From crossfire-request Fri Oct 1 03:59:49 1993 Return-Path: Received: from bolero.rahul.net by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Fri, 1 Oct 1993 03:59:47 +0100 Received: by bolero.rahul.net id AA12981 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Thu, 30 Sep 1993 19:59:43 -0700 Date: Thu, 30 Sep 1993 19:59:43 -0700 From: Mark Wedel Message-Id: <199310010259.AA12981@bolero.rahul.net> To: crossfire@ifi.uio.no Subject: Map loading. Status: RO I am using the crossfire that comes with crossedit 0.6 (might as well make additions to the newest version, right?) The problem I have is that everything is close (armor shop, weapon shop, gatehouse, etc..) It loads the town map just fine, however. The maps worked fine with the previous version of crossfire I was using (0.89.3), that I got I guess about 4 or 5 months ago. IS there some script I need to run or something to get this working? --Mark From crossfire-request Fri Oct 1 03:55:22 1993 Return-Path: Received: from bolero.rahul.net by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Fri, 1 Oct 1993 03:55:19 +0100 Received: by bolero.rahul.net id AA12869 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Thu, 30 Sep 1993 19:55:13 -0700 Date: Thu, 30 Sep 1993 19:55:13 -0700 From: Mark Wedel Message-Id: <199310010255.AA12869@bolero.rahul.net> To: crossfire@ifi.uio.no Subject: Pixmaps. Status: RO I've done some work into implementing them. In fact, it is largely completed. As of right now, the pixmap files are stored as the same name as the bitmap files, with a ".pix" added to the end. I believe this will lenghten the names beyond some limit that was set for portability reasons, but this naming convention made it easy to write a script to convert the bitmaps to pixmaps. This also allows me to use the bmaps.paths file to load the pixmaps (at present time, they are loaded one by one, so that editing of the individual pixmaps is easier - don't need to re-build the data file.) This is pretty slow, however. But there is nothing really preventing the speedup putting the raw data in a file like is done for bitmaps to speed things up. I added the command line option "-ci" to use color pixmaps (color images). What would be better would be if the present option -pixmaps was called -bitmaps instead (which is probably more accurate), and then color pixmaps could be called -pixmaps. A couple variables were added to determine if color pixmaps are being used. I have not really checked performance of pixmaps vs bitmaps. However, there should be very little loss if you decided not to use pixmaps and use bitmaps (just an if statement - added to the draw_face macro in global.h) I looked over teh xpm library docs, and there are some nice things supported. For any pixmap, you have what colors each pixel is. You then have what grey those would be on a grayscale system, and whether it would be black or white on a monochrome system. In this way, color pixmaps could be used on any display system, and not look any different than the bitmaps already in place. Symbolic colors are also supported, which can then be changed by the program. This would add in support for coloring the pixmaps the same color as bitmaps are colored right now. The problem I see with this is that if peopel do go and re-color the pixmaps, then there might be several symbolic colors that need to be changed for different objects. This could be a really pain to implement. So I think the best solution would be for different objects using the same face to have multiple faces around, if those faces need to be colored differently. Pixmaps also support shape masks, which are returned upon creation of the actual Pixmap for the program use. I have yet to implement this feature. All in all, I think using pixmaps gains a lot, but loses nothing. As for space, right now the 2 color pixmaps take about twice the space as the bitmaps. If space (for distribution) is a problem, the pixmaps could be a separate file one gets when ftp'ing (like the maps). Optionally, the bitmaps could be derived from the pixmaps. Also, before I finish this message, I am using the xpm library. So you could get a copy yourself (available on most sites that have the X contrib directory) and look over the docs. --Mark From crossfire-request Sat Sep 25 00:32:12 1993 Return-Path: Received: from soda.berkeley.edu by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Sat, 25 Sep 1993 00:32:07 +0200 Received: by soda.berkeley.edu (5.65/KAOS-1) id AA10136; Fri, 24 Sep 93 15:32:04 -0700 From: Philip Brown Message-Id: <9309242232.AA10136@soda.berkeley.edu> Subject: character bitmaps To: crossfire@ifi.uio.no (Crossfire Mailing List) Date: Fri, 24 Sep 1993 15:32:03 -0700 (PDT) X-Face: %v7#iK@,w,UiBVtdLpk!1'blIm{2Wo\846%?#z-Y}M:7:?b%AF[geqYoJ4%eFG(>+lT-~## *lJQ8ZA3>:tKvO.SFLd'C#@t(jmWp>%iW8kJpX'fE/vr#A8{apO^6{wf|'[L%ht_blH~N=v Fb.@}u~N~R\`~4&;l>mp^E+Yje&|Q@,/Q|DH[dTXS{Hu2[{StLa_Bo+W!yvv*Kn/--|^0cp`\A*F^U /B)/Zb49FQr8Oq/wr&T~s;zYR~?d Received: from soda.berkeley.edu by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Sat, 25 Sep 1993 00:16:40 +0200 Received: by soda.berkeley.edu (5.65/KAOS-1) id AA08715; Fri, 24 Sep 93 15:16:32 -0700 Date: Fri, 24 Sep 93 15:16:32 -0700 From: Peter Mardahl Message-Id: <9309242216.AA08715@soda.berkeley.edu> To: crossfire@ifi.uio.no Subject: Proposed new spells Status: RO I propose the following new spells: Build Director You create a director object on the square you're on, pointed the direction you cast the spell in. This would be really cool. Suppose you wanted to kill a dragon around a corner.... You run down there, brave the flames for a bit, and then run away and shoot at the director. You could also goad monsters into killing themselves this way..... Build Bullet/lightning/firewall As above, except you create wall. I'd make these temporary in duration, or make it so that the kills the walls earns aren't credited to the caster. Definitely a higher-level spell. Incribe Mark: For mazes: you create some sort of mark at a place. What face it has should be random. If you want to be sadistic, these could be limited in duration. Inscribe Rune of Fire/Frost/Electricty/Confusion/Blasting/Death Like a land mine. Monster who steps on the rune (or YOU) takes lots of damage. I guess these should be semi-invisible, and finite in duration. Perhaps how much damage it does should depend on how long it has 'till it would expire. (This could have a really cool pulsating bitmap, with the pulsations slowing as the spell becomes weaker.) Peterm P.S., I might well implement these myself. We at Berkeley have already implemented some new spells. From crossfire-request Sat Sep 25 00:12:18 1993 Return-Path: Received: from soda.berkeley.edu by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Sat, 25 Sep 1993 00:12:15 +0200 Received: by soda.berkeley.edu (5.65/KAOS-1) id AA08318; Fri, 24 Sep 93 15:11:48 -0700 Date: Fri, 24 Sep 93 15:11:48 -0700 From: Peter Mardahl Message-Id: <9309242211.AA08318@soda.berkeley.edu> To: crossfire@ifi.uio.no Subject: Ideas for character classes Cc: c@soda.berkeley.edu, crossfire-hackers@soda.berkeley.edu Status: RO (I mailed this out already under another subject, but I thought it was important enough to send out for consideration in it's own right.) Someone else suggested an omega-style division of experience. How about this: three major ability/experience divisions: Summary: Have four experience divisions. How quickly you advance levels in a division depends on your stats. Different actions contribute experience to different divisions. Player bitmaps become dependent on their levels in different divisions. magic casting experience --> magic user level cleric casting experience --> cleric level (would we have to invent prayer points, dependent on wisdom?) fighting experience --> fightning level (wc, dam, weapons speed) thief experience --> thief level Killing monsters hand-to-hand adds points to fighting experience. Killing monsters with offensive magic adds to magic casting exp. Successfully casting clerical spells adds to cleric exp. --> this should be dependent on the difficulty of the dungeon you are in. (That way someone would at least have to go somewhere dangerous to go up levels) Successfully casting non-offensive magical spells adds to magic experience, dependent on dungeon difficulty. Successfully disarming directors, bulletwalls, lightning walls, firewalls, traps, opening doors.... leads to thief experience. For thieves: how about the following: let's regard such things as spinners, directors, bullet walls, lightningwalls, firewalls, as traps. Characters would have the chance to disarm these. How much "killing" each trap would be worth would depend on the level of the trap, and the difficulty of disarming that trap would depend on the thief level. The thief skills should be dexterity, and charisma. (But OFFICER! I WAS ONLY....) The thing is, we'd have to allow disarming of bulletwalls, etc.... If someone wanted an invincible bullet wall, though, he'd only have to set the wall's level to 999 or something. Now here's the caveat: how much good the experience does you is dependent on your stats. I.e., it takes someone with an intelligence of 10 twice as much magic exp. to advance a magic user level as someone with an int of 20. For fighting experience, it should be St + Dx + Con which determine how quickly you advance, and for clerical, wisdom. I think this is reasonable, because of this situation: suppose you have a warrior with a St. 10, con 10, and dex 16. (Unlikey, but hang in there) and Int 20. Obviously, warrior or no, this character's real aptitude is magic, and only a fool would play him otherwise. (Okay, Wis 14 too). This proposal preserves strong class differentials in a sensible way: you advance quickly in things you have skills (stats) for, if you practice. Now here's an interesting proposal: vary the character's bitmap based on his relative character levels. Someone with equal fighting/clerical should have the priest bitmap, equal fighting/magic should have a mage bitmap, a dominant magic user should have the wizard bitmap.... Get the picture? This wouldn't be TOO hard to implement. And after a while, it'd be very clear if the game needed balancing. Everyone would have one bitmap, if the game were badly balanced. Regards, Peterm From crossfire-request Fri Sep 24 23:07:48 1993 Return-Path: Received: from soda.berkeley.edu by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Fri, 24 Sep 1993 23:07:46 +0200 Received: by soda.berkeley.edu (5.65/KAOS-1) id AA03040; Fri, 24 Sep 93 14:06:57 -0700 Date: Fri, 24 Sep 93 14:06:57 -0700 From: Peter Mardahl Message-Id: <9309242106.AA03040@soda.berkeley.edu> To: crossfire@ifi.uio.no, njw@cs.city.ac.uk Subject: Re: Good game, thoughts for new characters and experience Status: RO Nick wrote: Another thought, this time regarding the way experience works. Could it be made that experience/score was advanced dependent on the actions of the character relevant to their class? Like as follows: kill monster() { if (player is of class fighter) { # player is ninja/thief/assasin/warrior/swashbuckler type add_experience(score); } else add_experience(score/2) } cast_spell() { if (player is of class magic user) { # player is mage/cleric/wizard/priest add_experience(score); } else add_experience(score/2); } It could be made much more complicated (and realistic code ;), but the idea is there. Experience should be based on doing relevant actions. Nick Williams E-mail: njw@cs.city.ac.uk (MIME and ATK) Systems Architecture Research Centre, Tel: +44 71 477 8551 London, EC1V 0HB Fax: +44 71 477 8587 Someone else suggested an omega-style division of experience. How about this: three major ability/experience divisions: magic casting experience --> magic user level cleric casting experience --> cleric level fighting experience --> fightning level (wc, dam, weapons speed) thief experience --> thief level Killing monsters hand-to-hand adds points to fighting experience. Killing monsters with offensive magic adds to magic casting exp. Successfully casting clerical spells adds to cleric exp. --> this should be dependent on the difficulty of the dungeon you are in. (That way someone would at least have to go somewhere dangerous to go up levels) Successfully casting non-offensive magical spells adds to magic experience, dependent on dungeon difficulty. Successfully disarming directors, bulletwalls, lightning walls, firewalls, traps, opening doors.... leads to thief experience. For thieves: how about the following: let's regard such things as spinners, directors, bullet walls, lightningwalls, firewalls, as traps. Characters would have the chance to disarm these. How much "killing" each trap would be worth would depend on the level of the trap, and the difficulty of disarming that trap would depend on the thief level. The thief skills should be dexterity, and charisma. (But OFFICER! I WAS ONLY....) The thing is, we'd have to allow disarming of bulletwalls, etc.... If someone wanted an invincible bullet wall, though, he'd only have to set the wall's level to 999 or something. Now here's the caveat: how much good the experience does you is dependent on your stats. I.e., it takes someone with an