Re: [crossfire] building very old versions

2016-07-06 Thread John Floren
Wow, very cool!
On Jul 6, 2016 17:02, "Rick Tanner"  wrote:

> All available release files I had access to or were given (thank you
> mwedel!) are available at:
>
> http://crossfire.real-time.com/download/archive/
>
> I also discovered I had a very old copy of historic content from
> ftp.ifi.uio.no which is now located at:
>
> http://crossfire.real-time.com/download/archive/historic/
>
> And includes:
> README
> crossfire-0.01.tar.gz
> crossfire-0.10.tar.gz
> gauntlet.c
> gmap
>
> If anyone else has old release files to share, please let me know - I
> would be happy to make arrangements with you to complete the download
> file history.
>
>
>
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Re: [crossfire] building very old versions

2016-07-06 Thread Rick Tanner
All available release files I had access to or were given (thank you
mwedel!) are available at:

http://crossfire.real-time.com/download/archive/

I also discovered I had a very old copy of historic content from
ftp.ifi.uio.no which is now located at:

http://crossfire.real-time.com/download/archive/historic/

And includes:
README  
crossfire-0.01.tar.gz   
crossfire-0.10.tar.gz   
gauntlet.c  
gmap

If anyone else has old release files to share, please let me know - I
would be happy to make arrangements with you to complete the download
file history.



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Re: [crossfire] building very old versions

2016-06-29 Thread Matthew Giassa
That name rings a bell from way back when. Not quite "cauldron.exe" 
time, but near.



Matthew Giassa, MASc, BASc, EIT
Security and Embedded Systems Specialist
linkedin: https://ca.linkedin.com/in/giassa
e-mail:   matt...@giassa.net
website:  www.giassa.net

On 06/28/16 00:36, Robert Brockway wrote:

On Mon, 16 May 2016, Mark Wedel wrote:


It also looks (via a quick grep of 'skill *.README') that the skill
code first appeared in 0.92.1.  Before that time, each character just
had a single experience total and level, and that overall level
determined things like ability to cast spells, ability to hit things,
hp, sp, etc.


I still have my original Crossfire character (Lars the Northman) who
would date from around '95.  Lars passed beyond the world of mortals
long ago. Today he lives on as a pure DM character who only appears when
the DM is needed.

When I brought Lars back after years archived I think the game gave him
a few base skills automatically.

Lars was probably archived for 10 years.  I'm impressed that I was able
to load such an old character and have the game cope.


I can certainly make any of the versions available if desired.


Yes please.  Like others I'd like to keep ancient versions archived and
for review.

Cheers,

Rob


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Re: [crossfire] building very old versions

2016-06-28 Thread Robert Brockway

On Mon, 16 May 2016, Mark Wedel wrote:

It also looks (via a quick grep of 'skill *.README') that the skill code 
first appeared in 0.92.1.  Before that time, each character just had a single 
experience total and level, and that overall level determined things like 
ability to cast spells, ability to hit things, hp, sp, etc.


I still have my original Crossfire character (Lars the Northman) who would 
date from around '95.  Lars passed beyond the world of mortals long ago. 
Today he lives on as a pure DM character who only appears when the DM is 
needed.


When I brought Lars back after years archived I think the game gave him a 
few base skills automatically.


Lars was probably archived for 10 years.  I'm impressed that I was able to 
load such an old character and have the game cope.



I can certainly make any of the versions available if desired.


Yes please.  Like others I'd like to keep ancient versions archived and 
for review.


Cheers,

Rob

--
Email: rob...@timetraveller.org Linux counter ID #16440
IRC: Solver (OFTC, Freenode and Snoonet)
Web: http://www.pracops.com
I tried to change the world but they had a no-return policy
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Re: [crossfire] building very old versions

2016-06-27 Thread DraugTheWhopper
> Use polymorph spell on the summoned pet until they morphed in to the
Hyperkobold.

It took enough tries to get a hyperkobold that it usually helped to first
summon an entire "cloud" of pets, on the order of 15 or 20, so you could
polymorph half a dozen with one bolt.

