf.enst.fr (rameau) by ulysse.enst.fr (4.1/SMI-4.0) id AA24654; Fri, 26 Mar 93 10:35:22 +0100 From: Sylvain Meunier Message-Id: <9303260935.AA24654@ulysse.enst.fr> Subject: Re: crossclient and mapsindex To: crossfire@ifi.uio.no Date: Fri, 26 Mar 1993 10:34:59 +0100 (MET) X-Mailer: ELM [version 2.4 PL21] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 2352 Status: RO > > Hi, > > I take version 89.2 and have a probleme: > I manage crossfire here as simple user privilege: it is under my directory and > it is setsuid. The setsuid is not propagat between station. Then I run server > on a station and everybody could connect via crossclient.. but crossclient > want to to open mapsindex and it can't because it isn't setsuid. I don't > think that it need this file (quick look on source). Then how no modify > crossclient to prevent it to try to open this file (or other like it) ? > I runing on SunOs 4.1.3 on Sun4m & 4c I fix the probleme and this-is the patch I propose for next version. There is also a correction for display : When DISPLAY is :0.0 to use Unix socket, crossclient send :0.0 to server then server open display of local display where is running. I add the named of hostname if DISPLAY begin by ":". *** crossfire-0.89.2/clien/client.c.old Sun Mar 7 12:06:44 1993 --- crossfire-0.89.2/clien/client.c Fri Mar 26 10:09:50 1993 *************** *** 63,68 **** --- 63,69 ---- main(int argc, char **argv, char **env) { char *dispname = (char *) getenv("DISPLAY"); + char localdispname[65+6]; char *hostname = (char *) getenv("HOST"); char *optcmd = (char *) NULL; char *ch; *************** *** 77,83 **** FILE *fpin,*fpout; use_pixmaps = 0; ! init_library(); for (i = 1; i < argc; i++) { --- 78,86 ---- FILE *fpin,*fpout; use_pixmaps = 0; ! /*init_library();*/ ! init_globals(); ! init_defaults(); for (i = 1; i < argc; i++) { *************** *** 144,149 **** --- 147,153 ---- } username = strdup_local(pwent->pw_name); + if (optcmd == (char *) NULL) { if (dispname == (char *) NULL) *************** *** 152,157 **** --- 156,174 ---- fprintf(stderr, "(Or specify it with the -display option.)\n"); return 1; } + if (*dispname == ':') + { + char localhostname[65+6]; + + if ((int)gethostname(localhostname, 65)) + { + fprintf(stderr, "Can't get local hostname.\n"); + perror("gethostname "); + } + sprintf(localdispname, "%s%s", localhostname, dispname); + dispname = localdispname; + } + if ((display = XOpenDisplay(dispname)) == (Display *) NULL) { fprintf(stderr, "Can't open display %s.\n",dispname); -- From owner-crossfire Thu Mar 25 04:15:50 1993 Received: by ifi.uio.no id ; Thu, 25 Mar 1993 15:15:56 +0100 Return-Path: Received: from cove.cis.ufl.edu by ifi.uio.no with SMTP id ; Thu, 25 Mar 1993 15:15:53 +0100 Received: by cove.cis.ufl.edu (5.61ufl/4.12) id AA28509; Thu, 25 Mar 93 09:15:51 -0500 Message-Id: <9303251415.AA28509@cove.cis.ufl.edu> To: crossfire@ifi.uio.no Subject: Re: Ideas for speeding up In-Reply-To: Your message of "Thu, 25 Mar 93 10:41:55 +0100." <9303250941.AA11414@herzberg.si.hhs.nl> Date: Thu, 25 Mar 93 09:15:50 EST From: Robert Forsman Status: RO In message <9303250941.AA11414@herzberg.si.hhs.nl> you wrote: > Well, this is not a bad idea, but who wants to develop a file-format???? :? > Well, what are your structures for internal storage? How about just using XDR (external data representation)? From owner-crossfire Thu Mar 25 11:41:55 1993 Received: by ifi.uio.no id ; Thu, 25 Mar 1993 11:01:07 +0100 Return-Path: Received: from sun4nl.nluug.nl by ifi.uio.no with SMTP id ; Thu, 25 Mar 1993 11:01:03 +0100 Received: from hhinsi.uucp by sun4nl.nluug.nl via EUnet id AA07761 (5.65b/CWI-3.3); Thu, 25 Mar 1993 11:00:58 +0100 Received: from herzberg.si.hhs.nl by boudier.si.hhs.nl id <06525-0@boudier.si.hhs.nl>; Thu, 25 Mar 1993 10:42:02 +0100 Received: by herzberg.si.hhs.nl (4.1/2.0) id AA11414; Thu, 25 Mar 93 10:41:57 +0100 From: v912152@herzberg.si.hhs.nl Message-Id: <9303250941.AA11414@herzberg.si.hhs.nl> Subject: Re: Ideas for speeding up To: crossfire@ifi.uio.no Date: Thu, 25 Mar 1993 10:41:55 +0100 (MET) In-Reply-To: <9303241750.AA12369@liero.cc.lut.fi> from "Tero Haatanen" at Mar 24, 93 07:50:15 pm X-Mailer: ELM [version 2.4 PL0] Content-Type: text Content-Length: 2932 Status: RO > > > > Well, coding the AMIGA-port of Crossfire, I had a nice time finding any > > speed-ups and here is what I found (contributions are welcome) : > > > - Place all gates and handles in 'object *map->gates'. > > This results in far faster handling of handles/buttons, because only > > map->gates has to be checked for corresponding gates (not the whole map!) > > Yes, I think this was even TODO list. > > > - put all ALIVE, MONSTER and ANIMATE objects in 'object *map->alive'. > > This way we only parse the needed stuff, not all the passive treasure, > > handles, food, etc... > > (This REALLY speed up the amiga-version!) > > This is probably even more efficiently, when all walls are changed > objects. Walls are no objects, they are just an FontIndex (swapped int) in the map->omap struct. > > > - Place more data in the archtype. > > Not for the speed, but more for the memory-usage. > > I'm not quite sure, if this is good idea generally. I would like in > future versions see more 'individual' objects, so players can't > assume that when you have seen one goblin, you have seen them all. > Maybe these special items could be implemented some other way, but > currently it seems easieast way just add editor support allowing edit > objects. Another way save memory could be try organize object struct IMHO, it is better to enlarge the archetype struct, because stronger goblin's (or whatever) can be made in the archetype-file (just create another monster (ex: gobling_strong) with the same graphics, but better hp, dam, etc..) > better (hp have meaning only monsters), but this probably won't help > much, since those variables are already used other meanings too. > unions might help or good documentation and few defines (crossfire.doc > is good, but even it misses special meanings some variables) > > I'm not tried compile crossfire in Amiga, so I don't know how I didn't -patch- crossfire for the amiga, I REWROTE it. > important it to reduce memory usage. True problem might be size of > maps, since crossfire keeps only currents maps in memory. Yep, you're right, maps are _BIG_. The only way to reduce memory usage, is to reduce the size of an object. (a map almost totally consists of objects) That is done, as I already said, by moveing data to the archetype. Which is used via a pointer > only 4 bytes (+ sizeof(archetype) ) covering a lot of data. > > One thing which might speedup loading and saving maps is binary files, > but I'm not sure if it's a good idea has two different map formats. > Original maps should still be in text format, since it much more > portable and easier read. If I remember right, most time in loading > is used parsing mapfiles, which would not be problem with binary files. > Well, this is not a bad idea, but who wants to develop a file-format???? :? > These were only my opinions, > > - Tero > Thanx, patrick van logchem (v912152@si.hhs.nl) From owner-crossfire Thu Mar 25 04:34:31 1993 Received: by ifi.uio.no id ; Thu, 25 Mar 1993 01:36:41 +0100 Return-Path: Received: from modeemi.cs.tut.fi by ifi.uio.no with SMTP id ; Thu, 25 Mar 1993 01:36:39 +0100 Received: by modeemi.cs.tut.fi (4.1/vissykola) id AA15385; Thu, 25 Mar 93 02:34:31 +0200 Date: Thu, 25 Mar 93 02:34:31 +0200 From: mta@modeemi.cs.tut.fi (Markku Jarvinen) Message-Id: <9303250034.AA15385@modeemi.cs.tut.fi> To: Petri.Heinila@lut.fi, crossfire@ifi.uio.no Subject: Re: Death Status: RO >I don' think crossedit compiles on my SUn4, since it's based on X11R3. >(Although I can run X11R5 with no window manager if I >must at times.) Petri>Yes, crossedit is developed under X11R5, and no backward compability Petri>is guranteed for a while. Crossedit was quite easy to get working under Openwindows 3.0 on a Sun IPX running Solaris 2.1. We will be sending patches to frank as soon as rest of our changes are done. But if anyone needs the changes now I can send then directly. The changes are minor, one missing function in X11R4 and one behaviour change in keeping variables of destroyed widgets. - mta & jam From owner-crossfire Wed Mar 24 18:50:25 1993 Received: by ifi.uio.no id ; Wed, 24 Mar 1993 18:50:27 +0100 Return-Path: Received: from liero.cc.lut.fi by ifi.uio.no with SMTP id ; Wed, 24 Mar 1993 18:50:25 +0100 Received: by liero.cc.lut.fi (5.61/IDA-1.2.8+Kim) id AA12369; Wed, 24 Mar 93 19:50:16 +0200 From: Tero Haatanen Message-Id: <9303241750.AA12369@liero.cc.lut.fi> Subject: Ideas for speeding up To: crossfire@ifi.uio.no Date: Wed, 24 Mar 93 19:50:15 EET X-Mailer: ELM [version 2.3 PL11] Status: RO > Well, coding the AMIGA-port of Crossfire, I had a nice time finding any > speed-ups and here is what I found (contributions are welcome) : > - Place all gates and handles in 'object *map->gates'. > This results in far faster handling of handles/buttons, because only > map->gates has to be checked for corresponding gates (not the whole map!) Yes, I think this was even TODO list. > - put all ALIVE, MONSTER and ANIMATE objects in 'object *map->alive'. > This way we only parse the needed stuff, not all the passive treasure, > handles, food, etc... > (This REALLY speed up the amiga-version!) This is probably even more efficiently, when all walls are changed objects. > - Place more data in the archtype. > Not for the speed, but more for the memory-usage. I'm not quite sure, if this is good idea generally. I would like in future versions see more 'individual' objects, so players can't assume that when you have seen one goblin, you have seen them all. Maybe these special items could be implemented some other way, but currently it seems easieast way just add editor support allowing edit objects. Another way save memory could be try organize object struct better (hp have meaning only monsters), but this probably won't help much, since those variables are already used other meanings too. unions might help or good documentation and few defines (crossfire.doc is good, but even it misses special meanings some variables) I'm not tried compile crossfire in Amiga, so I don't know how important it to reduce memory usage. True problem might be size of maps, since crossfire keeps only currents maps in memory. One thing which might speedup loading and saving maps is binary files, but I'm not sure if it's a good idea has two different map formats. Original maps should still be in text format, since it much more portable and easier read. If I remember right, most time in loading is used parsing mapfiles, which would not be problem with binary files. These were only my opinions, - Tero From owner-crossfire Tue Mar 23 23:36:18 1993 Received: by ifi.uio.no id ; Tue, 23 Mar 1993 23:36:20 +0100 Return-Path: Received: from lysator.liu.se by ifi.uio.no with SMTP id ; Tue, 23 Mar 1993 23:36:18 +0100 Received: from robin.lysator.liu.se (130.236.254.21) by lysator.liu.se (ALPHA-6.36/6.16) id AA19749; Tue, 23 Mar 1993 23:36:17 +0100 Received: by robin.lysator.liu.se (4.1/1.34/Lysator-3.1) id AA01202; Tue, 23 Mar 93 23:35:03 +0100 (unknown) Date: Tue, 23 Mar 93 23:34:59 MET From: Magnus Redin To: crossfire@ifi.uio.no Subject: Attack spell. Message-Id: Status: RO I have an idea for a new attack spell. A fireball with a more solid core of fire. That core should be able to detonate the following fireballs so you get a trail of fire reaching you if you ripple fire to fast. You will have to wait for the core to die down so this requiers good player _skill_. You can also do fun stuff like fire walls with it if you are real good. It ought to be quite powerfull. -- Magnus Redin Lysator Academic Computer Society redin@lysator.liu.se Mail: Magnus redin, Rydsv{gen 240C26, 582 51 LINK|PING, SWEDEN Phone: Sweden (0)13 260046 (answering machine) and (0)120 13706 From owner-crossfire Tue Mar 23 23:16:33 1993 Received: by ifi.uio.no id ; Tue, 23 Mar 1993 23:16:36 +0100 Return-Path: Received: from lut.fi by ifi.uio.no with SMTP id ; Tue, 23 Mar 1993 23:16:33 +0100 Received: by lut.fi (5.65c8/IDA-1.4.4/Kim-2.2) id AA25719; Wed, 24 Mar 1993 00:16:31 +0200 From: Tero Haatanen Message-Id: <199303232216.AA25719@lut.fi> Subject: New maps To: crossfire@ifi.uio.no Date: Wed, 24 Mar 93 0:16:29 EET X-Mailer: ELM [version 2.3 PL11] X-Charset: FI X-Char-Esc: 29 Status: RO I just uploaded some my maps on ifi.uio.no. They should be in file crossfire/incoming/th.maps.tar.Z That area is under building, so all comments are welcome. There is a short readme file, so I hope all works. - Tero From owner-crossfire Tue Mar 23 10:51:40 1993 Received: by ifi.uio.no id ; Tue, 23 Mar 1993 21:51:58 +0100 Return-Path: Received: from BYRON.SP.CS.CMU.EDU by ifi.uio.no with SMTP id ; Tue, 23 Mar 1993 21:51:54 +0100 Message-Id: <199303232051.AAifi.uio.no11684@ifi.uio.no> From: "Stewart M. Clamen" Date: Tue, 23 Mar 93 15:51:40 EST To: crossfire@ifi.uio.no In-Reply-To: whaley@kpc.com's message of Mon, 22 Mar 93 15:28:07 -0800 Subject: One-way doors in maps Reply-To: clamen+@cs.cmu.edu Status: RO From: whaley@kpc.com (Ken Whaley) Date: Mon, 22 Mar 93 15:28:07 -0800 As long as we're on the subject of maps and "fairness," I think that all maps that beginners (or anybody without word of recall!) are likely to be able to get to should not have one-way doors. There's one entrance (I don't remember exactly which one) that jumps into the middle of a map that starts in the old mansion from the main village that is impossible to exit from without first starting from the beginning. This would be OK, except that it's a "countryside" entrance that's very easy for unsuspecting adventurer's to wander into. Every door should go back the way it came unless there's a sign on the door saying "Carefull!" or "You might get lost" or something like that. I think that nearly every 'door' that looks like a door should be two-way. If I were capable of making nice bitmaps, I would have designed a few one-way exits already. Things like: - fireman's pole - slides - escape-door (with a big push-bar across it, like the one-way exits we see in North America) -- Stewart M. Clamen Internet: clamen@cs.cmu.edu School of Computer Science UUCP: uunet!"clamen@cs.cmu.edu" Carnegie Mellon University Phone: +1 412 268 2145 5000 Forbes Avenue Fax: +1 412 681 5739 Pittsburgh, PA 15213-3891, USA From owner-crossfire Tue Mar 23 20:26:17 1993 Received: by ifi.uio.no id ; Tue, 23 Mar 1993 17:26:36 +0100 Return-Path: Received: from cc.lut.fi ([157.24.15.37]) by ifi.uio.no with SMTP id ; Tue, 23 Mar 1993 17:26:33 +0100 Received: by cc.lut.fi (5.61/IDA-1.2.8+Kim) id AA29294; Tue, 23 Mar 93 18:26:17 +0200 Date: Tue, 23 Mar 93 18:26:17 +0200 From: Petri Heinil{ Message-Id: <9303231626.AA29294@cc.lut.fi> To: crossfire@ifi.uio.no Subject: Re: Death Status: RO >I don' think crossedit compiles on my SUn4, since it's based on X11R3. >(Although I can run X11R5 with no window manager if I >must at times.) Yes, crossedit is developed under X11R5, and no backward compability is guranteed for a while. ... //////////////////////////////////////////////////////////////////////// // Petri Heinila // email: hevi@lut.fi // // // mail: Ainonkatu 2A // // // 53100 Lappeenranta // // // Finland, Europe // //////////////////////////////////////////////////////////////////////// From owner-crossfire Tue Mar 23 16:24:57 1993 Received: by ifi.uio.no id ; Tue, 23 Mar 1993 15:25:08 +0100 Return-Path: Received: from dmi.ens.fr by ifi.uio.no with SMTP id ; Tue, 23 Mar 1993 15:25:01 +0100 Received: from clipper.ens.fr (clipper-gw.ens.fr) by dmi.ens.fr (5.65c8/ULM-1.0) Received: from corvette.ens.fr by clipper.ens.fr (4.1/88/01/19 3.0) id AA26258; Tue, 23 Mar 93 15:24:57 +0100 Date: Tue, 23 Mar 93 15:24:57 +0100 From: belabas@clipper.ens.fr (K.B) Message-Id: <9303231424.AA26258@clipper.ens.fr> To: crossfire@ifi.uio.no Subject: Re: Death Status: RO Eric writes : >> Barbarians won't be able to fight 4 titans in close combat either. >> Unless there have been some code changes that I can't find which make >> barbarians regenerate faster or something, then you can't do it. >> I run around with a character with straight 25's, I can't take on one >> titan in hack/slash combat, let alone 4. Although I can play the run >> around and kill one game. Ever tried "protection from attack" ? glowing potions ? The latter lasts enough to enable you to kill 2 titans; you may have to cast the former a second time to kill a single one (you might need +2 wisdom rings to be able to cast it reliably enough, but wis 23 is high enough...). Earthwalls were very nice as well when Mr Titan decide not to use too much arrows... K.B. From owner-crossfire Tue Mar 23 13:33:11 1993 Received: by ifi.uio.no id ; Tue, 23 Mar 1993 12:33:47 +0100 Received: from enst.enst.fr by ifi.uio.no with SMTP id ; Tue, 23 Mar 1993 12:33:43 +0100 Received: from ulysse.enst.fr (inf.enst.fr) by enst.enst.fr (4.1/SMI-4.0) id AA04129; Tue, 23 Mar 93 12:33:15 +0100 Return-Path: Organization: Ecole Nationale Superieure des Telecommunications, Paris Received: from inf.enst.fr (aquilon) by ulysse.enst.fr (4.1/SMI-4.0) id AA25406; Tue, 23 Mar 93 12:33:33 +0100 From: Sylvain Meunier Message-Id: <9303231133.AA25406@ulysse.enst.fr> Subject: crossclient and mapsindex To: crossfire@ifi.uio.no Date: Tue, 23 Mar 1993 12:33:11 +0100 (MET) X-Mailer: ELM [version 2.4 PL21] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 653 Status: RO Hi, I take version 89.2 and have a probleme: I manage crossfire here as simple user privilege: it is under my directory and it is setsuid. The setsuid is not propagat between station. Then I run server on a station and everybody could connect via crossclient.. but crossclient want to to open mapsindex and it can't because it isn't setsuid. I don't think that it need this file (quick look on source). Then how no modify crossclient to prevent it to try to open this file (or other like it) ? I runing on SunOs 4.1.3 on Sun4m & 4c I expect to have been clear enougth !? Thanks -- PS: Now stations are use 24/24h: from 6pm to 6am for crossfire 88.5! From owner-crossfire Wed Mar 24 05:34:20 1993 Received: by ifi.uio.no id ; Tue, 23 Mar 1993 10:35:17 +0100 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Tue, 23 Mar 1993 10:34:57 +0100 Received: from whistler.aaii.oz.AU by yarra-glen.aaii.oz.au with SMTP (5.65c/SMI-4.0/AAII) id AA00356; Tue, 23 Mar 1993 19:34:19 +1000 Message-Id: <199303230934.AA00356@yarra-glen.aaii.oz.au> To: master@cats.UCSC.EDU (Mark Wedel) Cc: crossfire@ifi.uio.no, rgg@aaii.oz.au Subject: Mapmaking suggestions (was Re: Maps) In-Reply-To: Your message of "Tue, 23 Mar 1993 00:55:45 PST." <9303230855.AA03629@am.ucsc.edu> Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Date: Tue, 23 Mar 1993 19:34:20 +1000 From: Anthony Baxter Status: RO In message <9303230855.AA03629@am.ucsc.edu>you write: > Don't hide monsters by putting them under something they normally could > not hide under (ie, a dragon being hidden by a gold piece is not > realistic.) I, to some extent, think that this needs to be fixed > in the program itself (as it is, I regularly get hidden by arrows. Its something that has bugged me for a while - ok, so a kobold lair could be hidden under trees, but a dragoncave under a booze? Or an ogre cave under a bow? Perhaps there needs to be some sort of 'size' attribute in the long term that would fix this. In the short term, its a good idea. > Style/Looking point: If the map is a building/structure, put outside > walls on it, instead of letting it use the default black spaces. It > certainly can't be hard to do, and makes for a nicer apparance. Other map-making suggestions: _Make_sure_your_maps_link_together_properly_!!!! This is one of _the_ most henious crimes a mapmaker can commit. It should also show up really obviously with even a small smount of playtesting. If your dungeon is particularly long and twisty, consider putting a door at the end to take the players out of the dungeon. It's incredibly tedious to have to wander back through multiple empty levels to the start (yay for word of recall, if you have it - if not, you've got a long walk) If you have a one-way door, that is going to require lots to get back out of (eg one way entrance into a dungeon) consider whether you should put some sort of sign next to it, warning people. Long, twisty passages of earth walls through ordinary walls isnt really sneaky, its dull. I have to agree with someones (might have been rgg) comment about trapping monsters - a row of giants down a narrow corridor are just walking meat - if you were a giant, would _you_ line up nicely to be slaughtered? Or would you fight in an open area, where your buddies can join in and pound the player to a pulp? :) Sure it makes the monsters harder, but it means the players have to think a bit more, maybe lead the monsters out of the room one at a time, that sort of thing. It also means you can increase the difficulty, not just by whacking a Dread in, but by changing the layout of the maze. Dont just copy neat bits from other maps - make levers do unexpected things, buttons open doors that the players didnt know existed (eg try putting a gnome behind a door which is behind an earthwall - when the (previously unseen) door is opened, the gnome will tunnel out through the wall. From (far too much :) playing, I'd say there are maybe 2 dozen maps that are ``good'' - most of the others cannot get feedback to the author, because the author is unknown. I think it was in Port St. Pooh, where the house had a book just inside the door recommending levels that might like to try the level. This is the sort of user-friendly bit that is good. Oh, and big big magic shops are a bit excessive - one at least will allow you to purchase hundreds of scrolls of destruction, if you are prepared to pick up everything and drop what you dont want. Anthony. From owner-crossfire Tue Mar 23 11:26:04 1993 Received: by ifi.uio.no id ; Tue, 23 Mar 1993 10:35:35 +0100 Return-Path: Received: from sun4nl.nluug.nl by ifi.uio.no with SMTP id ; Tue, 23 Mar 1993 10:35:33 +0100 Received: from hhinsi.uucp by sun4nl.nluug.nl via EUnet id AA05986 (5.65b/CWI-3.3); Tue, 23 Mar 1993 10:35:30 +0100 Received: from schierbeek.si.hhs.nl by boudier.si.hhs.nl id <16515-0@boudier.si.hhs.nl>; Tue, 23 Mar 1993 10:26:09 +0100 Received: by schierbeek.si.hhs.nl (4.1/2.0) id AA21561; Tue, 23 Mar 93 10:26:05 +0100 From: v912152@schierbeek.si.hhs.nl Message-Id: <9303230926.AA21561@schierbeek.si.hhs.nl> Subject: Ideas for speeding up: To: crossfire@ifi.uio.no Date: Tue, 23 Mar 1993 10:26:04 +0100 (MET) X-Mailer: ELM [version 2.4 PL0] Content-Type: text Content-Length: 1322 Status: RO Well, coding the AMIGA-port of Crossfire, I had a nice time finding any speed-ups and here is what I found (contributions are welcome) : - Place all gates and handles in 'object *map->gates'. This results in far faster handling of handles/buttons, because only map->gates has to be checked for corresponding gates (not the whole map!) - put all ALIVE, MONSTER and ANIMATE objects in 'object *map->alive'. This way we only parse the needed stuff, not all the passive treasure, handles, food, etc... (This REALLY speed up the amiga-version!) - Place more data in the archtype. Not for the speed, but more for the memory-usage. Some announcements for the AMIGA-port : - I'am actually PLAYING the game right now! - I still could use some help on speeding-up the game. (I solved the graphics and input, so that is out of the question now) - Anyone having some interesting idea should mail me. (I will mail the source to frank where I am satisfied is works) - Technical info: * Converted bitmaps to bitmaps.amiga file (all bitmaps simply put binary in one file) * Uses all the original files (arhcetypes, mapindex, motd, map.oo & map.om) * runs on a 2 meg amiga (whilst playing musics), probably on a 1 meg too (without music!). That's it, CUL8R, Patrick van Logchem v912152@si.hhs.nl From owner-crossfire Mon Mar 22 16:55:45 1993 Received: by ifi.uio.no id ; Tue, 23 Mar 1993 09:56:10 +0100 Return-Path: Received: from cats.UCSC.EDU by ifi.uio.no with SMTP id ; Tue, 23 Mar 1993 09:56:08 +0100 Received: from am.UCSC.EDU by cats.UCSC.EDU with SMTP id AA19923; Tue, 23 Mar 93 00:55:47 -0800 Received: by am.ucsc.edu (5.65/4.7) id AA03629; Tue, 23 Mar 93 00:55:45 -0800 Date: Tue, 23 Mar 93 00:55:45 -0800 Message-Id: <9303230855.AA03629@am.ucsc.edu> To: crossfire@ifi.uio.no, rgg@aaii.oz.au From: master@cats.UCSC.EDU (Mark Wedel) Subject: Re: Maps Status: RO I like all of R. Goldies suggestions. A few points I would like to add: Don't hide monsters by putting them under something they normally could not hide under (ie, a dragon being hidden by a gold piece is not realistic.) I, to some extent, think that this needs to be fixed in the program itself (as it is, I regularly get hidden by arrows. Style/Looking point: If the map is a building/structure, put outside walls on it, instead of letting it use the default black spaces. It certainly can't be hard to do, and makes for a nicer apparance. Mark Wedel master@cats.ucsc.edu From owner-crossfire Mon Mar 22 13:48:01 1993 Received: by ifi.uio.no id ; Tue, 23 Mar 1993 06:48:10 +0100 Return-Path: Received: from halcyon.com by ifi.uio.no with SMTP id ; Tue, 23 Mar 1993 06:48:06 +0100 Received: by halcyon.com id AA09189 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Mon, 22 Mar 1993 21:48:01 -0800 Date: Mon, 22 Mar 1993 21:48:01 -0800 From: Jonathan Roy Message-Id: <199303230548.AA09189@halcyon.com> To: crossfire@ifi.uio.no Subject: Hmm.. Status: RO I seem to be getting two copies of most messages sent to the mailing list. ANyone else? Crossfire is so nice when fonts are working :) From owner-crossfire Mon Mar 22 13:43:58 1993 Received: by ifi.uio.no id ; Tue, 23 Mar 1993 06:44:14 +0100 Return-Path: Received: from halcyon.com by ifi.uio.no with SMTP id ; Tue, 23 Mar 1993 06:44:08 +0100 Received: by halcyon.com id AA09090 (5.65c/IDA-1.4.4 for kjetilho@ifi.uio.no); Mon, 22 Mar 1993 21:43:58 -0800 Date: Mon, 22 Mar 1993 21:43:58 -0800 From: Jonathan Roy Message-Id: <199303230543.AA09090@halcyon.com> To: crossfire@ifi.uio.no, kjetilho@ifi.uio.no Subject: Re: Death Status: RO I don' think crossedit compiles on my SUn4, since it's based on X11R3. (Although I can run X11R5 with no window manager if I must at times.) The guys at my school