intelligence of 10 twice as much magic exp. to advance a magic user level as someone with an int of 20. For fighting experience, it should be St + Dx + Con which determine how quickly you advance, and for clerical, wisdom. I think this is reasonable, because of this situation: suppose you have a warrior with a St. 10, con 10, and dex 16. (Unlikey, but hang in there) and Int 20. Obviously, warrior or no, this character's real aptitude is magic, and only a fool would play him otherwise. (Okay, Wis 14 too). This proposal preserves strong class differentials in a sensible way: you advance quickly in things you have skills (stats) for, if you practice. Now here's an interesting proposal: vary the character's bitmap based on his relative character levels. Someone with equal fighting/clerical should have the priest bitmap, equal fighting/magic should have a mage bitmap, a dominant magic user should have the wizard bitmap.... Get the picture? This wouldn't be TOO hard to implement. And after a while, it'd be very clear if the game needed balancing. Everyone would have one bitmap, if the game were badly balanced. Regards, Peterm From crossfire-request Fri Sep 24 17:51:30 1993 Return-Path: Received: from remus.rutgers.edu by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Fri, 24 Sep 1993 17:51:28 +0200 From: joe@unipress.com Received: from unipress-link.rutgers.edu by remus.rutgers.edu (5.59/SMI4.0/RU1.5/3.08) id AA13745; Fri, 24 Sep 93 11:51:24 EDT Received: from dot.unipress.com by repo.unipress.com (4.1/SMI-4.1/UniPress072993.1) id AA18291; Fri, 24 Sep 93 11:51:21 EDT via Message-Id: <9309241551.AA18291@repo.unipress.com> To: Mark Wedel Cc: crossfire@ifi.uio.no Subject: Re: graphics of crossfire. In-Reply-To: Your message of "Thu, 23 Sep 93 21:54:44 PDT." <199309240454.AA15315@bolero.rahul.net> Date: Fri, 24 Sep 93 11:51:19 -0400 Status: RO > One thought I have had for improving the graphics of crossfire was to > use color pixmaps (instead of the 2 color bitmaps) for crossfire. Perhaps > have a command line option to use the bitmaps if pixmaps are too slow. YES! This would be great. --joe From crossfire-request Fri Sep 24 17:36:36 1993 Return-Path: Received: from barney.cs.city.ac.uk by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Fri, 24 Sep 1993 17:36:29 +0200 Received: from Messages.8.5.N.CUILIB.3.45.SNAP.NOT.LINKED.barney.cs.city.ac.uk.sun4.41 via MS.5.6.barney.cs.city.ac.uk.sun4_41; Fri, 24 Sep 1993 16:38:37 +0100 (BST) Message-Id: Date: Fri, 24 Sep 1993 16:38:37 +0100 (BST) From: Nick Williams Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII To: crossfire@ifi.uio.no Subject: Which version? Status: RO I realise that crossfire is still extremely under development, but... (sigh, you can see it coming, can't you?) crossfire-0.89.2 is the toplevel "looks-like-its-released" version. It works fairly well, only crashing occasionally. I picked up crossedit-0.6 and attempted to use the crossfire version, calling itself 0.89.3, contained therein, but it is extremely buggy. However, people on this mailing list seem to be using 0.89.3 to some extent (based on discussions of @match, etc). I can't see how. Is 0.89.2 the "bestStable" version? Is there some different version of 0.89.3 which doesn't crash every 1/4hr and which doesn't forget connections and doorways and...? BTW: In case no-one has noticed, in 0.89.3 (as comes with crossedit-0.6), bed-to-reality has a major bug. When you go to sleep, your money is both dropped and kept in your inventory. So you can double your money while you dream... The features in 0.89.3 look very good and I'd love to play with it! Nick Williams E-mail: njw@cs.city.ac.uk (MIME and ATK) Systems Architecture Research Centre, Tel: +44 71 477 8551 London, EC1V 0HB Fax: +44 71 477 8587 From crossfire-request Fri Sep 24 11:52:07 1993 Return-Path: Received: from cc.lut.fi by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Fri, 24 Sep 1993 11:52:06 +0200 Received: by cc.lut.fi (5.65c/IDA-1.4.4/Kim-2.2) id AA03433; Fri, 24 Sep 1993 12:51:56 +0300 Date: Fri, 24 Sep 1993 12:51:56 +0300 From: Petri Heinil{ Message-Id: <199309240951.AA03433@cc.lut.fi> To: crossfire@ifi.uio.no Subject: Re: graphics of crossfire. Status: RO >From: Kjetil Torgrim Homme > >Here's a little less ambitious idea (it's not new): > >Have a mask for each bitmap. Then we can have truly two-colour pixmaps >(that is two colours plus background) and draw stacks of objects. I >believe this alone will look pretty good. However, it will be >intolerably slow on e.g. our Sun-3/50's which run as X-terminals. >(Pixmap-mode is slow on these terminals.) Yeah, gotta red eyes :) . And other benefit for masking is, the floor over the monster stays visible. But making mask takes some overhead also. There have to be either made loadable mask font for every image, which doubles the disk need for images. Or mask have to made dynamically, maybe in loading phase ( doubles the amount of memory ). Here is also some stuff about pixmaps: Space: If there is 24x24 16-colored image, 4 bits/pixel, 2 pixel/byte ( 24 * 24 / 2 ) = 288 bytes/image. And for 2000 images = 576 000 bytes, 10000 images = 2 880 000 bytes, 50000 images = 14 400 000 bytes ,that is when used in one file. And storing and developing in xpm- files, 1051 bytes. 2000 images = 2 102 000 bytes, 10000 images = 10 510 100 bytes, 50000 images = 52 550 000 bytes Tools: - xpm-library, file://ftp.x.org/contrib/pixmap * library includes reading, writing, masking xmp-format to files to pixmaps in server. * includes pnm-converter also - pixmap, file://ftp.x.org/contrib/pixmap * editor,bitmap-versions for xpm-format - xpaint, file://ftp.x.org/contrib/pixmap * editor,common color editor, limited cabality to bit editing. - fwf-widget, file://ftp.x.org/contrib/... * editor-widget - pbmplus, file://ftp.x.org/contrib/... * converting packet, with this you can convert any color image to xpm. >Petri (well, at least one of the Finns) has done some work on putting >the bitmaps in a special file to speed up pixmaps-reading, but I >haven't looked at it, so I'll let him comment on that. (That code is >in crossedit-0.6). Jarkko (Jarkko.Sonninen@lut.fi) made the file code, indeed. But what I think, the idea is mainly speed up the loading of images; when they are around file system, you have: 1 open, 1 read and 1 close for each file, so to 2000 images, 6000 operations. But when cached to file you open & close once, so you have ~2000 operations. Second lesser idea was the expansions to pixmaps. btw. but before any image extensioning or other, gotta the 0.90.0 out, I think. //////////////////////////////////////////////////////////////////////// // Petri Heinila // email: Petri.Heinila@lut.fi // // // mail: Ainonkatu 2A // // // 53100 Lappeenranta // // // Finland, Europe // //////////////////////////////////////////////////////////////////////// From crossfire-request Fri Sep 24 11:18:39 1993 Return-Path: Received: from tbird.cc.iastate.edu by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Fri, 24 Sep 1993 11:18:34 +0200 Received: by tbird.cc.iastate.edu with sendmail-5.65 id ; Fri, 24 Sep 1993 04:18:11 -0500 Message-Id: <9309240918.AA19685@tbird.cc.iastate.edu> To: Mark Wedel Subject: Re: graphics of crossfire. In-Reply-To: Your message of Fri, 24 Sep 93 01:14:24 -0700. <199309240814.AA21829@bolero.rahul.net> Cc: crossfire@ifi.uio.no Date: Fri, 24 Sep 93 04:17:47 CDT From: "Michael Graff" Status: RO > 1) True multi color images > 2) Have masks so you can see other objects below the top one. Wow. I think the ds2100 I'm running this on just crawled away to die. Before this, or as this happens, the game needs to be true client-server, so the machine who is talking to the player is doing the graphics work, and the server just explains what the world looks like. > The disadvantage may be speed. I don't know how much slower color >pixmaps are compared to normal pixmaps. Could probably write a simple >program to find out. About 8 times slower I'd bet. But I could think that the game could have options: -color, -pixmap, -nocolor maybe? That way, slow machines can still cope. I want full color very much. I think I could round up a graphics team here and see how it goes once things are set in motion. ;) --Michael -- Michael Graff Iowa State University Computation Center Project Vincent 215 Durham voice: (515) 294-4994 explorer@iastate.edu Ames, IA 50011 fax: (515) 294-1717 gg.mlg@isumvs.bitnet From crossfire-request Fri Sep 24 10:49:14 1993 Return-Path: Received: from soda.berkeley.edu by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Fri, 24 Sep 1993 10:49:12 +0200 Received: by soda.berkeley.edu (5.65/KAOS-1) id AA24805; Fri, 24 Sep 93 01:49:02 -0700 From: Philip Brown Message-Id: <9309240849.AA24805@soda.berkeley.edu> Subject: exp To: crossfire@ifi.uio.no (Crossfire Mailing List) Date: Fri, 24 Sep 1993 01:49:01 -0700 (PDT) X-Face: %v7#iK@,w,UiBVtdLpk!1'blIm{2Wo\846%?#z-Y}M:7:?b%AF[geqYoJ4%eFG(>+lT-~## *lJQ8ZA3>:tKvO.SFLd'C#@t(jmWp>%iW8kJpX'fE/vr#A8{apO^6{wf|'[L%ht_blH~N=v Fb.@}u~N~R\`~4&;l>mp^E+Yje&|Q@,/Q|DH[dTXS{Hu2[{StLa_Bo+W!yvv*Kn/--|^0cp`\A*F^U /B)/Zb49FQr8Oq/wr&T~s;zYR~?d Received: from soda.berkeley.edu by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Fri, 24 Sep 1993 10:45:26 +0200 Received: by soda.berkeley.edu (5.65/KAOS-1) id AA24635; Fri, 24 Sep 93 01:45:19 -0700 From: Philip Brown Message-Id: <9309240845.AA24635@soda.berkeley.edu> Subject: Spells To: master@rahul.net (Mark Wedel) Date: Fri, 24 Sep 1993 01:45:17 -0700 (PDT) Cc: crossfire@ifi.uio.no In-Reply-To: <199309240824.AA22083@bolero.rahul.net> from "Mark Wedel" at Sep 24, 93 01:24:28 am X-Face: %v7#iK@,w,UiBVtdLpk!1'blIm{2Wo\846%?#z-Y}M:7:?b%AF[geqYoJ4%eFG(>+lT-~## *lJQ8ZA3>:tKvO.SFLd'C#@t(jmWp>%iW8kJpX'fE/vr#A8{apO^6{wf|'[L%ht_blH~N=v Fb.@}u~N~R\`~4&;l>mp^E+Yje&|Q@,/Q|DH[dTXS{Hu2[{StLa_Bo+W!yvv*Kn/--|^0cp`\A*F^U /B)/Zb49FQr8Oq/wr&T~s;zYR~?d>>>[From Mark Wedel] You also have to be careful about abuses. If casting a spell gets you experience, you may just sit around and cast a bunch of spells that are not really necessary. Doesn't that make sense, thou? The only thing that counts is: Did you succeed in casting the spell the way it was supposed to? If yes, then you get experience. What you might be leading to, however, is a fairly complicated system, where you have combat experience vs "other". Hey, that might work. "combat experience" is that in all its forms. Thus, mages would get combat experience from doing damage to monsters with spells. C.xp. could then help them do targetting and/or damage? Doing the "other" part could get confusing, thou. From crossfire-request Fri Sep 24 10:41:29 1993 Return-Path: Received: from soda.berkeley.edu by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Fri, 24 Sep 1993 10:41:26 +0200 Received: by soda.berkeley.edu (5.65/KAOS-1) id AA24450; Fri, 24 Sep 93 01:41:18 -0700 From: Philip Brown Message-Id: <9309240841.AA24450@soda.berkeley.edu> Subject: Re: graphics of crossfire. To: master@rahul.net (Mark Wedel) Date: Fri, 24 Sep 1993 01:41:17 -0700 (PDT) Cc: crossfire@ifi.uio.no In-Reply-To: <199309240814.AA21829@bolero.rahul.net> from "Mark Wedel" at Sep 24, 93 01:14:24 am X-Face: %v7#iK@,w,UiBVtdLpk!1'blIm{2Wo\846%?#z-Y}M:7:?b%AF[geqYoJ4%eFG(>+lT-~## *lJQ8ZA3>:tKvO.SFLd'C#@t(jmWp>%iW8kJpX'fE/vr#A8{apO^6{wf|'[L%ht_blH~N=v Fb.