Also, me and my brother (who also toyed with Linux in the day) could never
get much past level 20 or 30, since we weren't particularly smart players.
This may have been on a later version, but I also recall petering out
around 10 or 15 before we realized how to use the old restoration potions
(I think?) to counteract stat depletion.
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Re: [crossfire] building very old versions

2016-06-27 Thread Rick Tanner
On 6/27/16 4:06 PM, Matthew Giassa wrote:
> How did that hyperkobold 'sploit work? 

The method I am aware of was - summon one of the many pet monsters. Use
polymorph spell on the summoned pet until they morphed in to the
Hyperkobold. Sit back and camp in a map while the Hyperkobold racks up
big exp or use it to kill extremely high level monsters or clear out
maps and collect the loot after that.



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Re: [crossfire] building very old versions

2016-06-27 Thread Matthew Giassa
How did that hyperkobold 'sploit work? I recall the transmuting one with
alchemy where you could make essentially damage-immune armor or crazy
powerful weapons (ie: Rugilli's Whisker without the item power
constraint).


Matthew Giassa, MASc, BASc, EIT
Security and Embedded Systems Specialist
linkedin: https://ca.linkedin.com/in/giassa
e-mail:   matt...@giassa.net
website:  www.giassa.net

>  Original Message 
> Subject: Re: [crossfire] building very old versions
> From: DraugTheWhopper <norkthed...@gmail.com>
> Date: Mon, June 27, 2016 2:01 pm
> To: Crossfire Discussion Mailing List <crossfire@metalforge.org>
> 
> 
> > A question would be what exactly are you looking for in those old
> versions? The retro graphics, old maps, old gameplay, etc?
> 
> Like many things Linux, I cut my teeth on whatever was included with SuSE
> 7.2 Pro. I think it was something in the .90 era, probably color. Some
> highlights:
> 
> The layout of cfclient remains my favorite to this day. About the best
> improvement since then was splitting the message window into high/low
> priority. Sorry to whoever heads it up, I still can't bring myself to
> stomach the JXclient.
> 
> The tileset was much more cohesive (than it is now), including the
> environment, monsters, and items. The art style was simple, and the
> isometric look was implemented well.
> 
> The gameplay was much different, even "twitchy". I'm sure this stems from
> various reasons, including the metalforge-style melee balance, the lack of
> latency when running the server on my own machine (no internet access back
> in the day), and other quirks like spellcasting taking little or no time.
> Regardless, I'd love to see a more responsive gameplay experience, although
> I understand that there are such things as technical constraints and design
> decisions.
> 
> Polymorph. Just polymorph. Although there were some interesting exploits,
> like polymorphing your pets until you got a hyper kobold.
> 
> --DTW/Draug___
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Re: [crossfire] building very old versions

2016-06-27 Thread DraugTheWhopper
> A question would be what exactly are you looking for in those old
versions? The retro graphics, old maps, old gameplay, etc?

Like many things Linux, I cut my teeth on whatever was included with SuSE
7.2 Pro. I think it was something in the .90 era, probably color. Some
highlights:

The layout of cfclient remains my favorite to this day. About the best
improvement since then was splitting the message window into high/low
priority. Sorry to whoever heads it up, I still can't bring myself to
stomach the JXclient.

The tileset was much more cohesive (than it is now), including the
environment, monsters, and items. The art style was simple, and the
isometric look was implemented well.

The gameplay was much different, even "twitchy". I'm sure this stems from
various reasons, including the metalforge-style melee balance, the lack of
latency when running the server on my own machine (no internet access back
in the day), and other quirks like spellcasting taking little or no time.
Regardless, I'd love to see a more responsive gameplay experience, although
I understand that there are such things as technical constraints and design
decisions.

Polymorph. Just polymorph. Although there were some interesting exploits,
like polymorphing your pets until you got a hyper kobold.

--DTW/Draug
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Re: [crossfire] building very old versions

2016-05-18 Thread Rick Tanner
On 5/17/16 1:07 AM, Mark Wedel wrote:
> 
>  I can certainly make any of the versions available if desired.

I am very interested in obtaining any and all versions that you have
available for a historical and archive standpoint.



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Re: [crossfire] building very old versions

2016-04-30 Thread Rick Tanner
> Here's it running (the window is X-forwarded from my Linux box):
> http://i.imgur.com/n9PNRgG.png

Nicely done!