would like to start making a little world for all levels to explore. :) We will probably start soon. Should be fun. F F Jonathan Roy, of the Free Access Foundation Email: ninja@faf.org A Mail faf@halcyon.com for information, or FTP to halcyon.com: /pub/faf/ F F Vorlons, of the Galactic Bloodshed Development Team GEnie: J.ROY18 "Everything that has transpired has done so according to my design." - _RotJ_ From owner-crossfire Mon Mar 22 13:21:09 1993 Received: by ifi.uio.no id ; Tue, 23 Mar 1993 06:21:24 +0100 Return-Path: Received: from halcyon.com by ifi.uio.no with SMTP id ; Tue, 23 Mar 1993 06:21:17 +0100 Received: by halcyon.com id AA08307 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Mon, 22 Mar 1993 21:21:09 -0800 Date: Mon, 22 Mar 1993 21:21:09 -0800 From: Jonathan Roy Message-Id: <199303230521.AA08307@halcyon.com> To: crossfire@ifi.uio.no, mta@modeemi.cs.tut.fi Subject: Re: character saving Status: RO I've seen an amulet of lifesaving and the occasional dragonslayer/skullbashed, etc, in stores alreay. Lifesaving ran 12K for my low CHR warrior, an d dragonslayter ran 44K. I have yet t find any special item in the game itself however. :) When a player quits the window instead of th game it usually emergency saves all players, losing all stuff. I think a window/quit should do a standard quit for the character. (Gone.) Or, possibly better, save to disk the character as it was when it was loaded? Of course this could lead ot cheating. (Not that all my friend don't cheat laready. They copy their .pl files then restore them if they die. I don't do that, so they are far ahead of me. :) Is there a general way to tell if a window is being legally closed or is some sort of X-error? F F Jonathan Roy, of the Free Access Foundation Email: ninja@faf.org A Mail faf@halcyon.com for information, or FTP to halcyon.com: /pub/faf/ F F Vorlons, of the Galactic Bloodshed Development Team GEnie: J.ROY18 "Everything that has transpired has done so according to my design." - _RotJ_ From owner-crossfire Wed Mar 24 00:08:22 1993 Received: by ifi.uio.no id ; Tue, 23 Mar 1993 05:09:04 +0100 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Tue, 23 Mar 1993 05:08:39 +0100 Received: by yarra-glen.aaii.oz.au (5.65c/SMI-4.0/AAII) id AA12156; Tue, 23 Mar 1993 14:08:22 +1000 Date: Tue, 23 Mar 1993 14:08:22 +1000 From: Rupert G. Goldie Message-Id: <199303230408.AA12156@yarra-glen.aaii.oz.au> To: crossfire@ifi.uio.no Subject: Maps Status: RO There has been a _lot_ of bitching about maps lately. I think there are a lot more than 10 maps that are worth keeping, but there are definitely some maps out there that range in quality from poor to crap. What can we do ? Well, writing a map-maker's style guide would definitely be a good start. Fixing Dimension Door would be another good idea. Crossfire really relies on the players not being able to pass through barriers without achieving some goal (ie kill the monster to get to the lever to open the door, etc) and I think this is a Good Thing. Therefore we cannot allow any spells which allow players to circumvent barriers . Thus dimension door should not let the caster past any no_pass object. As for map making, well here's a few ideas to get us going. o Avoid trapping monsters. Most monsters bigger than one square without spell abilities should be able to follow the players unless the map is set up so that the players cannot assault the monster from a distance (ie they can escape through a teleport or exit-door ) o If you are going to place a monster that is much more powerful than most of the other monsters encountered to far put it behind a see-through door or grate so the players get a chance to run. o As we are getting a wider range of monsters it is possible to start making monster types in maps vaguely sensible. A large room full of every single type of monster is not sensible. o Play test the map. Try all the exits. See how it looks when you have LOS. Check out how many monsters are generated by your generators by the time you get to that room. Finally, the one thing we really need to do is peer-review the maps. If this is going to work we need to do it in a mature fashion, which means constructive criticism. Telling people "Your map sucks" isn't going to get us anywhere. What we need is to say things like "10 reapers behind the door in map foo is too unfair." Until people start telling the mapmakers what is wrong with their maps, we are not going to see any improvements. Rupert (who reconstructed this message from the core file left when his mailtool died 8-) -- Rupert G. Goldie, Research Scientist rgg@aaii.oz.au Australian Artificial Intelligence Institute /\/\|| 1 Grattan Street, Melbourne, Australia From owner-crossfire Mon Mar 22 07:28:07 1993 Received: by ifi.uio.no id ; Tue, 23 Mar 1993 00:23:41 +0100 Return-Path: Received: from horn.kpc.com by ifi.uio.no with SMTP id ; Tue, 23 Mar 1993 00:23:38 +0100 Received: by horn.kpc.com (5.65/kpc-930115); id AA09456; Mon, 22 Mar 93 15:25:33 -0800 Received: from pine by kpc.com (5.65/kpc-930119) id AA29596; Mon, 22 Mar 93 15:25:06 -0800 Received: from sigma by mailbox.kpc.com (4.1/kpc-930119) id AA10157; Mon, 22 Mar 93 15:24:14 PST From: whaley@kpc.com (Ken Whaley) Date: Mon, 22 Mar 93 15:28:07 -0800 Message-Id: <9303222328.AA18101@sigma.kpc.com> To: crossfire@ifi.uio.no Subject: One-way doors in maps Status: RO As long as we're on the subject of maps and "fairness," I think that all maps that beginners (or anybody without word of recall!) are likely to be able to get to should not have one-way doors. There's one entrance (I don't remember exactly which one) that jumps into the middle of a map that starts in the old mansion from the main village that is impossible to exit from without first starting from the beginning. This would be OK, except that it's a "countryside" entrance that's very easy for unsuspecting adventurer's to wander into. Every door should go back the way it came unless there's a sign on the door saying "Carefull!" or "You might get lost" or something like that. Ken From owner-crossfire Tue Mar 23 01:07:10 1993 Received: by ifi.uio.no id ; Tue, 23 Mar 1993 00:07:12 +0100 Return-Path: Received: from hymir.ifi.uio.no by ifi.uio.no with SMTP id ; Tue, 23 Mar 1993 00:07:11 +0100 From: Kjetil Torgrim Homme Received: by hymir.ifi.uio.no ; Tue, 23 Mar 1993 00:07:10 +0100 Date: Tue, 23 Mar 1993 00:07:10 +0100 Message-Id: <199303222307.AAhymir.ifi.uio.no04630@hymir.ifi.uio.no> To: crossfire@ifi.uio.no In-Reply-To: Matthew Zeher's message of Mon, 22 Mar 93 16:22:36 EST <9303222122.AA15879@dew.cs.odu.edu> Subject: Re: Death Status: RO > Crossedit is even better! Of course I meant crossedit :-) I get them mixed up... > There needs to be a map design philosophy that is almost laid > in stone. That prevents "giving" away experience or treasure, and > also prevents unwarned, unprovoked or unknown attacks out of > nowhere. I suggest the following rule: Make fair maps. Then let the administrator decide what's fair :-) Oh, and crossfire can just say a map is closed when a map is lacking. Of course, with two sufficiently intertwined maps, both may have to go, but that is the designer's problem, really. Kjetil T. From owner-crossfire Mon Mar 22 12:08:23 1993 Received: by ifi.uio.no id ; Mon, 22 Mar 1993 23:09:44 +0100 Return-Path: Received: from PO4.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Mon, 22 Mar 1993 23:09:42 +0100 Received: by po4.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Mon, 22 Mar 93 17:09:25 EST Received: via switchmail; Mon, 22 Mar 1993 17:09:22 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Mon, 22 Mar 1993 17:08:30 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Mon, 22 Mar 1993 17:08:24 -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, 22 Mar 1993 17:08:23 -0500 (EST) Message-Id: <4ffXXLm00Zk2QbuMtu@andrew.cmu.edu> Date: Mon, 22 Mar 1993 17:08:23 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Re: Death In-Reply-To: <9303222122.AA15879@dew.cs.odu.edu> References: <199303221807.AAhymir.ifi.uio.no00461@hymir.ifi.uio.no> <9303221736.AA01110@rudolf.lysator.liu.se> <9303222122.AA15879@dew.cs.odu.edu> Status: RO Matthew Zeher writes: > There needs to be a map design philosiphy that is laid in > stone almost. That pevents "giving" away experience or treasure. And > also prevents unwarned, unprovoked, unknown attacks out of nowhere. > opinouns...suggestions...anyone???? According to Frank, many moons ago, before 1.0 he's going to make sure that all of the maps are nice and fair. One substantial problem is that the game is evolving very quickly. Dimension door has caused endless problems on some maps, and monsters keep changing in capability, so there's no real way to control that either. -Eric ********************************************************* "It seemed like a good idea at the time" -The Mad Hatter "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From owner-crossfire Mon Mar 22 05:58:28 1993 Received: by ifi.uio.no id ; Mon, 22 Mar 1993 22:59:09 +0100 Return-Path: Received: from cirrus.seas.ucla.edu by ifi.uio.no with SMTP id ; Mon, 22 Mar 1993 22:59:05 +0100 Received: from CAD.UCLA.EDU by cirrus.SEAS.UCLA.EDU (AIX 3.2/UCB 5.64/4.03(UCLA 1.04)multi-name+EA) id AA31664; Mon, 22 Mar 1993 13:58:29 -0800 Received: by CAD.UCLA.EDU (AIX 3.2/UCB 5.64/4.03) id AA24322; Mon, 22 Mar 1993 13:58:28 -0800 Date: Mon, 22 Mar 1993 13:58:28 -0800 From: jonathan@CAD.UCLA.EDU (Jonathan Katz) Message-Id: <9303222158.AA24322@CAD.UCLA.EDU> To: crossfire@ifi.uio.no Subject: question --- crash under mwm on rs6000 Status: RO I wanted to know if anyone else had this problem..... our crossfire game will frequently crash if one of the players moves or resizes or hides/exposes the crossfire window under mwm on the rs6000... This will also occur if I start 'crossfire -win' and move around the separate windows... Thanks Jonathan From owner-crossfire Mon Mar 22 11:25:30 1993 Received: by ifi.uio.no id ; Mon, 22 Mar 1993 22:27:00 +0100 Return-Path: Received: from ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Mon, 22 Mar 1993 22:26:57 +0100 Received: by andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Mon, 22 Mar 93 16:26:51 EST Received: via switchmail; Mon, 22 Mar 1993 16:26:49 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Mon, 22 Mar 1993 16:25:34 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Mon, 22 Mar 1993 16:25:31 -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, 22 Mar 1993 16:25:30 -0500 (EST) Message-Id: <4ffWv_W00Zk2AbuJJI@andrew.cmu.edu> Date: Mon, 22 Mar 1993 16:25:30 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Re: Death In-Reply-To: <9303221736.AA01110@rudolf.lysator.liu.se> References: <9303221736.AA01110@rudolf.lysator.liu.se> Status: RO anvil@lysator.liu.se writes: > Matt writes about players who SHOULD have to fight 4 titans. I say, when > would I be able to do this? Never. A wizard will never that good. > A wizard has spells, barbarian has muscels. Therefor, wizards fight with > spells. It is just fair and stright strategy not to go inside and play > directly with 4 titans, but to kill them from a fair distance. The fire Barbarians won't be able to fight 4 titans in close combat either. Unless there have been some code changes that I can't find which make barbarians regenerate faster or something, then you can't do it. I run around with a character with straight 25's, I can't take on one titan in hack/slash combat, let alone 4. Although I can play the run around and kill one game. On the other hand, having monsters which would never be able to attack you is boring. You should at least have to do something clever. -Eric ********************************************************* "It seemed like a good idea at the time" -The Mad Hatter "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From owner-crossfire Mon Mar 22 11:22:36 1993 Received: by ifi.uio.no id ; Mon, 22 Mar 1993 22:22:53 +0100 Return-Path: Received: from dew.cs.odu.edu by ifi.uio.no with SMTP id ; Mon, 22 Mar 1993 22:22:32 +0100 Received: by dew.cs.odu.edu (4.1/lanleaf2.4) id AA15879; Mon, 22 Mar 93 16:22:36 EST Message-Id: <9303222122.AA15879@dew.cs.odu.edu> Date: Mon, 22 Mar 93 16:22:36 EST From: Matthew Zeher To: Kjetil Torgrim Homme Cc: crossfire@ifi.uio.no Subject: Re: Death In-Reply-To: <199303221807.AAhymir.ifi.uio.no00461@hymir.ifi.uio.no> References: <199303221807.AAhymir.ifi.uio.no00461@hymir.ifi.uio.no> <9303221736.AA01110@rudolf.lysator.liu.se> Status: RO Kjetil Torgrim Homme writes: -> Enough bitching. Anvil is probably right, there are only 10 maps worth Agreed. -> keeping in Crossfire. I'm sure this situation will improve when we get I'll actually agree with anvil on that one. -> - filepaths: These make it a lot easier to remove maps which lack -> talent. Not really you can't remove a map unless you replace it with something (because of the exit links). -> - xledit: This editor has a lot of potential, but I think we (Frank) -> need to get rid of the .om-files to get really useful. I'm not really -> fond of introducing hacks to support old maps this early in Crossfire's -> history ;-) Crossedit is even better! -> -> Start drawing maps! Were working on it, we'll be releaseing some maps here real soon with a fairly big patch. -> -> -> Kjetil T. There needs to be a map design philosiphy that is laid in stone almost. That pevents "giving" away experience or treasure. And also prevents unwarned, unprovoked, unknown attacks out of nowhere. opinouns...suggestions...anyone???? matt matt@cs.odu.edu From owner-crossfire Mon Mar 22 20:07:16 1993 Received: by ifi.uio.no id ; Mon, 22 Mar 1993 19:07:18 +0100 Return-Path: Received: from hymir.ifi.uio.no by ifi.uio.no with SMTP id ; Mon, 22 Mar 1993 19:07:16 +0100 From: Kjetil Torgrim Homme Received: by hymir.ifi.uio.no ; Mon, 22 Mar 1993 19:07:16 +0100 Date: Mon, 22 Mar 1993 19:07:16 +0100 Message-Id: <199303221807.AAhymir.ifi.uio.no00461@hymir.ifi.uio.no> To: crossfire@ifi.uio.no In-Reply-To: anvil@lysator.liu.se's message of Mon, 22 Mar 93 18:36:12 +0100 <9303221736.AA01110@rudolf.lysator.liu.se> Subject: Re: Death Status: RO Enough bitching. Anvil is probably right, there are only 10 maps worth keeping in Crossfire. I'm sure this situation will improve when we get - filepaths: These make it a lot easier to remove maps which lack talent. - xledit: This editor has a lot of potential, but I think we (Frank) need to get rid of the .om-files to get really useful. I'm not really fond of introducing hacks to support old maps this early in Crossfire's history ;-) Start drawing maps! Kjetil T. From owner-crossfire Mon Mar 22 19:36:12 1993 Received: by ifi.uio.no id ; Mon, 22 Mar 1993 18:46:38 +0100 Return-Path: Received: from lysator.liu.se by ifi.uio.no with SMTP id ; Mon, 22 Mar 1993 18:46:36 +0100 Received: from rudolf.lysator.liu.se (130.236.254.24) by lysator.liu.se (ALPHA-6.36/6.16) id AA18477; Mon, 22 Mar 1993 18:46:33 +0100 Received: by rudolf.lysator.liu.se (4.1/1.34/Lysator-3.1) id AA01110; Mon, 22 Mar 93 18:36:12 +0100 (unknown) Date: Mon, 22 Mar 93 18:36:12 +0100 From: anvil@lysator.liu.se Message-Id: <9303221736.AA01110@rudolf.lysator.liu.se> Subject: Death Apparently-To: crossfire@ifi.uio.no Status: RO Matt writes about players who SHOULD have to fight 4 titans. I say, when would I be able to do this? Never. A wizard will never that good. A wizard has spells, barbarian has muscels. Therefor, wizards fight with spells. It is just fair and stright strategy not to go inside and play directly with 4 titans, but to kill them from a fair distance. The fire gets to me too. Ok, I solve that with a cold potion. Is that uncool too? I found an antidote to my risks. What do you expect? I use my brain to reach the goal I want, namely the treasury. I think it is stupid to say that just because one doesn't go into close combat with the monsters one doesn't deserve the experience. Ok, the game would be much harder if all those maps where monsters are trapped would be taken out of the game. Mainly since there would be almost no maps left. Counteract with removing all the maps that kills you without even knowing it and we have about 10 maps. That would make the game hard, yes. From owner-crossfire Mon Mar 22 07:00:57 1993 Received: by ifi.uio.no id ; Mon, 22 Mar 1993 18:01:47 +0100 Return-Path: Received: from oswald.cs.odu.edu by ifi.uio.no with SMTP id ; Mon, 22 Mar 1993 18:01:27 +0100 Received: by oswald.cs.odu.edu (4.1/lanleaf2.4) id AA02557; Mon, 22 Mar 93 12:00:57 EST Message-Id: <9303221700.AA02557@oswald.cs.odu.edu> Date: Mon, 22 Mar 93 12:00:57 EST From: Christopher Carpinello To: "Eric A. Anderson" Cc: crossfire@ifi.uio.no Subject: Re: character saving In-Reply-To: References: <9303221017.AA27412@modeemi.cs.tut.fi> Status: RO "Eric A. Anderson" writes: > I'd rather these types of things have to be aquired on quests. But I > was of the opinion that you shouldn't even be able to buy potions. Why not? If you've got the gold, you should be able to buy it. Besides, in a few weeks when the group of us here finishes our additions to the game, there will be more "mundane" potions for purchase. #chris From owner-crossfire Mon Mar 22 05:48:19 1993 Received: by ifi.uio.no id ; Mon, 22 Mar 1993 16:49:41 +0100 Return-Path: Received: from PO4.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Mon, 22 Mar 1993 16:49:37 +0100 Received: by po4.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Mon, 22 Mar 93 10:49:28 EST Received: via switchmail; Mon, 22 Mar 1993 10:49:26 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Mon, 22 Mar 1993 10:48:21 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Mon, 22 Mar 1993 10:48:19 -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, 22 Mar 1993 10:48:19 -0500 (EST) Message-Id: Date: Mon, 22 Mar 1993 10:48:19 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Re: character saving In-Reply-To: <9303221017.AA27412@modeemi.cs.tut.fi> References: <9303221017.AA27412@modeemi.cs.tut.fi> Status: RO mta@modeemi.cs.tut.fi (Markku Jarvinen) writes: > P.S. Anyone object a store where you could buy amulet of lifesavings and > other 'rare' stuff, with prices from 200k -> 1M gold coins. I'd rather these types of things have to be aquired on quests. But I was of the opinion that you shouldn't even be able to buy potions. Of course I can't seem to find many artifacts any more, so I dunno, maybe they need to be sold again. -Eric ********************************************************* "It seemed like a good idea at the time" -The Mad Hatter "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From owner-crossfire Mon Mar 22 16:31:41 1993 Received: by ifi.uio.no id ; Mon, 22 Mar 1993 13:31:45 +0100 Return-Path: Received: from cc.lut.fi by ifi.uio.no with SMTP id ; Mon, 22 Mar 1993 13:31:43 +0100 Received: by cc.lut.fi (5.61/IDA-1.2.8+Kim) id AA26893; Mon, 22 Mar 93 14:31:41 +0200 Date: Mon, 22 Mar 93 14:31:41 +0200 From: Petri Heinil{ Message-Id: <9303221231.AA26893@cc.lut.fi> To: crossfire@ifi.uio.no Subject: Re: Map Creator.. Status: RO >From: tomho@ikp.liu.se (Tomas Hogstrom) > >..I would like to be. How do I do? Is there a map editor? There are two editors: xledit and crossedit ( xtedit ) ( xledit and xtedit are directories in crossfire-distribution ). There is no paper ( at yet ) for making maps, you have to learn by trying and looking other maps. //////////////////////////////////////////////////////////////////////// // Petri Heinila // email: hevi@lut.fi // // // mail: Ainonkatu 2A // // // 53100 Lappeenranta // // // Finland, Europe // //////////////////////////////////////////////////////////////////////// From owner-crossfire Mon Mar 22 16:01:46 1993 Received: by ifi.uio.no id ; Mon, 22 Mar 1993 13:01:54 +0100 Return-Path: Received: from cc.lut.fi by ifi.uio.no with SMTP id ; Mon, 22 Mar 1993 13:01:52 +0100 Received: by cc.lut.fi (5.61/IDA-1.2.8+Kim) id AA24559; Mon, 22 Mar 93 14:01:46 +0200 Date: Mon, 22 Mar 93 14:01:46 +0200 From: Petri Heinil{ Message-Id: <9303221201.AA24559@cc.lut.fi> To: crossfire@ifi.uio.no Subject: Re: Editor Status: RO >One thing that I would like to see in the new editor is the ability >to edit an individual monsters movement and attack types (ie sleep, >unaggressive, etc and attack_movement). It would also be nice to be able >to enter @match entries as well. To the editor will be added ability to edit attributes of instance in text mode in text editor, ie. same way as map files and archetype file(s). > That way people won't always know exactly what behaviour to expect from a >particular monster, but they will have the same abilities and strength each >time. (My motivation for this comes from placing fighters and ninjas in >maps but now I find that they are unaggressive 8-P ) Not quite, what I have noticed. They get angry, if you going to hit them. //////////////////////////////////////////////////////////////////////// // Petri Heinila // email: hevi@lut.fi // // // mail: Ainonkatu 2A // // // 53100 Lappeenranta // // // Finland, Europe // //////////////////////////////////////////////////////////////////////// From owner-crossfire Mon Mar 22 14:17:23 1993 Received: by ifi.uio.no id ; Mon, 22 Mar 1993 11:19:19 +0100 Return-Path: Received: from modeemi.cs.tut.fi by ifi.uio.no with SMTP id ; Mon, 22 Mar 1993 11:19:13 +0100 Received: by modeemi.cs.tut.fi (4.1/vissykola) id AA27412; Mon, 22 Mar 93 12:17:23 +0200 Date: Mon, 22 Mar 93 12:17:23 +0200 From: mta@modeemi.cs.tut.fi (Markku Jarvinen) Message-Id: <9303221017.AA27412@modeemi.cs.tut.fi> To: crossfire@ifi.uio.no Subject: character saving Status: RO We had few problems with character saving without stuff, but we located it to player killing his window (not exiting, reality and quit). That seems to cause emergency_save without your stuff, it looked like it was to prevent people cheating when they were about to die... I think we will try to fix the problem when x-connection dies. - Markku P.S. Anyone object a store where you could buy amulet of lifesavings and other 'rare' stuff, with prices from 200k -> 1M gold coins. From owner-crossfire Sun Mar 21 13:34:59 1993 Received: by ifi.uio.no id ; Mon, 22 Mar 1993 06:35:05 +0100 Return-Path: Received: from halcyon.com by ifi.uio.no with SMTP id ; Mon, 22 Mar 1993 06:35:03 +0100 Received: by halcyon.com id AA29045 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Sun, 21 Mar 1993 21:34:59 -0800 Date: Sun, 21 Mar 1993 21:34:59 -0800 From: Jonathan Roy Message-Id: <199303220534.AA29045@halcyon.com> To: crossfire@ifi.uio.no Subject: Fonts installed! Status: RO I can't test yet, but it looks like fonts will work now! :) Root's .cshrc file was set wrong.. It was trying xframes binaries before the installed ones, and xframes are bogus. :D I have a few little files, and the 26b file that looks promising. (24b). -rw-r--r-- 1 root 256 Mar 22 00:26 Families.list -rw-r--r-- 1 root 435057 Mar 19 12:11 crossfire.bdf -rw-r--r-- 1 root 553 Mar 22 00:26 crossfire.ff -rw-r--r-- 1 root 223760 Mar 19 13:08 crossfire.pcf -rw-r--r-- 1 root 193748 Mar 19 12:22 crossfire.snf -rw-r--r-- 1 root 206316 Mar 22 00:26 crossfire24.fb I guess I don't need the bdf or pcf files there? :) I'm happy. From owner-crossfire Sun Mar 21 13:12:51 1993 Received: by ifi.uio.no id ; Mon, 22 Mar 1993 06:11:56 +0100 Return-Path: Received: from cscihp.ecst.csuchico.edu by ifi.uio.no with SMTP id ; Mon, 22 Mar 1993 06:11:53 +0100 Received: by cscihp.ecst.csuchico.edu (1.37.109.4/16.2) id AA02536; Sun, 21 Mar 93 21:12:51 -0800 From: Tyler Van Gorder Message-Id: <9303220512.AA02536@cscihp.ecst.csuchico.edu> Subject: Re: Fonts... To: ninja@halcyon.halcyon.com (Jonathan Roy) Date: Sun, 21 Mar 93 21:12:51 PST Cc: crossfire@ifi.uio.no In-Reply-To: <199303220409.AA26651@halcyon.com>; from "Jonathan Roy" at Mar 21, 93 8:09 pm X-Mailer: ELM [version 2.3 PL11] Status: RO > > > I can NOT get fonts working on my system. I have > the .pcf, .bdf and .snf files all in teh FONTIDR > I set, and it's reported correctly in crossfire -o. However, > it always trys to fix teh font path, always fails, and > uses pixmaps... > hmmm...well....at least on the system here......you also need a file in your font directory.... the file is fonts.dir inside that file.......it looks like the following...actually i just copied the one i have currently in my directory. 1 crossfire.snf crossfire Thats it.......this file has to be there...otherwise...the font does not get loaded correctly....hope that helps.....frank am I right on this...point, that the file has to be there? Tyler tvangod@ecst.csuchico.edu skud. From owner-crossfire Sun Mar 21 12:55:03 1993 Received: by ifi.uio.no id ; Mon, 22 Mar 1993 05:55:14 +0100 Return-Path: Received: from halcyon.com by ifi.uio.no with SMTP id ; Mon, 22 Mar 1993 05:55:08 +0100 Received: by halcyon.com id AA27866 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Sun, 21 Mar 1993 20:55:03 -0800 Date: Sun, 21 Mar 1993 20:55:03 -0800 From: Jonathan Roy Message-Id: <199303220455.AA27866@halcyon.com> To: crossfire@ifi.uio.no Subject: Fonts... Status: RO Ok, well, no luck installing fonts yet. I'm using OpenWindows. Wheer should I try running bldfamily? The make install process is trying to run "convertfont" which doesn't exist, I think. (There is such a program in xframe, a recently installed ackages, but it doesn't work.. It's not fully installed yet. :) The make isntall process stops at the failed cnvertfont command. I already have snf/pcf/bdf files... With a Sun, where do I put them, and what to I run to make them get processed? :) (I think using bitmaps has caused some of our crashing problems, and it uses massive disk time to load them all...) From owner-crossfire Sun Mar 21 12:09:37 1993 Received: by ifi.uio.no id ; Mon, 22 Mar 1993 05:09:43 +0100 Return-Path: Received: from halcyon.com by ifi.uio.no with SMTP id ; Mon, 22 Mar 1993 05:09:40 +0100 Received: by halcyon.com id AA26651 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Sun, 21 Mar 1993 20:09:37 -0800 Date: Sun, 21 Mar 1993 20:09:37 -0800 From: Jonathan Roy Message-Id: <199303220409.AA26651@halcyon.com> To: crossfire@ifi.uio.no Subject: Fonts... Status: RO I can NOT get fonts working on my system. I have the .pcf, .bdf and .snf files all in teh FONTIDR I set, and it's reported correctly in crossfire -o. However, it always trys to fix teh font path, always fails, and uses pixmaps... The old font file was working, but glitchy, so I tried installing a new one, but I'm lost now.. :( F F Jonathan Roy, of the Free Access Foundation Email: ninja@faf.org A Mail faf@halcyon.com for information, or FTP to halcyon.com: /pub/faf/ F F Vorlons, of the Galactic Bloodshed Development Team GEnie: J.ROY18 "Everything that has transpired has done so according to my design." - _RotJ_ From owner-crossfire Sun Mar 21 15:45:17 1993 Received: by ifi.uio.no id ; Mon, 22 Mar 1993 02:46:23 +0100 Return-Path: Received: from PO5.