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====== Crossfire FAQ ======
FIXME - numerous formatting corrects and content updates still necessary
Chapter 1 - Introduction
Crossfire is a multiplayer graphical arcade and adventure game made for the X-Windows environment. It has certain flavours from other games, especially Gauntlet (TM) and Nethack/Moria. Any number of players can move around in their own window, finding and using items and battle monsters. They can choose to cooperate or compete in the same "world."
Chapter 2 - Installation Questions
2.1 What do I need to run Crossfire?
You will need UNIX, X-windows and an ANSI C compiler to compile this game.
Crossfire has been known to compile on the following systems (latest known version number of Crossfire that compiled on these systems is included in parentheses):
Sun3, SunOs 4.1.1, gcc (0.90.3)
DEC300AXP-500 (Alpha with OSF1 1.3) (0.90.3)
Sun4 with SunOS 4.1.3 (0.90.2)
Ultrix 4.2a (0.90.1)
PC Compatiable, with Linux (0.89.3)
IBM RS/6000 with AIX 1.2, X11R4/5 (0.91.4)
HP735, HPUX, X11R5 (0.90.2)
DEC 3100 and DEC 5000 with ULTRIX BSD 4.2
DEC with OSF1
VAX3100 with BSD 4.3
IBM RT with BSD4.3
HP9000-series (HP-UX) (very old versions of HP-UX might barf on stdarg.h)
MIPS with RISC/os
(UMIPS) 4.52 (?)
It has been compiled with X11R3, X11R4 and X11R5 (the editor requires X11R5).
To get directions on compilation, read the INSTALL file.
2.2 How do I get the files?
The files can be downloaded by either FTP or WWW.
2.2.1 Via FTP
The commonest method is to use anonymous ftp from one of the following sites, choose the closest one to you for a faster transfer rate:
Return to Contents
2.2.2 Via WWW
See the FTP section, above
Return to Contents
2.2.2 Via CVS
Use the following CVS Checkout command:
(Careful of line wrap, command should be all on one line..)
cvs -z3 -d:pserver:anonymous at crossfire.cvs.sourceforge.net:/cvsroot/crossfire co crossfire
cvs -z3 -d:pserver:anonymous at crossfire.cvs.sourceforge.net:/cvsroot/crossfire co maps-bigworld
cvs -z3 -d:pserver:anonymous at crossfire.cvs.sourceforge.net:/cvsroot/crossfire co client
2.3 How can I get help compiling Crossfire on my platform?
Here's the general instructions:
The server package is available as a gzipped tarball.
Download the server tarball
Download the maps tarball
(ex: ftp://ftp.sourceforge.net/pub/sourceforge/crossfire/crossfire-1.6.0.maps-big.tar.gz or ftp://ftp.sourceforge.net/pub/sourceforge/crossfire/crossfire-1.6.0.maps-small.tar.gz)
Untar to a directory
(ex: tar xzvf <filename.tgz> -c <path/to/destination/directory>)
cd to the install directory (hint: /where/you/want/it/and/have/permission)
Look for the 'share' directory and untar the maps into the 'maps' directory in there
(ex: tar xzvf crossfire-1.6.0.maps-big.tar.gz -c /where/you/want/it/and/have/permission/share/maps or
tar xzvf crossfire-1.6.0.maps-small.tar.gz -c /where/you/want/it/and/have/permission/share/maps)
Look for the etc directory and a file called settings where you can change some settings (defaults are fine too)
Look for the bin directory and run crossfire or crossloop from in there to start the server
(ex: ./crossfire & or ./crossloop &)
Of course you need development tools (make, gcc, autoconfig - and whatever else the package README says) to build it. If you don't use the prefix when you run configure then it will install in the default folders so make sure you can write to them.
If you still have problems, try mailing the Crossfire mailing list with your problem, make sure to include what system you are trying to compile on. Please note that ALL linux users must have GTK-dev installed as well as xpmlib!!!.
2.4 How do I send mail to the Crossfire mail server?
Five mailing-lists exist; the first is for general discussion while the second is for just announcing new versions. Another list is used for development discussion. The fourth list is for CVS updates. The fifth list is for map discussion, ideas, and bug reports. If you want to join or leave any of the lists, visit the Mailing List page to find out more.