Oh the memories!

> Are there any copyright/licensing issues with me just bundling up
> these slightly modified versions and sticking them up to download
> somewhere?

As far as I know, no issues with copyright or licensing for you to do that.

You may be asked for a diff of the changes you made though. ;-)



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Re: [crossfire] building very old versions

2016-04-30 Thread Matthew Giassa

Wow, that brings me back.


Matthew Giassa, MASc, BASc, EIT
Security and Embedded Systems Specialist
linkedin: https://ca.linkedin.com/in/giassa
e-mail:   matt...@giassa.net
website:  www.giassa.net

On 04/30/16 09:59, John Floren wrote:

I got the client and server building from these with very little
hacking. I had to prevent it from building crossedit, which was having
some issues with includes.

Here's it running (the window is X-forwarded from my Linux box):
http://i.imgur.com/n9PNRgG.png

Are there any copyright/licensing issues with me just bundling up
these slightly modified versions and sticking them up to download
somewhere?

john

On Fri, Apr 29, 2016 at 2:29 PM, Neil Muller
 wrote:



On 29 April 2016 at 21:15, Rick Tanner  wrote:


Sounds like you are looking for source code that was in place before
Crossfire started to use revision control (originally cvs from 1999 to
2006, now svn.) So, it is not possible to cvs/svn revert back to the XPM
days.

Looking back at my collected archive or releases, I don't have anything
before 0.97.0 -- it was before I became involved with the project.

http://crossfire.real-time.com/download/archive/



You can dig up crossfire 0.95 out of the debian archive -
http://archive.debian.org/debian/dists/Debian-2.1/main/source/games/ - which
is a bit before the start of the sourceforge CVS history.

I'm under the impression that crossfire made it into the FreeBSD releases
before it got picked up by most of the Linux distributions, so it may be
possible to pull older versions out of those archives if one is so inclined.

--
Neil Muller
drnlmul...@gmail.com

I've got a gmail account. Why haven't I become cool?

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Re: [crossfire] building very old versions

2016-04-30 Thread John Floren
I got the client and server building from these with very little
hacking. I had to prevent it from building crossedit, which was having
some issues with includes.

Here's it running (the window is X-forwarded from my Linux box):
http://i.imgur.com/n9PNRgG.png

Are there any copyright/licensing issues with me just bundling up
these slightly modified versions and sticking them up to download
somewhere?

john

On Fri, Apr 29, 2016 at 2:29 PM, Neil Muller
 wrote:
>
>
> On 29 April 2016 at 21:15, Rick Tanner  wrote:
>>
>> Sounds like you are looking for source code that was in place before
>> Crossfire started to use revision control (originally cvs from 1999 to
>> 2006, now svn.) So, it is not possible to cvs/svn revert back to the XPM
>> days.
>>
>> Looking back at my collected archive or releases, I don't have anything
>> before 0.97.0 -- it was before I became involved with the project.
>>
>> http://crossfire.real-time.com/download/archive/
>>
>
> You can dig up crossfire 0.95 out of the debian archive -
> http://archive.debian.org/debian/dists/Debian-2.1/main/source/games/ - which
> is a bit before the start of the sourceforge CVS history.
>
> I'm under the impression that crossfire made it into the FreeBSD releases
> before it got picked up by most of the Linux distributions, so it may be
> possible to pull older versions out of those archives if one is so inclined.
>
> --
> Neil Muller
> drnlmul...@gmail.com
>
> I've got a gmail account. Why haven't I become cool?
>
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> http://mailman.metalforge.org/mailman/listinfo/crossfire
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Re: [crossfire] building very old versions

2016-04-30 Thread Matthew Giassa
When you end up pulling up the old archives, could I please be CC'ed on 
it as well? I recall playing CF on my old Slackware3 box years back, and 
while it was color, it was very different.


Thanks!


Matthew Giassa, MASc, BASc, EIT
Security and Embedded Systems Specialist
linkedin: https://ca.linkedin.com/in/giassa
e-mail:   matt...@giassa.net
website:  www.giassa.net

On 04/29/16 13:54, John Floren wrote:

Yes, I do remember that I only ran one command to start the game...