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Mon, 22 Mar 1993 02:46:21 +0100 Received: by po5.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Sun, 21 Mar 93 20:46:08 EST Received: via switchmail; Sun, 21 Mar 1993 20:46:05 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Sun, 21 Mar 1993 20:45:21 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Sun, 21 Mar 1993 20:45:18 -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; Sun, 21 Mar 1993 20:45:17 -0500 (EST) Message-Id: Date: Sun, 21 Mar 1993 20:45:17 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no, dbld@piaget.plymouth.edu (d^2) Subject: Re: Installation problems In-Reply-To: <9303212011.AA09320@piaget.plymouth.edu> References: <9303212011.AA09320@piaget.plymouth.edu> Status: RO Go into the Makefile, and hunt down where -lcross is on a depend line, it will probably be $(LOCAL_LIBRARIES) being depended on for the making of crossfire, e.g. crossfire: $(LOCAL_LIBRARIES). Then remove the $(LOCAL_LIBRARIES), and it will all work. -Eric ********************************************************* "It seemed like a good idea at the time" -The Mad Hatter "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From owner-crossfire Sun Mar 21 09:28:19 1993 Received: by ifi.uio.no id ; Mon, 22 Mar 1993 02:28:29 +0100 Return-Path: Received: from halcyon.com by ifi.uio.no with SMTP id ; Mon, 22 Mar 1993 02:28:26 +0100 Received: by halcyon.com id AA22336 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Sun, 21 Mar 1993 17:28:19 -0800 Date: Sun, 21 Mar 1993 17:28:19 -0800 From: Jonathan Roy Message-Id: <199303220128.AA22336@halcyon.com> To: crossfire@ifi.uio.no, dbld@piaget.plymouth.edu Subject: Re: Installation problems Status: RO I had problems with -lross, so I took it out. :) (opps, -lcross that is.) (At least I think I did... I took many things out..) I found out the truth behind my loading bug. It's not really a bug is loading. If you save a character all items they started with except sacks/money (ie: Thos items that have no value, and disppear if you drop them) will not save. So, with the test characters we used, itlooked like nothing was saving or loading correctly. Secondl,y if you try to use a character name that already exists but it's not readable to you or your group, it'll get erased by the new character. Crachs have resulted in a few emergency saves, which have not saved teh characters inventory. Only stats. F F Jonathan Roy, of the Free Access Foundation Email: ninja@faf.org A Mail faf@halcyon.com for information, or FTP to halcyon.com: /pub/faf/ F F Vorlons, of the Galactic Bloodshed Development Team GEnie: J.ROY18 "Everything that has transpired has done so according to my design." - _RotJ_ From owner-crossfire Sun Mar 21 10:48:46 1993 Received: by ifi.uio.no id ; Sun, 21 Mar 1993 21:49:04 +0100 Return-Path: Received: from aethelbehrt.cs.odu.edu by ifi.uio.no with SMTP id ; Sun, 21 Mar 1993 21:48:46 +0100 Received: by aethelbehrt.cs.odu.edu (4.1/lanleaf2.4) id AA18308; Sun, 21 Mar 93 15:48:46 EST Message-Id: <9303212048.AA18308@aethelbehrt.cs.odu.edu> Date: Sun, 21 Mar 93 15:48:46 EST From: Matthew Zeher To: crossfire@ifi.uio.no Subject: Death In-Reply-To: <9303211844.AA24835@robin.lysator.liu.se> References: <9303211844.AA24835@robin.lysator.liu.se> Status: RO anvil@lysator.liu.se writes: -> Matthew Zeher wrote about codex of coolness. In reply I would like -> to ask him what exactly he means by this. I, myself doesn't consider -> it uncool to take advantage of monsters trapped in small rooms. -> I didn't put them there, I only play the game. When does this -> 'taking advantage of' end? When my wizardchar throws in 400 sp -> worth of large fireballs into a room where 4 titans reside and -> can't get out (ie the titans in Desert Keep) ?? They can't get to -> me, but I would never ever be able to beat them in a "fair" fight. My point entirely, you shouldn't be fighting 4 titans and therefore should never get the experience for them or the treasure they leave. If your going to go up agianst titans you SHOULD have to fight them the way the were intended to fought when they were created as an archtype. You should never be able to get a postion where you can attack and they can't. Whats the point of the game if your going to take advantage of that type of game unbalance. -> The rules of the game is the code written, not some codex of -> coolness. How am I supposed to know when the mapmaker wants to give -> away things and when he just didn't think? If you find an artifact in -> a chest, would this codex of coolness prevent you from picking it up? -> -> Just curious. Look this game is a beta release so all the bug haven't been worked out yet. And certainly is not as balanced as it should be. I said before they are those maps that are made to "screw you" instead of entertain you. Well on the flip side there are also maps that are way to generous as well. You can always just spend a little time and go to those places and get stuff and experience for basically free but if you going to play the game that way, then what the hells the point. If there is no risk involved the reward is meaningless. Now back to what started this entire conversation, Death. If you play the game and take advantage of those little hacks where powerful monsters can't defend themselves, I can certainly see why you think the game might be to easy. But I was argueing my point of Death being to harsh from the standpoint of not taking advantage of those particular hacks. I had not taken those particular maps into account because well I just couldn't see anyone haveing a lot of fun by returning to the same place over and over to get free experience points. Now tell me truthfully if all the maps in the game where monsters are traped and can't attack back, were taken out, do you still think the game would be to easy?? P.S. agian I appoligize if I sound like I'm balsting the authors and the map makers, I am not. I am just tring to put forth concerns that should definatly be looked at before game release. Matt matt@cs.odu.edu From owner-crossfire Sun Mar 21 10:11:36 1993 Received: by ifi.uio.no id ; Sun, 21 Mar 1993 21:08:11 +0100 Return-Path: Received: from piaget.plymouth.edu by ifi.uio.no with SMTP id ; Sun, 21 Mar 1993 21:08:08 +0100 Received: by piaget.plymouth.edu (5.57/Ultrix3.0-C) id AA09320; Sun, 21 Mar 93 15:11:37 -0500 From: dbld@piaget.plymouth.edu (d^2) Message-Id: <9303212011.AA09320@piaget.plymouth.edu> Subject: Installation problems To: crossfire@ifi.uio.no Date: Sun, 21 Mar 93 15:11:36 EST X-Mailer: ELM [version 2.3 PL11] Status: RO I got the latest version, and am trying to install it on a DECStation 5000/25 running Ultrix 4.2a. Everything works fine until we get to the server sub-directory. I had some problems and Frank gave me a hand with chaning a definition in the Imakefile. Now, I get, on the final compilation of the server: Make cannot make -lcross. Any hints, suggestions? I have poured through the bitmaps using xv and think that I will enjoy this game, if I can get it running. Thanks in advance. -- Duane Dixon *And though I had slain a thousand foes less one, Office of Continuing Education*The thousandth blade found my liver. Plymouth State College *The thousandth foe said unto me: Inet: dbld@oz.plymouth.edu *"Now you shall die, Now none shall know." dbld@piaget.plymouth.edu*And the fool, looking only down, Believed this, duaned@fred.plymouth.edu*not seeing above his shoulder The Naked Stars, duane.dixon@psc.plymouth.edu*each one Remembering.... `Wer mit Ungeheuern kampft, mag zusehn, dass er nichtt dabei zum Ungeheur wird.' `He who fights with monsters must take care that he does not become a monster.' - Nietzsche d^2 From owner-crossfire Sun Mar 21 20:44:06 1993 Received: by ifi.uio.no id ; Sun, 21 Mar 1993 19:56:02 +0100 Return-Path: Received: from lysator.liu.se by ifi.uio.no with SMTP id ; Sun, 21 Mar 1993 19:56:01 +0100 Received: from robin.lysator.liu.se (130.236.254.21) by lysator.liu.se (ALPHA-6.36/6.16) id AA00501; Sun, 21 Mar 1993 19:55:54 +0100 Received: by robin.lysator.liu.se (4.1/1.34/Lysator-3.1) id AA24835; Sun, 21 Mar 93 19:44:06 +0100 (unknown) Date: Sun, 21 Mar 93 19:44:06 +0100 From: anvil@lysator.liu.se Message-Id: <9303211844.AA24835@robin.lysator.liu.se> Subject: Death Apparently-To: crossfire@ifi.uio.no Status: RO Matthew Zeher wrote about codex of coolness. In reply I would like to ask him what exactly he means by this. I, myself doesn't consider it uncool to take advantage of monsters trapped in small rooms. I didn't put them there, I only play the game. When does this 'taking advantage of' end? When my wizardchar throws in 400 sp worth of large fireballs into a room where 4 titans reside and can't get out (ie the titans in Desert Keep) ?? They can't get to me, but I would never ever be able to beat them in a "fair" fight. The rules of the game is the code written, not some codex of coolness. How am I supposed to know when the mapmaker wants to give away things and when he just didn't think? If you find an artifact in a chest, would this codex of coolness prevent you from picking it up? Just curious. From owner-crossfire Sat Mar 20 07:46:46 1993 Received: by ifi.uio.no id ; Sat, 20 Mar 1993 18:47:17 +0100 Return-Path: Received: from breeze.cs.odu.edu by ifi.uio.no with SMTP id ; Sat, 20 Mar 1993 18:47:12 +0100 Received: by breeze.cs.odu.edu (4.1/lanleaf2.4) id AA09978; Sat, 20 Mar 93 12:46:46 EST Message-Id: <9303201746.AA09978@breeze.cs.odu.edu> Date: Sat, 20 Mar 93 12:46:46 EST From: Matthew Zeher To: jonathan@CAD.UCLA.EDU (Jonathan Katz) Cc: crossfire@ifi.uio.no Subject: quick question In-Reply-To: <9303181850.AA28681@CAD.UCLA.EDU> References: <9303181850.AA28681@CAD.UCLA.EDU> Status: RO Jonathan Katz writes: -> -> -> -> A quick question please.... -> -> 1) are 'protections' cumulative. that is, if I have a ring of prot vs fire, -> will an amulet of prot vs fire add to this or be redundant. -> -> -> the way I read the code... No. Protetions basically give you a +5 on your saving throws. Immunity does ... well just what implys. matt@cs.odu.edu From owner-crossfire Sat Mar 20 07:43:58 1993 Received: by ifi.uio.no id ; Sat, 20 Mar 1993 18:44:27 +0100 Return-Path: Received: from breeze.cs.odu.edu by ifi.uio.no with SMTP id ; Sat, 20 Mar 1993 18:44:12 +0100 Received: by breeze.cs.odu.edu (4.1/lanleaf2.4) id AA09959; Sat, 20 Mar 93 12:43:58 EST Message-Id: <9303201743.AA09959@breeze.cs.odu.edu> Date: Sat, 20 Mar 93 12:43:58 EST From: Matthew Zeher To: "Billbo Baggins esq."@brunel.ac.uk Cc: crossfire@ifi.uio.no Subject: Sob Sob In-Reply-To: <7008.9303181738@ccws-10.brunel.ac.uk> References: <7008.9303181738@ccws-10.brunel.ac.uk> Status: RO "Billbo Baggins esq."@brunel.ac.uk writes: -> Hi there, -> -> I seem to be going something wrong along the way with my "make depend" command. -> -> makedepend: logger.c: makedepend: cannot find include file "stdarg.h" -> makedepend: not in stdarg.h -> makedepend: not in /usr/include/stdarg.h -> makedepend: not in ../include/stdarg.h -> makedepend: not in /usr/include/stdarg.h -> makedepend: cannot open "stdarg.h" -> -> Where oh where can I find the "stdarg.h" file... -> __ _ _ __ __ -> / ) / _// _// / ) / ') -> /--< / / / /--< / / -> /___/ / /___ /___ /___/ (__/ Ask your system administrator (if you don't know) where the gcc include files are. Then of course you'll have to add that to the makefile. matt@cs.odu.edu From owner-crossfire Sat Mar 20 07:21:20 1993 Received: by ifi.uio.no id ; Sat, 20 Mar 1993 18:21:30 +0100 Return-Path: Received: from breeze.cs.odu.edu by ifi.uio.no with SMTP id ; Sat, 20 Mar 1993 18:21:23 +0100 Received: by breeze.cs.odu.edu (4.1/lanleaf2.4) id AA09942; Sat, 20 Mar 93 12:21:20 EST Message-Id: <9303201721.AA09942@breeze.cs.odu.edu> Date: Sat, 20 Mar 93 12:21:20 EST From: Matthew Zeher To: crossfire@ifi.uio.no Subject: Death In-Reply-To: <9303181406.AA16689@robin.lysator.liu.se> References: <9303181406.AA16689@robin.lysator.liu.se> Status: RO anvil@lysator.liu.se writes: -> There hasss been a lot of talk about death, but since the game is -> so easy at present I wonder why people want to implement resurrection etc. -> -> To make xp a little less easy available I think there must be some -> changes in many maps, where monsters are helplessly trapped and players -> can kill them without any danger. Example of this is barn outside -> S:t dominion and prison in Nameless town. -> Also, the draining weapons, ie mournblade and stormbringer, are much too -> good. A dragon gives you about 100k xp regardless of level. This featrue -> makes it painfully easy to reach level 100... -> Now here is where alot of our argueing can be resolved. I personally believe that its a little hash to reach high level and then press a button wrong and die. So you know where I stand. Now other people say its to easy, right? Well the way I play is not to take advantage of places that are put in there to take advantage of. (ie the farm house with the chinesse dragons, and the wyvern castle ) That type of thing bores me to death (no pun). There is just as little challenge to these type of maps as there is to not ever dying fully. If you were to play the harder maps instead of the easy ones then then you would die more. When we play we tend to have a "code" of coolness in the game. You're actions in the game are suppossed to maintain a certain level of coolness (this all honorary mind you nothing hard coded). Taking advantage of those little game holes that make things easier ( the "cheats" ) is uncool. The farmhouse and the wyvern castle are uncool places to keep going to just to raise your experience level (although we usually determine that going there once or twice is not exceptionally cool but OK, but returning time after time after time is not cool). Basically without our "code of coolness" the best players would be those players who spent the most time in the lab "geeking" ( playing crossfire to 7:00 am when you started at 7pm ). This is stupid. So instead we do not use the cheats. And back to the point of my arguement, without useing these places we feel that the game is to hard to just die for a single mistake if you've been building up a character for awhile. The game should not discourage exploration it should discourage stupidity and Charging right into the heat of battle without thinking! God the Mighty matt@cs.odu.edu From owner-crossfire Fri Mar 19 02:55:50 1993 Received: by ifi.uio.no id ; Fri, 19 Mar 1993 13:56:08 +0100 Return-Path: Received: from capitalist.Princeton.EDU by ifi.uio.no with SMTP id ; Fri, 19 Mar 1993 13:56:03 +0100 Received: by capitalist.princeton.edu (NX5.67c/NX3.0M) id AA00394; Fri, 19 Mar 93 07:55:50 -0500 Date: Fri, 19 Mar 93 07:55:50 -0500 From: Carl Edman Message-Id: <9303191255.AA00394@capitalist.princeton.edu> Received: by NeXT.Mailer (1.87.1) Received: by NeXT Mailer (1.87.1) To: crossfire@ifi.uio.no Subject: PS to Crossfire 0.89.2 on the NeXT Reply-To: cedman@capitalist.princeton.edu Status: RO Of course, I had to forget one point. How in the world is include/global.h supposed to work ? It declares a large number of global variables but then gets included by a dozen files which gives each of those files its own copy of those variables and leads to no end of errors in the creation of the library. Honestly I don't understand how this works under any OS. The way I fixed this was to precede every variable declaration in global.h with 'EXTERN'. I also added these few lines before the definition of the global variables: #ifndef EXTERN #define EXTERN extern #endif Finally, I added this line to the beginning of init.c: #define EXTERN This fixes the problem in what I think is a reasonable manner. Carl Edman From owner-crossfire Fri Mar 19 02:50:52 1993 Received: by ifi.uio.no id ; Fri, 19 Mar 1993 13:51:02 +0100 Return-Path: Received: from capitalist.Princeton.EDU by ifi.uio.no with SMTP id ; Fri, 19 Mar 1993 13:50:56 +0100 Received: by capitalist.princeton.edu (NX5.67c/NX3.0M) id AA00384; Fri, 19 Mar 93 07:50:52 -0500 Date: Fri, 19 Mar 93 07:50:52 -0500 From: Carl Edman Message-Id: <9303191250.AA00384@capitalist.princeton.edu> Received: by NeXT.Mailer (1.87.1) Received: by NeXT Mailer (1.87.1) To: crossfire@ifi.uio.no Subject: Crossfire 0.89.2 on the NeXT Reply-To: cedman@capitalist.princeton.edu Status: RO I only discovered Crossfire a few days ago but am quite impressed if doubtlessly ignorant about many of the fine points discussed here. Considering that NeXTs don't run X natively I was quite impressed with the relative ease with which it installed. However, there are a few changes which would make it easier for non-technical users. 1. Change all the references to MACH to NeXT references. MACH does the right thing for NeXTs (which leads me to believe that somebody already has done this for earlier versions), but is not a standard macro defined by the pre-processor. NeXT is. 2. Make all the remaining inclusions of "unistd.h" (there are a few) depend on NeXT not being defined. NeXT doesn't have this file. 3. Please add a line like this close to the beginning of common/map.c. (If necessary conditionalize it on NeXT). extern char *tempnam(char *dir, char *pfx); 4. NeXT does not have snprintf instead of sprintf. Kill that code ? 5. Please add this definition just before 'create_savedir_if_needed' in server/login.c. #if defined(NeXT) #ifndef S_ISDIR #define S_ISDIR(x) (((x) & S_IFMT) == S_IFDIR) #endif #endif 6. In server/socket.c: Please added NeXT to the list of machines which need a dummy variable for setsockopt SO_REUSEADDR. 7. In xtedit/dirty.c: Add this before check_level: #if defined(NeXT) #ifndef S_ISREG #define S_ISREG(x) (((x) & S_IFMT) == S_IFREG) #endif #endif The are only two problems which this leaves. Unfortunately NeXT uses a broken version of GNU cpp which barfs on many comment lines in the Imakefiles. The user still has to remove all comments from the Imakefiles by hand or grep -v. Also there still seems to be a problem with properly recognizing the Shift or Control keys as modifiers rather than as seperate command keys. I'm working on that. Thanks for writing this game ! Carl "also working on a NeXTstep port" Edman From frankj Fri Mar 19 11:23:53 1993 Subject: Re: Unsubscribe??? To: crossfire@ifi.uio.no Date: Fri, 19 Mar 1993 11:23:53 +0100 (MET) Cc: jong@fwi.uva.nl In-Reply-To: <199303190850.AA08248@uart.fwi.uva.nl> from "Hayco de Jong" at Mar 19, 93 09:50:00 am X-Mailer: ELM [version 2.4 PL21] Content-Type: text Content-Length: 542 Status: RO > It seems that unsubscribe does not really work. I sent a mail this morning > (to the requestaddress of course) but I still got this mail: > > How do I unsubscribe properly? You did it correctly. For the rest who are wondering: Mail to crossfire-request@ifi.uio.no (NOT crossfire@ifi.uio.no!) to subscribe or unsubscribe. It's also possible to ask to unsubscribe, but to still get announcements. I'm handling all requests manually though, thus I don't mail any confirmation message, nor do I handle requests while sleeping. -Frank. From owner-crossfire Fri Mar 19 11:09:19 1993 Received: by ifi.uio.no id ; Fri, 19 Mar 1993 10:24:58 +0100 Return-Path: Received: from sun4nl.nluug.nl by ifi.uio.no with SMTP id ; Fri, 19 Mar 1993 10:24:56 +0100 Received: from hhinsi.uucp by sun4nl.nluug.nl via EUnet id AA09035 (5.65b/CWI-3.3); Fri, 19 Mar 1993 10:24:54 +0100 Received: from morrien.si.hhs.nl by boudier.si.hhs.nl id <23884-0@boudier.si.hhs.nl>; Fri, 19 Mar 1993 10:09:22 +0100 Received: by morrien.si.hhs.nl (4.1/2.0) id AA04009; Fri, 19 Mar 93 10:09:19 +0100 Date: Fri, 19 Mar 93 10:09:19 +0100 From: v912152@morrien.si.hhs.nl Message-Id: <9303190909.AA04009@morrien.si.hhs.nl> To: crossfire@ifi.uio.no Subject: Port to AMIGA, anyone want to help? Status: RO Well, the subject says it all: I'am working on an amiga-port of crossfire (quite far already!), but would like some ideas (an answers on my questions) from people who LOVE this game and would like to play it on there amiga's at home. (I own an A1200, standard and have no trouble playing a map of 100x100 , that is without the generators working!). What I would like to know (sourcecode is welcome), is how I handle input from a screen. Currently I open a RAW: window in the workbench to get my keys, and wait for them with WaitForChar(plr->input, 0). Another question is how to print text on a screen without opening a window on it. (Yes, I know I can use an assembly routine, but is it possible in C too?) About the font, I made a converter for the bitmaps, which makes one large bitmap-file, usable for my draw-routine. BTW: any ideas for less memory-usage for the objects ??? (already thought about enlarging the arch-struct?? (HINT?)) Please mail me about anything, (If you want source, too) v912152@si.hhs.nl (Patrick van Logchem) From owner-crossfire Fri Mar 19 10:50:00 1993 Received: by ifi.uio.no id ; Fri, 19 Mar 1993 09:50:05 +0100 Received: from mail.fwi.uva.nl by ifi.uio.no with SMTP id ; Fri, 19 Mar 1993 09:50:04 +0100 Received: by mail.fwi.uva.nl from uart.fwi.uva.nl with SMTP (5.65c(FWI)/3.0) id AA29908; Fri, 19 Mar 1993 09:50:02 +0100 Received: by uart.fwi.uva.nl id AA08248; Fri Mar 19 09:50:00 1993 Message-Id: <199303190850.AA08248@uart.fwi.uva.nl> Date: Fri, 19 Mar 1993 09:50:00 +0100 Return-Path: From: jong@fwi.uva.nl (Hayco de Jong) X-Organisation: Faculty of Mathematics & Computer Science University of Amsterdam Plantage Muidergracht 24 NL-1018 TV Amsterdam The Netherlands X-Phone: +31 20 525 5200 X-Telex: 16460 facwn nl X-Fax: +31 20 525 5101 To: crossfire@ifi.uio.no, tomho@ikp.liu.se Subject: Unsubscribe??? Status: RO It seems that unsubscribe does not really work. I sent a mail this morning (to the requestaddress of course) but I still got this mail: >From: tomho@ikp.liu.se (Tomas Hogstrom) >To: crossfire@ifi.uio.no >Subject: level increase >Status: R > >..makes it painfully easy to reach level 100.. someone writes. Hm! After many days of struggle (and cheating backup-saves of my character, I have to admit), I have only reached level 9 (Ninja). Perhaps is it because I'm playing 88.5 ? > How do I unsubscribe properly? From owner-crossfire Fri Mar 19 10:21:20 1993 Received: by ifi.uio.no id ; Fri, 19 Mar 1993 09:22:42 +0100 Return-Path: <@ikpgw.liu.se:tomas@idefix.ikp.liu.se> Received: from ikpgw.liu.se by ifi.uio.no with SMTP id ; Fri, 19 Mar 1993 09:22:40 +0100 Received: from el-net-gw.ikp.liu.se by ikpgw.liu.se with SMTP (5.65+bind 1.7+ida 1.4.2/IDA-1.2.8.2/LTH) id AA03762; Fri, 19 Mar 93 09:21:20 +0100 Received: from rames1.ikp.liu.se by idefix.ikp.liu.se (4.1/SMI-4.1) id AA06382; Fri, 19 Mar 93 09:21:20 +0100 Date: Fri, 19 Mar 93 09:21:20 +0100 From: tomho@IKP.LiU.SE (Tomas Hogstrom) Message-Id: <9303190821.AA06382@idefix.ikp.liu.se> To: crossfire@ifi.uio.no Subject: level increase Status: RO ..makes it painfully easy to reach level 100.. someone writes. Hm! After many days of struggle (and cheating backup-saves of my character, I have to admit), I have only reached level 9 (Ninja). Perhaps is it because I'm playing 88.5 ? From owner-crossfire Thu Mar 18 12:28:45 1993 Received: by ifi.uio.no id ; Fri, 19 Mar 1993 05:28:53 +0100 Return-Path: Received: from halcyon.com by ifi.uio.no with SMTP id ; Fri, 19 Mar 1993 05:28:48 +0100 Received: by halcyon.com id AA26150 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Thu, 18 Mar 1993 20:28:45 -0800 Date: Thu, 18 Mar 1993 20:28:45 -0800 From: Jonathan Roy Message-Id: <199303190428.AA26150@halcyon.com> To: "Billbo, Baggins, crossfire@ifi.uio.no, esq."