2.5 How do I get my server listed in the metaserver?
After you installed your server, there is a file called settings in the share folder with the following settings:
metaserver_comment Put a comment here
Update the file with the following:
metaserver_comment Put a comment here
Be sure to update the host and comment fields with the relevant information
2.6 What port does Crossfire run on?
Chapter 3 - Playing Crossfire
3.1 Beginner's Questions
3.1.1 Which initial stats are most important?
The seven primary stats are:
Strength ("STR") - a measure of the physical strength. Can affect damage and how much can be carried without losing speed. Also affects how often the character can attack.
Dexterity ("DEX") -measures physical agility. Helps the character avoid being hit. Affects the Armour Class and the speed
Constitution ("CON") - measures physical health and toughness. Affects the maximum Hit Points.
Intelligence ("INT") - measures ability to learn skills and incantations (both prayers and magic).
Wisdom ("WIS") - measures the ability to learn/use divine magic. Affects Maximum Grace.
Power ("POW") - measures magical potential. Affects the maximum Spell Points.
Charisma ("CHA") - measures social and leadership abilities. Affects the prices when buying and selling items.
Primary stats have a "natural" range between 0 and ~20. The actual upper limit on each primary stat is set by the chosen character class (see character classes.) You can raise your primary stats by drinking potions up to your class natural limit.
3.1.2 What do the other stats mean?
The other stats are :
score - The total accumulated experience of the character. score is increased as a reward for appropriate player action and may decrease as a result of a magical attack or character death. The score starts at a value of 0.
level - A rating of overall ability whose value is determined from the score. As the level of the character increases, the character becomes able to succeed at more difficult tasks. level starts at a value of 0 and may range up beyond 100. The value of the stat which appears in the stat window is sometimes known as the overall level.
hit points ("Hp") - Measures of how much damage the player can take before dying. Hit points are determined from the player level and are influenced by the value of the character CON. Hp value may range between 1 to beyond 500 and higher values indicate a greater ability to withstand punishment.
mana ("Sp") - Measures of how much ``fuel'' the player has for casting incantations. Mana is calculated from the character level and the value of the character POW. Mana values can range between 1 to beyond 500. Higher values indicate greater amounts of mana.
grace("Gr") - How favored the character is by the gods. In game terms, how much divine magic a character can cast. Character level, WIS and POW effect what the value of grace is. During play, grace values may exceed the character maximum; grace can take on large positive and negative values. Positive values indicate favor by the gods.
weapon class ("Wc") - How skilled the characters melee/missile attack is. Lower values indicate a more potent, skilled attack. Current weapon, user level and STR are some things which effect the value of Wc. The value of Wc may range between 25 and -72.
damage ("Dam") - How much damage a melee/missile attack by the character will inflict. Higher values indicate a greater amount of damage will be inflicted with each attack.
armour class ("Ac") - How protected the character is from being hit by any attack. Lower values are better. Ac is based on the character class and is modified by the DEX and current armour worn. For characters that cannot wear armour, Ac improves as their level increases.
armour ("Arm") - How much damage will be subtracted from successful hits made upon the character. This value ranges between 0 to 99%. Current armour worn primarily determines Arm value.
speed - How fast the player may move. The value of speed may range between nearly 0 ("very slow") to higher than 5 ("lightning fast"). Base speed is determined from the DEX and modified downward proportionally by the amount of weight carried which exceeds the Max Carry limit. The armour worn also sets the upper limit on speed.
weapon speed - Appears in parentheses after the speed in the stat window. This quantity is how many attacks the player may make per unit of time. Higher values indicate faster attack speed. Current weapon and user DEX effect the value of weapon speed.
food - How full the character's stomach is. Ranges between 0 (starving) and 999 (satiated). At a value of 0 the character begins to die. Some magic can speed up or slow down the character digestion. Healing wounds will speed up digestion too..
3.1.3 Which race is best?
Each class (or race) has it´s own benefits and hindrances. "While spellcasters can be interesting, and a fireborn or other exotic character can be challenging, I suggest avoiding them for your first character. I find that most maps and quests can best be solved by brute force. So I recommend a character that can attain a 30 strength. That means a Barbarian, Dwarf, or Warrior would be good choices." (Preston F. Crowe) After you get a "feel for the game" and wish to enjoy a challenge, then try one of the more exotic classes like the wraith, or fireborn.
3.1.4 How do I save my position?
Whenever I use the save command it seems to work fine but when I quit the gave the player is deleted! What gives?
The save command is to provide an emergency backup in case of a game crash. To save your player at the end of your game session you must find a "Bed to reality" and move your player over it and apply it ("A"). These beds can usually be found in the inns and taverns dotted around the maps (especially in cities). This prevents you just saving anywhere and forces you to finish what you are doing and return somewhere safe.