@}u~N~R\`~4&;l>mp^E+Yje&|Q@,/Q|DH[dTXS{Hu2[{StLa_Bo+W!yvv*Kn/--|^0cp`\A*F^U /B)/Zb49FQr8Oq/wr&T~s;zYR~?d>>>[From Mark Wedel] The disadvantage may be speed. I don't know how much slower color pixmaps are compared to normal pixmaps. Could probably write a simple program to find out. Color _systems_ are slower. But after it's all converted and stored away on the server, I wouldn't think there would be much of a difference. LOAD time, though, will be hideous :-( From crossfire-request Fri Sep 24 10:24:59 1993 Return-Path: Received: from bolero.rahul.net by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Fri, 24 Sep 1993 10:24:50 +0200 Received: by bolero.rahul.net id AA22083 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Fri, 24 Sep 1993 01:24:28 -0700 Date: Fri, 24 Sep 1993 01:24:28 -0700 From: Mark Wedel Message-Id: <199309240824.AA22083@bolero.rahul.net> To: crossfire@ifi.uio.no Subject: Re: Good game, thoughts for new characters and experience Status: RO While giving experience for appropriate actions is nice, there are problems. I remember there was a game for the apple // that was similiar. Clerics got EXP for casting healign spells, clerics for fighting, etc (you did not know what yoru exp was. You only knew when it was time to train.) After playing this for a short while, I figured this out. And then, had the character (you controlled a group) do these specific answers. Oh, I want XXX to gain exp, so he'll fight instead of another character, OR cleric #1 will cast the spell instead of cleric #2. You also have to be careful about abuses. If casting a spell gets you experience, you may just sit around and cast a bunch of spells that are not really necessary. This then means that crossfire has to figure out how relevent the spell is. What might be nicer is to make the classes more specilized. Maybe allow taht fighter to only cast a few spells. Make that mage a wimp in combat, etc. Also, maybe give the various classes special abilities the others can not do. Like a thief might have some chance to open a door without a key (instead of bashing). Or perhaps be able to trace doors to levers/ buttons. Mark Wedel master@rahul.net From crossfire-request Fri Sep 24 10:14:38 1993 Return-Path: Received: from bolero.rahul.net by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Fri, 24 Sep 1993 10:14:34 +0200 Received: by bolero.rahul.net id AA21829 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Fri, 24 Sep 1993 01:14:24 -0700 Date: Fri, 24 Sep 1993 01:14:24 -0700 From: Mark Wedel Message-Id: <199309240814.AA21829@bolero.rahul.net> To: crossfire@ifi.uio.no Subject: Re: graphics of crossfire. Status: RO Yes, I was thinking of using the XPM library. I have not looked into its facilities. If the new pixmap method was adopted, then the following things could happen: 1) True multi color images 2) Have masks so you can see other objects below the top one. The disadvantage may be speed. I don't know how much slower color pixmaps are compared to normal pixmaps. Could probably write a simple program to find out. The biggest problem is the conversion of the old to new. I believe there is a mechanism in XPM on how to display color pixmaps on bw systems (ie, what pixels have white value and which have black.) If this is true, and the performance is comparable to the present bitmaps, once the conversion is finished, you could just get rid of the bitmaps.. Mark Wedel master@rahul.net From crossfire-request Fri Sep 24 09:55:38 1993 Return-Path: Received: from barney.cs.city.ac.uk by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Fri, 24 Sep 1993 09:55:36 +0200 Received: from Messages.8.5.N.CUILIB.3.45.SNAP.NOT.LINKED.barney.cs.city.ac.uk.sun4.41 via MS.5.6.barney.cs.city.ac.uk.sun4_41; Fri, 24 Sep 1993 08:57:45 +0100 (BST) Message-Id: Date: Fri, 24 Sep 1993 08:57:45 +0100 (BST) From: Nick Williams Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII To: crossfire@ifi.uio.no Subject: Re: graphics of crossfire. In-Reply-To: <199309240454.AA15315@bolero.rahul.net> References: <199309240454.AA15315@bolero.rahul.net> Status: RO Excerpts from games.Crossfire: 23-Sep-93 graphics of crossfire. Mark Wedel@rahul.net (1465) > Also, in doing so, the color of the object in the archetype file might > become meaningless, since the pixmap would have its color pre-determined, > and could not really be changed like the bitmaps can be. I don't know > how big of a problem this is. By color pixmaps, I assume XPMs are what you mean. In this case, you can use the "symbolic" color facility to reference the colors which should be changed. F'r example: a potion would have all the color's predefined apart from the color of the liquid which would have the color "potioncontent" (or a similar sort of system). Then when displaying the image, you grab a copy of the pixmap with the potioncontent defined to be the correct color. I believe you can do this with XPM. Not totally sure of the mechanism, though. Might cause even more slowdown. Nick. Nick Williams E-mail: njw@cs.city.ac.uk (MIME and ATK) Systems Architecture Research Centre, Tel: +44 71 477 8551 London, EC1V 0HB Fax: +44 71 477 8587 From crossfire-request Fri Sep 24 07:54:34 1993 Return-Path: Received: from eden-valley.aaii.oz.AU by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Fri, 24 Sep 1993 07:54:26 +0200 Received: by eden-valley.aaii.oz.AU (5.65c/SMI-4.0/AAII) id AA11048; Fri, 24 Sep 1993 15:53:40 +1000 Date: Fri, 24 Sep 1993 15:53:40 +1000 From: "Rupert G. Goldie" Message-Id: <199309240553.AA11048@eden-valley.aaii.oz.AU> To: crossfire@ifi.uio.no Subject: Re: Porting CF to Amiga, help needed. Status: RO > Of course, making crossfire do server-client is a bug assumption... ^^^ Freudian slip ??? 8-)-----------| > ERic mehlhaff, mehlhaff@ocf.Berkeley.EDU > OCF staff > Rupert -- Rupert G. Goldie, rgg@aaii.oz.au From crossfire-request Fri Sep 24 07:21:49 1993 Return-Path: Received: from monsoon.berkeley.edu by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Fri, 24 Sep 1993 07:21:47 +0200 Received: by monsoon.berkeley.edu (5.65c/CHAOS) id AA25801; Thu, 23 Sep 1993 22:21:28 -0700 Message-Id: <199309240521.AA25801@monsoon.berkeley.edu> To: v912152@brulez.si.hhs.nl Cc: crossfire@ifi.uio.no, mehlhaff@monsoon.berkeley.edu Subject: Re: Porting CF to Amiga, help needed. In-Reply-To: Message from v912152@brulez.si.hhs.nl of Thu, 23 Sep 1993 09:29:45 <9309230929.AA01024@brulez.si.hhs.nl> Date: Thu, 23 Sep 1993 22:21:26 -0700 From: "'Evil' ERic Mehlhaff" Status: RO v912152@brulez.si.hhs.nl recently wrote: >Hello all you crossfire freaks!! > >This is a general posting about the Amiga-port of CrossFire. >If you don't own an Amiga, but like to see CF on your system, >I could supply you with some ideas too; just read the 3 parts >of this message. The 4th it about some limitations one has on low-end >machines, and the way I handled them. (space for improvement!!) Me, I'd much rather see an amiga client to crossfire that allows me to play at home while connected to the internet over the modem. Should we ever get crossfire working server-client-X, much like netrek does, I can easily write an amiga client that works over DNet. I've already done thies for netrek. Crossfire should be even easier. Of course, making crossfire do server-client is a bug assumption... ERic mehlhaff, mehlhaff@ocf.Berkeley.EDU OCF staff From crossfire-request Fri Sep 24 06:54:55 1993 Return-Path: Received: from bolero.rahul.net by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Fri, 24 Sep 1993 06:54:52 +0200 Received: by bolero.rahul.net id AA15315 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Thu, 23 Sep 1993 21:54:44 -0700 Date: Thu, 23 Sep 1993 21:54:44 -0700 From: Mark Wedel Message-Id: <199309240454.AA15315@bolero.rahul.net> To: crossfire@ifi.uio.no Subject: graphics of crossfire. Status: RO A few messages back, v912152@brulez.si.hhs.nl talked some about future crossfire additions. One thing he said was 3-d code. While this might be nice, I think it might be extremely difficult to do reasonably for multi-player. Also, it would probably really kill performance on the slower machines. And it would require a major re-write of many portions of the program. One thought I have had for improving the graphics of crossfire was to use color pixmaps (instead of the 2 color bitmaps) for crossfire. Perhaps have a command line option to use the bitmaps if pixmaps are too slow. Adding the code to use them should not be that difficult (in fact, I could probably do so with a little work). The main difficulty is converting the existing bitmaps to color pixmap form (there are programs that will do the job, but then you still need to color them). Also, in doing so, the color of the object in the archetype file might become meaningless, since the pixmap would have its color pre-determined, and could not really be changed like the bitmaps can be. I don't know how big of a problem this is. I do think that the color pixmaps would look nice for those with color. Also, if people were willing to trade program size for speed, a script could probably be written to include all the bitmap/pixmap files into a program segment, and then do a CreatePixmapFromBitmapData, reffering to the included pixmap files. Mark Wedel master@rahul.net From crossfire-request Fri Sep 24 06:20:13 1993 Return-Path: Received: from soda.berkeley.edu by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Fri, 24 Sep 1993 06:20:11 +0200 Received: by soda.berkeley.edu (5.65/KAOS-1) id AA06931; Thu, 23 Sep 93 21:20:06 -0700 From: Philip Brown Message-Id: <9309240420.AA06931@soda.berkeley.edu> Subject: Re: Ok, Now What? To: yohan@kitty.ksu.ksu.edu (Jonathan W Newton) Date: Thu, 23 Sep 1993 21:20:04 -0700 (PDT) Cc: crossfire@ifi.uio.no In-Reply-To: <9309240404.AA05053@kitty.ksu.ksu.edu> from "Jonathan W Newton" at Sep 23, 93 11:04:40 pm X-Face: %v7#iK@,w,UiBVtdLpk!1'blIm{2Wo\846%?#z-Y}M:7:?b%AF[geqYoJ4%eFG(>+lT-~## *lJQ8ZA3>:tKvO.SFLd'C#@t(jmWp>%iW8kJpX'fE/vr#A8{apO^6{wf|'[L%ht_blH~N=v Fb.@}u~N~R\`~4&;l>mp^E+Yje&|Q@,/Q|DH[dTXS{Hu2[{StLa_Bo+W!yvv*Kn/--|^0cp`\A*F^U /B)/Zb49FQr8Oq/wr&T~s;zYR~?d>>>[From Jonathan W Newton] For any combination I type, I get the message: "That name is already in use." I can't do anything else. You probably have to make a "players" dir in the lib dir. From crossfire-request Fri Sep 24 06:04:46 1993 Return-Path: Received: from kitty.ksu.ksu.edu by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Fri, 24 Sep 1993 06:04:44 +0200 Received: by kitty.ksu.ksu.edu (4.1/1.34) id AA05053; Thu, 23 Sep 93 23:04:41 CDT From: yohan@kitty.ksu.ksu.edu (Jonathan W Newton) Message-Id: <9309240404.AA05053@kitty.ksu.ksu.edu> Subject: Ok, Now What? To: crossfire@ifi.uio.no Date: Thu, 23 Sep 1993 23:04:40 -0500 (CDT) X-Mailer: ELM [version 2.4 PL17] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 1683 Status: RO Crossfire version: 0.89.2 Computer: Sparc 10 OS: SunOS UNIX OS/MP 4.1.2 Compiler: gcc -ansi Ok, I have everything compiling beautifully (thanks again for the stdarg.h advice), and I'm not getting any error messages when running the program. My problem, now, is that I can't log on a characters. Here's what happens: I run the server (or client) and the window comes up with "kitty the human" as the player. Kitty is the name of the sparc IPX I was playing from. The server was running on a sparc 10. The right window prompts me for my name. For any combination I type, I get the message: "That name is already in use." I can't do anything else. Any keyboard input is fed to the window that's asking for my name. The mouse has no effect. Here is the debbugging output: cbs% Welcome to CrossFire, v0.89.2, copyright (C) 1992 Frank Tore Johansen. arch-pass 1...done Setting up archetable...done loading treasure...done arch-pass 2...done Matching fonts to crossfire: 1 (crossfire) Opening add user socket on 13326 Saving map map.04 (4) I receive no error messages when I enter my name. I only get: "That name is already in use." in the right window of the game. I think I've read all the doc and README files that came with the server source. I didn't see anything on the ftp site that seemed like it had information that would help. Is there something I haven't read that someone could refer me to? Anyone know what's wrong this time? I thought it might have something to do with LOCK_PLAYER in the config.h file, but when I commented it out or undefined it, nothing changed. So, can you tell my how I can make players and log them on? Thanks again, Jon From crossfire-request Thu Sep 23 14:27:39 1993 Return-Path: Received: from halcyon.com by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Thu, 23 Sep 1993 14:27:37 +0200 Received: by halcyon.com id AA23095 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Thu, 23 Sep 1993 05:27:26 -0700 Date: Thu, 23 Sep 1993 05:27:26 -0700 From: Jonathan Roy Message-Id: <199309231227.AA23095@halcyon.com> To: crossfire@ifi.uio.no, master@rahul.net Subject: Re: missing stdarg.h Status: RO I ran fixincludes, but I don't think that is where teh stdarg.h came from. It's definatly a part of gcc, but I thought it was in teh gcclib files. :) From crossfire-request Thu Sep 23 11:44:01 1993 Return-Path: Received: from sun4nl.nluug.nl by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Thu, 23 Sep 1993 11:44:00 +0200 From: v912152@brulez.si.hhs.nl Received: from hhinsi.uucp by sun4nl.nluug.nl via EUnet id AA04892 (5.65b/CWI-3.3); Thu, 23 Sep 1993 11:43:58 +0200 Received: from brulez.si.hhs.nl by paaltjens.si.hhs.nl id <04013-0@paaltjens.si.hhs.nl>; Thu, 23 Sep 1993 11:30:54 +0200 Received: by brulez.si.hhs.nl (5.0/2.0) id AA01024; Thu, 23 Sep 93 11:29:46 +0200 Message-Id: <9309230929.AA01024@brulez.si.hhs.nl> Subject: Porting CF to Amiga, help needed. To: crossfire@ifi.uio.no Date: Thu, 23 Sep 1993 09:29:45 -3579139346 (GMT-35791393:46) X-Mailer: ELM [version 2.4 PL21] Mime-Version: 1.0 Content-Type: text/plain; charset=US-ASCII Content-Transfer-Encoding: 7bit Content-Length: 3689 Status: RO Hello all you crossfire freaks!! This is a general posting about the Amiga-port of CrossFire. If you don't own an Amiga, but like to see CF on your system, I could supply you with some ideas too; just read the 3 parts of this message. The 4th it about some limitations one has on low-end machines, and the way I handled them. (space for improvement!!) If you feel like helping me, PLEASE send a message with some information about _what exactly_ you'd like to help me with. Any other reply is welcome too. Below, I will discuss some topics: 1 - changes I made to the structures, so the game speeds up (drasticly) 2 - ideas for the game (not Amiga-related) 3 - potential of CF (is the base strong enough to hold the development??) 4 - problems I encountered (solved and unsolved) HELP! (Note: I base all my knowledge of the game on CF 0.88.5 and my own port.) (Yes, I know 0.89.2 is the youngest version, I hope it doesn't differ much.) 1. Speeding up crossfire It's a fact that when you port CrossFire 1:1 to another system (which is inferior to SUN/HP etc) it will _CRAWL_. Thus, one of the most important parts of porting CF to lesser machines is speeding it up. Porting CF, I changed two of things: - put all ANIMATING & ALIVE in a separate 'map->alive' list - put all HANDLES & BUTTONS in a seperatre 'map->buttons' list This made the turns handled more quickly, because: - ANIMATING & ALIVE objects didn't have to be searched every turn - HANDLES & BUTTONS don't need to search the whole map for DOORS etc Some other speedups are discussed in chapter 4. 