As for what I'm looking for, I liked the old maps (when I tried
playing later, found the new maps kinda sprawling), the old graphics,
and the old gameplay... It's all probably nostalgia but I liked it
better when there were fewer classes and just generally fewer options
:)

On Fri, Apr 29, 2016 at 2:47 PM, mwedel <mwe...@sonic.net> wrote:

I have all the versions (well, at least going back to the 0.89s I think) on
my computer and can dig them up at some point.

Note that even XPM mode were color, though for quite a while that existed
side by side with the XBM mode which were two color.

A question would be what exactly are you looking for in those old versions?
The retro graphics, old maps, old gameplay, etc?

The old versions did not have a separate client, though I would expect that
the old server should compile without much difficulty.  I can't recall
anything too platform specific.  The biggest problem might be deprecated
function calls in the various libraries.


 Original message 
From: Neil Muller <drnlmuller+crossf...@gmail.com>
Date: 4/29/2016 22:29 (GMT+01:00)
To: Crossfire Discussion Mailing List <crossfire@metalforge.org>
Subject: Re: [crossfire] building very old versions



On 29 April 2016 at 21:15, Rick Tanner <r...@tanners.org> wrote:


Sounds like you are looking for source code that was in place before
Crossfire started to use revision control (originally cvs from 1999 to
2006, now svn.) So, it is not possible to cvs/svn revert back to the XPM
days.

Looking back at my collected archive or releases, I don't have anything
before 0.97.0 -- it was before I became involved with the project.

http://crossfire.real-time.com/download/archive/



You can dig up crossfire 0.95 out of the debian archive -
http://archive.debian.org/debian/dists/Debian-2.1/main/source/games/ - which
is a bit before the start of the sourceforge CVS history.

I'm under the impression that crossfire made it into the FreeBSD releases
before it got picked up by most of the Linux distributions, so it may be
possible to pull older versions out of those archives if one is so inclined.

--
Neil Muller
drnlmul...@gmail.com

I've got a gmail account. Why haven't I become cool?

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Re: [crossfire] building very old versions

2016-04-29 Thread John Floren
Yes, I do remember that I only ran one command to start the game...

As for what I'm looking for, I liked the old maps (when I tried
playing later, found the new maps kinda sprawling), the old graphics,
and the old gameplay... It's all probably nostalgia but I liked it
better when there were fewer classes and just generally fewer options
:)

On Fri, Apr 29, 2016 at 2:47 PM, mwedel <mwe...@sonic.net> wrote:
> I have all the versions (well, at least going back to the 0.89s I think) on
> my computer and can dig them up at some point.
>
> Note that even XPM mode were color, though for quite a while that existed
> side by side with the XBM mode which were two color.
>
> A question would be what exactly are you looking for in those old versions?
> The retro graphics, old maps, old gameplay, etc?
>
> The old versions did not have a separate client, though I would expect that
> the old server should compile without much difficulty.  I can't recall
> anything too platform specific.  The biggest problem might be deprecated
> function calls in the various libraries.
>
>
>  Original message 
> From: Neil Muller <drnlmuller+crossf...@gmail.com>
> Date: 4/29/2016 22:29 (GMT+01:00)
> To: Crossfire Discussion Mailing List <crossfire@metalforge.org>
> Subject: Re: [crossfire] building very old versions
>
>
>
> On 29 April 2016 at 21:15, Rick Tanner <r...@tanners.org> wrote:
>>
>> Sounds like you are looking for source code that was in place before
>> Crossfire started to use revision control (originally cvs from 1999 to
>> 2006, now svn.) So, it is not possible to cvs/svn revert back to the XPM
>> days.
>>
>> Looking back at my collected archive or releases, I don't have anything
>> before 0.97.0 -- it was before I became involved with the project.
>>
>> http://crossfire.real-time.com/download/archive/
>>
>
> You can dig up crossfire 0.95 out of the debian archive -
> http://archive.debian.org/debian/dists/Debian-2.1/main/source/games/ - which
> is a bit before the start of the sourceforge CVS history.
>
> I'm under the impression that crossfire made it into the FreeBSD releases
> before it got picked up by most of the Linux distributions, so it may be
> possible to pull older versions out of those archives if one is so inclined.
>
> --
> Neil Muller
> drnlmul...@gmail.com
>
> I've got a gmail account. Why haven't I become cool?
>
> ___
> crossfire mailing list
> crossfire@metalforge.org
> http://mailman.metalforge.org/mailman/listinfo/crossfire
>
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Re: [crossfire] building very old versions