3.1.5 When will my player advance a level?
Your player will advance when his score reaches the following values for the first 10 levels:
Level 2: 2000
Level 3: 4000
Level 4: 8000
Level 5: 16000
Level 6: 32000
Level 7: 64000
Level 8: 125000
Level 9: 250000
Level 10: 500000
Visit the Experience Table page to see a complete list of required experience for levels 1 to 110 using both the Classic System and Harder/Metalforge System.
3.1.6 Help! I keep dying, what should I do?
TIPS on SURVIVING
Crossfire is populated with a wealth of different monsters. These monsters can have varying immunities and attack types. In addition, some of them can be quite a bit smarter than others. It will be important for new players to learn the abilities of different monsters and learn just how much it will take to kill them. This section discusses how monsters can interact with players.
Most monsters in the game are out to mindlessly kill and destroy the players. These monsters will help boost a player's score, after he kills them. When fighting a large amount of monsters in a single room, attempt to find a narrower hallway so that you are not being attacked from all sides. Charging into a room full of Beholders for instance would not be wise, instead, open the door and fight them one at a time.
For beginners, there are several maps designed for them. Find these areas and clear them out. All throughout these levels, a player can find signs and books which they can read by stepping onto them and hitting 'A' to apply the book/sign. These messages will help the player to learn the system.
One more note, always keep an eye on your food. If your food drops to zero, your character will soon die, so BE CAREFUL!
Non Player Character are special monsters which have "intelligence." Players may be able to interact with these monsters to help solve puzzles and find items of interest. To speak with a monster you suspect to be a NPC, simply move to an adjacent square to them and push the double-quote, ie. ". Enter your message, and press . You can also use 'say if you feel like typing a little extra.
Other NPCs may not speak to you, but display intelligence with their movement. Some monsters can be friendly, and may attack the nearest of your enemies. Others can be "pets" in that they follow you around and help you in your quest to kill enemies and find treasure.
There are many special items which can be found in Crossfire, of these the most important may be the signs.
Signs : Signs often have messages that might clue you in on quests and puzzles or even refer you to NPCs. It is your job as a player to make sure you read every sign to make sure you do not miss things.
Handles and Buttons : These items can often be manipulated to open up new areas of the map. In the case of handles, all a player must do is apply the handle. In the case of buttons, the player must move items over the button to "hold" it down. Some of the larger buttons may need very large items to be moved onto them, before they can be activated.
Gates and locked doors : Gates are often tied to a handle or button and can only be opened by manipulating the the handle/button. Doors that are locked can either be smashed down by attacking the door or by using keys which can be found throughout the game.
Pits : Pits can be doorways to new areas of the map too, but be careful, for you could fall down into a pit full of ghosts or dragons and not be able to get back out.
Break away walls : Are a common occurrence in Crossfire. These type of walls can be "destroyed" by attacking them. Thus, sometimes it may be worth a player's time to test the walls of a map for "secret doors."
Fire walls : Will shoot missiles at players. Some firewalls can be destroyed others cannot.
Directors and Spinners : These odd items will change the direction of any item flying over them, such as missile weapons and spells.
CAUTION: Some items are perishable.
If for instance you shoot a fireball into a room full of scrolls, you will notice them going up in smoke! So be careful not to destroy valuable items.
Books/scrolls : This is how players can obtain magical spells, sometimes a player can learn the spell, other times they cannot. There are many, many different types of books and scrolls out there.
Wands/Rings : Again many different types, rings can be worn to add/remove different immunities.
Artifacts : These are the real treasures of the game. There are more than 20 artifacts out there, but they are very hard to come by.
Weapons/Armor: Tons of items, it is up to you as the player to figure out which work better then others.
3.2 Advanced Questions
3.2.1 How do I create my own magical weapons?
This is done via a series of scrolls that you may find or buy in shops. The procedure is done in two steps. Use the prepare weapon scroll to lay a magic matrix on your weapon. Then use any of the other scrolls to add enchantments you want. Note that some of these scrolls will also require a "sacrifice" to be made when they are read. To sacrifice an object just stand over it when you read the weapon scroll. Scrolls for weapon enchantment are:
Diamonds are required for the sacrifice. The item can be enchanted the square root of the number of diamonds sacrificed. Thus, if 100 diamonds are sacrificed, the weapon can have 10 other enchant scrolls read.