2. Ideas I have some ideas about some more flags: -for shop-floors: make a flag 'DROP_APPLY' which reacts to an object dropped on it. It can be used not only for shop-floors, but also for a back-office (change gold into local currency). -for local-currency: IS_MONEY which indentifies something as money (nice touch he?!) 3. Potential of CF The game is growing steadily, my question is if it can uphold it's growth??? Things related to this might be: - changeing the graphics (step to 3D textures a-la UW2 on MS-DOS) - intelligent characters who interact with you I don't think the graphics will change in the near future, but still, If it happens, will the main part of the game stay the same??? I don't think so... Think about the current map-structure; it consists of a 2d-array of object-stacks. If the graphics change to (for example) a 3d world (maybe one day everybody can afford a head-set!), the stacks are not effectie anymore, and there should be thought about.... The idea posted 2 weeks ago about a script-language can have enough power to achive NPS which can interact. Some commands I'd like to see are: - 'object = Find_Arch_in_Stack ([archetype],[amount])' : which let Characters react at things given to them. - 'if(result) { commands() } else { commands() }' : obvious reasons... - 'result = Pickup_Object([object])' : let NPC's pickup - 'result = Heard([string])' : give 'em ears - 'Say([string], [loudness]) : and and adjustable mouth 4. Problems The main problem is speed. It is drained by routines like 'remove_ob', 'check_apply' and others called often.. I reducted a lot of overhead in 'remove_ob', but other routines need to be changed yet.. This is the point where I could use some help. If you are interested, mail me, I have an archive with my code, and another one with the data needed. That's it (sore fingers by now!) slash U l8r //| Patrick van Logchem; stud. Computer Science, The Hague, The Netherlands. //_| EMail: v912152@si.hhs.nl School-system: Sun SparcStation 10 w/ X11. \// |miga-owner (std. A1200HD). Main interests: fast gfx[2d|3d|vector|grid]. From crossfire-request Thu Sep 23 05:03:04 1993 Return-Path: Received: from bolero.rahul.net by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Thu, 23 Sep 1993 05:03:00 +0200 Received: by bolero.rahul.net id AA28419 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Wed, 22 Sep 1993 20:02:55 -0700 Date: Wed, 22 Sep 1993 20:02:55 -0700 From: Mark Wedel Message-Id: <199309230302.AA28419@bolero.rahul.net> To: crossfire@ifi.uio.no Subject: missing stdarg.h Status: RO If you are using gcc and are missing this file, chances are that you did not run the fixincludes script. On my system (sun 3/60, gcc 2.4.5), the stdarg file is located along with the fixed header files. This suggest that it is part of gcc. Running gcc without the fixed header files is likely to cause many other problems (especially with ioctl calls). I don't think that it is a problem with crossfire if gcc was not installed correctly. Mark Wedel master@rahul.net From crossfire-request Thu Sep 23 01:09:24 1993 Return-Path: Received: from halcyon.com by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Thu, 23 Sep 1993 01:09:20 +0200 Received: by halcyon.com id AA11386 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Wed, 22 Sep 1993 16:09:13 -0700 Date: Wed, 22 Sep 1993 16:09:13 -0700 From: Jonathan Roy Message-Id: <199309222309.AA11386@halcyon.com> To: crossfire@ifi.uio.no, yohan@nighthawk.ksu.ksu.edu Status: RO I had that problem for a while. You need to install teh libg++ or libgcc files. ( ithink it's libgcc.) A fudge fix if to archie stdarg.h One of these places will have a Sun4 type directory, and you can get that single file from there, and put it it he crossfire/include directory. That's what I did at another asite that also had no stdard.h file. (No gcc includes installed.) From crossfire-request Wed Sep 22 11:54:27 1993 Return-Path: Received: from cc.lut.fi by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Wed, 22 Sep 1993 11:54:25 +0200 Received: by cc.lut.fi (5.65c/IDA-1.4.4/Kim-2.2) id AA09629; Wed, 22 Sep 1993 12:54:13 +0300 Date: Wed, 22 Sep 1993 12:54:13 +0300 From: Petri Heinil{ Message-Id: <199309220954.AA09629@cc.lut.fi> To: crossfire@ifi.uio.no Subject: Reply to your message. Status: RO >From: yohan@nighthawk.ksu.ksu.edu (Jonathan W Newton) >... >make: Fatal error: Don't know how to make target `stdarg.h' >... >I can't see what's going wrong. Wrong is, that sun has no stdarg.h-header. When you make World, there is made a subsequent a "make depend", that depends stdarg.h. "make depend" are not really needed for playing-installment. So you can try following: plah> xmkmf plah> make Makefiles plah> make includes plah> make plah> make install That's what I think. //////////////////////////////////////////////////////////////////////// // Petri Heinila // email: Petri.Heinila@lut.fi // // // mail: Ainonkatu 2A // // // 53100 Lappeenranta // // // Finland, Europe // //////////////////////////////////////////////////////////////////////// From crossfire-request Wed Sep 22 05:15:08 1993 Return-Path: Received: from nighthawk.ksu.ksu.edu by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Wed, 22 Sep 1993 05:15:04 +0200 Received: by nighthawk.ksu.ksu.edu (4.1/1.34) id AA16723; Tue, 21 Sep 93 22:14:59 CDT Date: Tue, 21 Sep 93 22:14:59 CDT From: yohan@nighthawk.ksu.ksu.edu (Jonathan W Newton) Message-Id: <9309220314.AA16723@nighthawk.ksu.ksu.edu> To: crossfire@ifi.uio.no Status: RO I have a compiling problem. Crossfire version: 0.89.2 Computer: Sparc 10 OS: SunOS UNIX OS/MP 4.1B Compiler: gcc -ansi After I did make World, it went along fine for awhile, and then this happened: ME=\"crossfire\" -DLIBDIR=\"/tmp/jon/crossfire/lib\" init.c gcc -ansi -Wall -c -O2 -I../include -I/usr/local/X11R5/include -DFONTDIR=\"\" -DFONTNAME=\"crossfire\" -DLIBDIR=\"/tmp/jon/crossfire/lib\" living.c gcc -ansi -Wall -c -O2 -I../include -I/usr/local/X11R5/include -DFONTDIR=\"\" -DFONTNAME=\"crossfire\" -DLIBDIR=\"/tmp/jon/crossfire/lib\" loader.c make: Fatal error: Don't know how to make target `stdarg.h' Current working directory /tmp/jon/cf/common *** Error code 1 make: Fatal error: Command failed for target `all' Current working directory /tmp/jon/cf *** Error code 1 make: Fatal error: Command failed for target `World' I looked through the Makefile in the common directory and then looked at the files /include/global.h and ../include/includes.h I can't see what's going wrong. Thanks for any advice, Jon From crossfire-request Fri Sep 17 18:51:20 1993 Return-Path: Received: from virginia.edu by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Fri, 17 Sep 1993 18:51:19 +0200 Received: from sonja.math.virginia.edu by uvaarpa.virginia.edu id aa00570; 17 Sep 93 12:50 EDT Received: by sonja.math.Virginia.EDU (NX5.67c/NX3.0S) id AA02044; Fri, 17 Sep 93 12:50:31 -0400 Date: Fri, 17 Sep 93 12:50:31 -0400 From: "Kevin H. Weiss" Message-Id: <9309171650.AA02044@sonja.math.Virginia.EDU> Received: by NeXT.Mailer (1.87.1) Received: by NeXT Mailer (1.87.1) To: crossfire@ifi.uio.no Subject: Re: playing crossfire Status: RO Sure, my server does seem to crash once a day, but until some bugs are fixed, and I install a newer version, just be patient and try to connect at a later time... And, as always, install the fonts and add them to your font path (xset +fp /your/crossfire/fontdir), or you will crash the server... Thanks and have a nice day! :) Kevin From crossfire-request Fri Sep 17 01:22:18 1993 Return-Path: Received: from andrew.cmu.edu by ifi.uio.no with ESMTP (8.5/ifi2.3) id ; Fri, 17 Sep 1993 01:22:16 +0200 Received: from localhost (postman@localhost) by andrew.cmu.edu (8.5/8.5) id TAA26604; Thu, 16 Sep 1993 19:22:09 -0400 Received: via switchmail; Thu, 16 Sep 1993 19:22:08 -0400 (EDT) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Thu, 16 Sep 1993 19:21:13 -0400 (EDT) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Thu, 16 Sep 1993 19:21:12 -0400 (EDT) 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, 16 Sep 1993 19:21:11 -0400 (EDT) Message-ID: <0gaDHc200Zk2M2cAo6@andrew.cmu.edu> Date: Thu, 16 Sep 1993 19:21:12 -0400 (EDT) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Re: playing crossfire In-Reply-To: <93Sep16.132415-0600.138434@amisk.cs.ualberta.ca> References: <93Sep16.132415-0600.138434@amisk.cs.ualberta.ca> Status: RO Well, there's yet another server running on madhatter.ws.cc.cmu.edu -- I've also made available all of the maps that I have on that machine for anonymous ftp. By the time you read this, I should have it set up so you can get maps-now.tar.Z and it will automatically tar and compress them. These maps work with the crossfire in crossedit-0.6 -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 crossfire-request Fri Sep 17 00:20:16 1993 Return-Path: Received: from hairball.ecst.csuchico.edu by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Fri, 17 Sep 1993 00:20:14 +0200 Received: by hairball.ecst.csuchico.edu (1.37.109.4/16.2) id AA26722; Thu, 16 Sep 93 15:19:48 -0700 From: Tyler Van Gorder Message-Id: <9309162219.AA26722@hairball.ecst.csuchico.edu> Subject: Re: playing crossfire To: dpapp@amisk.cs.ualberta.ca (Papp Denis Richard) Date: Thu, 16 Sep 93 15:19:45 PDT Cc: crossfire@ifi.uio.no In-Reply-To: <93Sep16.132415-0600.138434@amisk.cs.ualberta.ca>; from "Papp Denis Richard" at Sep 16, 93 1:24 pm X-Mailer: ELM [version 2.3 PL11] Status: RO > > 1) I have tried 2 crossfire sites (xhost then telnet with port 13326): > sonja.math.virginia.edu and soda.berkeley.edu > Doesnt work. It sits there then eventually gives me a connection > timed out. Once you telnet.....you then have to ask the server to add you....:> soo once you've connected try typing "help" to get a list of commands... also before you telnet...you will have to do a "xhost +" example......to connect to sonja....you would xhost +sonja.math.virginia.edu telnet sonja.math.virginia.edu sorry forgot the exact port number.....the default is 13 thousand and something :> > > 2) I have crossfire compiled. How do you play multiplayer? (a simple > way) again.....you start the server then once your in the game, meaning you've g`typed in a character name/password......chosen a profession...... you can use the extended command "'add " where is where player 2 is located :> you can keep adding players... or you can start crossfire as follows.... crossfire -server which will set around waiting for clients to connect :> > > 3) I run crossfire alone (just to try it out). It asks for a name. I > keep entering millions and billions of different names (Even '`adsf'adsf' > and it keeps says "That name already taken". Bug? > for some reason it can't read/write/find your player directory...make sure you defined it properly in config.h and crosssite.def and if you did, make sure you have read/write permissions to that directory. Tyler. tvangod@ecst.csuchico.edu From crossfire-request Thu Sep 16 21:27:54 1993 Return-Path: Received: from amisk.cs.ualberta.ca by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Thu, 16 Sep 1993 21:25:28 +0200 Received: from gsb017.cs.ualberta.ca by amisk.cs.ualberta.ca id <138434>; Thu, 16 Sep 1993 13:24:15 -0600 From: Papp Denis Richard To: crossfire@ifi.uio.no Subject: playing crossfire Message-Id: <93Sep16.132415-0600.138434@amisk.cs.ualberta.ca> Date: Thu, 16 Sep 1993 13:24:13 -0600 Status: RO 1) I have tried 2 crossfire sites (xhost then telnet with port 13326): sonja.math.virginia.edu and soda.berkeley.edu Doesnt work. It sits there then eventually gives me a connection timed out. 2) I have crossfire compiled. How do you play multiplayer? (a simple way) 3) I run crossfire alone (just to try it out). It asks for a name. I keep entering millions and billions of different names (Even '`adsf'adsf' and it keeps says "That name already taken". Bug? dpapp@muskwa.ucs.ualberta.ca From crossfire-request Thu Sep 16 05:47:37 1993 Return-Path: Received: from gjalp.ifi.uio.no by ifi.uio.no with ESMTP (8.5/ifi2.3) id ; Thu, 16 Sep 1993 05:47:36 +0200 From: Frank Tore Johansen Received: from localhost by gjalp.ifi.uio.no ; Thu, 16 Sep 1993 05:47:35 +0200 Message-Id: <199309160347.7081.gjalp@ifi.uio.no> Subject: Re: unsubscribe To: seidl@soda.berkeley.edu (Matthew L. Seidl) Date: Thu, 16 Sep 1993 05:47:34 +0200 (MET DST) Cc: crossfire@ifi.uio.no In-Reply-To: <9309151907.AA05115@soda.berkeley.edu> from "Matthew L. Seidl" at Sep 15, 93 12:07:38 pm X-Mailer: ELM [version 2.4 PL21] Content-Type: text Content-Length: 259 Status: RO seidl@soda.berkeley.edu wrote: > Can someone please unsubscribe me from this list? Or tell > me how to do it? Sorry for the incovenience, I've been lagging in my mail lately. Just processed a week and a half of mail to crossfire-request@ifi.uio.no -Frank. From crossfire-request Thu Sep 16 00:57:42 1993 Return-Path: Received: from monsoon.berkeley.edu by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Thu, 16 Sep 1993 00:57:39 +0200 Received: by monsoon.berkeley.edu (5.65c/CHAOS) id AA11109; Wed, 15 Sep 1993 15:56:59 -0700 Message-Id: <199309152256.AA11109@monsoon.berkeley.edu> To: Papp Denis Richard Cc: crossfire@ifi.uio.no, mehlhaff@monsoon.berkeley.edu Subject: Re: In-Reply-To: Message from Papp Denis Richard of Wed, 15 Sep 1993 15:09:17 -0600 <93Sep15.150927-0600.138455@amisk.cs.ualberta.ca> Date: Wed, 15 Sep 1993 15:56:56 -0700 From: "'Evil' ERic Mehlhaff" Status: RO Papp Denis Richard recently wrote: > > > > >Crossfire servers >1) Do I need crossclient to actually play the game? Maybe it just helps? Crossfire's client, right now, is only slightly more easy to use than just telnetting to the crossfire port of the server. playing via telnet is simple and easy. First, xhost + [crossfire server], so that it can throw up the X windows once it's started. Then telnet crossfire_server crossfire_port . The normal crossfire port is 13326. So it'd work something like 'telnet soda.berkeley.edu 13326' Once you're connected, you can do a number of commands. 