@brunel.ac.uk Subject: Re: Sob Sob Status: RO I don't have stdarg.h on my Sun4 at all... I just comment it out in teh logger.c source, I think. F F Jonathan Roy, of the Free Access Foundation Email: ninja@faf.org A Mail faf@halcyon.com for information, or FTP to halcyon.com: /pub/faf/ F F Vorlons, of the Galactic Bloodshed Development Team GEnie: J.ROY18 "Everything that has transpired has done so according to my design." - _RotJ_ From owner-crossfire Thu Mar 18 10:48:56 1993 Received: by ifi.uio.no id ; Thu, 18 Mar 1993 06:49:45 +0100 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Thu, 18 Mar 1993 06:49:29 +0100 Received: from wyndham-estates.aaii.oz.AU by yarra-glen.aaii.oz.au with SMTP (5.65c/SMI-4.0/AAII) id AA08960; Thu, 18 Mar 1993 16:49:04 +1100 From: Rupert G. Goldie Message-Id: <199303180549.AA08960@yarra-glen.aaii.oz.au> Received: from delatite.aaii.oz.AU (delatite) by wyndham-estates. (5.65c/SMI-4.0) id AA17512; Thu, 18 Mar 1993 16:48:54 +1100 Received: by delatite.aaii.oz.AU (4.1/SMI-4.0) id AA04338; Thu, 18 Mar 93 15:48:56 EST Date: Thu, 18 Mar 93 15:48:56 EST To: rgg@aaii.oz.au Subject: Re: Death Cc: crossfire@ifi.uio.no Status: RO Joe writes: > My feeling is that a very advanced character should have a way to be able to > be saved from death by monsters -- but not death by other players. The > character should have to make some advance preparations to be saved. My > reasoning goes like this; for 1st to 9th level characters, death is a reality, > but OK since it only means the loss of a couple of hours (except for > inexperienced players). For 10th to 20th level characters, death is a real > nuisance. You have to have played the game several times to be able to get > that high, and it takes many hours. Furthermore, you tend to stop exploring > at this stage, since you don't want to have wasted that all that time playing > just to die in a "screw you" map that got tossed in there without having > several gravestones put in front of it. For higher level characters, death is > only going to happen when the player really screws up, like pressing 'A' when > you meant 'a' and opening up the room with the 100 demon lords. It's just a > factor of you pressing the wrong buttons, not having the wrong idea. The > later two situations should be preventable, at some considerable expense to > the character. However, the possibility of getting killed by other players > should always be present. I would find it really boring if I stopped exploring after reaching 10th level. For me at least, exploring new maps is one of the best parts of playing crossfire. Playing the same maps all the time gets tedious. The real problem seems to be maps that are unfair to players. Rather than changing the game we should fix or ditch bad maps. Now that skulls and beholders are much nastier, map creators should cut the number appearing in their older maps. (Also it would be nice if spell casting monsters didn't autofire endless streams of spells at you. Maybe they need spell delays or less spellpoints) > > I propose a system in which a character can make arrangements to be recalled > at the moment before death to a certain position on a certain other map that > is set up before death occurs. I'm imagining buying the "scroll of divine > life insurance" and applying it in some secret place. A small halo appears in > that place wich can be picked up and moved by anyone. Mid-level characters > might even have a way of foiling this, perhaps with some sort of "dispell > magic" spell. The point is, other players can screw it up on you. It should > be really expensive too -- I'm thinking around 50-100 thousand to set it up > each time, and when you come back you have a -1 to all your stats. There is already the amulet of lifesaving. If avoiding death becomes too easy the game will become boring. Rupert From frankj Thu Mar 18 21:10:38 1993 Subject: Re: quick question To: crossfire@ifi.uio.no Date: Thu, 18 Mar 1993 21:10:38 +0100 (MET) In-Reply-To: <9303181850.AA28681@CAD.UCLA.EDU> from "Jonathan Katz" at Mar 18, 93 10:50:37 am X-Mailer: ELM [version 2.4 PL21] Content-Type: text Content-Length: 978 Status: RO > A quick question please.... > > 1) are 'protections' cumulative. that is, if I have a ring of prot vs fire, > will an amulet of prot vs fire add to this or be redundant. No, you can never gain more than 50% protection from anything. The exception is physical damage, where you can have protection from it (only spell/scroll & Defender I believe) in addition to the armour value (usually ~50% if using platemail). Another thing worth taking note of is that a ring of protection from magic will give 50% protection for _all_ spells cast, even burning hands, fireball, etc. This includes the spells cast by beholders, spells cast by monsters from wands, etc. But it doesn't include the breath-attacks from dragons. Still very useful though. -Frank. P.S. I lost all mail received between 12 and 15 mars, and I'm a bit late in processing incoming mail received this week. I will answer any pending requests (that I haven't lost) in a couple of days. From owner-crossfire Thu Mar 18 02:57:29 1993 Received: by ifi.uio.no id ; Thu, 18 Mar 1993 19:53:05 +0100 Return-Path: Received: from horn.kpc.com by ifi.uio.no with SMTP id ; Thu, 18 Mar 1993 19:53:02 +0100 Received: by horn.kpc.com (5.65/kpc-930115); id AA17065; Thu, 18 Mar 93 10:54:56 -0800 Received: from pine by kpc.com (5.65/kpc-930119) id AA25715; Thu, 18 Mar 93 10:54:29 -0800 Received: from sigma by mailbox.kpc.com (4.1/kpc-930119) id AA19408; Thu, 18 Mar 93 10:53:39 PST From: whaley@kpc.com (Ken Whaley) Date: Thu, 18 Mar 93 10:57:29 -0800 Message-Id: <9303181857.AA12483@sigma.kpc.com> To: crossfire@ifi.uio.no Subject: map bug? or just unfinished? Status: RO There are areas of Castle Doom that seem inaccessible. Have I just missed a lever somewhere, or is the map unfinished? I'm runnin 0.88.5 Ken From owner-crossfire Thu Mar 18 02:50:37 1993 Received: by ifi.uio.no id ; Thu, 18 Mar 1993 19:50:50 +0100 Return-Path: Received: from cirrus.seas.ucla.edu by ifi.uio.no with SMTP id ; Thu, 18 Mar 1993 19:50:46 +0100 Received: from CAD.UCLA.EDU by cirrus.SEAS.UCLA.EDU (AIX 3.2/UCB 5.64/4.03(UCLA 1.04)multi-name+EA) id AA31367; Thu, 18 Mar 1993 10:50:38 -0800 Received: by CAD.UCLA.EDU (AIX 3.2/UCB 5.64/4.03) id AA28681; Thu, 18 Mar 1993 10:50:37 -0800 Date: Thu, 18 Mar 1993 10:50:37 -0800 From: jonathan@CAD.UCLA.EDU (Jonathan Katz) Message-Id: <9303181850.AA28681@CAD.UCLA.EDU> To: crossfire@ifi.uio.no Subject: quick question Status: RO A quick question please.... 1) are 'protections' cumulative. that is, if I have a ring of prot vs fire, will an amulet of prot vs fire add to this or be redundant. From owner-crossfire Thu Mar 18 08:23:36 1993 Received: by ifi.uio.no id ; Thu, 18 Mar 1993 19:26:09 +0100 Return-Path: Received: from PO5.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Thu, 18 Mar 1993 19:26:06 +0100 Received: by po5.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Thu, 18 Mar 93 13:25:34 EST Received: via switchmail; Thu, 18 Mar 1993 13:25:29 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Thu, 18 Mar 1993 13:23:40 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Thu, 18 Mar 1993 13:23:37 -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, 18 Mar 1993 13:23:36 -0500 (EST) Message-Id: Date: Thu, 18 Mar 1993 13:23:36 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no, "Billbo Baggins esq."@brunel.ac.uk Subject: Re: Sob Sob In-Reply-To: <7008.9303181738@ccws-10.brunel.ac.uk> References: <7008.9303181738@ccws-10.brunel.ac.uk> Status: RO Ignore the message, it will be found when the gcc compiles the files, since gcc knows where it's include files are. -Eric ********************************************************* "It seemed like a good idea at the time" -The Mad Hatter "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From owner-crossfire Thu Mar 18 17:38:27 1993 Received: by ifi.uio.no id ; Thu, 18 Mar 1993 18:39:02 +0100 Return-Path: Received: from sirius.brunel.ac.uk by ifi.uio.no with SMTP id ; Thu, 18 Mar 1993 18:38:48 +0100 Received: from ccws-10.brunel.ac.uk by sirius.brunel.ac.uk with SMTP (PP) id <21210-0@sirius.brunel.ac.uk>; Thu, 18 Mar 1993 17:38:34 +0000 Message-Id: <7008.9303181738@ccws-10.brunel.ac.uk> Subject: Sob Sob To: crossfire@ifi.uio.no (crossfire - elm) Date: Thu, 18 Mar 1993 17:38:27 +0000 (GMT) From: "Billbo Baggins esq."@brunel.ac.uk Reply_To: ma92mme@brunel.ac.uk X-Mailer: ELM [version 2.4 PL21] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 612 Status: RO Hi there, I seem to be going something wrong along the way with my "make depend" command. makedepend: logger.c: makedepend: cannot find include file "stdarg.h" makedepend: not in stdarg.h makedepend: not in /usr/include/stdarg.h makedepend: not in ../include/stdarg.h makedepend: not in /usr/include/stdarg.h makedepend: cannot open "stdarg.h" Where oh where can I find the "stdarg.h" file... __ _ _ __ __ / ) / _// _// / ) / ') /--< / / / /--< / / /___/ / /___ /___ /___/ (__/ From owner-crossfire Thu Mar 18 07:22:51 1993 Received: by ifi.uio.no id ; Thu, 18 Mar 1993 19:11:09 +0100 Return-Path: Received: from dew.cs.odu.edu by ifi.uio.no with SMTP id ; Thu, 18 Mar 1993 19:11:04 +0100 Received: by dew.cs.odu.edu (4.1/lanleaf2.4) id AA14034; Thu, 18 Mar 93 12:22:51 EST Message-Id: <9303181722.AA14034@dew.cs.odu.edu> Date: Thu, 18 Mar 93 12:22:51 EST From: Christopher Carpinello To: "Eric A. Anderson" Cc: crossfire@ifi.uio.no Subject: Re: Bug In-Reply-To: References: <9303181402.AA16683@robin.lysator.liu.se> <9303181527.AA14014@dew.cs.odu.edu> Status: RO "Eric A. Anderson" writes: > Christopher Carpinello writes: > > anvil@lysator.liu.se writes: > > > The savethrow-array must be increased by one in size or the game > > > will bug when reaching level 100. > > > > > > Also, why does the games "end" when reaching level 100? > > > I mean, reaching level 100 takes one or two days. Why just don't > > > make the number of levels infinite? Seems strange to me that one > > > cannot have more than 100 000 000 xp, I want to continue to play.... > Well it can't be infinite, xp is bounded by 2^31. then why not make this the limit? granted, 4.3 billion exp. it is a bit ridiculous, but so is being level 100 after 2 days. [let's go for ludicrous ;-] > > are you playing in a cheat mode or something? running a hacked up > > version? just how many hours did it take to reach level 100? (2 days > > is kind of ambiguous). is there something we don't know about? ;-) > No, he's using a stormbringer or mournblade. > I've got my 40th level person getting experience for killing goblin > generators. He's right the drain weapons need to go away, it's way > too easy to get exp. > -Eric Just wait 'til our local crossfire development team is done adding new intelligent monsters -- the game just won't be the same. ;-) #chris From owner-crossfire Thu Mar 18 07:22:51 1993 Received: by ifi.uio.no id ; Thu, 18 Mar 1993 19:11:09 +0100 Return-Path: Received: from dew.cs.odu.edu by ifi.uio.no with SMTP id ; Thu, 18 Mar 1993 19:11:04 +0100 Received: by dew.cs.odu.edu (4.1/lanleaf2.4) id AA14034; Thu, 18 Mar 93 12:22:51 EST Message-Id: <9303181722.AA14034@dew.cs.odu.edu> Date: Thu, 18 Mar 93 12:22:51 EST From: Christopher Carpinello To: "Eric A. Anderson" Cc: crossfire@ifi.uio.no Subject: Re: Bug In-Reply-To: References: <9303181402.AA16683@robin.lysator.liu.se> <9303181527.AA14014@dew.cs.odu.edu> Status: RO "Eric A. Anderson" writes: > Christopher Carpinello writes: > > anvil@lysator.liu.se writes: > > > The savethrow-array must be increased by one in size or the game > > > will bug when reaching level 100. > > > > > > Also, why does the games "end" when reaching level 100? > > > I mean, reaching level 100 takes one or two days. Why just don't > > > make the number of levels infinite? Seems strange to me that one > > > cannot have more than 100 000 000 xp, I want to continue to play.... > Well it can't be infinite, xp is bounded by 2^31. then why not make this the limit? granted, 4.3 billion exp. it is a bit ridiculous, but so is being level 100 after 2 days. [let's go for ludicrous ;-] > > are you playing in a cheat mode or something? running a hacked up > > version? just how many hours did it take to reach level 100? (2 days > > is kind of ambiguous). is there something we don't know about? ;-) > No, he's using a stormbringer or mournblade. > I've got my 40th level person getting experience for killing goblin > generators. He's right the drain weapons need to go away, it's way > too easy to get exp. > -Eric Just wait 'til our local crossfire development team is done adding new intelligent monsters -- the game just won't be the same. ;-) #chris From owner-crossfire Thu Mar 18 06:51:20 1993 Received: by ifi.uio.no id ; Thu, 18 Mar 1993 17:52:25 +0100 Return-Path: Received: from PO5.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Thu, 18 Mar 1993 17:52:23 +0100 Received: by po5.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Thu, 18 Mar 93 11:52:15 EST Received: via switchmail; Thu, 18 Mar 1993 11:52:11 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Thu, 18 Mar 1993 11:51:25 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Thu, 18 Mar 1993 11:51:22 -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; Thu, 18 Mar 1993 11:51:20 -0500 (EST) Message-Id: Date: Thu, 18 Mar 1993 11:51:20 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Re: Bug In-Reply-To: <9303181527.AA14014@dew.cs.odu.edu> References: <9303181402.AA16683@robin.lysator.liu.se> <9303181527.AA14014@dew.cs.odu.edu> Status: RO Christopher Carpinello writes: > anvil@lysator.liu.se writes: > > The savethrow-array must be increased by one in size or the game > > will bug when reaching level 100. > > > > Also, why does the games "end" when reaching level 100? > > I mean, reaching level 100 takes one or two days. Why just don't > > make the number of levels infinite? Seems strange to me that one > > cannot have more than 100 000 000 xp, I want to continue to play.... Well it can't be infinite, xp is bounded by 2^31. > are you playing in a cheat mode or something? running a hacked up > version? just how many hours did it take to reach level 100? (2 days > is kind of ambiguous). is there something we don't know about? ;-) No, he's using a stormbringer or mournblade. I've got my 40th level person getting experience for killing goblin generators. He's right the drain weapons need to go away, it's way too easy to get exp. -Eric ********************************************************* "It seemed like a good idea at the time" -The Mad Hatter "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From owner-crossfire Thu Mar 18 06:25:10 1993 Received: by ifi.uio.no id ; Thu, 18 Mar 1993 02:25:43 +0100 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Thu, 18 Mar 1993 02:25:30 +0100 Received: from wyndham-estates.aaii.oz.AU by yarra-glen.aaii.oz.au with SMTP (5.65c/SMI-4.0/AAII) id AA28926; Thu, 18 Mar 1993 12:25:13 +1100 From: Rupert G. Goldie Message-Id: <199303180125.AA28926@yarra-glen.aaii.oz.au> Received: from delatite.aaii.oz.AU (delatite) by wyndham-estates. (5.65c/SMI-4.0) id AA15596; Thu, 18 Mar 1993 12:25:11 +1100 Received: by delatite.aaii.oz.AU (4.1/SMI-4.0) id AA03861; Thu, 18 Mar 93 11:25:10 EST Date: Thu, 18 Mar 93 11:25:10 EST To: crossfire@ifi.uio.no Subject: Death Status: RO Here's another alternative for death. I have had an idea for two spells - recusitation and raise dead. Recusitation must be cast within (dead characters level) minutes of the characters death upon his or her gravestone. Successful casting of the spell brings the character back to life at 1 hp and with the loss of one point off a physical stat (str,dex,con). Raise Dead can be cast upon a dead characters gravestone anytime after they died, but is otherwise the same as recusitation. To implement this we have to change they way death is handled. Instead of deleting a character's save file when he dies we have to keep it around. This means that when you startup with the name of a dead character the game should ask you: "That character is dead, do you want to delete it and start again [y/n] ?". Tricky bits. When a map is refreshed, the game should check for any gravestones of dead characters and deleted the save files before loading the refreshed map. Where do we start the character when they restart with their newly raised character ? If we make it wherever the gravestone is when the spell was cast, there is the potential for abuse, so they should probably start back in the starting town. How does that sound ? Reasonable ? From owner-crossfire Thu Mar 18 05:27:58 1993 Received: by ifi.uio.no id ; Thu, 18 Mar 1993 16:28:22 +0100 Return-Path: Received: from dew.cs.odu.edu by ifi.uio.no with SMTP id ; Thu, 18 Mar 1993 16:28:07 +0100 Received: by dew.cs.odu.edu (4.1/lanleaf2.4) id AA14014; Thu, 18 Mar 93 10:27:58 EST Message-Id: <9303181527.AA14014@dew.cs.odu.edu> Date: Thu, 18 Mar 93 10:27:58 EST From: Christopher Carpinello To: anvil@lysator.liu.se Cc: crossfire@ifi.uio.no Subject: Bug In-Reply-To: <9303181402.AA16683@robin.lysator.liu.se> References: <9303181402.AA16683@robin.lysator.liu.se> Status: RO anvil@lysator.liu.se writes: > The savethrow-array must be increased by one in size or the game > will bug when reaching level 100. > > Also, why does the games "end" when reaching level 100? > I mean, reaching level 100 takes one or two days. Why just don't > make the number of levels infinite? Seems strange to me that one > cannot have more than 100 000 000 xp, I want to continue to play.... are you playing in a cheat mode or something? running a hacked up version? just how many hours did it take to reach level 100? (2 days is kind of ambiguous). is there something we don't know about? ;-) #chris From owner-crossfire Thu Mar 18 05:27:36 1993 Received: by ifi.uio.no id ; Thu, 18 Mar 1993 01:28:37 +0100 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Thu, 18 Mar 1993 01:28:27 +0100 Received: from wyndham-estates.aaii.oz.AU by yarra-glen.aaii.oz.au with SMTP (5.65c/SMI-4.0/AAII) id AA20166; Thu, 18 Mar 1993 11:27:39 +1100 From: Rupert G. Goldie Message-Id: <199303180027.AA20166@yarra-glen.aaii.oz.au> Received: from delatite.aaii.oz.AU (delatite) by wyndham-estates. (5.65c/SMI-4.0) id AA14752; Thu, 18 Mar 1993 11:27:36 +1100 Received: by delatite.aaii.oz.AU (4.1/SMI-4.0) id AA03800; Thu, 18 Mar 93 10:27:36 EST Date: Thu, 18 Mar 93 10:27:36 EST To: crossfire@ifi.uio.no Subject: Re: Death Status: RO Christian Berg wrote: > explore mode > > In dm mode (from what I can remember, you cannot hit monsters with any > weapon) > just arrows and spells are possible methinx > Ah but there is a trick whereby you can hit things in dm mode. If you are braced, you can hit things. Of course in dm mode you also tend to walk through walls and don't suffer from line-of-sight. I currently test maps by going into dm mode, adding xp, stats etc, dropping out of dm mode and playing with the boosted character. Rupert -- Rupert G. Goldie, Research Scientist rgg@aaii.oz.au Australian Artificial Intelligence Institute /\/\|| 1 Grattan Street, Melbourne, Australia From owner-crossfire Thu Mar 18 16:06:32 1993 Received: by ifi.uio.no id ; Thu, 18 Mar 1993 15:13:59 +0100 Return-Path: Received: from lysator.liu.se by ifi.uio.no with SMTP id ; Thu, 18 Mar 1993 15:13:57 +0100 Received: from robin.lysator.liu.se (130.236.254.21) by lysator.liu.se (ALPHA-6.36/6.16) id AA21741; Thu, 18 Mar 1993 15:13:56 +0100 Received: by robin.lysator.liu.se (4.1/1.34/Lysator-3.1) id AA16689; Thu, 18 Mar 93 15:06:32 +0100 (unknown) Date: Thu, 18 Mar 93 15:06:32 +0100 From: anvil@lysator.liu.se Message-Id: <9303181406.AA16689@robin.lysator.liu.se> Subject: Death Apparently-To: crossfire@ifi.uio.no Status: RO There hasss been a lot of talk about death, but since the game is so easy at present I wonder why people want to implement resurrection etc. To make xp a little less easy available I think there must be some changes in many maps, where monsters are helplessly trapped and players can kill them without any danger. Example of this is barn outside S:t dominion and prison in Nameless town. Also, the draining weapons, ie mournblade and stormbringer, are much too good. A dragon gives you about 100k xp regardless of level. This featrue makes it painfully easy to reach level 100... From owner-crossfire Thu Mar 18 16:02:14 1993 Received: by ifi.uio.no id ; Thu, 18 Mar 1993 15:06:51 +0100 Return-Path: Received: from lysator.liu.se by ifi.uio.no with SMTP id ; Thu, 18 Mar 1993 15:06:43 +0100 Received: from robin.lysator.liu.se (130.236.254.21) by lysator.liu.se (ALPHA-6.36/6.16) id AA21476; Thu, 18 Mar 1993 15:06:40 +0100 Received: by robin.lysator.liu.se (4.1/1.34/Lysator-3.1) id AA16683; Thu, 18 Mar 93 15:02:14 +0100 (unknown) Date: Thu, 18 Mar 93 15:02:14 +0100 From: anvil@lysator.liu.se Message-Id: <9303181402.AA16683@robin.lysator.liu.se> Subject: Bug Apparently-To: crossfire@ifi.uio.no Status: RO The savethrow-array must be increased by one in size or the game will bug when reaching level 100. Also, why does the games "end" when reaching level 100? I mean, reaching level 100 takes one or two days. Why just don't make the number of levels infinite? Seems strange to me that one cannot have more than 100 000 000 xp, I want to continue to play.... From owner-crossfire Thu Mar 18 03:57:02 1993 Received: by ifi.uio.no id ; Thu, 18 Mar 1993 14:58:24 +0100 Return-Path: Received: from dew.cs.odu.edu by ifi.uio.no with SMTP id ; Thu, 18 Mar 1993 14:58:06 +0100 Received: by dew.cs.odu.edu (4.1/lanleaf2.4) id AA13969; Thu, 18 Mar 93 08:57:02 EST Message-Id: <9303181357.AA13969@dew.cs.odu.edu> Date: Thu, 18 Mar 93 08:57:02 EST From: Christopher Carpinello To: Anthony Baxter Cc: crossfire@ifi.uio.no Subject: Re: Death In-Reply-To: <199303180446.AA29528@yarra-glen.aaii.oz.au> References: <199303180125.AA28926@yarra-glen.aaii.oz.au> <199303180446.AA29528@yarra-glen.aaii.oz.au> Status: RO Anthony Baxter writes: > > > In message <199303180125.AA28926@yarra-glen.aaii.oz.au>you write: > > Here's another alternative for death. I have had an idea for two spells - > > recusitation and raise dead. > > How about making it so the spell can only be cast at specific places? > (temples or suchlike) - that would fix that problem. > > What about, as an alternative to a spell, making it a function of certain > altars - drop a gravestone of a dead character on it, with some extra stuff > (ie cash :) and it raises them then and there? You could make similar stuff > in temples to heal, cure poison, or other nifty types of thing. Another good idea.. > Another thing would be to, say, make it an (expensive) one shot potion or > scroll, you use it, and the gravestone you are standing on gets > affected. IMHO, I believe there shouldn't be a potion of this calibur in the game -- not even a scroll of the spell. While I'm at it, let me explain the way that one of the pay-online services (GEnie) handles death in their multi-player frp (Gemstone III): A player can pay tribute to the "demon goddess", in which case the goddess owes them a favor. Everytime that a player dies, one of these favors are used up [the player is teleported to the goddess' temple completely naked with no hit points]. Multiple favors can be granted by the goddess, but the tribute to get these favors increases for each favor asked.. #chris From owner-crossfire Thu Mar 18 03:43:00 1993 Received: by ifi.uio.no id ; Thu, 18 Mar 1993 14:43:33 +0100 Return-Path: Received: from dew.cs.odu.edu by ifi.uio.no with SMTP id ; Thu, 18 Mar 1993 14:43:12 +0100 Received: by dew.cs.odu.edu (4.1/lanleaf2.4) id AA13963; Thu, 18 Mar 93 08:43:00 EST Message-Id: <9303181343.AA13963@dew.cs.odu.edu> Date: Thu, 18 Mar 93 08:43:00 EST From: Christopher Carpinello To: Rupert G. Goldie Cc: crossfire@ifi.uio.no Subject: Death In-Reply-To: <199303180125.AA28926@yarra-glen.aaii.oz.au> References: <199303180125.AA28926@yarra-glen.aaii.oz.au> Status: RO Rupert G. Goldie writes: > Here's another alternative for death. I have had an idea for two spells - > recusitation and raise dead. > > Recusitation must be cast within (dead characters level) minutes of the > characters death upon his or her gravestone. Successful casting of the spell > brings the character back to life at 1 hp and with the loss of one point off > a physical stat (str,dex,con). Traditionally, in AD&D and other FRPs, players have lost 1 pt. of Con when they were resurrected. > Raise Dead can be cast upon a dead characters gravestone anytime after they > died, but is otherwise the same as recusitation. Sounds a bit necromanic to me -- I really don't see the difference between raise dead and ressurection (other than the time interval). > To implement this we have to change they way death is handled. Instead of > deleting a character's save file when he dies we have to keep it around. > This means that when you startup with the name of a dead character the game > should ask you: "That character is dead, do you want to delete it and > start again [y/n] ?". > > Tricky bits. When a map is refreshed, the game should check for any gravestones > of dead characters and deleted the save files before loading the refreshed map. > > Where do we start the character when they restart with their newly raised > character ? If we make it wherever the gravestone is when the spell was cast, > there is the potential for abuse, so they should probably start back in the > starting town. Make a temple with an altar [in the main town?] and have the newly-resurrected indiviual appear on the altar with 1 hp and beginning character equipment [leaving his old equipment where he died]. > > How does that sound ? Reasonable ? IMHO, there should only be one spell (namely resurrection) which should be a very high level [lvl 25?], rare cleric prayer with a chance of failure dependant on the caster's Wisdom bonus and his current level (at 25th level, the caster should _just_ be able to cast it with few successes, but as he progresses up in levels, it should become easier). #chris From owner-crossfire Thu Mar 18 02:26:33 1993 Received: by ifi.uio.no id ; Thu, 18 Mar 1993 13:26:44 +0100 Return-Path: Received: from mist.cs.odu.edu by ifi.uio.no with SMTP id ; Thu, 18 Mar 1993 13:26:29 +0100 Received: by mist.cs.odu.edu (4.1/lanleaf2.4) id AA11298; Thu, 18 Mar 93 07:26:33 EST Message-Id: <9303181226.AA11298@mist.cs.odu.edu> Date: Thu, 18 Mar 93 07:26:33 EST From: David J. Bianco To: crossfire@ifi.uio.no Subject: Re: Death In-Reply-To: <199303180446.AA29528@yarra-glen.aaii.oz.au> References: <199303180125.AA28926@yarra-glen.aaii.oz.au> <199303180446.AA29528@yarra-glen.aaii.oz.au> Status: RO In message <199303180125.AA28926@yarra-glen.aaii.oz.au>you write: > > Here's another alternative for death. I have had an idea for two spells - > > recusitation and raise dead. > > > > Recusitation must be cast within (dead characters level) minutes of the > > characters death upon his or her gravestone. Successful casting of the spell > > brings the character back to life at 1 hp and with the loss of one point off > > a physical stat (str,dex,con). > I think this would be great if I played in a party. Oftimes, I do not, in which case I'm outta luck, right? At the least, I have to go around, find someone who can cast the spell, convince them to cast cast it on me, hope they don't die (Wherever I died is likely to still be dangerous), all of which may be too much for some people... David "The Reanimator" Bianco From owner-crossfire Wed Mar 17 16:29:58 1993 Received: by ifi.uio.no id ; Thu, 18 Mar 1993 09:30:06 +0100 Return-Path: Received: from cats.UCSC.EDU by ifi.uio.no with SMTP id ; Thu, 18 Mar 1993 09:30:02 +0100 Received: from amtoo.UCSC.EDU by cats.UCSC.EDU with SMTP id AA04405; Thu, 18 Mar 93 00:29:59 -0800 Received: by amtoo.ucsc.edu (5.65/4.7) id AA00307; Thu, 18 Mar 93 00:29:58 -0800 Date: Thu, 18 Mar 93 00:29:58 -0800 Message-Id: <9303180829.AA00307@amtoo.ucsc.edu> To: crossfire@ifi.uio.no From: master@cats.UCSC.EDU (Mark Wedel) Subject: Explore mode Status: RO The work is almost completed on it, and I'll ship the patches off to frank sometime soon. DM mode does give powers beyond no death which ordinary players do not have. Also, by default, it has a password, so only certain people can use it. Explore mode, on the other hand, is as follows: no death anyone can use it (provided it was compiled in) can not be turned on in a multi player game, and once turned on, new players can not be added. you can save and restore games you can not place on the scoreboard. Also, as it is now, once you turn explore mode on, it will always been on for the rest of the life of that particular invocation of crossfire (there seemed to be no easy way to reset the maps to the orignal state (as someone pointed out, should be done, so a person can't enter explore mode, and