There is no sacrifice. Each scroll read will increase the damage by 5 points, and the weight by 5 kilograms.
Lower (Improve) Weight
There is no sacrifice. Each scroll read will reduce the weight by 20%. The minimum weight a weapon can have is 1 gram.
This does not require any sacrifices, and increases the magic by 1.
Improve Stat (ie, Strength, Dexterity, etc)
The sacrifice is the potion of the same type as the ability to be increased (ie, Improve Strength requires strength potions). The number of potions needed is the sum of all the abilities the weapon presently gives multiplied by 2. The ability will then be increased by 1 point. Thus, if a sword is Int +2 and Str +2, then 8 potions would be needed to raise any stat by one point. But if the sword was Int +2, Str +2, and Wis -2, then only 4 potions. A minimum of 2 potions will be needed.
WARNING: Something to keep in mind before you start enchanting like crazy - you can only use a weapon that has 5 + 1 enchantments for every 5 levels of physique experience you possess. So, a character with 10th level in the physique experience category may only be able to use a weapon with a maximum of 7 enchantments!
3.2.2 How do I enchant Armour?
Enchantment of armour is achieved with the enchant armour scrolls. Each time you successfully use a scroll, you will add a plus value, more armour to the piece of equipment and some fractional amount of weight.
You may only add up to 1 + (overall level/10) (rounded down like an integer) in pluses to any one piece of armour. How much armour value you add to the item is also dependent on your overall level. You may never enchant a piece of armour to have an armour rating greater than their overall level or 99.
3.2.3 How does encumbrance work?
Armour, weapons, shields will encumber a wizard and cause spell failure. Light equipment causes no failure at all whereas heavy equipment causes mondo failures.
The reasoning is that the bulkiness of objects, not their weight exactly, is what causes failures. So the basic idea of encumbrance is that items get in the way more than they weigh down. Unfortunately, our only measure of "getting in the way" was the weight.
Encumbrance points are tallied only from applied objects. Weapons give 3x their weight in kg in encumbrance points. Shields give 1/2 their weight in kg in encumbrance points. Armour gives its weight in encumbrance points.
There's an allowance of encumbrance points which all players get before they start losing incantations, this was about 35-45, not too much.
The formula works like this: You make a roll of 1-200. You compare it to a failure threshold. This threshold is: encumbrance + incantationlevel - caster level - 35
For example, lets say a 4th level wizard is casting a 5th level incantation . The wizard is wearing plate mail (100 kg), a 20 kg shield and wielding a 15 kg weapon. His encumbrance is 100 + 10 + 45 = 155. Thus, his threshold for failure is 155 + 5 - 4 = 156 or just about 3/4 failure rate.
There is no special bonuses for using magical equipment, although, it is clear that magical armour and weapons make things better through their weight.
Some items will have numerical values such as +1, +2, +3, etc. trailing their names. These magic values indicate that the item is enchanted, and in some way may be better or (if the value is negative) worse than ordinary run of the day items of its kind.
3.2.4 How does partial resistance (pr) work?
Partial Resistance (pr) is how much damage will be subtracted from successful hits made upon the character by the listed attacktype. For non damaging attacktypes, the resistance value affects saving throw and reduces duration. Higher values are better.
220.127.116.11 Why don't the partial resistance (pr) values add up correctly?
Partial resistance uses the following formula:
resistance given by item = missing points to 100 * item's percentage
So if you have 20% resist cold, and wear a ring 50%, you get ( 100 - 20 ) * 50% = 40 points more, that is 60% cold resist.
Or, with 45% resist fire, a 60% resist fire ring would give ( 100 - 45 ) * 60% = 33, for a total of 78% fire resist.
A potion will on the other hand grants 90 or 95% total.
The only way to have immunity is thus to have straight 100%
Penalties cap your maximum resistance. Thus, if you have -30 modifier (race, item, cult, etc.) the max resistance you can obtain is 70. If it's -100, your max is 0.
3.2.5 How does regeneration of hit/spell/grace points work?
Hit Points are slowly regenerated over time at a cost of Food Points. Items that are +Regeneration increase Hit Point Regeneration. Note, higher Regeneration rates cause faster Food Point consumption.
Spell Point regeneration is usually hindered by heavy equipment (such as all forms of armour, shields, and some weapons.) Identified items will list a value of "Spell regen penalty <value>" Items that are +Magic increase Spell Point Regeneration.