'help' is one of them, which will list the other commands (BTW, crossfire's socket help really could use some completion). 'add' is another one, and it's how you get into the game: i.e. add monsoon.berkeley.edu:0.0 would add the display monsoon.berkeley.edu:0.0. >2) A list of crossfire servers? >3) How to connect to a server? > I heard of sonja.math.virginia.edu 13326 but it never connects for >me, just sort of freezes Unless someone fixed it, it's very easy for the crossfire server to crash in a mode where it gets stuck in a 'crash loop' -- the fault handler itself might fault, triggering itself, causing an infinite recursion. :-P We've got a pretty cool hacked up crossfire running on soda.berkeley.edu on the standard port. We've added a few (dozen almost) new spells, fixed a mess of bugs (tell and say actually work now!), and some other things. It's a pity that crossfire is single process, as our machine is parallel-processor with several 16mhz I386 cpus -- crossfire crawls sometimes, even through we can run netrek servers with no problems! BTW, is anyone still working on breaking crossfire up into server-client? I haven't actually attacked the crossfire source yet, we do have plans to work on it here. I've even written most of the networking code... ERic mehlhaff, mehlhaff@ocf.Berkeley.EDU From crossfire-request Wed Sep 15 23:20:02 1993 Return-Path: Received: from amisk.cs.ualberta.ca by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Wed, 15 Sep 1993 23:19:57 +0200 Received: from gsb003.cs.ualberta.ca by amisk.cs.ualberta.ca id <138455>; Wed, 15 Sep 1993 15:09:27 -0600 From: Papp Denis Richard To: crossfire@ifi.uio.no Subject: Message-Id: <93Sep15.150927-0600.138455@amisk.cs.ualberta.ca> Date: Wed, 15 Sep 1993 15:09:17 -0600 Status: RO Crossfire servers 1) Do I need crossclient to actually play the game? Maybe it just helps? Or what? I ended up compiling the whole bit getting the mpas and everything and apparently you dont need ANYTHING (except xwindows) to play. 2) A list of crossfire servers? 3) How to connect to a server? I heard of sonja.math.virginia.edu 13326 but it never connects for me, just sort of freezes dpapp@muskwa.ucs.ualberta.ca From crossfire-request Wed Sep 15 21:07:27 1993 Return-Path: Received: from soda.berkeley.edu by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Wed, 15 Sep 1993 21:07:23 +0200 Received: by soda.berkeley.edu (5.65/KAOS-1) id AA05115; Wed, 15 Sep 93 12:07:39 -0700 From: "Matthew L. Seidl" Message-Id: <9309151907.AA05115@soda.berkeley.edu> Subject: unsubscribe To: crossfire@ifi.uio.no Date: Wed, 15 Sep 1993 12:07:38 -0700 (PDT) X-Mailer: ELM [version 2.4 PL5] Content-Type: text Content-Length: 324 Status: RO Can someone please unsubscribe me from this list? Or tell me how to do it? -=- Matthew L. Seidl email: seidl@soda.berkeley.edu =-= =-= CSUA President Project . . . What Project? -=- -=- TCS System Admin We're here to make your life better!=-= =-= and all arround cool guy - Famous Morrow Quotes -=- From crossfire-request Tue Sep 14 14:48:01 1993 Return-Path: Received: from cc.lut.fi by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Tue, 14 Sep 1993 14:48:00 +0200 Received: by cc.lut.fi (5.65c/IDA-1.4.4/Kim-2.2) id AA11431; Tue, 14 Sep 1993 15:47:48 +0300 From: Tero Haatanen Message-Id: <199309141247.AA11431@cc.lut.fi> Subject: Re: Proposal (artifacts) To: crossfire@ifi.uio.no Date: Tue, 14 Sep 93 15:47:48 EETDST X-Mailer: ELM [version 2.3 PL11] Status: RO [same artifact in two players] > If the unique struct is in place....this should never happen...........if for In the server version it probably doesn't happen, but if everyone can start own server, it can happen easily. 2 servers generate new map with same artifact in same time. [OK. There could be the lock-file.] >> Also, on a server environment, it would mean that all of the artifacts >> could be snatched up. Especially with the various large stores and >> stuff where artifacts can also be created. > This is the one problem with the sceme......possible solutions....... > Do not allow a player to carry more then say.....3 unique items at a time.... > Make a server rule.....artifact hording...is not looked upon favorably :> > What the server gives...the dm takes away :> > Dedicate certain days as "kill the artifact horders day" :> just kidding. All these seems just restrict playing and won't give back very much. One solution 'too many artifact' problem might be that every existing artifact reduce probability of generating new ones. But this would require same amount of coding that above idea, so it's not probably worth of coding. About the object for reseting maps. I thought that myself when I designed puzzles my maps, but I don't like it since it's makes game much more easier. You failed solve the puzzle, just reset and try again. You succeed the solve the puzzle and get nice treasure, so do it again ;). Better is design maps so that players can't be trapped behind closed gates and so on. One way solve this problem is allow every map has is own reset time. This might be even implemented sometimes. -Tero From crossfire-request Tue Sep 14 14:02:39 1993 Return-Path: Received: from cc.lut.fi by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Tue, 14 Sep 1993 14:02:33 +0200 Received: by cc.lut.fi (5.65c/IDA-1.4.4/Kim-2.2) id AA06106; Tue, 14 Sep 1993 15:02:24 +0300 Date: Tue, 14 Sep 1993 15:02:24 +0300 From: Petri Heinil{ Message-Id: <199309141202.AA06106@cc.lut.fi> To: crossfire@ifi.uio.no Subject: Re: another editor question Status: RO >From: Don Tabb > >hello again. >Ok. I want to be able to add specfic spell books. >How do I do that? if I left them on a shop floor, would they be unpaid? There is "unpaid" ,or so, flag. Look out crossfire.doc file. >Is there a way to make random books only have only 1-4 level spells? This requires fixing code, I think. >I also would like to add a +1 sword or a +1 plate for newbies to find. The variable "magic" should add +1. Look out crossfire.doc again. >any help? >(or where do I look for help) crossfire.for & code :) //////////////////////////////////////////////////////////////////////// // Petri Heinila // email: Petri.Heinila@lut.fi // // // mail: Ainonkatu 2A // // // 53100 Lappeenranta // // // Finland, Europe // //////////////////////////////////////////////////////////////////////// From crossfire-request Tue Sep 14 01:45:02 1993 Return-Path: Received: from hairball.ecst.csuchico.edu by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Tue, 14 Sep 1993 01:45:01 +0200 Received: by hairball.ecst.csuchico.edu (1.37.109.4/16.2) id AA17868; Mon, 13 Sep 93 16:44:57 -0700 From: Don Tabb Message-Id: <9309132344.AA17868@hairball.ecst.csuchico.edu> Subject: another editor question To: crossfire@ifi.uio.no Date: Mon, 13 Sep 93 16:44:56 PDT X-Mailer: ELM [version 2.3 PL11] Status: RO hello again. Ok. I want to be able to add specfic spell books. How do I do that? if I left them on a shop floor, would they be unpaid? Is there a way to make random books only have only 1-4 level spells? I also would like to add a +1 sword or a +1 plate for newbies to find. any help? (or where do I look for help) don dtabb@ecst.csuchico.edu From crossfire-request Tue Sep 14 01:18:39 1993 Return-Path: Received: from amisk.cs.ualberta.ca by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Tue, 14 Sep 1993 01:18:37 +0200 Received: from gsb003.cs.ualberta.ca by amisk.cs.ualberta.ca id <138439>; Mon, 13 Sep 1993 17:18:29 -0600 From: Papp Denis Richard To: crossfire@ifi.uio.no Message-Id: <93Sep13.171829-0600.138439@amisk.cs.ualberta.ca> Date: Mon, 13 Sep 1993 17:18:13 -0600 Status: RO Problem: I have compiled it but run into a problem. I try to run crossfire, but it says something like cannot find file /home/yrsa/...frankj/lib/mapindex The problem here is obviously this directory does not exist. The map files are in /usr/amisk3/.../dpapp/lib I put that as LIBDIR in config.h and CLibDir in crosssite.def I From crossfire-request Tue Sep 14 01:05:15 1993 Return-Path: Received: from amisk.cs.ualberta.ca by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Tue, 14 Sep 1993 01:05:13 +0200 Received: from gsb003.cs.ualberta.ca by amisk.cs.ualberta.ca id <138375>; Mon, 13 Sep 1993 17:04:57 -0600 From: Papp Denis Richard To: crossfire@ifi.uio.no Subject: Compiling Crossfire Message-Id: <93Sep13.170457-0600.138375@amisk.cs.ualberta.ca> Date: Mon, 13 Sep 1993 17:04:53 -0600 Status: RO Problem: I have compiled it but run into a problem. I try to run crossfire, but it says something like cannot find file /home/yrsa/...frankj/lib/mapindex The problem here is obviously this directory does not exist. The map files are in /usr/amisk3/.../dpapp/lib I put that as LIBDIR in config.h and CLibDir in crosssite.def From crossfire-request Mon Sep 13 22:19:05 1993 Return-Path: Received: from cc.lut.fi by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Mon, 13 Sep 1993 22:19:04 +0200 Received: by cc.lut.fi (5.65c/IDA-1.4.4/Kim-2.2) id AA00291; Mon, 13 Sep 1993 23:19:03 +0300 Date: Mon, 13 Sep 1993 23:19:03 +0300 From: Petri Heinil{ Message-Id: <199309132019.AA00291@cc.lut.fi> To: crossfire@ifi.uio.no Subject: Re: Crossfire editor Status: RO >From: Don Tabb > ... >NOW, I have a question. I want to make my own >special map and I want auto-joining maps on it.. >How do I do that? If you want use auto-joining facility: select a wall-piece from first coloumn from "walls"-map. If you want make your own "walls"-map: 1) get new map 2) insert wall pieces in order to row into map. Use "walls"-map as example of wall-piece order. Auto-joining functions depending position of piece in row. 3) save map as like ./editor/walls/newOne //////////////////////////////////////////////////////////////////////// // Petri Heinila // email: Petri.Heinila@lut.fi // // // mail: Ainonkatu 2A // // // 53100 Lappeenranta // // // Finland, Europe // //////////////////////////////////////////////////////////////////////// From crossfire-request Mon Sep 13 21:58:07 1993 Return-Path: Received: from hairball.ecst.csuchico.edu by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Mon, 13 Sep 1993 21:58:04 +0200 Received: by hairball.ecst.csuchico.edu (1.37.109.4/16.2) id AA22421; Mon, 13 Sep 93 12:57:54 -0700 From: Don Tabb Message-Id: <9309131957.AA22421@hairball.ecst.csuchico.edu> Subject: Crossfire editor To: crossfire@ifi.uio.no Date: Mon, 13 Sep 93 12:57:53 PDT X-Mailer: ELM [version 2.3 PL11] Status: RO I first would like to say I love the new editor. NOW, I have a question. I want to make my own special map and I want auto-joining maps on it.. How do I do that? dtabb From crossfire-request Sun Sep 12 12:11:17 1993 Return-Path: Received: from cc.lut.fi by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Sun, 12 Sep 1993 12:11:16 +0200 Received: by cc.lut.fi (5.65c/IDA-1.4.4/Kim-2.2) id AA20367; Sun, 12 Sep 1993 13:11:10 +0300 Date: Sun, 12 Sep 1993 13:11:10 +0300 From: Petri Heinil{ Message-Id: <199309121011.AA20367@cc.lut.fi> To: crossfire@ifi.uio.no Subject: Re: Proposal. Status: RO >From: Tyler Van Gorder > > ... >Also.....it would be nice to have an archetype called "reset" which when applyed >would reset a given map :> Isn't this same like "rmdir .". If you are looking for debugging aids for map design, then next release of CrossEdit has reset-button, that reset current map in CrossFire, if only dm exist's there. //////////////////////////////////////////////////////////////////////// // Petri Heinila // email: Petri.Heinila@lut.fi // // // mail: Ainonkatu 2A // // // 53100 Lappeenranta // // // Finland, Europe // //////////////////////////////////////////////////////////////////////// From crossfire-request Sun Sep 12 11:09:33 1993 Return-Path: Received: from hairball.ecst.csuchico.edu by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Sun, 12 Sep 1993 11:09:31 +0200 Received: by hairball.ecst.csuchico.edu (1.37.109.4/16.2) id AA08612; Sun, 12 Sep 93 02:09:24 -0700 From: Tyler Van Gorder Message-Id: <9309120909.AA08612@hairball.ecst.csuchico.edu> Subject: Re: Proposal (artifacts) To: master@rahul.net (Mark