start a new character to loot all the goodies)). So, if you entered explore mode, and want to play without it, you need to re-run the program. --Mark Wedel mster@cats.ucsc.edu From owner-crossfire Wed Mar 17 19:32:06 1993 Received: by ifi.uio.no id ; Thu, 18 Mar 1993 06:32:24 +0100 Return-Path: Received: from remus.rutgers.edu by ifi.uio.no with SMTP id ; Thu, 18 Mar 1993 06:32:21 +0100 Received: from unipress-link.rutgers.edu by remus.rutgers.edu (5.59/SMI4.0/RU1.5/3.08) id AA10062; Thu, 18 Mar 93 00:32:13 EST Received: from dot.UniPress.COM by repo.unipress.com (4.1/SMI-4.1/UniPress021293.1) id AA24098; Thu, 18 Mar 93 00:32:11 EST via Message-Id: <9303180532.AA24098@repo.unipress.com> To: "Rupert G. Goldie" Cc: crossfire@ifi.uio.no Subject: Re: Death In-Reply-To: Your message of "Thu, 18 Mar 93 11:25:10 EST." <199303180125.AA28926@yarra-glen.aaii.oz.au> Date: Thu, 18 Mar 93 00:32:06 -0500 From: joe@unipress.com Status: RO > Here's another alternative for death. I have had an idea for two spells - > recusitation and raise dead. > Recusitation must be cast within (dead characters level) minutes of the > characters death upon his or her gravestone. ... > Raise Dead can be cast upon a dead characters gravestone anytime after they > died, but is otherwise the same as recusitation. > ... > How does that sound ? Reasonable ? Perfect, only Raise Dead seems a little too powerful. My feeling is that a very advanced character should have a way to be able to be saved from death by monsters -- but not death by other players. The character should have to make some advance preparations to be saved. My reasoning goes like this; for 1st to 9th level characters, death is a reality, but OK since it only means the loss of a couple of hours (except for inexperienced players). For 10th to 20th level characters, death is a real nuisance. You have to have played the game several times to be able to get that high, and it takes many hours. Furthermore, you tend to stop exploring at this stage, since you don't want to have wasted that all that time playing just to die in a "screw you" map that got tossed in there without having several gravestones put in front of it. For higher level characters, death is only going to happen when the player really screws up, like pressing 'A' when you meant 'a' and opening up the room with the 100 demon lords. It's just a factor of you pressing the wrong buttons, not having the wrong idea. The later two situations should be preventable, at some considerable expense to the character. However, the possibility of getting killed by other players should always be present. I propose a system in which a character can make arrangements to be recalled at the moment before death to a certain position on a certain other map that is set up before death occurs. I'm imagining buying the "scroll of divine life insurance" and applying it in some secret place. A small halo appears in that place wich can be picked up and moved by anyone. Mid-level characters might even have a way of foiling this, perhaps with some sort of "dispell magic" spell. The point is, other players can screw it up on you. It should be really expensive too -- I'm thinking around 50-100 thousand to set it up each time, and when you come back you have a -1 to all your stats. Would that keep everybody happy? --joe From owner-crossfire Fri Mar 19 00:46:43 1993 Received: by ifi.uio.no id ; Thu, 18 Mar 1993 05:47:01 +0100 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Thu, 18 Mar 1993 05:46:52 +0100 Received: from harlie.aaii.oz.AU by yarra-glen.aaii.oz.au with SMTP (5.65c/SMI-4.0/AAII) id AA29528; Thu, 18 Mar 1993 15:46:45 +1100 Message-Id: <199303180446.AA29528@yarra-glen.aaii.oz.au> To: Rupert G. Goldie Cc: crossfire@ifi.uio.no Subject: Re: Death In-Reply-To: Your message of "Thu, 18 Mar 1993 11:25:10 EST." <199303180125.AA28926@yarra-glen.aaii.oz.au> Date: Thu, 18 Mar 1993 14:46:43 +1000 From: Anthony Baxter Status: RO In message <199303180125.AA28926@yarra-glen.aaii.oz.au>you write: > Here's another alternative for death. I have had an idea for two spells - > recusitation and raise dead. > > Recusitation must be cast within (dead characters level) minutes of the > characters death upon his or her gravestone. Successful casting of the spell > brings the character back to life at 1 hp and with the loss of one point off > a physical stat (str,dex,con). How about making a chance of either of these spells failing, depending on the dead character's stats and their level? Should be some other penalty as well as losing a couple of stat points. > Where do we start the character when they restart with their newly raised > character ? If we make it wherever the gravestone is when the spell was cast, > there is the potential for abuse, so they should probably start back in the > starting town. How about making it so the spell can only be cast at specific places? (temples or suchlike) - that would fix that problem. > How does that sound ? Reasonable ? What about, as an alternative to a spell, making it a function of certain altars - drop a gravestone of a dead character on it, with some extra stuff (ie cash :) and it raises them then and there? You could make similar stuff in temples to heal, cure poison, or other nifty types of thing. Another thing would be to, say, make it an (expensive) one shot potion or scroll, you use it, and the gravestone you are standing on gets affected. 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 Wed Mar 17 08:16:46 1993 Received: by ifi.uio.no id ; Thu, 18 Mar 1993 01:17:27 +0100 Return-Path: Received: from halcyon.com by ifi.uio.no with SMTP id ; Thu, 18 Mar 1993 01:17:22 +0100 Received: by halcyon.com id AA12578 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Wed, 17 Mar 1993 16:16:46 -0800 Date: Wed, 17 Mar 1993 16:16:46 -0800 From: Jonathan Roy Message-Id: <199303180016.AA12578@halcyon.com> To: bianco@cs.odu.edu, ninja@halcyon.halcyon.com Subject: Re: Oh.. server.. Cc: crossfire@ifi.uio.no Status: RO Server mode seems to work now, but the other serious bug of not loading player's inventories still applies even in server mode. :( No help there. :( F F Jonathan Roy, of the Free Access Foundation Email: ninja@faf.org A Mail faf@halcyon.com for information, or FTP to halcyon.com: /pub/faf/ F F Vorlons, of the Galactic Bloodshed Development Team GEnie: J.ROY18 "Everything that has transpired has done so according to my design." - _RotJ_ From owner-crossfire Wed Mar 17 09:33:35 1993 Received: by ifi.uio.no id ; Wed, 17 Mar 1993 20:34:38 +0100 Return-Path: Received: from flashflood.cs.odu.edu by ifi.uio.no with SMTP id ; Wed, 17 Mar 1993 20:34:30 +0100 Received: by flashflood.cs.odu.edu (4.1/lanleaf2.4) id AA05903; Wed, 17 Mar 93 14:33:35 EST Message-Id: <9303171933.AA05903@flashflood.cs.odu.edu> Date: Wed, 17 Mar 93 14:33:35 EST From: Matthew Zeher To: Rupert G. Goldie Cc: crossfire@ifi.uio.no Subject: Death In-Reply-To: <199303170047.AA21267@yarra-glen.aaii.oz.au> References: <199303170047.AA21267@yarra-glen.aaii.oz.au> Status: RO Rupert G. Goldie writes: -> People have been complaining about the difficulty (or lack thereof) of -> crossfire. I don't think it is too hard as long as you are reasonably -> cautious. Yes it is boring to always play the same maps when you are -> starting up, but you don't need to restrict yourself so much. Sure, use -> a couple of maps each time to get yourself a few xp and some decent weapons -> and armour, then head on out of the starting town. (No you don't have to -> kill the wyvern to get out, there are at least two other ways to get out - -> down and up, or straight through). Of course, getting out of that first city is not a problem. The problem lies with whats outside once your out. While your in the city you really don't have to worry about fighting 10 orcs in one room (real easy) then going to the very next room and being surprised by 4 skulls (your dead if you less that level 10). -> -> By exploring the maps you will find maps that are within your range. Just -> remember the golden rule of survival - know when to run. There are plenty -> of maps out there that are reasonable for low level characters, as long as -> you play carefully, and leave the map when the going gets tough. Its not always easy to leave. One of the reasons why we suggested lose a level and a half and not just dying, is because there are planty of situations with no warnings and no ways out quickly. And in this game you can die in two seconds. -> -> Make sure you have some sort of bow, so you can hurt monsters from a distance. -> Burning hands is a great spell for low level characters. Agreed if your wizard doesn't get it right off, quit and make a new character till you get one that does. -> Stay away from spell casting monsters, they are probably the most dangerous -> monsters in the game. -> Use your money to buy wands and scrolls if you need any extra bit of punch -> to get through a tough map. Hot and Cold potions do wonders to. -> Avoid getting surrounded by monsters (it sounds obvious, but it is really -> tempting to rush in waving your sword when staying on the other side of a -> doorway is a lot safer) Choose those striaght line dungeons where you only fight one at a time. And he can't run. -> And one learnt from hard experience - poison cloud is more dangerous to yourself -> if you are a low level mage ;-) And travel in pairs if you've got the people. -> -> -> Rupert -> -- -> Rupert G. Goldie, Research Scientist rgg@aaii.oz.au -> Australian Artificial Intelligence Institute -> /\/\|| 1 Grattan Street, Melbourne, Australia -> From owner-crossfire Wed Mar 17 09:00:40 1993 Received: by ifi.uio.no id ; Wed, 17 Mar 1993 05:01:44 +0100 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Wed, 17 Mar 1993 05:01:15 +0100 Received: from wyndham-estates.aaii.oz.AU by yarra-glen.aaii.oz.au with SMTP (5.65c/SMI-4.0/AAII) id AA10178; Wed, 17 Mar 1993 15:00:52 +1100 From: Rupert G. Goldie Message-Id: <199303170400.AA10178@yarra-glen.aaii.oz.au> Received: from delatite.aaii.oz.AU (delatite) by wyndham-estates. (5.65c/SMI-4.0) id AA27289; Wed, 17 Mar 1993 15:00:40 +1100 Received: by delatite.aaii.oz.AU (4.1/SMI-4.0) id AA29559; Wed, 17 Mar 93 14:00:40 EST Date: Wed, 17 Mar 93 14:00:40 EST To: crossfire@ifi.uio.no Subject: Re: Oh.. server.. Status: RO > > Oh, crossfire -server comes nowhere near to working. No use > reporting it's output. It's not even in teh ball park. :) > What are you running it on ? I've used it successfully under SunOS 4.1.2 and Ultrix 4.2. My only complaint is that crossclient doesn't take the -w option. If you are going to report a bug, it would help if you at least told us what version of crossfire you are running and what machine and OS you are using. Read the README that comes with crossfire for explicit instructions on reporting bugs. Rupert -- Rupert G. Goldie, Research Scientist rgg@aaii.oz.au Australian Artificial Intelligence Institute /\/\|| 1 Grattan Street, Melbourne, Australia From owner-crossfire Wed Mar 17 08:40:39 1993 Received: by ifi.uio.no id ; Wed, 17 Mar 1993 19:42:24 +0100 Return-Path: Received: from PO5.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Wed, 17 Mar 1993 19:42:21 +0100 Received: by po5.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Wed, 17 Mar 93 13:42:13 EST Received: via switchmail; Wed, 17 Mar 1993 13:42:08 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Wed, 17 Mar 1993 13:40:43 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Wed, 17 Mar 1993 13:40:40 -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, 17 Mar 1993 13:40:39 -0500 (EST) Message-Id: Date: Wed, 17 Mar 1993 13:40:39 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Re: Oh.. server.. In-Reply-To: <9303171427.AA26134@cyclone.cs.odu.edu> References: <199303170227.AA10347@halcyon.com> <9303171427.AA26134@cyclone.cs.odu.edu> Status: RO I'm not having a problem with the server on a sparc 2 compiled with the madhatter.cf (well sort of) It's been up for about 3 days or so, and has crashed 3 times, a semi-descent number of people are using the server. -Eric ********************************************************* "It seemed like a good idea at the time" -The Mad Hatter "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From owner-crossfire Wed Mar 17 05:47:11 1993 Received: by ifi.uio.no id ; Wed, 17 Mar 1993 01:47:58 +0100 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Wed, 17 Mar 1993 01:47:31 +0100 Received: from wyndham-estates.aaii.oz.AU by yarra-glen.aaii.oz.au with SMTP (5.65c/SMI-4.0/AAII) id AA21267; Wed, 17 Mar 1993 11:47:14 +1100 From: Rupert G. Goldie Message-Id: <199303170047.AA21267@yarra-glen.aaii.oz.au> Received: from delatite.aaii.oz.AU (delatite) by wyndham-estates. (5.65c/SMI-4.0) id AA24631; Wed, 17 Mar 1993 11:47:12 +1100 Received: by delatite.aaii.oz.AU (4.1/SMI-4.0) id AA29327; Wed, 17 Mar 93 10:47:11 EST Date: Wed, 17 Mar 93 10:47:11 EST To: crossfire@ifi.uio.no. Subject: Death Status: RO People have been complaining about the difficulty (or lack thereof) of crossfire. I don't think it is too hard as long as you are reasonably cautious. Yes it is boring to always play the same maps when you are starting up, but you don't need to restrict yourself so much. Sure, use a couple of maps each time to get yourself a few xp and some decent weapons and armour, then head on out of the starting town. (No you don't have to kill the wyvern to get out, there are at least two other ways to get out - down and up, or straight through). By exploring the maps you will find maps that are within your range. Just remember the golden rule of survival - know when to run. There are plenty of maps out there that are reasonable for low level characters, as long as you play carefully, and leave the map when the going gets tough. Make sure you have some sort of bow, so you can hurt monsters from a distance. Burning hands is a great spell for low level characters. Stay away from spell casting monsters, they are probably the most dangerous monsters in the game. Use your money to buy wands and scrolls if you need any extra bit of punch to get through a tough map. Avoid getting surrounded by monsters (it sounds obvious, but it is really tempting to rush in waving your sword when staying on the other side of a doorway is a lot safer) And one learnt from hard experience - poison cloud is more dangerous to yourself if you are a low level mage ;-) Rupert -- Rupert G. Goldie, Research Scientist rgg@aaii.oz.au Australian Artificial Intelligence Institute /\/\|| 1 Grattan Street, Melbourne, Australia From owner-crossfire Wed Mar 17 04:27:01 1993 Received: by ifi.uio.no id ; Wed, 17 Mar 1993 15:27:22 +0100 Return-Path: Received: from cyclone.cs.odu.edu by ifi.uio.no with SMTP id ; Wed, 17 Mar 1993 15:27:07 +0100 Received: by cyclone.cs.odu.edu (4.1/lanleaf2.4) id AA26134; Wed, 17 Mar 93 09:27:01 EST Message-Id: <9303171427.AA26134@cyclone.cs.odu.edu> Date: Wed, 17 Mar 93 09:27:01 EST From: David J. Bianco To: Jonathan Roy Cc: crossfire@ifi.uio.no Subject: Oh.. server.. In-Reply-To: <199303170227.AA10347@halcyon.com> References: <199303170227.AA10347@halcyon.com> Status: RO Jonathan Roy writes: > > Oh, crossfire -server comes nowhere near to working. No use > reporting it's output. It's not even in teh ball park. :) I'm also running SunOS 4.1.2 here and have had problems with the server mode. I have found that if you #define SPEED_GAME to turn off the error checking the server mode will work. Otherwise it complains about an error in the maps (map not loaded). There also appears to be some problem with protocol for client/server communications. I believe this is what is actually crashing the game, not the maps. Apparently crossfire is segfaulting when it gets some unexpected message from the client. #define'ing SPEED_GAME also takes care of this problem... Unfortunately, def'ing SPEED_GAME means it crashes more often. I am looking into this. If I find what the problem is, I'll let you know. David From owner-crossfire Wed Mar 17 15:46:51 1993 Received: by ifi.uio.no id ; Wed, 17 Mar 1993 14:46:53 +0100 Return-Path: Received: from hymir.ifi.uio.no by ifi.uio.no with SMTP id ; Wed, 17 Mar 1993 14:46:51 +0100 From: Christian Berg Received: by hymir.ifi.uio.no ; Wed, 17 Mar 1993 14:46:51 +0100 Date: Wed, 17 Mar 1993 14:46:51 +0100 Message-Id: <199303171346.AAhymir.ifi.uio.no15064@hymir.ifi.uio.no> To: crossfire@ifi.uio.no Subject: Re: Death Status: RO explore mode In dm mode (from what I can remember, you cannot hit monsters with any weapon) just arrows and spells are possible methinx From owner-crossfire Wed Mar 17 03:33:26 1993 Received: by ifi.uio.no id ; Wed, 17 Mar 1993 14:33:32 +0100 Return-Path: Received: from arthur.cs.purdue.edu by ifi.uio.no with SMTP id ; Wed, 17 Mar 1993 14:33:30 +0100 Received: from phoenix.cs.purdue.edu by arthur.cs.purdue.edu (5.65c/PURDUE_CS-1.2) id ; Wed, 17 Mar 1993 08:33:28 -0500 Received: from localhost by phoenix.cs.purdue.edu (5.65c/PURDUE_CS-1.2) id ; Wed, 17 Mar 1993 08:33:27 -0500 Message-Id: <199303171333.AA08180@phoenix.cs.purdue.edu> To: master@cats.UCSC.EDU (Mark Wedel) Cc: crossfire@ifi.uio.no, burke@cs.purdue.edu Subject: Re: Death In-Reply-To: Your message of "Tue, 16 Mar 1993 23:12:22 PST." <9303170712.AA22404@amtoo.ucsc.edu> Date: Wed, 17 Mar 1993 08:33:26 -0500 From: burke@cs.purdue.edu (Byron Burke) Status: RO [ explore mode discussed ] What would be the difference between explore mode and dm mode? It seemed to me that dm mode would cover what you wanted. byron From owner-crossfire Thu Mar 18 05:24:43 1993 Received: by ifi.uio.no id ; Wed, 17 Mar 1993 10:25:25 +0100 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Wed, 17 Mar 1993 10:25:08 +0100 Received: from wyndham-estates.aaii.oz.AU by yarra-glen.aaii.oz.au with SMTP (5.65c/SMI-4.0/AAII) id AA01853; Wed, 17 Mar 1993 20:24:54 +1100 Message-Id: <199303170924.AA01853@yarra-glen.aaii.oz.au> Received: from nagambie.aaii.oz.AU (nagambie) by wyndham-estates. (5.65c/SMI-4.0) id AA04401; Wed, 17 Mar 1993 20:24:50 +1100 Received: from localhost by nagambie.aaii.oz.AU (4.1/SMI-4.0) id AA08121; Wed, 17 Mar 93 20:24:44 EST To: crossfire@ifi.uio.no Subject: Some fun with bombs. Mime-Version: 1.0 Content-Type: TEXT/PLAIN; CHARSET=US-ASCII Content-Transfer-Encoding: 7bit Date: Wed, 17 Mar 1993 19:24:43 +1000 From: Anthony Baxter Status: RO Since you can pick up bombs, a few things come to mind... - any monsters stupid enough to pick one up? :-) - could you make a golem or elemental pick one up? (kamikaze :-) - be nice if throwing worked with them.... :-) - tired of that team-member who has autopickup on and keeps grabbing all the neat stuff? Give them something else to pick up :-) Course, you probably want to run away from them rather quickly when they do pick it up :-) :-) - cast, run into nomagic zones, drop, and run like hell - cast onto teleporters (or doorways into shops :) Anthony, being perverse... :) From owner-crossfire Wed Mar 17 10:52:21 1993 Received: by ifi.uio.no id ; Wed, 17 Mar 1993 09:53:48 +0100 Return-Path: <@ikpgw.liu.se:tomas@idefix.ikp.liu.se> Received: from ikpgw.liu.se by ifi.uio.no with SMTP id ; Wed, 17 Mar 1993 09:53:46 +0100 Received: from el-net-gw.ikp.liu.se by ikpgw.liu.se with SMTP (5.65+bind 1.7+ida 1.4.2/IDA-1.2.8.2/LTH) id AA00676; Wed, 17 Mar 93 09:52:19 +0100 Received: from rames1.ikp.liu.se by idefix.ikp.liu.se (4.1/SMI-4.1) id AA05127; Wed, 17 Mar 93 09:52:21 +0100 Date: Wed, 17 Mar 93 09:52:21 +0100 From: tomho@IKP.LiU.SE (Tomas Hogstrom) Message-Id: <9303170852.AA05127@idefix.ikp.liu.se> To: crossfire@ifi.uio.no Subject: Map Creator.. Status: RO ..I would like to be. How do I do? Is there a map editor? From owner-crossfire Thu Mar 18 04:14:54 1993 Received: by ifi.uio.no id ; Wed, 17 Mar 1993 09:16:39 +0100 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Wed, 17 Mar 1993 09:16:02 +0100 Received: from harlie.aaii.oz.AU by yarra-glen.aaii.oz.au with SMTP (5.65c/SMI-4.0/AAII) id AA20854; Wed, 17 Mar 1993 19:14:55 +1100 Message-Id: <199303170814.AA20854@yarra-glen.aaii.oz.au> To: master@cats.UCSC.EDU (Mark Wedel) Cc: crossfire@ifi.uio.no Subject: Re: Death In-Reply-To: Your message of "Tue, 16 Mar 1993 23:12:22 PST." <9303170712.AA22404@amtoo.ucsc.edu> Date: Wed, 17 Mar 1993 18:14:54 +1000 From: Anthony Baxter Status: RO In message <9303170712.AA22404@amtoo.ucsc.edu>you write: > > [ explore mode ] > There will be problems with it for multi player sites (I'm a single > player.) Namely, a person could enter explore mode can kill all > the players. I haven't looked over the crossfire code enough to > see if it can be determined if a game is multiplayer or single player. If > that is easy to do, explore mode could be prevent in multiplayer games, > and people who have entered explore mode can not add new players in. > > I guess that would cover most of the bases? If someone goes into explore mode, they should only be able to do it if they are the only one in the game, _and_ if they exit, all the levels should be reset before a non-explore-mode character is let into the game. 'add should be disabled too, obviously. This is so an explore mode char clears the monsters and the normal char picks up the toys. The only other thing is that it might make it too easy to work out how to solve some puzzles, particularly any where you have to solve it quickly to avoid taking too much damage (like if there's lots of bullet walls or something) Other than that its sounds pretty cool. Another thing that could be cute is an 'observer' mode, where you can attach to a player and see what they see. I was thinking it might be cute to allow them to wander around like ghosts, but this would mean they could scout ahead for a normal player. (a footnote to all those complaining of mass death problems - make sure its not 0.88.5 you are playing, there was some nasty imbalance with monsters and spells they were casting.) Anthony From owner-crossfire Tue Mar 16 15:12:22 1993 Received: by ifi.uio.no id ; Wed, 17 Mar 1993 08:12:29 +0100 Return-Path: Received: from cats.UCSC.EDU by ifi.uio.no with SMTP id ; Wed, 17 Mar 1993 08:12:27 +0100 Received: from amtoo.UCSC.EDU by cats.UCSC.EDU with SMTP id AA09835; Tue, 16 Mar 93 23:12:23 -0800 Received: by amtoo.ucsc.edu (5.65/4.7) id AA22404; Tue, 16 Mar 93 23:12:22 -0800 Date: Tue, 16 Mar 93 23:12:22 -0800 Message-Id: <9303170712.AA22404@amtoo.ucsc.edu> To: crossfire@ifi.uio.no From: master@cats.UCSC.EDU (Mark Wedel) Subject: Death Status: RO There has been a bit of discusion about the frequency of death. I myself was finding it tiring to keep dieing (yes, I should be more careful, but in many cases, it might just have been one thing.) I haven't played 89.1 much, so hopefully that is easier. However, I am working (nearly finished) with an EXPLORE_MODE patch. This will be selected in the config.h file. This will be similar to explore mode in some other games. However, it should really be called NO_DIE mode. To put it simply, you won't be able to die via starvation or loss of hp (don't know fi there are other ways of dying.) Once in explore mode, you can't get back to normal mode, and your score will not be saved if you are in explore mode. You will still be able to save your game (but the explore mode gets saved/restored with it.) There will be problems with it for multi player sites (I'm a single player.) Namely, a person could enter explore mode can kill all the players. I haven't looked over the crossfire code enough to see if it can be determined if a game is multiplayer or single player. If that is easy to do, explore mode could be prevent in multiplayer games, and people who have entered explore mode can not add new players in. I guess that would cover most of the bases? --Mark master@cats.ucsc.edu From owner-crossfire Tue Mar 16 12:15:25 1993 Received: by ifi.uio.no id ; Wed, 17 Mar 1993 05:15:37 +0100 Return-Path: Received: from halcyon.com by ifi.uio.no with SMTP id ; Wed, 17 Mar 1993 05:15:31 +0100 Received: by halcyon.com id AA13304 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Tue, 16 Mar 1993 20:15:25 -0800 Date: Tue, 16 Mar 1993 20:15:25 -0800 From: Jonathan Roy Message-Id: <199303170415.AA13304@halcyon.com> To: crossfire@ifi.uio.no, rgg@aaii.oz.au Subject: Re: Oh.. server.. Status: RO I mentioned in my other message that I'm running crossfire on a Sun4, which implies Sun OS 4.1.2. The -server won't work. I'm not sure why... It doesn't matter. The more pressing problem is that players can't load their characters without losing all tehir isc!tems in most cases. From owner-crossfire Tue Mar 16 11:09:40 1993 Received: by ifi.uio.no id ; Wed, 17 Mar 1993 04:09:51 +0100 Return-Path: Received: from halcyon.com by ifi.uio.no with SMTP id ; Wed, 17 Mar 1993 04:09:47 +0100 Received: by halcyon.com id AA11716 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Tue, 16 Mar 1993 19:09:40 -0800 Date: Tue, 16 Mar 1993 19:09:40 -0800 From: Jonathan Roy Message-Id: <199303170309.AA11716@halcyon.com> To: crossfire@ifi.uio.no Subject: Hey Status: RO How about a defienable number of high scores to keep? I 'd like to see it max at 50 or so highest scores. We've got 90 or so in there now, and it's getting ibgger and bigger. :) (Size isn't an issue, but crossfire-s is too long with 100 scores.) From owner-crossfire Tue Mar 16 10:27:51 1993 Received: by ifi.uio.no id ; Wed, 17 Mar 1993 03:27:58 +0100 Return-Path: Received: from halcyon.com by ifi.uio.no with SMTP id ; Wed, 17 Mar 1993 03:27:55 +0100 Received: by halcyon.com id AA10347 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Tue, 16 Mar 1993 18:27:51 -0800 Date: Tue, 16 Mar 1993 18:27:51 -0800 From: Jonathan Roy Message-Id: <199303170227.AA10347@halcyon.com> To: crossfire@ifi.uio.no Subject: Oh.. server.. Status: RO Oh, crossfire -server comes nowhere near to working. No use reporting it's output. It's not even in teh ball park. :) From owner-crossfire Tue Mar 16 10:27:25 1993 Received: by ifi.uio.no id ; Wed, 17 Mar 1993 03:27:34 +0100 Return-Path: Received: from halcyon.com by ifi.uio.no with SMTP id ; Wed, 17 Mar 1993 03:27:29 +0100 Received: by halcyon.com id AA10341 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Tue, 16 Mar 1993 18:27:25 -0800 Date: Tue, 16 Mar 1993 18:27:25 -0800 From: Jonathan Roy Message-Id: <199303170227.AA10341@halcyon.com> To: crossfire@ifi.uio.no Subject: BUg bug bug... Status: RO I'm having a hell of a time. Ok, first off, I had 88.5 running with set group ID, since all players at in group student. This was no problem. Now, however, with 89.2 players can only load correctly if the save file has teh save userid as the person running the server. ie: Jon runs server, and adds Tom. Tom plays and saves, so Tom's character has a uid of Jon. Now if Tom loads his character, all items will be missing! The items will only be there if Jon loads it, since it's his uid.. I've tried everything. set group id, setting id to games for all files (teh bin is games.student owned), saving files as 666, etc. Loaded character will only have their items still with them if the person running the crossfire bin itself owns the player files.. -- A few other comments. Undef'ing lock_players amke it so no players can load characters at all. (All possible names are already in use.) Swapping stats is great. Thanks to whoever. Frank, I've sent you tons of mail. It'll back up, and be sent out late tonight from school. I'm sorry there is so much. :( To get it to work on teh suns, I had to change all lines with "!defined SGI || defined __sun__" (SOmething liek that) to !defined __sun__. This kepts stdlib from being compiled in, which is a no-no. shstr.c neeed to have stdlib and stdarg (I think) manually commented out. This is basicly all that was needed for crossfire 88.2 to compile on my Sun4. -- That loading bug has already nuked a few level 5+ characters, and noone is happy. :) I hope someone can fix this ASAP... From owner-crossfire Tue Mar 16 07:55:57 1993 Received: by ifi.uio.no id ; Wed, 17 Mar 1993 00:51:33 +0100 Return-Path: Received: from horn.kpc.com by ifi.uio.no with SMTP id ; Wed, 17 Mar 1993 00:51:30 +0100 Received: by horn.kpc.com (5.65/kpc-930115); id AA16347; Tue, 16 Mar 93 15:53:24 -0800 Received: from pine by kpc.com (5.65/kpc-930119) id AA11605; Tue, 16 Mar 93 15:52:58 -0800 Received: from sigma by mailbox.kpc.com (4.1/kpc-930119) id AA28367; Tue, 16 Mar 93 15:52:09 PST From: whaley@kpc.com (Ken Whaley) Date: Tue, 16 Mar 93 15:55:57 -0800 Message-Id: <9303162355.AA10379@sigma.kpc.com> To: crossfire@ifi.uio.no, eanders+@cmu.edu Subject: Re: One bug, and a suggestion Status: RO Hah! I knew I wasn't a bad player! I was toasted so many times by skulls and beholders instantly at lower levels that I almost gave up entirely. To this day I allocate most of my weight to hot and cold potions, and my character is level 34! We should form a special club, or something: "Players of 88.5" Ken From frankj Wed Mar 17 00:55:50 1993 Subject: Re: One bug, and a suggestion To: crossfire@ifi.uio.no Date: Wed, 17 Mar 1993 00:55:50 +0100 (MET) In-Reply-To: from "Eric A. Anderson" at Mar 16, 93 06:32:32 pm X-Mailer: ELM [version 2.4 PL21] Content-Type: text Content-Length: 459 Status: RO > (I almost lost a level 40 person in a room with 6-8 skulls) > As of 89.1, it's gotten a lot easier because the skulls were slowed > down so can't cast as many spells. Well, what happened is that the whole game was slowed down a bit. I believe I changed the MAX_SPEED variable in config.h from 100000 (10 ticks / sec) to 150000 (6.7 ticks / sec) when going to 89.0. It's now at 120000. Feel free to adjust it if you want a nerve-wrecking game 8) -Frank. From owner-crossfire Tue Mar 16 13:32:32 1993 Received: by ifi.uio.no id ; Wed, 17 Mar 1993 00:33:55 +0100 Return-Path: Received: from PO4.