Grace Points are regenerated by the character actively praying. It is possible to obtain as much twice the normally allowed Grace Points by praying on an altar of the character's chosen god.
Certain races and classes can also tweak hit point and spell point regeneration rates.
3.2.6 Why do I still take damage despite my partial resistance?
Certain attacks (spells, weapons, monsters, et al.) have more then one attack_type. For instance, Comet has the attack_types of Physical, Fire and Weaponmagic. Now, lets say your character gets hit by the Comet spell. Your character has a Armour score of 70 (30% of the Physical damage still get's through) You're wearing Dragon Mail +3 (allows for 40% resistance to Fire, so 60% of the damage gets through) but you have no protection from Weaponmagic - so you take 100% of the damage from that. For simplicity, if the Comet spell is capable of 100 points of damage, your character would lose 100 life points. What if you had resistance to Weaponmagic as well? The total damage would be reduced as well via an equation that is too complicated to list here. ;)
3.2.7 What is item_power?
item_power measures how powerful and item is. This information is only relevant for items that are equipped - one time use items, monsters, walls, floors, do not use this.
When a player tries to equip something, the code goes through all the objects the player currently has equipped and sums up their item_power. The item_power of the object the player is trying to equip is also added. If this total exceeds the characters level, he is not allowed to equip the item.
In simple terms, the sum of all the players equip items item_power must be less than the characters level.
Powerful items have a higher item_power value. This basically acts as a way to balance the items. It also prevents gifts from high level characters to newbies from being very useful - the item_power may prevent the low level character from equipping this items.
3.2.7 How is item_power calculated?
For items automatically generated by the treasure code, the following formula is used:
# Enchantments Power
An enchantment is:
Each plus an item has. (+1, +2, +3, etc.)
Each point an item increases an ability. (Str +1, Dex +2, etc.)
Each 20% protection an item gives (rounded normally, eg 0-9 counts as nothing, 10-29 counts as one, etc)
Each attacktype a weapon has. (Fire, Cold, Weaponmagic, etc.)
Spell path adjustments (Attuned: summoning, etc.)
While the item_power field in the object structure is signed, in general, there should not be objects with a negative item_power. However, negative effects an item has may reduce the item power. Eg, a 'sword +4 (str +2)(wis -3)' would really be 3 enchantments.
3.2.13 How does an Improvement Potion work?
As your character gains levels in various skills, they also receive a random number of health points (1-4), spell points (1-3), and grace (1-3.) As you can see, it is possible to only gain 1 point in each category when you level. By consuming multiple Improvement Potions, eventually those 1's will become 2's; 2's will become 3's and so on. Once you are Perfect (you will see this message after drinking 10-12 Improvement Potions), all these random numbers will be maxed out. Essentially, Improvement Potions allow you a second chance at "better numbers."
3.3 Monster Problems
3.3.1 How do I kill vampires? (or other, tough monsters)
How do I kill these suckers? Stakes don't touch them when wielded.
Lightning, firebolt, burning hands, holy word, these spells work very nicely if you have enough spellpoints. Especially holy word, the vampire is sometimes running away.
I dunno what the deal with stakes is. I honestly think you're better off with some artifact weapon such as Darkblade or Demonbane.
I was zapping one vampire with my rod of firebolt and my rod of small lightning for ages, and he just wasn't going down! Do I need to be more patient? They don't have THAT many hps though, at least, according to the spoilers...
You will never kill a vampire with rods. A wand might do it. Vampires have a high constitution, and HEAL QUICKLY. You've gotta pour a large damage/time into the vampire quickly, via spells, or you'll never kill him.
Rods take too long to regenerate, you can't cause damage fast enough with one.
3.3.2 I'm using the skill/ability Stealth, why do monster still detect me?
Player presence causes monsters to go from "sleep mode" to "attack mode." Each monster has a specified zone or (square shaped) radius that when a player enters, it will cause the monster switch modes. So, you want to be as far away from a monster as you can when you try to get past them using Stealth - which could be very difficult in a hallway that is only 3 squares wide...
Technical Note: The monster's WIS score determines how close a player needs to be before the creature wakes up. This is done as a square, for reasons of speed. Thus, if the wisdom is 11, any player that moves within the 11x11 square of the monster will wake the monster up. If the player has stealth, the size of this square is reduced in half plus 1.
3.4 Solving Maps
3.4.1 I'm on the starting map, what do I do now?
You should be in a city square with a few sign posts in the middle. Move over the signs and apply them ("a") to read what they say. Other suggestions and ideas can be found in the Crossfire Handbook.