Wedel) Date: Sun, 12 Sep 93 2:09:23 PDT Cc: crossfire@ifi.uio.no In-Reply-To: <199309120849.AA16006@bolero.rahul.net>; from "Mark Wedel" at Sep 12, 93 1:49 am X-Mailer: ELM [version 2.3 PL11] Status: RO > > > I remember this being discussed before. > > There are a few problems. > > What about a player that joins the game and has the same artifact > another player does? Do you remove one of them (pretty unfair > if you do.) If the unique struct is in place....this should never happen...........if for > > If a player leaves the game, with an artifact, is that then removed > from the unique list (which then means the situation above could happen.) No...that is the purpose of the file that keeps track of unique weapons...even if the game crashes....once restarted it would restore the unique list. > > Also, on a server environment, it would mean that all of the artifacts > could be snatched up. Especially with the various large stores and > stuff where artifacts can also be created. This is the one problem with the sceme......possible solutions....... Do not allow a player to carry more then say.....3 unique items at a time.... Make a server rule.....artifact hording...is not looked upon favorably :> What the server gives...the dm takes away :> Dedicate certain days as "kill the artifact horders day" :> just kidding. Tyler. Skud. From crossfire-request Sun Sep 12 10:50:01 1993 Return-Path: Received: from bolero.rahul.net by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Sun, 12 Sep 1993 10:49:57 +0200 Received: by bolero.rahul.net id AA16006 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Sun, 12 Sep 1993 01:49:49 -0700 Date: Sun, 12 Sep 1993 01:49:49 -0700 From: Mark Wedel Message-Id: <199309120849.AA16006@bolero.rahul.net> To: crossfire@ifi.uio.no Subject: Re: Proposal (artifacts) Status: RO I remember this being discussed before. There are a few problems. What about a player that joins the game and has the same artifact another player does? Do you remove one of them (pretty unfair if you do.) If a player leaves the game, with an artifact, is that then removed from the unique list (which then means the situation above could happen.) Also, on a server environment, it would mean that all of the artifacts could be snatched up. Especially with the various large stores and stuff where artifacts can also be created. It is a nice idea to do so, and make sense, but with a multiple player environment, becomes much more difficult to do fairly. Depending on how it is done, it either has very little effect (if only active players with artifacts are added to the unique list), or very great effect (if an artifact can not be created again until the previous one is destroyed). The later would mean the first people who player on a new server could grab the good artifacts, and no other player would ever get it. Mark Wedel master@rahul.net From crossfire-request Sun Sep 12 07:39:36 1993 Return-Path: Received: from phantasm.ecst.csuchico.edu by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Sun, 12 Sep 1993 07:39:35 +0200 Received: by phantasm.ecst.csuchico.edu (1.37.109.4/16.2) id AA19700; Sat, 11 Sep 93 22:01:35 -0700 From: Tyler Van Gorder Message-Id: <9309120501.AA19700@phantasm.ecst.csuchico.edu> Subject: Proposal. To: crossfire@ifi.uio.no Date: Sat, 11 Sep 93 22:01:34 PDT X-Mailer: ELM [version 2.3 PL11] Status: RO Hello, well.....I wanted to make a proposal.....for artifacts. I was thinking about adding a global variable called unique of type object. And then adding yet another flag to the object struct. Basically, If an item has the unique flag then whenever the item is picked up by a player.....it is added to the linked list of unique objects....if the player drops the item then the item is removed from the unique list...... Everytime an item is added or removed....then a file...which mirrors the list will be updated........in case of a game crash...we still have an idea of what items people have with them. :> Then when a unique item is encountered.....when a map is loaded or from a random atifact square.....if that item is on the unique list...it would not be placed on the map :> either not placed...or replaced with a different item :> what do you all think? Also.....it would be nice to have an archetype called "reset" which when applyed would reset a given map :> Tyler. From crossfire-request Sat Sep 11 10:26:13 1993 Return-Path: Received: from relay1.UU.NET by ifi.uio.no with SMTP (8.5/ifi2.3) id ; Sat, 11 Sep 1993 10:26:12 +0200 Received: from spool.uu.net (via LOCALHOST) by relay1.UU.NET with SMTP (5.61/UUNET-internet-primary) id AA16519; Sat, 11 Sep 93 04:26:09 -0400 Received: from eckerd.UUCP by uucp4.uu.net with UUCP/RMAIL (queueing-rmail) id 042414.12332; Sat, 11 Sep 1993 04:24:14 EDT Received: by eckserver.eckerd.edu (4.1/SMI-4.1:jhs102892) id AA01275; Fri, 10 Sep 93 10:15:19 EDT Date: Fri, 10 Sep 93 10:15:19 EDT From: roy@eckerd.edu (Jonathan Roy) Message-Id: <9309101415.AA01275@eckserver.eckerd.edu> To: crossfire@ifi.uio.no Status: RO From roy Fri Sep 10 10:14:29 1993 Return-Path: Received: by eckserver.eckerd.edu (4.1/SMI-4.1:jhs102892) id AA01262; Fri, 10 Sep 93 10:14:29 EDT Date: Fri, 10 Sep 93 10:14:29 EDT From: roy@eckerd.edu (Jonathan Roy) Message-Id: <9309101414.AA01262@eckserver.eckerd.edu> To: cflist Subject: Fonts Status: RO Gack... I can't get crossfire fonts to install right again on my Sun4 at school.. I'm reinstalling it. :) I can't remember how I fixed it before... Any suggestions? I get one message about unknown format, or something, for .ff, and there are no .pcf or .bdf files in the font path, just the crossfire24.fb file... From crossfire-request Fri Sep 10 05:15:27 1993 Return-Path: Received: from halcyon.com by ifi.uio.no with SMTP id ; Fri, 10 Sep 1993 05:15:25 +0200 Received: by halcyon.com id AA13812 (5.65c/IDA-1.4.4 for crossfire@ifi.uio.no); Thu, 9 Sep 1993 20:15:18 -0700 Date: Thu, 9 Sep 1993 20:15:18 -0700 From: Jonathan Roy Message-Id: <199309100315.AA13812@halcyon.com> To: crossfire@ifi.uio.no Status: RO Will teh new version come out within a few weeks or so? Otherwise, I'll snag the maps again and reinstall teh old version. :) My fellow students are screaming for a reinstall... From crossfire-request Mon Sep 6 19:30:26 1993 Return-Path: <@vm1.ulg.ac.be:quinet@montefiore.ulg.ac.be> Received: from vm1.ulg.ac.be by ifi.uio.no with SMTP id ; Mon, 6 Sep 1993 19:30:21 +0200 Received: from montefiore.ulg.ac.be by vm1.ulg.ac.be (IBM VM SMTP V2R2) with TCP; Mon, 06 Sep 93 19:29:13 +0200 Received: from montefiore.montefiore.ulg.ac.be by montefiore.ulg.ac.be (4.1/SMI-4.1) id AA18628; Mon, 6 Sep 93 19:34:02 +0200 Date: Mon, 6 Sep 93 19:34:02 +0200 From: quinet@montefiore.ulg.ac.be (Raphael Quinet) Message-Id: <9309061734.AA18628@montefiore.ulg.ac.be> To: Tero.Haatanen@lut.fi, crossfire@ifi.uio.no Subject: Re: Smart monsters Status: RO > From: Tero Haatanen (...) (Refer to previous mails. I don't want to overload people's mailboxes :-) ) > > Some more what I also like see (these could be used normal objects too): > - examined - object is examined > - applied - object is applied > - picked/dropped - object is picked up or droppped > - hitted - monster is hitted > and some way to examine all values of object (level, hp, levitate and so on). Good ideas. In fact, nearly every field in the objects' structure could be tested (all but the pointers, of course !). Maybe we should just use the field name and some comparison operators. > > And here are some actions that could be associated with the conditions : > > > > - say "" Guess what this one does... > > - create [] Create one or several objects. > > - destroy [] Destroy one or several objects in the player's > > inventory. > > - set Set a flag (open the corresponding doors). > > - reset Clear a flag (close the doors). > > - toggle Toggle a flag (open or close the doors). > > - buy, sell, give - change items between players and NPC's > set (or some similar) could be used set any variable > Example: > { > name peaceful guard > hitted { set unaggressive 0 > set name aggrassive guard } > } > If we use the field names for the comparisons, we could also use these names to change their values. > I think, that the current message could be used to save actions and > rest of archetype could be unchanged. Inputs/actions solution's weakest > point is that is hard to implement actions, which don't need any > input, like the guard which walk around the castle. Maybe some kind of > repeat/default input could be used. > > { goto 0,31 > goto 31,31 > goto 31, 0 > goto 0, 0 } > or > { walk 5555...3333...1111...7777 } > ... means missing numbers and numbers are directions i.e. > 1 = north, 3 = east, 5 = south, 7 = west > If an action doesn't require any condition, we could use some dummy condition which always evaluates to true, or define a specific keyword like "always" : { always walk 111... hit say "Ouch !" } or : { if (true) walk 111... if (hit == true) say "Ouch !" } > > Dozens of other actions or conditions may be added, like a "random" command > > or way to check if the number of objects that the player is carrying is > > greater or lower than a given number, and so on... > > Even the simple implementation could be very useful, if there is an easy > way add more conditions and actions. One very useful feature would be have > some state variable that could be used, so same condition would generate > a different action in the different phase of the game. > I thought about that : in the "set/reset/toggle" commands, one could use a number which is not used by any doors. This is an easy way to implement a binary flag. > > This method should not add too much overhead in the game : the conditions > > need only to be tested when a player comes near the monster or when he says > > something. > > It's easy check when a player says/hits/uses/applies something, but much > harder if you must check every monster which is near the player everytime > that someone moves. Maybe there could be special floor object that checks > actions, if a player steps on it (like magic mouth or magic ear). > There is an simpler way : the "special" monsters don't do anything until the player hits them. > I don't know, what would be good syntax to use, but it should be > clear and easy to understand, IMHO. So that all mapmaker don't > need to programmers :) > Has someone got any ideas ? And now comes the big question : who will add all this stuff to the game ? I'm busy for now and I won't be able to do much before a month or so. Any volunteers out there ? Raphael P.S.: Please cut out the unnecessary text in future replies. From crossfire-request Mon Sep 6 15:39:35 1993 Return-Path: Received: from gyda.ifi.uio.no by ifi.uio.no with ESMTP id ; Mon, 6 Sep 1993 15:39:33 +0200 Received: from cc.lut.fi by gyda.ifi.uio.no ; Mon, 6 Sep 1993 15:39:30 +0200 Received: by cc.lut.fi (5.65c/IDA-1.4.4/Kim-2.2) id AA23859; Mon, 6 Sep 1993 16:38:16 +0300 From: Tero Haatanen Message-Id: <199309061338.AA23859@cc.lut.fi> Subject: Re: Smart monsters To: crossfire@ifi.uio.no Date: Mon, 6 Sep 93 16:38:16 EETDST X-Mailer: ELM [version 2.3 PL11] Status: RO From: quinet@montefiore.ulg.ac.be (Raphael Quinet) > With this approach, all monsters will have to be redefined. This could be > nice to have an object-oriented language to describe monsters, but this is > easier for now to add a set of conditions and corresponding actions to the > existing definitions. Some monsters could have a special "actions" > definition (name it as you like) when they are put on the map. The > archetype will remain unchanged and only this particular instance of the > monster will be affected by the "actions". Yes, the main reason to have a script language is make an individual monster behave individually, but there is no reason why some archetypes can't contain special code too. > Here are a few conditions that could be tested : > > - hear "" Just like the "@match" command. Maybe with > regexp matching ? I think crossfire already contain rexexp matching, so that could be used. > - has [] If the player in one of the adjacent squares is > carrying some object or a certain amount of it > (five gold coins, for example). > - on / off The number is the same as the one used in the > "connect" command for a set of doors and buttons. > - die True only if the monster dies. > - any combination of these conditions, with the traditional boolean operators > ("&&", "||" and "!"). Some more what I also like see (these could be used normal objects too): - examined - object is examined - applied - object is applied - picked/dropped - object is picked up or droppped - hitted - monster is hitted and some way to examine all values of object (level, hp, levitate and so on). > And here are some actions that could be associated with the conditions : > > - say "" Guess what this one does... > - create [] Create one or several objects. > - destroy [] Destroy one or several objects in the player's > inventory. > - set Set a flag (open the corresponding doors). > - reset Clear a flag (close the doors). > - toggle Toggle a flag (open or close the doors). - buy, sell, give - change items between players and NPC's set (or some similar) could be used set any variable Example: { name peaceful guard hitted { set unaggressive 0 set name aggrassive guard } } I think, that the current message could be used to save actions and rest of archetype could be unchanged. Inputs/actions solution's weakest point is that is hard to implement actions, which don't need any input, like the guard which walk around the castle. Maybe some kind of repeat/default input could be used. { goto 0,31 goto 31,31 goto 31, 0 goto 0, 0 } or { walk 5555...3333...1111...7777 } ... means missing numbers and numbers are directions i.e. 1 = north, 3 = east, 5 = south, 7 = west > Dozens of other actions or conditions may be added, like a "random" command > or way to check if the number of objects that the player is carrying is > greater or lower than a given number, and so on... Even the simple implementation could be very useful, if there is an easy way add more conditions and actions. One very useful feature would be have some state variable that could be used, so same condition would generate a different action in the different phase of the game. > This method should not add too much overhead in the game : the conditions > need only to be tested when a player comes near the monster or when he says > something. It's easy check when a player says/hits/uses/applies something, but much harder if you must check every monster which is near the player everytime that someone moves. Maybe there could be special floor object that checks actions, if a player steps on it (like magic mouth or magic ear). I don't know, what would be good syntax to use, but it should be clear and easy to understand, IMHO. So that all mapmaker don't need to programmers :) -Tero From crossfire-request Mon Sep 6 09:12:14 1993 Return-Path: Received: from phantasm.ecst.csuchico.edu by ifi.uio.no with SMTP id ; Mon, 6 Sep 1993 09:12:13 +0200 Received: by phantasm.ecst.csuchico.edu (1.37.109.4/16.2) id AA17443; Mon, 6 Sep 93 00:12:04 -0700 From: Tyler Van Gorder Message-Id: <9309060712.AA17443@phantasm.ecst.csuchico.edu> Subject: Server To: crossfire@ifi.uio.no Date: Mon, 6 Sep 93 0:12:04 PDT X-Mailer: ELM [version 2.3 PL11] Status: RO Just wanted to mention that I have started a server on phantasm.ecst.csuchico.edu Note: it is using the developement version/crossedit.06 would like to test it so....hop on in and tell me what you think... I have trashed all but a very few maps.....and built a few new ones... all the monster like to talk :> anyway...thats about it....Tyler.. ps. Great JOB on the editor!!!! From crossfire-request Mon Sep 6 01:25:21 1993 Return-Path: Received: from cc.lut.fi by ifi.uio.no with SMTP id ; Mon, 6 Sep 1993 01:25:20 +0200 Received: by cc.lut.fi (5.65c/IDA-1.4.4/Kim-2.2) id AA21995; Mon, 6 Sep 1993 02:25:18 +0300 Date: Mon, 6 Sep 1993 02:25:18 +0300 From: Petri Heinil{ Message-Id: <199309052325.AA21995@cc.lut.fi> To: crossfire@ifi.uio.no Subject: crossedit-0.6 Status: RO There is developmental snapshot of CrossEdit in ifi.uio.no:/crossfire/incoming. It includes whole source tree of CrossFire. But keep in mind: this is UNOFFICIAL DEVELOPMENT version, if you want play get crossfire-0.89.2 ! Main changes to crossedit-0.6: - faces are symbolic - color.h is burned to ash by napalm - serious bug fixes in crossedit - bitmaps are packed into one file; faster load - bitmaps are splitted into directories, also archetypes - bitmaps are renamed to 14 chars - player archetypes ... - new bugs :-P forgotten things: - map messages //////////////////////////////////////////////////////////////////////// // Petri Heinila // email: Petri.Heinila@lut.fi // // // mail: Ainonkatu 2A // // // 53100 Lappeenranta // // // Finland, Europe // //////////////////////////////////////////////////////////////////////// From crossfire-request Sat Sep 4 17:37:05 1993 Return-Path: Received: from iastate.edu by ifi.uio.no with SMTP id ; Sat, 4 Sep 1993 17:37:03 +0200 From: explorer@iastate.edu Received: by iastate.edu with sendmail-5.57/4.7 id ; Sat, 4 Sep 93 10:37:00 -0500 Date: Sat, 4 Sep 93 10:37:00 -0500 Message-Id: <9309041537.AA13153@iastate.edu> To: crossfire@ifi.uio.no Subject: Prolly a FAQ... Status: RO I have 0.89.2 currently. Is there a site where I can obtain patches to make it more stable? There are still some nasty loops I need to dig into, but I was kinda praying I'd not have to reinvent someone else's wheel. :) Thanks, --Michael From crossfire-request Sat Sep 4 17:25:08 1993 Return-Path: <@vm1.ulg.ac.be:quinet@montefiore.ulg.ac.be> Received: from vm1.ulg.ac.be by ifi.uio.no with SMTP id ; Sat, 4 Sep 1993 17:25:05 +0200 Received: from montefiore.ulg.ac.be by vm1.ulg.ac.be (IBM VM SMTP V2R2) with TCP; Sat, 04 Sep 93 17:24:02 +0200 Received: from montefiore.montefiore.ulg.ac.be by montefiore.ulg.ac.be (4.1/SMI-4.1) id AA09770; Sat, 4 Sep 93 17:28:54 +0200 Date: Sat, 4 Sep 93 17:28:54 +0200 From: quinet@montefiore.ulg.ac.be (Raphael Quinet) Message-Id: <9309041528.AA09770@montefiore.ulg.ac.be> To: Petri.Heinila@lut.fi, crossfire@ifi.uio.no Subject: Re: Smart monsters Status: RO > From: Petri Heinil{ > > What I thinked was some kind of language like Postscript by object > oriented features. For example: > > 'StoneDragon 'Dragon { > 1000 hp > 500 sp > 'create { "The Stone Dragon" name } def > 'destroy { 'DragonSteak create DragonScale create } def > ... > 'give { "Thank you" say } def > ... > } class > > Here is StoneDragon inherited from Dragon class setted by initial > hit points and spell points and define constructor and destructor > for class and so on. More info can be found from book "PostScript > language Reference Manual" ISBN 0-201-10174-2. > With this approach, all monsters will have to be redefined. This could be nice to have an object-oriented language to describe monsters, but this is easier for now to add a set of conditions and corresponding actions to the existing definitions. Some monsters could have a special "actions" definition (name it as you like) when they are put on the map. The archetype will remain unchanged and only this particular instance of the monster will be affected by the "actions". Here are a few conditions that could be tested : - hear "" Just like the "@match" command. Maybe with regexp matching ? - has [] If the player in one of the adjacent squares is carrying some object or a certain amount of it (five gold coins, for example). - on / off The number is the same as the one used in the "connect" command for a set of doors and buttons. - die True only if the monster dies. - any combination of these conditions, with the traditional boolean operators ("&&", "||" and "!"). And here are some actions that could be associated with the conditions : - say "" Guess what this one does... - create [] Create one or several objects. - destroy [] Destroy one or several objects in the player's inventory. - set Set a flag (open the corresponding doors). - reset Clear a flag (close the doors). - toggle Toggle a flag (open or close the doors). Finally, here is an example. Think of it as if each line of the "actions" definition began with an "if". The syntax is not very important here and could be changed to some PostScript-like descriptions. I only wanted to show the principles of what could be done. arch sage { name "Gandalf" hp 100000 actions { hear "hello" { say "hi" } has ruby 20 && has dagger { destroy dagger destroy ruby 20 create Sting say "Here is your new weapon." } has gold 3 && off 1 { destroy gold 3 set 1 say "You may enter now." } has gold 3 && on 1 { destroy gold 3 say "Thank you very much." } } } Dozens of other actions or conditions may be added, like a "random" command or way to check if the number of objects that the player is carrying is greater or lower than a given number, and so on... This method should not add too much overhead in the game : the conditions need only to be tested when a player comes near the monster or when he says something. Raphael From crossfire-request Sat Sep 4 02:12:31 1993 Return-Path: Received: from cc.lut.fi by ifi.uio.no with SMTP id ; Sat, 4 Sep 1993 02:12:30 +0200 Received: by cc.lut.fi (5.65c/IDA-1.4.4/Kim-2.2) id AA14938; Sat, 4 Sep 1993 03:12:28 +0300 Date: Sat, 4 Sep 1993 03:12:28 +0300 From: Petri Heinil{ Message-Id: <199309040012.AA14938@cc.lut.fi> To: crossfire@ifi.uio.no Subject: Re: Smart monsters Status: RO >From: quinet@montefiore.ulg.ac.be (Raphael Quinet) > >> From: Petri Heinil{ >> >> >From: quinet@montefiore.ulg.ac.be (Raphael Quinet) >> >Most people agree on the fact that the "@match" command isn't powerful >> >enough, but is there someone with better ideas in mind (or in C) ? >> > >> >> Script-languge for programming monsters. Language would be placed into >> archetypes. For performance reasons it would reduce the amount of >> monsters radically. > >Are you already working on it ? No, just ideas. CrossEdit is enought for me, I want design maps again in some time :) . >What kind of commands would be allowed in the language ? I think that only >a few monsters need to be "smarter". In fact, only the friendly ones. >What I had in mind is some kind of replacement for the "@match" command : >the NPC would do something (give an object, say something, cast a spell,...) >according to a given set of possible "events" (something said by the player >- like in the @match command, some object given by the player,...). This >would keep things simple and would not reduce the amount of monsters. What I thinked was some kind of language like Postscript by object oriented features. For example: 'StoneDragon 'Dragon { 1000 hp 500 sp 'create { "The Stone Dragon" name } def 'destroy { 'DragonSteak create DragonScale create } def ... 'give { "Thank you" say } def ... } class Here is StoneDragon inherited from Dragon class setted by initial hit points and spell points and define constructor and destructor for class and so on. More info can be found from book "PostScript language Reference Manual" ISBN 0-201-10174-2. //////////////////////////////////////////////////////////////////////// // Petri Heinila // email: Petri.Heinila@lut.fi // // // mail: Ainonkatu 2A // // // 53100 Lappeenranta // // // Finland, Europe // //////////////////////////////////////////////////////////////////////// From crossfire-request Sat Sep 4 01:51:25 1993 Return-Path: <@vm1.ulg.ac.be:quinet@montefiore.ulg.ac.be> Received: from vm1.ulg.ac.be by ifi.uio.no with SMTP id ; Sat, 4 Sep 1993 01:51:23 +0200 Received: from montefiore.ulg.ac.be by vm1.ulg.ac.be (IBM VM SMTP V2R2) with TCP; Sat, 04 Sep 93 01:50:20 +0200 Received: from montefiore.montefiore.ulg.ac.be by montefiore.ulg.ac.be (4.1/SMI-4.1) id AA07884; Sat, 4 Sep 93 01:55:16 +0200 Date: Sat, 4 Sep 93 01:55:15 +0200 From: quinet@montefiore.ulg.ac.be (Raphael Quinet) Message-Id: <9309032355.AA07884@montefiore.ulg.ac.be> To: Petri.Heinila@lut.fi, crossfire@ifi.uio.no Subject: Re: Smart monsters Status: RO > From: Petri Heinil{ > > >From: quinet@montefiore.ulg.ac.be (Raphael Quinet) > >Most people agree on the fact that the "@match" command isn't powerful > >enough, but is there someone with better ideas in mind (or in C) ? > > > > Script-languge for programming monsters. Language would be placed into > archetypes. For performance reasons it would reduce the amount of > monsters radically. Are you already working on it ? What kind of commands would be allowed in the language ? I think that only a few monsters need to be "smarter". In fact, only the friendly ones. What I had in mind is some kind of replacement for the "@match" command : the NPC would do something (give an object, say something, cast a spell,...) according to a given set of possible "events" (something said by the player - like in the @match command, some object given by the player,...). This would keep things simple and would not reduce the amount of monsters. Raphael From crossfire-request Sat Sep 4 01:43:20 1993 Return-Path: Received: from cc.lut.fi by ifi.uio.no with SMTP id ; Sat, 4 Sep 1993 01:43:19 +0200 Received: by cc.lut.fi (5.65c/IDA-1.4.4/Kim-2.2) id AA14375; Sat, 4 Sep 1993 02:43:12 +0300 Date: Sat, 4 Sep 1993 02:43:12 +0300 From: Petri Heinil{ Message-Id: <199309032343.AA14375@cc.lut.fi> To: crossfire@ifi.uio.no Subject: Re: Any version after 89.2 Status: RO >From: "'Evil' ERic Mehlhaff" >... >Well, there was that v89.3 that was unofficialy put out in the crossedit-0.5 >distribution. It, unfortunately, doesn't work that well. We basically >adopted its changes on our server, and are still recovering from the >'growing pains'. I'd like to know where I can get some of the bitmaps >that it apparently references in its archetypes. Yep. The crossedit-0.5 packet is developmental, a snapshot of some development phase. References bitmaps are here ( at some form :), as soon as we get system stable, we put packet out including bitmaps ( which are splitted into directories ). //////////////////////////////////////////////////////////////////////// // Petri Heinila // email: Petri.Heinila@lut.fi // // // mail: Ainonkatu 2A // // // 53100 Lappeenranta // // // Finland, Europe // //////////////////////////////////////////////////////////////////////// From crossfire-request Sat Sep 4 01:28:02 1993 Return-Path: Received: from cc.lut.fi by ifi.uio.no with SMTP id ; Sat, 4 Sep 1993 01:28:00 +0200 Received: by cc.lut.fi (5.65c/IDA-1.4.4/Kim-2.2) id AA14211; Sat, 4 Sep 1993 02:27:58 +0300 Date: Sat, 4 Sep 1993 02:27:58 +0300 From: Petri Heinil{ Message-Id: <199309032327.AA14211@cc.lut.fi> To: crossfire@ifi.uio.no Subject: Re: Smart monsters Status: RO >From: quinet@montefiore.ulg.ac.be (Raphael Quinet) > >Is there someone out there who is working on NPC's ? > >Most people agree on the fact that the "@match" command isn't powerful >enough, but is there someone with better ideas in mind (or in C) ? > Script-languge for programming monsters. Language would be placed into archetypes. For performance reasons it would reduce the amount of monsters radically. //////////////////////////////////////////////////////////////////////// // Petri Heinila // email: Petri.Heinila@lut.fi // // // mail: Ainonkatu 2A // // // 53100 Lappeenranta // // // Finland, Europe // //////////////////////////////////////////////////////////////////////// From crossfire-request Sat Sep 4 00:45:38 1993 Return-Path: <@vm1.ulg.ac.be:quinet@montefiore.ulg.ac.be> Received: from vm1.ulg.ac.be by ifi.uio.no with SMTP id ; Sat, 4 Sep 1993 00:45:36 +0200 Received: from montefiore.ulg.ac.be by vm1.ulg.ac.be (IBM VM SMTP V2R2) with TCP; Sat, 04 Sep 93 00:44:33 +0200 Received: from montefiore.montefiore.ulg.ac.be by montefiore.ulg.ac.be (4.1/SMI-4.1) id AA07762; Sat, 4 Sep 93 00:49:29 +0200 Date: Sat, 4 Sep 93 00:49:29 +0200 From: quinet@montefiore.ulg.ac.be (Raphael Quinet) Message-Id: <9309032249.AA07762@montefiore.ulg.ac.be> To: crossfire@ifi.uio.no Subject: Smart monsters Status: RO Is there someone out there who is working on NPC's ? Most people agree on the fact that the "@match" command isn't powerful enough, but is there someone with better ideas in mind (or in C) ? Raphael Quinet quinet@montefiore.ulg.ac.be From crossfire-request Fri Sep 3 16:50:20 1993 Return-Path: Received: from maelstrom.berkeley.edu by ifi.uio.no with SMTP id ; Fri, 3 Sep 1993 16:50:16 +0200 Received: by maelstrom.berkeley.edu (5.65c/CHAOS) id AA18950; Fri, 3 Sep 1993 07:42:39 -0700 Message-Id: <199309031442.AA18950@maelstrom.berkeley.edu> To: "Eric A. Anderson" Cc: crossfire@ifi.uio.no, mehlhaff@maelstrom.berkeley.edu Subject: Re: Any version after 89.2 In-Reply-To: Message from "Eric A. Anderson" of Thu, 02 Sep 93 16:57:53 -0400 Date: Fri, 03 Sep 93 07:42:36 PDT From: "'Evil' ERic Mehlhaff" Status: RO "Eric A. Anderson" recently wrote: >Is there any version of crossfire out after 89.2 that is stable? For >those that are interested, since my machine is back at school, there >will be a server running on madhatter.ws.cc.cmu.edu. Well, there was that v89.3 that was unofficialy put out in the crossedit-0.5 distribution. It, unfortunately, doesn't work that well. We basically adopted its changes on our server, and are still recovering from the 'growing pains'. I'd like to know where I can get some of the bitmaps that it apparently references in its archetypes. We've done a lot of interesting thigns with crossfire on soda.berkeley.edu, and when we get it reasonably stable, I'll put our source up for ftp in the crossfire sites' incoming directory. ERic mehlhaff, mehlhaff@ocf.Berkeley.EDU From crossfire-request Thu Sep 2 22:58:29 1993 Return-Path: Received: from andrew.cmu.edu by ifi.uio.no with ESMTP id ; Thu, 2 Sep 1993 22:58:28 +0200 Received: from localhost (postman@localhost) by andrew.cmu.edu (8.5/8.5) id QAA19369; Thu, 2 Sep 1993 16:58:23 -0400 Received: via switchmail; Thu, 2 Sep 1993 16:58:22 -0400 (EDT) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Thu, 2 Sep 1993 16:57:58 -0400 (EDT) Received: from madhatter.ws.cc.cmu.edu via qmail ID ; Thu, 2 Sep 1993 16:57:54 -0400 (EDT) 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, 2 Sep 1993 16:57:53 -0400 (EDT) Message-ID: Date: Thu, 2 Sep 1993 16:57:53 -0400 (EDT) From: "Eric A. Anderson" To: crossfire@ifi.uio.no Subject: Any version after 89.2 Status: RO Is there any version of crossfire out after 89.2 that is stable? For those that are interested, since my machine is back at school, there will be a server running on madhatter.ws.cc.cmu.edu. -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 crossfire-request Thu Sep 2 17:46:24 1993 Return-Path: Received: from iastate.edu by ifi.uio.no with SMTP id ; Thu, 2 Sep 1993 17:46:19 +0200 Received: by iastate.edu with sendmail-5.57/4.7 id ; Thu, 2 Sep 93 10:45:58 -0500 Message-Id: <9309021545.AA02464@iastate.edu> To: crossfire@ifi.uio.no Subject: "Modules" Date: Thu, 02 Sep 93 10:45:52 CDT From: "Lord Dirk the Daring" Status: RO I'm interested in making a patch to make crossfire more "modular" mapwise. A person could build a "module" which could be included into a game, many games, ftp'd, etc. Any suggestions or comments are welcome (including if anyone has started or completed this project already) I'm fairly new to working on crossfire, so any comments/suggestions/etc are more than welcome. I ahve made a few "fixes" already in my version, and I'm curious as to where the lastest versions/patches are kept so I can see if my fixes have already been done or if I can add them if they haven't. ---Michael "Dirk" Patterson From crossfire-request Thu Sep 2 17:01:33 1993 Return-Path: <@vm1.ulg.ac.be:quinet@montefiore.ulg.ac.be> Received: from vm1.ulg.ac.be by ifi.uio.no with SMTP id ; Thu, 2 Sep 1993 17:01:07 +0200 Received: from montefiore.ulg.ac.be by vm1.ulg.ac.be (IBM VM SMTP V2R2) with TCP; Thu, 02 Sep 93 16:59:54 +0200 Received: from verif1.montefiore.ulg.ac.be by montefiore.ulg.ac.be (4.1/SMI-4.1) id AA25632; Thu, 2 Sep 93 17:04:48 +0200 Date: Thu, 2 Sep 93 17:04:48 +0200 From: quinet@montefiore.ulg.ac.be (Raphael Quinet) Message-Id: <9309021504.AA25632@montefiore.ulg.ac.be> To: crossfire@ifi.uio.no Subject: RPLAY 3.1 announce & sounds for CrossFire Status: RO Included below is a message from Mark Boyns, author of the rplay library, announcing the new rplay 3.1. There are LOTS of improvements in this new release. If you want to play some games (crossfire is a good example) or use other programs with sounds, you should really get this nice package. I'm already working on some new sound patches for Crossfire. I plan on using the new features of rplay 3.1 (priority, etc.). If you have any suggestions, please send me a message. Thanks. Raphael Quinet quinet@montefiore.ulg.ac.be ----8<------------------------------------------------------------------------- I am pleased to announce the release of rplay 3.1.0. This release can be obtained via anonymous ftp at sounds.sdsu.edu (130.191.224.8) in /pub/rplay/rplay-3.1.0.tar.Z and /pub/rplay/rplay-3.1.0.tar.gz. If you do not have access to anonymous ftp I can mail rplay to you. This version is known to work on SunOS 4.1.x, Solaris 2.x, HP-UX, Linux, 386bsd, BSDI/386, and SGI Indigo. The README file is included below if you want to find out more about rplay. Enjoy. Mark Boyns boyns@sdsu.edu --- rplay release 3.1.0 COPYRIGHT: ---------- rplay is now distributed under the GNU General Public License Version 2 and Copyright (C) 1993 Mark Boyns (boyns@sdsu.edu). See the COPYING file for further rplay copyright information. This distribution also contains: * The extended regular expression matching and search library version 0.12 which is Copyright (C) 1993 Free Software Foundation, Inc. See rplayd/regex.[ch] for further information. * An hsearch replacement which is Copyright (c) August 5, 1993 by Darren Senn. The hsearch implementation was written by Darren Senn when he was porting rplay to Linux. Darren's hsearch is now used exclusively since it is more portable and it includes a DELETE action which is not supported in the standard hsearch. Thanks Darren! See rplayd/search.[ch] for further information. DIRECTIONS: ----------- * See the CHANGES file for documented changes since the last version. * See the INSTALL file for rplay installation instructions. * Continue reading this README file for more information. WHAT IS RPLAY? -------------- rplay is a sound package that supports both local and remote sound control. rplay is based on client/server communication using two protocols. The first protocol that can be used is RPLAY, which is UDP based and allows sounds to be played, paused, continued, and stopped. The second protocol is RPTP (the Remote Play Transfer Protocol) which is TCP based and allows sounds to be played, paused, continued, stopped, and transferred. The rplay system can be described as follows. An rplay client sends an RPLAY UDP packet to an rplay server. The RPLAY packet sent contains the name of a sound file and various other sound attributes. The rplay server receives the RPLAY packet and looks up the sound in a sound file database. If the sound is found in the database it will be immediately played on the host the rplay server is running on. If the sound is not found in the database the rplay server can be configured to search other rplay servers for the desired sound file. rplay servers communicate using the RPTP protocol. rplay clients can also use RPTP to upload sounds to an rplay server. When an rplay server receives sounds from a server or a client the sounds are stored in a sound cache directory. The size in bytes of the cache directory can be limited by the rplay server. When the cache is full, the rplay server will remove sounds using a "least recently used" algorithm. Sound files that are larger than the maximum cache size will not be accepted by the rplay server. rplay can be used to easily add sound to any application. For example, if you want to play a sound when a button is pressed, all you need to do is this: rplay_local("sound_name.au"); Or, if you want to specify a hostname: rplay_host("bozo.sdsu.edu", "sound_name.au"); The above routines along with many others are included in the rplay library. See the KNOWN RPLAY APPLICATIONS section of this file for a list of applications that use the rplay library. Currently the rplay server only supports u-law 8000hz sound files. CONTENTS: --------- This rplay release contains the following: * rplayd - The remote play sound server which supports both the RPLAY and RPTP protocols. * rplay - A sample RPLAY client. * rptp - A sample RPTP client. * librplay - The rplay library which contains support routines for both the RPLAY and RPTP protocols. * doc - A directory containing rplay documentation and manual pages. * contrib - A directory containing rplay applications and references to other rplay applications. KNOWN RPLAY APPLICATIONS: ------------------------- rplay has been used to add sound to several applications. Below is a list of rplay applications that I know about. If you know of more, please let me know. * XTank - A multiplayer X11 game. * XPilot - A multiplayer gravity war game for X11. * olvwm - The OPEN LOOK Virtual Window Manager for X11 and OpenWindows. * Crossfire - A multiplayer graphical arcade and adventure game made for the X-Windows environment. * XBoing - I have heard that version 1.7 will include rplay support. Also included with this distribution in the contrib directory are the following custom rplay applications: * Jukebox - A program that is very useful for playing multiple sound files. * Mailsound - An e-mail notification program that can play different sounds depending on who the message is from. PORTING: -------- rplay is known to work on the following systems: * Sun SPARCstations running SunOS 4.1.x * Sun SPARCstations running Solaris 2.x * HP-UX * Linux * BSDI/386 * 386bsd using Steve Haehnichen's soundblaster driver version 1.5 * SGI Indigo All rplay requires is an audio device where sounds can be played using the write system call. For example, if you can "cat sound_file > /dev/audio", then rplay should work. If your system has an audio device that does not work with the above "cat" command, there is still hope but you might need to do some programming. You will probably only need to modify rplayd/audio.c. If you port rplay to another system please send me patches. OBTAINING SOUND FILES: ---------------------- * Anonymous FTP - Sound files are available via anonymous ftp at sounds.sdsu.edu which currently has about 1.1 gigabytes of sounds. Login as ftp or anonymous and use your e-mail address for the password. Remember to use binary mode when ftping sounds. * Gopher - The sounds.sdsu.edu sound archive is also available via gopher at: Name=SDSU Sound Archive (sounds.sdsu.edu) Type=1 Port=71 Path= Host=sounds.sdsu.edu * RPTP - Sound files can also be obtained using RPTP at sounds.sdsu.edu port 55556. You can put sounds.sdsu.edu:55556 in your rplay.servers file or use the rptp client. THANKS: ------- Below is a list of people who have gone above and beyond the rplay call of duty: * Andrew "Ender" Scherpbier (turtle@sciences.sdsu.edu) * John "Shorty" Denune (jdenune@sciences.sdsu.edu) * Raphael Quinet (quinet@montefiore.ulg.ac.be) * Darren Senn (sinster@scintilla.santa-clara.ca.us) * Markus Gyger (mgyger@itr.ch) * Kjetil Wiekhorst J{\o}rgensen (jorgens@pvv.unit.no) * Richard Lloyd (rkl@csc.liv.ac.uk) * Mike Halderman (mrh@io.nosc.mil) * Mike Hoffmann (Mike.Hoffmann@mch.sni.de) Thank you all for your comments, suggestions, and contributions. RPLAY SUPPORT: -------------- Feel free to send any questions or comments to Mark Boyns (boyns@sdsu.edu). Thank you for using rplay!