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Wed, 17 Mar 1993 00:33:53 +0100 Received: by po4.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Tue, 16 Mar 93 18:33:25 EST Received: via switchmail; Tue, 16 Mar 1993 18:33:23 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Tue, 16 Mar 1993 18:32:35 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Tue, 16 Mar 1993 18:32:33 -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; Tue, 16 Mar 1993 18:32:32 -0500 (EST) Message-Id: Date: Tue, 16 Mar 1993 18:32:32 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Re: One bug, and a suggestion In-Reply-To: <9303162216.AA18565@modeemi.cs.tut.fi> References: <199303160032.AA08706@yarra-glen.aaii.oz.au> <9303152325.AA21989@cyclone.cs.odu.edu> <9303161606.AA04051@breeze.cs.odu.edu> <9303161846.AA15591@modeemi.cs.tut.fi> <9303162109.AA23650@cyclone.cs.odu.edu> <9303162216.AA18565@modeemi.cs.tut.fi> Status: RO anipa@modeemi.cs.tut.fi (Niilo Neuvo) writes: > The problem is that the game is too easy at the moment and *I* feel > that making death a joke makes the game absolutely unplayable. Sure we > thought of fixing the death the way you did when we started, but once > people learned to be more careful there has been very little talk > about the death 'problem'. Out of curiosity, which version are you playing? I think it was 88.5 which was incredibly hard, because all the monsters had gotten spells and become cool and not been slowed down. (I almost lost a level 40 person in a room with 6-8 skulls) As of 89.1, it's gotten a lot easier because the skulls were slowed down so can't cast as many spells. Of course there were a lot of people that complained about attrition on my server due to the game crashing. :) Looks like that's gone down some with 89.1. -Eric ********************************************************* "It seemed like a good idea at the time" -The Mad Hatter "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From owner-crossfire Tue Mar 16 12:28:19 1993 Received: by ifi.uio.no id ; Tue, 16 Mar 1993 23:29:20 +0100 Return-Path: Received: from PO5.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Tue, 16 Mar 1993 23:29:17 +0100 Received: by po5.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Tue, 16 Mar 93 17:29:06 EST Received: via switchmail; Tue, 16 Mar 1993 17:29:02 -0500 (EST) Received: from pcs7.andrew.cmu.edu via qmail ID ; Tue, 16 Mar 1993 17:28:21 -0500 (EST) Received: from pcs7.andrew.cmu.edu via qmail ID ; Tue, 16 Mar 1993 17:28:19 -0500 (EST) Received: from mms.0.1.873.MacMail.0.9.CUILIB.3.45.SNAP.NOT.LINKED.pcs7.andrew.cmu.edu.pmax.ul4 via MS.5.6.pcs7.andrew.cmu.edu.pmax_ul4; Tue, 16 Mar 1993 17:28:19 -0500 (EST) Message-Id: Date: Tue, 16 Mar 1993 17:28:19 -0500 (EST) From: Corwin John Joy To: crossfire@ifi.uio.no Subject: Re: One bug, and a suggestion Cc: In-Reply-To: <9303161606.AA04051@breeze.cs.odu.edu> References: <199303160032.AA08706@yarra-glen.aaii.oz.au> <9303152325.AA21989@cyclone.cs.odu.edu> <9303161606.AA04051@breeze.cs.odu.edu> Status: RO > Part of the reason we suggested this mod (I am one of the >people here at ODU who got totally addicted and have been staying up >to 4 and 5 in the morning playing this damm game -thank you frank ) >was that some of the maps in crossfire are not indicitive of survival. >Its rather annoying when you walk into the first level of a tavern and >get wiped out by the skull there as soon as you enter. Alot of the >maps are designed more as a "screw you" than an "entertain you" which >INHO is bad. I mean its rather annoying when you biuld up to a 10th >level character and you get hit out of nowhere with no warning at all >with 20 wyvern's to deal with. I think it is enough of a deterent(sp) >to lose a level and a half (actually its a bit more than that). Also >in terms of game play, by just out and out dying you put a >dispurpostionate amount of people at the low levels ( where there >really is only on town that they can survive in, I personally am >trying to rectify this by making more low level maps ) and you get a >few people who can go to a few more places ( but are still restricted >because joe 10th level definately won't risk his character against >more than one wyvern or three beholders, he is going to stay with the >safe low level dungeons taking all the action away from the low level >characters). So basicly something needs fixing and a comprimise needs >to come ffom someplace. > >P.S. I am certainly not putting this game down. Its great! Its just I >see a potential for it to be so much better!! I agree that something should be done about the way dying works on this game. I've spent about 40hrs playing it so far and I'd say that about 90% of that time has been spent just going through the same old first level rooms (where I can survive!) which gets really boring after awhile. My suggestion for improving the game would be this. Why not do lives sort of the way arcade games are done (say that at every 6 levels one gets an extra "life" or resurrection). This way players still have a strong incentive not to die but maybe are a little more willing to explore new maps etc. because if they die they won't necessarily get stuck back in the beginner rooms again. It seems to me that this would achieve a good balance between death and making the game interesting to play. Also, I think that the suggestion about improved instructions is an excellent one since there are a lot of things which just are not clear about the game (I still can't figure out how to use keys!) Preferably instructions could come with the help command (or at least the help command could say where further help is available) since it takes awhile to realize that more details can be found in city hall. Finally, I did want to report a minor bug that I noticed in the new version. When one readies a wand the screen is no longer properly updated to reflect the wand that has been readied (try readying one wand and then switching to another). Anyhow, I still think that this is a great game but I think that some of these suggustions could make it even better IMHO. Corwin From owner-crossfire Wed Mar 17 02:16:50 1993 Received: by ifi.uio.no id ; Tue, 16 Mar 1993 23:19:28 +0100 Return-Path: Received: from modeemi.cs.tut.fi by ifi.uio.no with SMTP id ; Tue, 16 Mar 1993 23:19:25 +0100 Received: by modeemi.cs.tut.fi (4.1/vissykola) id AA18565; Wed, 17 Mar 93 00:16:50 +0200 Date: Wed, 17 Mar 93 00:16:50 +0200 From: anipa@modeemi.cs.tut.fi (Niilo Neuvo) Message-Id: <9303162216.AA18565@modeemi.cs.tut.fi> To: David J. Bianco Cc: crossfire@ifi.uio.no Subject: Re: One bug, and a suggestion References: <199303160032.AA08706@yarra-glen.aaii.oz.au> <9303152325.AA21989@cyclone.cs.odu.edu> <9303161606.AA04051@breeze.cs.odu.edu> <9303161846.AA15591@modeemi.cs.tut.fi> <9303162109.AA23650@cyclone.cs.odu.edu> Status: RO David J. Bianco writes: > Wow, seems like ODU is an isolated case of people who fear death! 8) How silly > of us! 8) I retired my character at 30th level because he was too powerful. > However, that doesn't mean I enjoy playing at low levels all the time. I > tend to use this as a roleplaying game more than a hack&slash adventure, so > if my character dies, I get annoyed. Since my last message, I decided to add > the loss of 1 Con point (a la AD&D) when you are resurrected. If you don't > have Con, you don't get resurrected. This should keep some of the game > more evenly balanced. Previously, there was no penalty for a 1st level > death other than going to 0 exp (no big deal). Now I feel it's more fair. > However, I have this whole death thing set as a compile time option, so the > GM is free to set it to whatever he thinks appropriate. > > What the heck, we like it.... The problem is that the game is too easy at the moment and *I* feel that making death a joke makes the game absolutely unplayable. Sure we thought of fixing the death the way you did when we started, but once people learned to be more careful there has been very little talk about the death 'problem'. Spoiler alert :") About the loss of 1 point of con: Try drinking those blue potions with round dots on them :-) ++Anipa From owner-crossfire Tue Mar 16 11:46:13 1993 Received: by ifi.uio.no id ; Tue, 16 Mar 1993 07:47:17 +0100 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Tue, 16 Mar 1993 07:46:54 +0100 Received: from wyndham-estates.aaii.oz.AU by yarra-glen.aaii.oz.au with SMTP (5.65c/SMI-4.0/AAII) id AA05619; Tue, 16 Mar 1993 17:46:19 +1100 From: Rupert G. Goldie Message-Id: <199303160646.AA05619@yarra-glen.aaii.oz.au> Received: from delatite.aaii.oz.AU (delatite) by wyndham-estates. (5.65c/SMI-4.0) id AA13012; Tue, 16 Mar 1993 17:46:13 +1100 Received: by delatite.aaii.oz.AU (4.1/SMI-4.0) id AA28043; Tue, 16 Mar 93 16:46:13 EST Date: Tue, 16 Mar 93 16:46:13 EST To: crossfire@ifi.uio.no. Subject: Editor Status: RO One thing that I would like to see in the new editor is the ability to edit an individual monsters movement and attack types (ie sleep, unaggressive, etc and attack_movement). It would also be nice to be able to enter @match entries as well. That way people won't always know exactly what behaviour to expect from a particular monster, but they will have the same abilities and strength each time. (My motivation for this comes from placing fighters and ninjas in maps but now I find that they are unaggressive 8-P ) Rupert From owner-crossfire Tue Mar 16 11:09:48 1993 Received: by ifi.uio.no id ; Tue, 16 Mar 1993 22:09:19 +0100 Return-Path: Received: from cyclone.cs.odu.edu by ifi.uio.no with SMTP id ; Tue, 16 Mar 1993 22:09:15 +0100 Received: by cyclone.cs.odu.edu (4.1/lanleaf2.4) id AA23650; Tue, 16 Mar 93 16:09:48 EST Message-Id: <9303162109.AA23650@cyclone.cs.odu.edu> Date: Tue, 16 Mar 93 16:09:48 EST From: David J. Bianco To: crossfire@ifi.uio.no Subject: Re: One bug, and a suggestion In-Reply-To: <9303161846.AA15591@modeemi.cs.tut.fi> References: <199303160032.AA08706@yarra-glen.aaii.oz.au> <9303152325.AA21989@cyclone.cs.odu.edu> <9303161606.AA04051@breeze.cs.odu.edu> <9303161846.AA15591@modeemi.cs.tut.fi> Status: RO Niilo Neuvo writes: > > Level 10 character takes about 2 or 3 hours to create, what is the > difference if you die for good? > > btw. my previous char was at level 52 or so when it died (life saving is no > good if you waste spend it being paralyazed)... > > ++Anipa Wow, seems like ODU is an isolated case of people who fear death! 8) How silly of us! 8) I retired my character at 30th level because he was too powerful. However, that doesn't mean I enjoy playing at low levels all the time. I tend to use this as a roleplaying game more than a hack&slash adventure, so if my character dies, I get annoyed. Since my last message, I decided to add the loss of 1 Con point (a la AD&D) when you are resurrected. If you don't have Con, you don't get resurrected. This should keep some of the game more evenly balanced. Previously, there was no penalty for a 1st level death other than going to 0 exp (no big deal). Now I feel it's more fair. However, I have this whole death thing set as a compile time option, so the GM is free to set it to whatever he thinks appropriate. What the heck, we like it.... David From owner-crossfire Tue Mar 16 22:46:25 1993 Received: by ifi.uio.no id ; Tue, 16 Mar 1993 19:48:37 +0100 Return-Path: Received: from modeemi.cs.tut.fi by ifi.uio.no with SMTP id ; Tue, 16 Mar 1993 19:48:32 +0100 Received: by modeemi.cs.tut.fi (4.1/vissykola) id AA15591; Tue, 16 Mar 93 20:46:25 +0200 Date: Tue, 16 Mar 93 20:46:25 +0200 From: anipa@modeemi.cs.tut.fi (Niilo Neuvo) Message-Id: <9303161846.AA15591@modeemi.cs.tut.fi> To: Matthew Zeher Cc: crossfire@ifi.uio.no Subject: Re: One bug, and a suggestion References: <199303160032.AA08706@yarra-glen.aaii.oz.au> <9303152325.AA21989@cyclone.cs.odu.edu> <9303161606.AA04051@breeze.cs.odu.edu> Status: RO Matthew Zeher writes: > Part of the reason we suggested this mod (I am one of the > people here at ODU who got totally addicted and have been staying up > to 4 and 5 in the morning playing this damm game -thank you frank ) > was that some of the maps in crossfire are not indicitive of survival. > Its rather annoying when you walk into the first level of a tavern and > get wiped out by the skull there as soon as you enter. Alot of the > maps are designed more as a "screw you" than an "entertain you" which > INHO is bad. I mean its rather annoying when you biuld up to a 10th > level character and you get hit out of nowhere with no warning at all > with 20 wyvern's to deal with. I think it is enough of a deterent(sp) > to lose a level and a half (actually its a bit more than that). Also > in terms of game play, by just out and out dying you put a > dispurpostionate amount of people at the low levels ( where there > really is only on town that they can survive in, I personally am > trying to rectify this by making more low level maps ) and you get a > few people who can go to a few more places ( but are still restricted > because joe 10th level definately won't risk his character against > more than one wyvern or three beholders, he is going to stay with the > safe low level dungeons taking all the action away from the low level > characters). So basicly something needs fixing and a comprimise needs > to come ffom someplace. Level 10 character takes about 2 or 3 hours to create, what is the difference if you die for good? btw. my previous char was at level 52 or so when it died (life saving is no good if you waste spend it being paralyazed)... ++Anipa From owner-crossfire Tue Mar 16 07:24:42 1993 Received: by ifi.uio.no id ; Tue, 16 Mar 1993 18:30:08 +0100 Return-Path: Received: from chrysanthemum.cs.odu.edu by ifi.uio.no with SMTP id ; Tue, 16 Mar 1993 18:29:48 +0100 Received: from brahma.cs.odu.edu by chrysanthemum.cs.odu.edu (4.1/server2.4) id AA29590; Tue, 16 Mar 93 12:24:42 EST Message-Id: <9303161724.AA29590@chrysanthemum.cs.odu.edu> Date: Tue, 16 Mar 93 12:24:42 EST From: Christopher Carpinello Received: by brahma.cs.odu.edu (5.0/SMI-SVR4) id AA02078; Tue, 16 Mar 93 12:30:05 EST To: crossfire@ifi.uio.no Subject: spellbook Content-Length: 836 I'm currently in the process of putting together a spellbook Status: RO (long description of a spell) and a spellbook summary (short description). If you have written any spell for the game, and wish to help me out, please send me the following information about the spell: range (none, caster, touch, number of reach in squares, or infinite) duration (instant or standard, where standard = 50 + 5*lvl rnds) short description (~60 characters) long description (as long as you want it to be -- you might like to include how much damage it does [if it's offensive], what kind of items this spell can be found in.. anything relevent to the spell) I'd be grateful for any information you wish to send me.. Thanks! (FYI: I plan to have a copy available for players sometime next week -- ascii and postscript versions will be available) #chris From owner-crossfire Tue Mar 16 06:06:46 1993 Received: by ifi.uio.no id ; Tue, 16 Mar 1993 17:06:40 +0100 Return-Path: Received: from breeze.cs.odu.edu by ifi.uio.no with SMTP id ; Tue, 16 Mar 1993 17:06:35 +0100 Received: by breeze.cs.odu.edu (4.1/lanleaf2.4) id AA04051; Tue, 16 Mar 93 11:06:46 EST Message-Id: <9303161606.AA04051@breeze.cs.odu.edu> Date: Tue, 16 Mar 93 11:06:46 EST From: Matthew Zeher To: crossfire@ifi.uio.no Subject: Re: One bug, and a suggestion In-Reply-To: <199303160032.AA08706@yarra-glen.aaii.oz.au> References: <199303160032.AA08706@yarra-glen.aaii.oz.au> <9303152325.AA21989@cyclone.cs.odu.edu> Status: RO Anthony Baxter writes: -> -> This reduces the nastiness of death a whole lot. Making these mods removes -> some of the tension (the "oh my god, I'm going to diiiiiiie" feeling when -> your level 5 character does something stupid :) and makes it more a "oh -> dear, what a pity, no matter, wont take long to get the points back" -> -> Under your mods, do your items just drop to the ground, like they do with a -> normal death? If so, the loss of items is probably not that big a deal, -> since you could just run in on autopickup mode and grab them all (assuming -> you havent got something like a Dread hanging around.) -> -> Only one level is kinda light penalty... maybe make it something like 'half -> your exp', or something - and for kiks, leave the pet there, but make it -> become hostile like an ordinary monster. (nethack ghosts, anyone?) -> -> All this IMHO, of course. -> -> Anthony -> -- -> anthony baxter australian artificial intelligence institute -> email : anthony@aaii.oz.au 1 grattan st, carlton, australia 3053 -> /\/\|| phone : +613 663 7922 Part of the reason we suggested this mod (I am one of the people here at ODU who got totally addicted and have been staying up to 4 and 5 in the morning playing this damm game -thank you frank ) was that some of the maps in crossfire are not indicitive of survival. Its rather annoying when you walk into the first level of a tavern and get wiped out by the skull there as soon as you enter. Alot of the maps are designed more as a "screw you" than an "entertain you" which INHO is bad. I mean its rather annoying when you biuld up to a 10th level character and you get hit out of nowhere with no warning at all with 20 wyvern's to deal with. I think it is enough of a deterent(sp) to lose a level and a half (actually its a bit more than that). Also in terms of game play, by just out and out dying you put a dispurpostionate amount of people at the low levels ( where there really is only on town that they can survive in, I personally am trying to rectify this by making more low level maps ) and you get a few people who can go to a few more places ( but are still restricted because joe 10th level definately won't risk his character against more than one wyvern or three beholders, he is going to stay with the safe low level dungeons taking all the action away from the low level characters). So basicly something needs fixing and a comprimise needs to come ffom someplace. P.S. I am certainly not putting this game down. Its great! Its just I see a potential for it to be so much better!! God the Mighty Wizard matt@cs.odu.edu From owner-crossfire Tue Mar 16 05:32:26 1993 Received: by ifi.uio.no id ; Tue, 16 Mar 1993 16:32:26 +0100 Return-Path: Received: from breeze.cs.odu.edu by ifi.uio.no with SMTP id ; Tue, 16 Mar 1993 16:32:21 +0100 Received: by breeze.cs.odu.edu (4.1/lanleaf2.4) id AA04024; Tue, 16 Mar 93 10:32:26 EST Message-Id: <9303161532.AA04024@breeze.cs.odu.edu> Date: Tue, 16 Mar 93 10:32:26 EST From: Matthew Zeher To: crossfire@ifi.uio.no Subject: Re: suggestion In-Reply-To: <9303151955.AA05516@cc.lut.fi> References: <9303151955.AA05516@cc.lut.fi> Status: RO Petri Heinil{ writes: -> >Petri Heinil{ writes: -> ># When magic point goes zero, then you can still spell, but point are -> ># taken from hit points, and then, if hit points go negative, you,naturally, -> ># die. This will give some extra magic with a cost of heal. And this -> ># makes some symmetry with healing, but althought so, that if you -> ># continuos heal, you die. -> > -> >Why would anyone want to be a mage type character after that? -> -> Well, spells are going from your hitpoints still - when you -> are consuming hp:s, you are playing with death. -> -> >Also healing spells would suddenly become real useful. -> -> Yes, but you can fumble healing spell, depending from your wisdom, also. -> -> There could be some ratio from heal to magic, for example 1 hp => 0.75 mp. -> Or it could be dynamic, depending from intelligence. -> -> -> //////////////////////////////////////////////////////////////////////// -> // Petri Heinila // email: hevi@lut.fi // -> // // mail: Ainonkatu 2A // -> // // 53100 Lappeenranta // -> // // Finland, Europe // -> //////////////////////////////////////////////////////////////////////// I can just see myself now casting a bunch of icestorms at a wyvern not having time to see if my spellpoints hit zero and then start draining hitpoints as I click about a thousand times. No telling how quickly I'll die if the xevents get backed up. No thank you I die to much already!! God the Mighty Wizard matt@cs.odu.edu From owner-crossfire Tue Mar 16 17:02:21 1993 Received: by ifi.uio.no id ; Tue, 16 Mar 1993 16:02:28 +0100 Return-Path: Received: from sunic.sunet.se by ifi.uio.no with SMTP id ; Tue, 16 Mar 1993 16:02:27 +0100 Received: from Sofia.DoCS.UU.SE by sunic.sunet.se (5.65c8-/1.28) id AA18115; Tue, 16 Mar 1993 16:02:25 +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 AA12060; Tue, 16 Mar 93 16:02:21 +0100 Date: Tue, 16 Mar 93 16:02:21 +0100 From: Rickard Eneqvist Message-Id: <9303161502.AA12060@Sofia.DoCS.UU.SE> To: crossfire@ifi.uio.no Cc: Subject: Bug in xio.c. Status: RO This is a diff that fixes a bug that has been with us for a while. Everybody has believed that it was caused by the bags, this is not so (as you'll see from the diff). The symptom of the bug was that the inventory-window got messed up as soon as you picked something up from a pile greater than the look_window could display. Enjoy, Eneq. **********DIFF *** xio.c.orig Mon Mar 15 19:04:40 1993 --- xio.c Tue Mar 16 15:46:35 1993 *************** *** 689,695 **** ,buf,strlen(buf)); } if((i-p->scroll_inv)<=p->nrofdrawn_inv) { ! int start_height=24+24*(i-p->scroll_look); int height; for(j=i;(j-p->scroll_inv)<=p->nrofdrawn_inv&& (j-p->scroll_inv)inv_size;j++) --- 689,695 ---- ,buf,strlen(buf)); } if((i-p->scroll_inv)<=p->nrofdrawn_inv) { ! int start_height=24+24*(i-p->scroll_inv); int height; for(j=i;(j-p->scroll_inv)<=p->nrofdrawn_inv&& (j-p->scroll_inv)inv_size;j++) From owner-crossfire Tue Mar 16 17:59:18 1993 Received: by ifi.uio.no id ; Tue, 16 Mar 1993 14:59:22 +0100 Return-Path: Received: from cs.tut.fi by ifi.uio.no with SMTP id ; Tue, 16 Mar 1993 14:59:21 +0100 Received: from kaarne.cs.tut.fi by cs.tut.fi with SMTP id AA26573 (5.65c/IDA-1.4.4 for ); Tue, 16 Mar 1993 15:59:18 +0200 Received: by kaarne.cs.tut.fi id AA01280 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Tue, 16 Mar 1993 15:59:18 +0200 Date: Tue, 16 Mar 1993 15:59:18 +0200 From: Petri Nurminen Message-Id: <199303161359.AA01280@kaarne.cs.tut.fi> To: crossfire@ifi.uio.no Subject: request Status: RO remove me from this mailing list PEt From owner-crossfire Tue Mar 16 03:56:02 1993 Received: by ifi.uio.no id ; Tue, 16 Mar 1993 00:45:40 +0100 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Tue, 16 Mar 1993 00:44:47 +0100 Received: from wyndham-estates.aaii.oz.AU by yarra-glen.aaii.oz.au with SMTP (5.65c/SMI-4.0/AAII) id AA23535; Tue, 16 Mar 1993 09:56:04 +1100 From: Rupert G. Goldie Message-Id: <199303152256.AA23535@yarra-glen.aaii.oz.au> Received: from delatite.aaii.oz.AU (delatite) by wyndham-estates. (5.65c/SMI-4.0) id AA06451; Tue, 16 Mar 1993 09:56:03 +1100 Received: by delatite.aaii.oz.AU (4.1/SMI-4.0) id AA27544; Tue, 16 Mar 93 08:56:02 EST Date: Tue, 16 Mar 93 08:56:02 EST To: crossfire@ifi.uio.no Subject: Re: more Map bugs Status: RO > Would the kind soul who created Nyka please put an exit in the > building labeled "inn"? It's