Chapter 4 - Client/Server Questions
4.1 Which is faster, Crossclient or Telnet?
Crossfire is now client/server based, telnet is no longer an option.
4.2 How do you start a server and also how do people play in that same game?
You do it this way:
crossfire -server -detach
The server will now be running in the background on your machine.
Better yet, look at utils/crossloop or some such. Then announce your new server to the network.
To start a new player on the local machine type:
To start a new player over the network type:
crossclient -server "server node name"
Try this as well for other options:
4.3 Is there a client for Windows?
Yes, there is. Visit the Win32 GTK Client page to find out more.
4.4 Has the server been ported over to Windows?
View CVS source code:
CVS sources compile under Windows, executable is here:
4.5 Why is everything so slow or why am I lagging so badly?
Make sure your character is _not_ encumbered or heavily burdended.
Check your movement speed (4th line down in the client stat area), it shows up as Speed: and you want those numbers to be high (greater then 1.0)
Check your Strength score and make sure you haven't lost any stats from death or monster attacks
If you are still lagging and if no one else is lagging, then start troubleshooting your network connection
Chapter 5 - Maintenance Questions
5.1 How do I balance up the spells?
You need to edit the spell_params file in your libdir. Have a look in the file Crossfire/doc/spell_params.doc for more information.
5.2 How do I delete my character??
Typing 'quit will permanently delete your character. This command works in all clients. With the GTK Client you can also select File -> Quit Character.
Chapter 6 - Contributing to Crossfire
6.1 How do I create my own map?
Assuming you've read the Map Guide and know what to do (and as equally important - what not to do!) download the Java Editor and follow the documentation in there. Feel free to send any questions to the Crossfire-Maps or Crossfire-List mailinglists or stop by the Crossfire IRC channel for help.
6.2 How do I get my map into the official distribution?
After testing, announce that you've created a map intended for official distribution on the Crossfire-Maps or Crossfire-List mailinglists. Depending one the (file) size of the map, a diff may be created and mailed directly to the list or other arrangements may be made to make the map accessible via FTP (like on Sourceforge, for instance.)
6.3 I have a new idea of a spell/monster/PC/NPC/etc.
Send your idea to the Crossfire-List mailinglist or stop by the #crossfire IRC Channel. In the past, people have always wanted to see a graphical representation of new races/spells/ monsters/etc. before really discussing implementation.
6.4 I found a bug, what should I do?
Can you replicate it? If so, use the bugzilla report at http://sourceforge.net/tracker/?group_id=13833&atid=113833
If the bug is tough to track down, see if anyone else is experiencing something similar by sending an email to the Crossfire-List mailing list or by asking on the Crossfire IRC Channel or by posting on the Crossfire Forum.
6.5 What are the requirements for creating new graphics?
The Graphic Guide is currently in progress.
6.6 I've created some new graphics, how do I test them?
Save the files in the gfx folder (JavaClient and DirextX client)
First, put or link the "arch" directory into your crossfire source
Next, if you've never run the /crossfire/configure script before
then do it now
hen cd into ".../crossfire/lib" and enter "make collect; make"
This should rebuild the arch and image archive-files for the server
Last, reinstall the server: Cd into ".../crossfire" and run
"make; make install"
Download the archetype definitions from the CVS in the server source directory '<crossfire-source>/lib/arch'.
Modify the picture files you want to change (or create new archetypes if you want to add additional objects to the game),
Then, go to the directory '<crossfire-source>/lib', do a 'make collect.pl && perl ./collect.pl arch' (make sure you did the configure step before). This will collect all archetype from arch directory
Finally do a 'make && make install', this will build the image collection files and install them in the crossfire install directory. And don't forget to restart the server.
Chapter 7 - Big World Map
7.1 What is the Big World Map?
The current map scale allowed for easy travel from one side of the world to the other (in less then a minute, actually) and was getting rather crowded. After discussion on the mailing list, it was decided to increase the scale and update the layout of the current world map.
7.2 Where can I find out more about the Big World Map?
The CVS Directory at Sourceforge is:
Additional link information is available on the World Map page:
7.3 How can I download the Big World Map?
Use the following CVS Checkout command:
(Careful of line wrap, command should be all on one line..)
cvs -z3 -d:pserver:anonymous at crossfire.cvs.sourceforge.net:/cvsroot/crossfire co maps-bigworld
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