2016-04-29 Thread mwedel
I have all the versions (well, at least going back to the 0.89s I think) on my 
computer and can dig them up at some point.
Note that even XPM mode were color, though for quite a while that existed side 
by side with the XBM mode which were two color.
A question would be what exactly are you looking for in those old versions? The 
retro graphics, old maps, old gameplay, etc?
The old versions did not have a separate client, though I would expect that the 
old server should compile without much difficulty.  I can't recall anything too 
platform specific.  The biggest problem might be deprecated function calls in 
the various libraries.    
 Original message From: Neil Muller 
<drnlmuller+crossf...@gmail.com> Date: 4/29/2016  22:29  (GMT+01:00) To: 
Crossfire Discussion Mailing List <crossfire@metalforge.org> Subject: Re: 
[crossfire] building very old versions 


On 29 April 2016 at 21:15, Rick Tanner <r...@tanners.org> wrote:
>
> Sounds like you are looking for source code that was in place before
> Crossfire started to use revision control (originally cvs from 1999 to
> 2006, now svn.) So, it is not possible to cvs/svn revert back to the XPM
> days.
>
> Looking back at my collected archive or releases, I don't have anything
> before 0.97.0 -- it was before I became involved with the project.
>
> http://crossfire.real-time.com/download/archive/
>

You can dig up crossfire 0.95 out of the debian archive -
http://archive.debian.org/debian/dists/Debian-2.1/main/source/games/ - which is 
a bit before the start of the sourceforge CVS history.
I'm under the impression that crossfire made it into the FreeBSD releases 
before it got picked up by most of the Linux distributions, so it may be 
possible to pull older versions out of those archives if one is so inclined.

-- 
Neil Muller
drnlmul...@gmail.com

I've got a gmail account. Why haven't I become cool?
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Re: [crossfire] building very old versions

2016-04-29 Thread John Floren
Near as I can guess, Redhat 6.2 (released April 2000) would be just
about situated to have shipped the CVS code from 1999... "svn log"
shows me checkins going back that far.

Maybe the best thing to do is install 6.2 in a VM and just grab the
packages... or maybe install a similarly-aged Debian / Slackware, to
reduce my RPM frustrations :) I might try that tonight, will report
back if successful

john

On Fri, Apr 29, 2016 at 1:15 PM, Rick Tanner  wrote:
>
> Sounds like you are looking for source code that was in place before
> Crossfire started to use revision control (originally cvs from 1999 to
> 2006, now svn.) So, it is not possible to cvs/svn revert back to the XPM
> days.
>
> Looking back at my collected archive or releases, I don't have anything
> before 0.97.0 -- it was before I became involved with the project.
>
> http://crossfire.real-time.com/download/archive/
>
> The origins of Crossfire source code may be lost?
>
>
>
>
>
>
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> http://mailman.metalforge.org/mailman/listinfo/crossfire
>
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Re: [crossfire] building very old versions

2016-04-29 Thread Rick Tanner

Sounds like you are looking for source code that was in place before
Crossfire started to use revision control (originally cvs from 1999 to
2006, now svn.) So, it is not possible to cvs/svn revert back to the XPM
days.

Looking back at my collected archive or releases, I don't have anything
before 0.97.0 -- it was before I became involved with the project.

http://crossfire.real-time.com/download/archive/

The origins of Crossfire source code may be lost?







signature.asc
Description: OpenPGP digital signature
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[crossfire] building very old versions

2016-04-29 Thread John Floren
Hi!

I have some very fond memories of installing Crossfire from a Redhat
6.2 disk way back in the day; I seem to remember the game being
monochrome, with much simpler maps, but still very fun.

I was hoping someone might have some tips on what revisions I should
check out in the svn repo (I'm not very familiar with svn, I'm more of
a git person) and how exactly one would build the older versions.

Thanks!


John
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