quite annoying to have to use word of > recall to get out of there.. (or is there a secret exit that I'm > missing? ;-) > > #chris > That has been fixed with the 0.89.0 maps. Thanks, by the way, to all the people who mailed me about that bug. I would also be interested to hear from anyone who has any comments about the maps in Nyka (are there any bits that really suck, any bits that are particularly cool ?) Rupert ------ Rupert G. Goldie, Research Scientist rgg@aaii.oz.au Australian Artificial Intelligence Institute /\/\|| 1 Grattan Street, Melbourne, Australia From owner-crossfire Tue Mar 16 17:18:00 1993 Received: by ifi.uio.no id ; Tue, 16 Mar 1993 14:18:09 +0100 Return-Path: Received: from cc.lut.fi by ifi.uio.no with SMTP id ; Tue, 16 Mar 1993 14:18:07 +0100 Received: by cc.lut.fi (5.61/IDA-1.2.8+Kim) id AA10951; Tue, 16 Mar 93 15:18:00 +0200 Date: Tue, 16 Mar 93 15:18:00 +0200 From: Petri Heinil{ Message-Id: <9303161318.AA10951@cc.lut.fi> To: crossfire@ifi.uio.no Subject: Re: One bug, and a suggestion Status: RO ... >During the course of play, we here @ ODUCS have found that we died a whole >lot 8) I've hacked up the 89.1 code so that if you die > > -- you lose all your stuff (and get the default equipment) > -- You go down to the previous level > -- your exp points are set to the minimum needed for > that level > -- You go back to the start map. > -- You still know all your spells (for the moment) > -- All your pets die > >What do the rest of you think? I've kept a define (HARSH_DEATH) so the >behavior can be set back to the default. If anyone wants the 89.1 diffs, let >me know. If any author type entities are interested, let me know too. I'm >still testing, but as far as I know, they're fairly stable at the moment. I think, death is death, period. //////////////////////////////////////////////////////////////////////// // Petri Heinila // email: hevi@lut.fi // // // mail: Ainonkatu 2A // // // 53100 Lappeenranta // // // Finland, Europe // //////////////////////////////////////////////////////////////////////// From owner-crossfire Tue Mar 16 13:31:38 1993 Received: by ifi.uio.no id ; Tue, 16 Mar 1993 12:31:46 +0100 Return-Path: Received: from sunic.sunet.se by ifi.uio.no with SMTP id ; Tue, 16 Mar 1993 12:31:45 +0100 Received: from Sofia.DoCS.UU.SE by sunic.sunet.se (5.65c8-/1.28) id AA04562; Tue, 16 Mar 1993 12:31:41 +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 AA11592; Tue, 16 Mar 93 12:31:38 +0100 Date: Tue, 16 Mar 93 12:31:38 +0100 From: Rickard Eneqvist Message-Id: <9303161131.AA11592@Sofia.DoCS.UU.SE> To: Corwin John Joy Cc: crossfire@ifi.uio.no, eneq@Sofia.DoCS.UU.SE Subject: Re: stats suggestion In-Reply-To: Your message of "Mon, 15 Mar 93 21:29:08 EST." <4fdHho200VpPM7akdR@andrew.cmu.edu> Status: RO Corwin writes: > Also, another thing that I think would be neat would be to allow higher > leverl characters (say above 6th) to modify their character' icon. > There seem to be all kinds of nifty monster icons but the players are > pretty much stuck with the ones they started with. There is a compilation-flag (CHRFONT) that allows you to compile the game in such a way that you can define your own character-icon. Do this; i) Ask the local DM to recompile the game with that flag. ii) Create 4 bitmaps (24x24) for left, right, up and down. iii) Create a bmaps-file (look at the bmaps-file for the fonts). iv) Run this through xbmtobdf to generate a bdf-file. v) Run the bdf-file through bdftosnf to get a snf-file. vi) Move this to the font-dir for crossfire. vii) Run a mkfontdir on the directory. viii) Do 'xset fp rehash' to tell X about the new font. ix) Run crossfire with the -chrfont option. NOTE: If you play sessions with other players, they will have to update their font-paths as well. /Eneq From owner-crossfire Mon Mar 15 15:33:58 1993 Received: by ifi.uio.no id ; Tue, 16 Mar 1993 08:34:06 +0100 Return-Path: Received: from cats.UCSC.EDU by ifi.uio.no with SMTP id ; Tue, 16 Mar 1993 08:34:03 +0100 Received: from amtoo.UCSC.EDU by cats.UCSC.EDU with SMTP id AA13036; Mon, 15 Mar 93 23:33:59 -0800 Received: by amtoo.ucsc.edu (5.65/4.7) id AA21839; Mon, 15 Mar 93 23:33:58 -0800 Date: Mon, 15 Mar 93 23:33:58 -0800 Message-Id: <9303160733.AA21839@amtoo.ucsc.edu> To: crossfire@ifi.uio.no From: master@cats.UCSC.EDU (Mark Wedel) Subject: few random thoughts. Status: RO I've played crossfire a little bit, and have a few thoughts about the present and future of crossfire. 1) Some documentation really needs to be done about actually playing the game (advantages/disadvantages of classes.) I did notice the beginners dungeon that is good at teaching many parts of the game. As a subpoint, perhaps various standards should be done (most notably for maps.) Anyone can of course do a map, but to be an official crossfire map, it needs to meet certain criteria. Perhaps as part of this, all outdoor maps need to be a standard size, so that they can be 'connected' together to form a continent. 2) Is the game a gauntlet clone or a nethack/ultima type game? It seems to have evolved much beyond gauntlet, but is short of nethack/ultima Things that would be nice to see: Towns more in the ultima fashion (map is large enough that you then don't need to enter the buildings via A once in town.) Some sort of quests. Interaction with residents of the town. I realize that crossfire is still quite young, so maybe these will come later. 3) Better support for solo players. Riight now, solo people can play it fine, but teh game seems geared towards multiple players. A few other thoughts. Instead of the 'magic doormats' for shops, perhaps have counters or something, and the character can look through what the shop has. Perhaps a larger view of your surroundings? LOS still applies, but if your out in the countryside, you can see farther (Maybe I'm just too fond of ultima, where the main part of the screen was what was around you, and only a small part was information on the characters. Crossfire seems to be more the opposite.) I don't mean for any of these remarks to sound critical. Rathe, I would like to hear what other people think. I also realize that many of these thing are of lower importance than actually getting the game to release state, but I think good documentation is definately needed for version 1.0. So far, I really like what I have seen so far. Now I just need to keep exploring some more. --Mark Wedel master@cats.ucsc.edu From owner-crossfire Mon Mar 15 16:29:08 1993 Received: by ifi.uio.no id ; Tue, 16 Mar 1993 03:30:51 +0100 Return-Path: Received: from PO2.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Tue, 16 Mar 1993 03:30:48 +0100 Received: by po2.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Mon, 15 Mar 93 21:30:44 EST Received: via switchmail; Mon, 15 Mar 1993 21:30:42 -0500 (EST) Received: from regulus.weh.andrew.cmu.edu via qmail ID ; Mon, 15 Mar 1993 21:29:18 -0500 (EST) Received: from regulus.weh.andrew.cmu.edu via qmail ID ; Mon, 15 Mar 1993 21:29:08 -0500 (EST) Received: from Messages.7.15.N.CUILIB.3.45.SNAP.NOT.LINKED.regulus.weh.andrew.cmu.edu.pmax.ul4 via MS.5.6.regulus.weh.andrew.cmu.edu.pmax_ul4; Mon, 15 Mar 1993 21:29:08 -0500 (EST) Message-Id: <4fdHho200VpPM7akdR@andrew.cmu.edu> Date: Mon, 15 Mar 1993 21:29:08 -0500 (EST) From: Corwin John Joy To: crossfire@ifi.uio.no Subject: stats suggestion Status: RO Excerpts from internet.crossfire: 15-Mar-93 suggestion Jonathan Katz@CAD.UCLA.E (455) > How about making the roll_stat routine return 13, always, then modify > the swap_stat code to do a -1 +1 on the two stats.... This would be > an easy way of implementing a pool of stats and allowing players > to create their own characters.... > Sorry, but, I never really liked rerolling over and over etc.... > Also I have a quick question... Is there a > difference between mage/cleric/wizard/priest aside > from starting goodies and stat mods? > -Jonathan I thoroughly agree with the idea of having the stats start out at some base (say 13) and then having a ool of points that one can apply to customize one's character. The idea of just sitting there rolling over and ove (roll again (y/n) ) is just mind numbingly dull and assigning points makes much more sense. Also, another thing that I think would be neat would be to allow higher leverl characters (say above 6th) to modify their character' icon. There seem to be all kinds of nifty monster icons but the players are pretty much stuck with the ones they started with. Just a thought. -Corwin I had a feeling about Mathematics--that I saw it all. Depth beyond Depth was revealed to me--the Byss and the Abyss. I saw--as one might see the transit of Venus or even the Lord Mayor's Show--a quantity passing through infinity and changing its sign from plus to minus. I saw exactly how it happened and why the tergiversation was inevitable--but it was after dinner and I let it go. -Winston S. Churchill Corwin (cj1l@andrew.cmu.edu) From owner-crossfire Mon Mar 15 10:51:32 1993 Received: by ifi.uio.no id ; Tue, 16 Mar 1993 01:52:09 +0100 Return-Path: Received: from nag.cs.colorado.edu by ifi.uio.no with SMTP id ; Tue, 16 Mar 1993 01:52:05 +0100 Received: from localhost by nag.cs.Colorado.EDU with SMTP id AA29760 (5.65c/IDA-1.4.4 for ); Mon, 15 Mar 1993 17:51:33 -0700 Message-Id: <199303160051.AA29760@nag.cs.Colorado.EDU> To: Christopher Carpinello Cc: crossfire@ifi.uio.no Subject: Re: spells In-Reply-To: Your message of "Mon, 15 Mar 1993 19:31:14 MST." <9303160031.AA19462@oswald.cs.odu.edu> Date: Mon, 15 Mar 1993 17:51:32 -0700 From: "T. Alexander Popiel" Status: RO In message: <9303160031.AA19462@oswald.cs.odu.edu> Christopher Carpinello writes: > Is there a specific reason why crossfire does not allow you to >cast an improve attribute spell on yourself? [for v0.88.5 -- i'll >install 0.89.2 soon!] Is this a known feature? (Should it be kept >that way?) > >#chris -------- I've had no problems doing this with version 0.88.5. The procedure I use is: 'cast charisma . This seems to do the job (for a while, at least. :-) ). - Alex From owner-crossfire Tue Mar 16 20:32:09 1993 Received: by ifi.uio.no id ; Tue, 16 Mar 1993 01:33:44 +0100 Return-Path: Received: from yarra-glen.aaii.oz.au (aaii_slip.aaii.oz.AU) by ifi.uio.no with SMTP id ; Tue, 16 Mar 1993 01:33:19 +0100 Received: from harlie.aaii.oz.AU by yarra-glen.aaii.oz.au with SMTP (5.65c/SMI-4.0/AAII) id AA08706; Tue, 16 Mar 1993 11:32:12 +1100 Message-Id: <199303160032.AA08706@yarra-glen.aaii.oz.au> To: David J. Bianco Cc: crossfire@ifi.uio.no Subject: Re: One bug, and a suggestion In-Reply-To: Your message of "Mon, 15 Mar 1993 18:25:52 EST." <9303152325.AA21989@cyclone.cs.odu.edu> Date: Tue, 16 Mar 1993 10:32:09 +1000 From: Anthony Baxter Status: RO In message <9303152325.AA21989@cyclone.cs.odu.edu>you write: > > During the course of play, we here @ ODUCS have found that we died a whole > lot 8) I've hacked up the 89.1 code so that if you die > > -- you lose all your stuff (and get the default equipment) > -- You go down to the previous level > -- your exp points are set to the minimum needed for > that level > -- You go back to the start map. > -- You still know all your spells (for the moment) > -- All your pets die > > What do the rest of you think? I've kept a define (HARSH_DEATH) so the > behavior can be set back to the default. If anyone wants the 89.1 diffs, let > me know. If any author type entities are interested, let me know too. I'm > still testing, but as far as I know, they're fairly stable at the moment. This reduces the nastiness of death a whole lot. Making these mods removes some of the tension (the "oh my god, I'm going to diiiiiiie" feeling when your level 5 character does something stupid :) and makes it more a "oh dear, what a pity, no matter, wont take long to get the points back" Under your mods, do your items just drop to the ground, like they do with a normal death? If so, the loss of items is probably not that big a deal, since you could just run in on autopickup mode and grab them all (assuming you havent got something like a Dread hanging around.) Only one level is kinda light penalty... maybe make it something like 'half your exp', or something - and for kiks, leave the pet there, but make it become hostile like an ordinary monster. (nethack ghosts, anyone?) All this IMHO, of course. 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 Mon Mar 15 14:31:14 1993 Received: by ifi.uio.no id ; Tue, 16 Mar 1993 01:31:15 +0100 Return-Path: Received: from oswald.cs.odu.edu by ifi.uio.no with SMTP id ; Tue, 16 Mar 1993 01:31:04 +0100 Received: by oswald.cs.odu.edu (4.1/lanleaf2.4) id AA19462; Mon, 15 Mar 93 19:31:14 EST Message-Id: <9303160031.AA19462@oswald.cs.odu.edu> Date: Mon, 15 Mar 93 19:31:14 EST From: Christopher Carpinello To: crossfire@ifi.uio.no Subject: spells Status: RO Is there a specific reason why crossfire does not allow you to cast an improve attribute spell on yourself? [for v0.88.5 -- i'll install 0.89.2 soon!] Is this a known feature? (Should it be kept that way?) #chris From owner-crossfire Mon Mar 15 13:25:52 1993 Received: by ifi.uio.no id ; Tue, 16 Mar 1993 00:25:59 +0100 Return-Path: Received: from cyclone.cs.odu.edu by ifi.uio.no with SMTP id ; Tue, 16 Mar 1993 00:25:42 +0100 Received: by cyclone.cs.odu.edu (4.1/lanleaf2.4) id AA21989; Mon, 15 Mar 93 18:25:52 EST Message-Id: <9303152325.AA21989@cyclone.cs.odu.edu> Date: Mon, 15 Mar 93 18:25:52 EST From: David J. Bianco To: crossfire@ifi.uio.no Subject: One bug, and a suggestion Status: RO I've been screwing around with 89.1 lately, and came and was disappointed to note that the server mode doesn't work for me under SunOS 4.1.2. After about 4 players, it just segfaults when the next one comes in. Does anyone know the fix? If not, I'll try to find it and let you know. During the course of play, we here @ ODUCS have found that we died a whole lot 8) I've hacked up the 89.1 code so that if you die -- you lose all your stuff (and get the default equipment) -- You go down to the previous level -- your exp points are set to the minimum needed for that level -- You go back to the start map. -- You still know all your spells (for the moment) -- All your pets die What do the rest of you think? I've kept a define (HARSH_DEATH) so the behavior can be set back to the default. If anyone wants the 89.1 diffs, let me know. If any author type entities are interested, let me know too. I'm still testing, but as far as I know, they're fairly stable at the moment. David From frankj Mon Mar 15 23:54:11 1993 Subject: #endif at line 21, crosssite.def (0.89.2) (fwd) To: crossfire@ifi.uio.no Date: Mon, 15 Mar 1993 23:54:11 +0100 (MET) X-Mailer: ELM [version 2.4 PL21] Content-Type: text Content-Length: 680 Status: RO Oops, I made a blunder... As pointed out by Torbj|rn Lindgren: > There is a bogus #endif at line 21 in crosssite.def in 0.89.2. It's a > little bit hard to trace the fault since cpp complains on the wrong > place (most of the time at least). I din't find this important enough to release another version though, so I've just put up the current crosssite.def file for ftp which you can fetch. Or you can just edit out that line by yourself... After all, those who already have a crosssite.def file for the 0.89.1 version won't be affected. I'll update the "crossfire-0.89.2.tar.Z" file in a few minutes, but won't rename it (The bug is on the one dated 19:21 today). -Frank. From owner-crossfire Mon Mar 15 12:25:54 1993 Received: by ifi.uio.no id ; Mon, 15 Mar 1993 23:26:19 +0100 Return-Path: Received: from xanth.cs.odu.edu by ifi.uio.no with SMTP id ; Mon, 15 Mar 1993 23:26:09 +0100 Received: by xanth.cs.odu.edu (4.1/lanleaf2.4) id AA06116; Mon, 15 Mar 93 17:25:54 EST Message-Id: <9303152225.AA06116@xanth.cs.odu.edu> Date: Mon, 15 Mar 93 17:25:54 EST From: Christopher Carpinello To: crossfire@ifi.uio.no Subject: more Map bugs Status: RO Would the kind soul who created Nyka please put an exit in the building labeled "inn"? It's quite annoying to have to use word of recall to get out of there.. (or is there a secret exit that I'm missing? ;-) #chris From owner-crossfire Mon Mar 15 22:15:22 1993 Received: by ifi.uio.no id ; Mon, 15 Mar 1993 22:15:24 +0100 Return-Path: Received: from lut.fi by ifi.uio.no with SMTP id ; Mon, 15 Mar 1993 22:15:22 +0100 Received: by lut.fi (5.65c8/IDA-1.4.4/Kim-2.2) id AA21255; Mon, 15 Mar 1993 23:15:20 +0200 From: Tero Haatanen Message-Id: <199303152115.AA21255@lut.fi> Subject: Maps To: crossfire@ifi.uio.no Date: Mon, 15 Mar 93 23:15:19 EET X-Mailer: ELM [version 2.3 PL11] X-Charset: FI X-Char-Esc: 29 Status: RO How about changing a word of recall spell, so that player drops all unpaid items before teleporting? This would fix all those shop bugs. I just checked and noticed that many shops can be robbed with WOR. And in Santo Dominions general store you can sell items, and take them with you without spells. BTW. Keys are only items that I know which can be used even they are unpaid, so robbing shops aren't so useful anyway. I think it would be a good idea, if the map authors put their names somewhere on map, like done in Nyka, so bugs and ideas concerning maps could be sent to the right people. Or maybe making book of maps and them authors to teh City Hall? Here is some map bugs, which are founded by local players. Most of them contains cheats getting experience or treasures, so if you don't like see them, better quit reading ;) In treasure island lowest level (skeleton level) most generators is under dungeon floor, so these are invisible to players. I hope this is a bug and not a feature. In unnamed town that house with four titans, it's easy get all treasures with minimal risk. Just let them all out and leave level and cast invisibility outside the house and go back inside and open gates. If you were fast enough rest is easy, collect treasures and cast word of recall ;) Poffels Pervo Puter's treasures can be get with burning hands wands. Just kill giants fast so there won't be any skulls. There's a little risk with giants, but if you try play this 'fair', skulls probably destroy some (or most) treasures. Santo Dominion's farmhouse (with chinese dragons) is easy place get experience even first level players. You need just medium or large fireball wands and you are perfectly safe. Same problem is some other maps, where you can kill monsters without any danger. In the lowest level of the desert keep has also big treasure chamber. There are many guards, but dimension door is very useful, if don't like fighting :). The guild's library is another good place abuse dimension door spell. If I remember right most map where you can abuse dimension door are made before spell, so maybe time to update those maps. -Tero From owner-crossfire Mon Mar 15 23:55:30 1993 Received: by ifi.uio.no id ; Mon, 15 Mar 1993 20:55:33 +0100 Return-Path: Received: from cc.lut.fi by ifi.uio.no with SMTP id ; Mon, 15 Mar 1993 20:55:31 +0100 Received: by cc.lut.fi (5.61/IDA-1.2.8+Kim) id AA05516; Mon, 15 Mar 93 21:55:30 +0200 Date: Mon, 15 Mar 93 21:55:30 +0200 From: Petri Heinil{ Message-Id: <9303151955.AA05516@cc.lut.fi> To: crossfire@ifi.uio.no Subject: Re: suggestion Status: RO >Petri Heinil{ writes: ># When magic point goes zero, then you can still spell, but point are ># taken from hit points, and then, if hit points go negative, you,naturally, ># die. This will give some extra magic with a cost of heal. And this ># makes some symmetry with healing, but althought so, that if you ># continuos heal, you die. > >Why would anyone want to be a mage type character after that? Well, spells are going from your hitpoints still - when you are consuming hp:s, you are playing with death. >Also healing spells would suddenly become real useful. Yes, but you can fumble healing spell, depending from your wisdom, also. There could be some ratio from heal to magic, for example 1 hp => 0.75 mp. Or it could be dynamic, depending from intelligence. //////////////////////////////////////////////////////////////////////// // Petri Heinila // email: hevi@lut.fi // // // mail: Ainonkatu 2A // // // 53100 Lappeenranta // // // Finland, Europe // //////////////////////////////////////////////////////////////////////// From owner-crossfire Mon Mar 15 03:18:08 1993 Received: by ifi.uio.no id ; Mon, 15 Mar 1993 20:18:15 +0100 Return-Path: Received: from cirrus.seas.ucla.edu by ifi.uio.no with SMTP id ; Mon, 15 Mar 1993 20:18:11 +0100 Received: from CAD.UCLA.EDU by cirrus.SEAS.UCLA.EDU (AIX 3.2/UCB 5.64/4.03(UCLA 1.04)multi-name+EA) id AA35127; Mon, 15 Mar 1993 11:18:08 -0800 Received: by CAD.UCLA.EDU (AIX 3.2/UCB 5.64/4.03) id AA18740; Mon, 15 Mar 1993 11:18:08 -0800 Date: Mon, 15 Mar 1993 11:18:08 -0800 From: jonathan@CAD.UCLA.EDU (Jonathan Katz) Message-Id: <9303151918.AA18740@CAD.UCLA.EDU> To: crossfire@ifi.uio.no Subject: suggestion... DM Status: RO When a DM modifies a character, they should still be able to save etc.... (for that matter, the only real cheat flag should be on modding the save game file.). The DM is frequently there to make changes that are perfectly legit. "My character was cool and was just blasted by a game crash" -- "All right, here are your exp points... and 1000 gold" Besides, shouldnt the DM decide who is cheating...? p.s. This might be a moot point if in my ignorance I missed a way to reset the 'cheat' flag (ala omega). From owner-crossfire Mon Mar 15 03:13:40 1993 Received: by ifi.uio.no id ; Mon, 15 Mar 1993 20:13:51 +0100 Return-Path: Received: from cirrus.seas.ucla.edu by ifi.uio.no with SMTP id ; Mon, 15 Mar 1993 20:13:49 +0100 Received: from CAD.UCLA.EDU by cirrus.SEAS.UCLA.EDU (AIX 3.2/UCB 5.64/4.03(UCLA 1.04)multi-name+EA) id AA34726; Mon, 15 Mar 1993 11:13:46 -0800 Received: by CAD.UCLA.EDU (AIX 3.2/UCB 5.64/4.03) id AA25379; Mon, 15 Mar 1993 11:13:40 -0800 Date: Mon, 15 Mar 1993 11:13:40 -0800 From: jonathan@CAD.UCLA.EDU (Jonathan Katz) Message-Id: <9303151913.AA25379@CAD.UCLA.EDU> To: crossfire@ifi.uio.no Subject: suggestion Status: RO How about making the roll_stat routine return 13, always, then modify the swap_stat code to do a -1 +1 on the two stats.... This would be an easy way of implementing a pool of stats and allowing players to create their own characters.... Sorry, but, I never really liked rerolling over and over etc.... Also I have a quick question... Is there a difference between mage/cleric/wizard/priest aside from starting goodies and stat mods? -Jonathan From frankj Mon Mar 15 20:09:01 1993 Subject: Crossfire v0.89.2 released To: crossfire-announce@ifi.uio.no Date: Mon, 15 Mar 1993 20:09:01 +0100 (MET) X-Mailer: ELM [version 2.4 PL21] Content-Type: text Content-Length: 1014 Status: RO Crossfire v0.89.2 has been released. It can be fetched by anonymous ftp from the following sites: ftp.ifi.uio.no:/pub/crossfire (129.240.64.2) ftp.world.net:/pub/crossfire (192.243.32.18) yoyo.cc.monash.edu.au:/pub/crossfire (130.194.9.1) Please check the sites closest to you before trying ftp.ifi.uio.no (the files might not have propagated from ftp.ifi.uio.no by the time you read this) The new files are crossfire-0.89.2.tar.Z and crossfire-0.89.1-0.89.2.diff.Z This release cleans up compilation problems. I've successfully compiled and played on HP and SGI architecture with this version. If you already have compiled 0.89.1, and it works, you don't really need to fetch this version. Hopefully it works on IBMR2 too, but I have no way of checking that out... Please try to pinpoint and report any further problems. There will be a pause until next release (0.90 most probably) due to new features which make the game unstable until they have been debugged and fully implemented. -Frank. From owner-crossfire Mon Mar 15 23:00:48 1993 Received: by ifi.uio.no id ; Mon, 15 Mar 1993 20:02:11 +0100 Return-Path: Received: from modeemi.cs.tut.fi by ifi.uio.no with SMTP id ; Mon, 15 Mar 1993 20:02:10 +0100 Received: by modeemi.cs.tut.fi (4.1/vissykola) id AA17323; Mon, 15 Mar 93 21:00:48 +0200 Date: Mon, 15 Mar 93 21:00:48 +0200 From: anipa@modeemi.cs.tut.fi (Niilo Neuvo) Message-Id: <9303151900.AA17323@modeemi.cs.tut.fi> To: crossfire@ifi.uio.no Status: RO Petri Heinil{ writes: # When magic point goes zero, then you can still spell, but point are # taken from hit points, and then, if hit points go negative, you,naturally, # die. This will give some extra magic with a cost of heal. And this # makes some symmetry with healing, but althought so, that if you # continuos heal, you die. Why would anyone want to be a mage type character after that? Also healing spells would suddenly become real useful. ++Anipa From owner-crossfire Mon Mar 15 20:29:38 1993 Received: by ifi.uio.no id ; Mon, 15 Mar 1993 17:30:09 +0100 Return-Path: Received: from cc.lut.fi by ifi.uio.no with SMTP id ; Mon, 15 Mar 1993 17:30:03 +0100 Received: by cc.lut.fi (5.61/IDA-1.2.8+Kim) id AA00218; Mon, 15 Mar 93 18:29:38 +0200 Date: Mon, 15 Mar 93 18:29:38 +0200 From: Petri Heinil{ Message-Id: <9303151629.AA00218@cc.lut.fi> To: crossfire@ifi.uio.no Subject: suggest Status: RO Friend of mine suggest following to crossfire. When magic point goes zero, then you can still spell, but point are taken from hit points, and then, if hit points go negative, you,naturally, die. This will give some extra magic with a cost of heal. And this makes some symmetry with healing, but althought so, that if you continuos heal, you die. //////////////////////////////////////////////////////////////////////// // Petri Heinila // email: hevi@lut.fi // // // mail: Ainonkatu 2A // // // 53100 Lappeenranta // // // Finland, Europe // //////////////////////////////////////////////////////////////////////// From owner-crossfire Mon Mar 15 16:17:27 1993 Received: by ifi.uio.no id ; Mon, 15 Mar 1993 13:17:31 +0100 Return-Path: Received: from cc.lut.fi by ifi.uio.no with SMTP id ; Mon, 15 Mar 1993 13:17:28 +0100 Received: by cc.lut.fi (5.61/IDA-1.2.8+Kim) id AA14124; Mon, 15 Mar 93 14:17:27 +0200 Date: Mon, 15 Mar 93 14:17:27 +0200 From: Petri Heinil{ Message-Id: <9303151217.AA14124@cc.lut.fi> To: crossfire@ifi.uio.no Subject: Re: Fwd: minor CF bug Status: RO ... >In the Super Store (a la Passage to Fireham) there's lots of merchandise, >separated by small aisles. There are no tiles in these aisles. > > >This means that you can pick up all the stuff you want, wander in to the aisle >and cast Word of Recall. > > >Now you're back in the original village with loads of unpaid stuff. > >[you can't enter any shops until you "pay" for it upon entering the shop] > > >All this really does is move unpaid things outside of the shop; the player >doesn't actually get to use any of it. > > >Still, the next time you update the maps I'd suggest you put some tiles in >there (and maybe other shops that are the same way?) to avoid confusion. Yes, I will fix it and other shops. These is some more ambiguity with shops. How about create_dragon_mail, create_dragon_shield and create_eyeshield, should they lay on shopfloor, so you paid for making them or not, when you just get item, but then there is a same kind of "hole" to jump out as mentioned. The size of shop. The shop in gorth is very big (11 floors). So big, that you 99% find the item what you have searched. This decrease the meaning of shops, I think, for example: how about a automate, that gives the item you want, when you just select and pay, big shops are not very far of these. ( I just remove one layer from SuperStore ). //////////////////////////////////////////////////////////////////////// // Petri Heinila // email: hevi@lut.fi // // // mail: Ainonkatu 2A // // // 53100 Lappeenranta // // // Finland, Europe // //////////////////////////////////////////////////////////////////////// From owner-crossfire Sun Mar 14 20:16:26 1993 Received: by ifi.uio.no id ; Mon, 15 Mar 1993 07:17:23 +0100 Return-Path: Received: from PO2.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Mon, 15 Mar 1993 07:17:21 +0100 Received: by po2.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Mon, 15 Mar 93 01:17:10 EST Received: via switchmail; Mon, 15 Mar 1993 01:17:08 -0500 (EST) Received: from freehold.andrew.cmu.edu via qmail ID ; Mon, 15 Mar 1993 01:16:30 -0500 (EST) Received: via niftymail; Mon, 15 Mar 1993 01:16:26 -0500 (EST) Sender: "Joseph L. Traub" Date: Mon, 15 Mar 1993 01:16:26 -0500 (EST) From: Moonchilde Subject: Fwd: minor CF bug To: crossfire@ifi.uio.no References: Message-Id: <732176186.1071.0@freehold.andrew.cmu.edu> Status: RO Frank, here are some more bugs as reported by a player. These however are bugs in a map, not in code. Enjoy. --JT ---------- Forwarded message begins here ---------- Return-path: X-Andrew-Authenticated-as: 22848;andrew.cmu.edu;Ian Michael Schreiber Received: from borman.res.andrew.cmu.edu via trymail for jtraub+@cmu.edu ID ; Sun, 14 Mar 1993 14:37:20 -0500 (EST) Received: from borman.res.andrew.cmu.edu via qmail ID ; Sun, 14 Mar 1993 14:37:06 -0500 (EST) Received: from Messages.7.15.N.CUILIB.3.45.SNAP.NOT.LINKED.borman.res.andrew.cmu.edu.pmax.ul4 via MS.5.6.borman.res.andrew.cmu.edu.pmax_ul4; Sun, 14 Mar 1993 14:37:05 -0500 (EST) Message-ID: Date: Sun, 14 Mar 1993 14:37:06 -0500 (EST) From: Ian Michael Schreiber X-Andrew-Message-Size: 661+0 Content-Type: X-BE2; 12 If-Type-Unsupported: alter To: "Joseph L. Traub" Subject: minor CF bug \begindata{text,19414736} \textdsversion{12} \template{messages} In the Super Store (a la Passage to Fireham) there's lots of merchandise, separated by small aisles. There are no tiles in these aisles. This means that you can pick up all the stuff you want, wander in to the aisle and cast Word of Recall. Now you're back in the original village with loads of unpaid stuff. [you can't enter any shops until you "pay" for it upon entering the shop] All this really does is move unpaid things outside of the shop; the player doesn't actually get to use any of it. Still, the next time you update the maps I'd suggest you put some tiles in there (and maybe other shops that are the same way?) to avoid confusion. --"Gannon"\ \enddata{text,19414736} Practice random kindness and senseless acts of beauty --Anonymous Argue for your limitations and sure enough they're yours --Richard Bach Moonchilde/Amythyst/JT Traub --- jtraub@cmu.edu From owner-crossfire Sun Mar 14 20:14:45 1993 Received: by ifi.uio.no id ; Mon, 15 Mar 1993 07:15:09 +0100 Return-Path: Received: from PO2.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Mon, 15 Mar 1993 07:15:07 +0100 Received: by po2.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Mon, 15 Mar 93 01:15:02 EST Received: via switchmail; Mon, 15 Mar 1993 01:15:00 -0500 (EST) Received: from freehold.andrew.cmu.edu via qmail ID ; Mon, 15 Mar 1993 01:14:54 -0500 (EST) Received: via niftymail; Mon, 15 Mar 1993 01:14:45 -0500 (EST) Sender: "Joseph L. Traub" Date: Mon, 15 Mar 1993 01:14:45 -0500 (EST) From: Moonchilde Subject: Fwd: Glitches.... To: crossfire@ifi.uio.no References: Message-Id: <732176085.1071.0@freehold.andrew.cmu.edu> Status: RO Frank, these are some small glitches that a player here discovered. I figured you might want to know about them (and since you said to forward bugs to the list, so I shall :) --JT ---------- Forwarded message begins here ---------- Return-path: X-Andrew-Authenticated-as: 15581;andrew.cmu.edu;Marybeth A. Griffin Received: from ccon.weh.andrew.cmu.edu via trymail for jtraub+@CMU.EDU ID ; Sun, 14 Mar 1993 06:03:25 -0500 (EST) Received: from ccon.weh.andrew.cmu.edu via qmail ID ; Sun, 14 Mar 1993 06:03:11 -0500 (EST) Received: from Messages.7.15.N.CUILIB.3.45.SNAP.NOT.LINKED.ccon.weh.andrew.cmu.edu.pmax.ul4 via MS.5.6.ccon.weh.andrew.cmu.edu.pmax_ul4; Sun, 14 Mar 1993 06:03:09 -0500 (EST) Message-ID: Date: Sun, 14 Mar 1993 06:03:09 -0500 (EST) From: "Marybeth A. Griffin" X-Andrew-Message-Size: 614+0 Content-Type: X-BE2; 12 If-Type-Unsupported: alter To: "Joseph L. Traub" Subject: Glitches.... \begindata{text,19204952} \textdsversion{12} \template{messages} Sheesh. Talk about numerous problems. I can't go backwards through my inventory with the . key, or I get a SIGSEGV. Always. The speed goes nuts sometimes (really really fast). My speed is sooooooooo slow, and I'm carrying practically nothing compared to before. Things don't get added to the inventory window correctly, and even if something looks like it's 'on top,' a lot of times it isn't. Just some random problems. I know you're busy, but I guess you'll fix them eventually. Marybeth And other strains of woe, which now seem woe, Compared to loss of thee, would not seem so. -Shakespeare, Sonnet 90 \enddata{text,19204952} Practice random kindness and senseless acts of beauty --Anonymous Argue for your limitations and sure enough they're yours --Richard Bach Moonchilde/Amythyst/JT Traub --- jtraub@cmu.edu From owner-crossfire Sat Mar 13 12:21:13 1993 Received: by ifi.uio.no id ; Sun, 14 Mar 1993 05:21:20 +0100 Return-Path: Received: from halcyon.com by ifi.uio.no with SMTP id ; Sun, 14 Mar 1993 05:21:16 +0100 Received: by halcyon.com id AA13817 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Sat, 13 Mar 1993 20:21:13 -0800 Date: Sat, 13 Mar 1993 20:21:13 -0800 From: Jonathan Roy Message-Id: <199303140421.AA13817@halcyon.com> To: crossfire@ifi.uio.no Subject: Hey all Status: RO Does anyone have a crosssite.def file that works for isntalling on a Sun4 with SunOS 4.1.0 or similar? From owner-crossfire Sat Mar 13 11:14:33 1993 Received: by ifi.uio.no id ; Sun, 14 Mar 1993 04:14:44 +0100 Return-Path: Received: from halcyon.com by ifi.uio.no with SMTP id ; Sun, 14 Mar 1993 04:14:38 +0100 Received: by halcyon.com id AA12277 (5.65c/IDA-1.4.4 for frankj@ifi.uio.no); Sat, 13 Mar 1993 19:14:33 -0800 Date: Sat, 13 Mar 1993 19:14:33 -0800 From: Jonathan Roy Message-Id: <199303140314.AA12277@halcyon.com> To: crossfire-announce@ifi.uio.no, frankj@ifi.uio.no Subject: Re: Crossfire v0.89.1 released Status: RO I love this game, and so do teh 4-5 guys that religiously play it have school each night now. :D Classes starting with spells should be a little mroe realistic. :) ie: Preists should have turn undead and minor healing... Not fireballs or lightning. :) From frankj Sat Mar 13 19:05:18 1993 Subject: Crossfire v0.89.1 released To: crossfire-announce@ifi.uio.no Date: Sat, 13 Mar 1993 19:05:18 +0100 (MET) X-Mailer: ELM [version 2.4 PL21] Content-Type: text Content-Length: 1156 Status: RO Crossfire v0.89.1 has been released. It can be fetched by anonymous ftp from the following sites: ftp.ifi.uio.no:/pub/crossfire (129.240.64.2) ftp.world.net:/pub/mirrors/ftp.ifi.uio.no (192.243.32.18) yoyo.cc.monash.edu.au:/pub/crossfire (130.194.9.1) Please check the sites closest to you before trying ftp.ifi.uio.no (the files might not have propagated from ftp.ifi.uio.no by the time you read this) The files to get are "crossfire-0.89.1.tar.Z" and "crossfire-0.89.0-0.89.1.diff.Z". No maps have been released for this version since almost nothing has changed. Remember to use the new archetype and treasure file for this version (and font, and..well, read README 8) Hopefully this version is a bit easier to compile than 0.89.0. I hope there are no files lacking in this version... 8) Some things that have changed, just from the top of my head: o It should now work on alpha arcitectures. o Stat draining monsters... o Some new graphic used on old artifacts o Party system by Anipa o Various bug-fixes (are there not always?), some quite serious... o Various new and minor features o New, hopefully simpler, configuration -Frank. From master@cats.UCSC.EDU Thu Mar 11 17:25:43 1993 Return-Path: Received: from cats.UCSC.EDU by ifi.uio.no with SMTP id ; Fri, 12 Mar 1993 10:25:49 +0100 Received: from amtoo.UCSC.EDU by cats.UCSC.EDU with SMTP id AA14996; Fri, 12 Mar 93 01:25:44 -0800 Received: by amtoo.ucsc.edu (5.65/4.7) id AA06108; Fri, 12 Mar 93 01:25:43 -0800 Date: Fri, 12 Mar 93 01:25:43 -0800 Message-Id: <9303120925.AA06108@amtoo.ucsc.edu> To: crossfire@ifi.uio.no, frankj@ifi.uio.no From: master@cats.UCSC.EDU (Mark Wedel) Subject: NEW set of word wrap patches Status: RO The ones I posted a couple hours ago had a problem in which they would wrap a line of spaces (caused inventory to be double spaced.) This revised set fixes that problem (won't have a line be printed if it only contains spaces.) This set, like the last, are diff -c from the original xio.c file (server directory). Sorry for the error, wasn't expecting lines to be passed ending in spaces. Mark Wedel master@cats.ucsc.edu *** xio.c.orig Thu Mar 11 18:03:20 1993 --- xio.c Fri Mar 12 01:15:08 1993 *************** *** 1215,1220 **** --- 1215,1246 ---- draw_info(pl,cp); return; } + /* Lets do the word wrap for messages - MSW (master@cats.ucsc.edu) */ + if (strlen(str)>=pl->contr->infochars) { + int i=pl->contr->infochars-1; + char buf[VERY_BIG_BUF]; + + fprintf(stderr,"'%s'\n",str); + /* i=last space (or ')' for armor. Wrap armor, because + otherwise, the two sets of ()() can be about half the line */ + while ((str[--i]!=' ') && (str[i]!=')') && (i!=0)) ; + /* if i==0, string has no space. Just let it be truncated */ + if (i!=0) { + int j; + + i++; /* want to keep the ')'. This also keeps + the space, but that really doesn't matter */ + strncpy(buf, str, i); + buf[i]='\0'; + draw_info(pl, buf); + + for (j=i; jcontr->info[pl->contr->infoline],str,pl->contr->infochars); XDrawImageString(pl->contr->gdisp,pl->contr->win_info, pl->contr->gc_info,FONTWIDTH,(pl->contr->infoline+1)*FONTHEIGHT, *************** *** 1284,1289 **** --- 1310,1319 ---- void clear_win_info(object *op) { int i; + + /* don't clear if in scroll mode MSW (master@cats.ucsc.edu */ + if((op->type==PLAYER) && (op->contr->scroll)) return; + for(i=0;icontr->infolines;i++) { (void) memset(op->contr->info[i],' ',op->contr->infochars); op->contr->info[i][op->contr->infochars]='\0'; (END) d From owner-crossfire Thu Mar 11 15:40:28 1993 Received: by ifi.uio.no id ; Fri, 12 Mar 1993 08:40:34 +0100 Return-Path: Received: from cats.UCSC.EDU by ifi.uio.no with SMTP id ; Fri, 12 Mar 1993 08:40:32 +0100 Received: from amtoo.UCSC.EDU by cats.UCSC.EDU with SMTP id AA12686; Thu, 11 Mar 93 23:40:30 -0800 Received: by amtoo.ucsc.edu (5.65/4.7) id AA01644; Thu, 11 Mar 93 23:40:28 -0800 Date: Thu, 11 Mar 93 23:40:28 -0800 Message-Id: <9303120740.AA01644@amtoo.ucsc.edu> To: crossfire@ifi.uio.no From: master@cats.UCSC.EDU (Mark Wedel) Subject: Word wrap patch. Status: RO This is a patch so that messages in the info window are now wrapped. Also, the info window is no longer cleared (if in scroll mode) when ? or 'help is entered. Mark Wedel master@cats.ucsc.edu *** xio.c.orig Thu Mar 11 18:03:20 1993 --- xio.c Thu Mar 11 23:29:57 1993 *************** *** 1215,1220 **** --- 1215,1240 ---- draw_info(pl,cp); return; } + /* Lets do the word wrap for messages - MSW (master@cats.ucsc.edu) */ + if (strlen(str)>=pl->contr->infochars) { + int i=pl->contr->infochars-1; + char buf[VERY_BIG_BUF]; + + /* i=last space (or ')' for armor. Wrap armor, because + otherwise, the two sets of ()() can be about half the line */ + while ((str[--i]!=' ') && (str[i]!=')') && (i!=0)) ; + /* if i==0, string has no space. Just let it be truncated */ + if (i!=0) { + i++; /* want to keep the ')'. This also keeps + the space, but that really doesn't matter */ + strncpy(buf, str, i); + buf[i]='\0'; + draw_info(pl, buf); + if (((strlen(str)-i)!=1) || (str[i]!='.')) + draw_info(pl, (str+i)); + return; + } + } strncpy(pl->contr->info[pl->contr->infoline],str,pl->contr->infochars); XDrawImageString(pl->contr->gdisp,pl->contr->win_info, pl->contr->gc_info,FONTWIDTH,(pl->contr->infoline+1)*FONTHEIGHT, *************** *** 1284,1289 **** --- 1304,1313 ---- void clear_win_info(object *op) { int i; + + /* don't clear if in scroll mode MSW (master@cats.ucsc.edu */ + if((op->type==PLAYER) && (op->contr->scroll)) return; + for(i=0;icontr->infolines;i++) { (void) memset(op->contr->info[i],' ',op->contr->infochars); op->contr->info[i][op->contr->infochars]='\0'; From frankj Sun Mar 7 12:27:00 1993 Subject: Crossfire v0.89.0 released To: crossfire-announce Date: Sun, 7 Mar 1993 12:27:00 +0100 (MET) X-Mailer: ELM [version 2.4 PL21] Content-Type: text Content-Length: 3830 Status: RO Crossfire v0.89 has been released. It can be fetched by anonymous ftp from the following sites: ftp.ifi.uio.no:/pub/crossfire (129.240.64.2) ftp.world.net:/pub/mirrors/ftp.ifi.uio.no (192.243.32.18) yoyo.cc.monash.edu.au:/pub/crossfire (130.194.9.1) Please check the sites closest to you before trying ftp.ifi.uio.no (the files might not have propagated from ftp.ifi.uio.no by the time you read this) The files to get are "crossfire-0.89.tar.Z" and "crossfire-0.89.maps.tar.Z". The reason I jumped to 0.89 is that the sources have been very restructured. For the average player, though, the changes shouldn't be all that noticable. A lot has happened behind the sceenes though 8) There are no diff files since they would be totally meaningless due to the restructuring of the sources. This release includes the "crossedit" editor by Petri Heinila and Jarkko Sonninen, though the editor doesn't work very well with the maps in this releasei (maybe running the mapconv script helps, I haven't had time to test out how that influences the rest of the game). Please take note of the "REPORTING BUGS" section in the README file. Note for alpha users: I were unable to make it work on alpha, but I expect to find the bug when we get gdb compiled. Any help is appreciated. Some of the things that have changed: o Lots and lots of restructuring...it's a wonder if it still compiles on all the systems it has been tested on 8) I've spend several days to test/debug it on all the systems that are available to me. Note: I haven't had time to much playertesting, I've mostly just made sure that "make World" doesn't fail. (Btw, I've snarfed lots of installation hints from the graphlib package made mostly by Eric Anderson (*wave*)) o Many many patches have been received and added...probably lost count of some, but at least these have sent me one or more patches: Jarkko Sonninen, Markku Jarvinen, Rickard Eneqvist, Lasse Ylitalo, Tero Hatanen, William Chuang (sp?). Of course, many more than these have worked on said patches. o Lots of bugs have been fixed. At least one _serious_ bug has been fixed 8) o Rewrote the timing routines, and cleaned up main() once more... o Checksums have been added (they're optional though.) Thus if you define SAVE_HOMEDIR, the players can't mess quite as much with their save-files. (well, unless they make their own checksum-generator, that is... Maybe I'll add some secret seed which can be generated at compile-time for next version 8) o Oh, SAVE_HOMEDIR is probably new...Courtesy of William Chuang (sp?) o The editor has been split into a separate program. o There is much better support for client/server structure. The game now ships with a client (written in C) which can connect to a server, check that it has a new enough version/font, fix the fontpath, fix xauthority (this is still a hack though) and then request to be added to the game. I've rewritten the socket code to be more portable, got rid of lots of #ifdefs. o Filepaths have _NOT_ been implemented yet...sorry... Will try to get to it soon... I just had to release another version before doing it due to all the other changes... o A few new spells... 8) o Pets have been added, mostly courtesy to Karl Holland. This is probably the most unstable place in the code right now though...you have been warned 8) (After summoning ~100 pets and polymorphing them randomly in ~10 minutes, the game crashed...was a while ago though) Hmm...probably more things, but I can't spend all day writing this... -Frank. P.S. Expect 0.89.1 to be released soon, fixing some of the more obvious bugs in this version... I'll use the crossfire-announce for this release as well. P.P.S Don't reply to crossfire-announce, use crossfire@ifi.uio.no. From owner-crossfire Thu Mar 4 09:46:38 1993 Received: by ifi.uio.no id ; Fri, 5 Mar 1993 02:47:29 +0100 Return-Path: Received: from halcyon.com by ifi.uio.no with SMTP id ; Fri, 5 Mar 1993 02:47:25 +0100 Received: by halcyon.com id AA10805 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Thu, 4 Mar 1993 17:46:38 -0800 Date: Thu, 4 Mar 1993 17:46:38 -0800 From: Jonathan Roy Message-Id: <199303050146.AA10805@halcyon.com> To: crossfire@ifi.uio.no Subject: Stats Status: RO I'd also like to see stats non effected by class, although a minor adjust per race would be good. Mayeb disallow classes if stats too low in some areas? -- a shouldn't "add" players when you are rolling your character this really screwed me up for a while... From ninja@halcyon.halcyon.com Thu Mar 4 08:11:48 1993 Return-Path: Received: from halcyon.com by ifi.uio.no with SMTP id ; Fri, 5 Mar 1993 01:12:45 +0100 Received: by halcyon.com id AA07623 (5.65c/IDA-1.4.4 for frankj@ifi.uio.no); Thu, 4 Mar 1993 16:11:48 -0800 Date: Thu, 4 Mar 1993 16:11:48 -0800 From: Jonathan Roy Message-Id: <199303050011.AA07623@halcyon.com> To: crossfire@ifi.uio.no, frankj@ifi.uio.no Subject: Re: GLobal server Status: RO Is there a PD program I can use to make bitmaps? At teh least, make all calsses look teh same, regardless of race. I think variety/quality in the game shouldn't be held back because we don't have the bitmaps to make unique graphics for it. Sheesh. :) Same for spells. Have a default spell bitmaps for any non-unique spell. (No unique bitmaps.) Scale needs inproved alot. Burning hands/etc effect the entire town if cast in teh city square. :) Mayeb on that scale only effect onespace. I think it shoud have a way zoomed in scale.. Something like Omega where you walk aroun inside teh town itself. This would give dozens of players easy room to walk around in town, and make in-city combat more realistic. Perhaps a time delay for casting spells, based on teh complexity of teh spell? Time segments work well... Island of Kesmai on CIS is similar to this, but all ASCII based. You enter whatever command you'll do, and it updates all player simultaniously every 3 seconds. This way faster connections don't get combat advantages. For local/play, max speed should be around 1/4 second per tcik, or something. Overall, looks nice. I'll have more comments after teh weekend. I'm going to start learning C soon, and hope I can contribute to teh game. If you'd like a chart of classes/races for teh game, I'll whip something up. I'd also like to see the messages on the right side scroll up instead of flip to teh top. It's very annoyed. (Hard to see where the bottom is sometimes.) At least make it a user option... :) I prefer the bottom to always be on the bottom myself.. But others may feel differently. Anyways, let me kno what I can do to help. I'd be happy ot whip up a list of classes/races. (Ddi I say that? ;) -- Training guilds/etc would also be neat. I'd like to see a class like a thief, where you can't become a ninja until you are alevel 5-10 tehif, or something. Also, multi-classes would be neat. ANyways, enogugh for now. I need to play more. :) (Once I get started, I can go on forever with ideas. Brainstorming is my one true talent. :) F F Jonathan Roy, of the Free Access Foundation Email: ninja@halcyon.com A Mail faf@halcyon.com for information, or FTP to halcyon.com: /pub/faf/ F F Vorlons, of the Galactic Bloodshed Development Team GEnie: J.ROY18 "Everything that has transpired has done so according to my design." - _RotJ_ From frankj Fri Mar 5 00:56:56 1993 Subject: Re: GLobal server To: crossfire@ifi.uio.no Date: Fri, 5 Mar 1993 00:56:56 +0100 (MET) In-Reply-To: <199303042348.AA06702@halcyon.com> from "Jonathan Roy" at Mar 4, 93 03:48:37 pm X-Mailer: ELM [version 2.4 PL21] Content-Type: text Content-Length: 859 Status: RO ninja@halcyon.halcyon.com wrote: > I'd like to see client/server code, races/classes seperated, and a better > scale between interior maps and town maps. It'll be a while until the client/server will use tcp/ip since network statistics seems to show that there is little bandwith to be saved. But next version will have a client which first fixes things like fontpathss and xhost (though the latter is a hack, couldn't figure out how to make the Xau commands work) and then connect by tcp/ip to the server and requests that you be added to the game. Races and classes will be separated any day that I receive some more (at least somewhat good) bitmaps of players 8) The reasons there haven't been many new monsters/spells/whatever lately is that I don't have any bitmaps to work with (Vidar has been busy with school and I'm a terrible artist 8). -Frank. From owner-crossfire Thu Mar 4 07:48:37 1993 Received: by ifi.uio.no id ; Fri, 5 Mar 1993 00:49:27 +0100 Return-Path: Received: from halcyon.com by ifi.uio.no with SMTP id ; Fri, 5 Mar 1993 00:49:24 +0100 Received: by halcyon.com id AA06702 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Thu, 4 Mar 1993 15:48:37 -0800 Date: Thu, 4 Mar 1993 15:48:37 -0800 From: Jonathan Roy Message-Id: <199303042348.AA06702@halcyon.com> To: crossfire@ifi.uio.no, eanders+@CMU.EDU Subject: Re: GLobal server Status: RO Just tried out Crossfire today. Looks very cool. :) I'm glad such a program has been made. I'd like to see client/server code, races/classes seperated, and a better scale between interior maps and town maps. I'll have moe comments when I play for a while tommorow. (Only tried it a bit today, About 20 mins.) (HAd trouble compiling.) Anyways, I'm impressed. :) F F Jonathan Roy, of the Free Access Foundation Email: ninja@halcyon.com A Mail faf@halcyon.com for information, or FTP to halcyon.com: /pub/faf/ F F Vorlons, of the Galactic Bloodshed Development Team GEnie: J.ROY18 "Everything that has transpired has done so according to my design." - _RotJ_ From owner-crossfire Thu Mar 4 09:42:50 1993 Received: by ifi.uio.no id ; Thu, 4 Mar 1993 20:44:17 +0100 Return-Path: Received: from PO4.ANDREW.CMU.EDU by ifi.uio.no with SMTP id ; Thu, 4 Mar 1993 20:44:15 +0100 Received: by po4.andrew.cmu.edu (5.54/3.15) id for crossfire@ifi.uio.no; Thu, 4 Mar 93 14:44:01 EST Received: via switchmail; Thu, 4 Mar 1993 14:43:56 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Thu, 4 Mar 1993 14:42:53 -0500 (EST) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Thu, 4 Mar 1993 14:42:51 -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, 4 Mar 1993 14:42:50 -0500 (EST) Message-Id: Date: Thu, 4 Mar 1993 14:42:50 -0500 (EST) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Re: GLobal server In-Reply-To: <199303040445.AA09731@halcyon.com> References: <199303040445.AA09731@halcyon.com> Status: RO Jonathan Roy writes: > Had thought been given to a national/whatever server? Like > games NetRek, MUDs, etc. I imagine CrossFire would > be able to become some huge X/based NetHack MUD hybrid, > with 100's of people interacting in a HUGH virtual world. ? > Granted, the system may be far from this for now. (I'm > not going to be able to play with it myself for a day or two.) As of right now, crossfire probably can't support more than 6 players at a time. The only server to my knowledge which is kept up is the one on my machine, madhatter.ws.cc.cmu.edu, you use crossrem.pl which should be part of the crossfire distribution in 88.5 to get added to the game. It's my understanding that some people are working on integrating server support closer into the actual program. Right now crossfire gets pretty slow if you have too many people playing and they are too far apart on the network. -Eric ********************************************************* "It seemed like a good idea at the time" -The Mad Hatter "Yes, you're very smart. Shut up." -In "The Princess Bride" ********************************************************* From owner-crossfire Wed Mar 3 12:45:09 1993 Received: by ifi.uio.no id ; Thu, 4 Mar 1993 05:45:56 +0100 Return-Path: Received: from halcyon.com by ifi.uio.no with SMTP id ; Thu, 4 Mar 1993 05:45:52 +0100 Received: by halcyon.com id AA09731 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Wed, 3 Mar 1993 20:45:09 -0800 Date: Wed, 3 Mar 1993 20:45:09 -0800 From: Jonathan Roy Message-Id: <199303040445.AA09731@halcyon.com> To: crossfire@ifi.uio.no Subject: GLobal server Status: RO Just found out about CrossFire, so I'm jumping right to the point. :) Had thought been given to a national/whatever server? Like games NetRek, MUDs, etc. I imagine CrossFire would be able to become some huge X/based NetHack MUD hybrid, with 100's of people interacting in a HUGH virtual world. Granted, the system may be far from this for now. (I'm not going to be able to play with it myself for a day or two.) But, I'm interested in thoughts on this subject. F F Jonathan Roy, of the Free Access Foundation Email: ninja@halcyon.com A Mail faf@halcyon.com for information, or FTP to halcyon.com: /pub/faf/ F F Vorlons, of the Galactic Bloodshed Development Team GEnie: J.ROY18 "Everything that has transpired has done so according to my design." - _RotJ_