From norkthedork at gmail.com Mon Jun 27 16:01:07 2016 From: norkthedork at gmail.com (DraugTheWhopper) Date: Mon, 27 Jun 2016 17:01:07 -0400 Subject: [crossfire] building very old versions In-Reply-To: References: <30a0b58a-8ef6-be8b-698f-61683409743d@tanners.org> <39208ee8-321a-0bec-ad16-16c139886bfa@real-time.com> <573AB53A.7030006@sonic.net> Message-ID: > 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 -------------- next part -------------- An HTML attachment was scrubbed... URL: From matthew at giassa.net Mon Jun 27 16:06:01 2016 From: matthew at giassa.net (Matthew Giassa) Date: Mon, 27 Jun 2016 14:06:01 -0700 Subject: [crossfire] building very old versions Message-ID: <20160627140601.fccade4f64c1f11ce2bc6da07fd9ab91.4bbebdac6b.wbe@email16.godaddy.com> 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: matthew at giassa.net website: www.giassa.net > -------- Original Message -------- > Subject: Re: [crossfire] building very old versions > From: DraugTheWhopper > Date: Mon, June 27, 2016 2:01 pm > To: Crossfire Discussion Mailing List > > > > 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
_______________________________________________ > crossfire mailing list > crossfire at metalforge.org > http://mailman.metalforge.org/mailman/listinfo/crossfire From rick at tanners.org Mon Jun 27 16:11:46 2016 From: rick at tanners.org (Rick Tanner) Date: Mon, 27 Jun 2016 16:11:46 -0500 Subject: [crossfire] building very old versions In-Reply-To: <20160627140601.fccade4f64c1f11ce2bc6da07fd9ab91.4bbebdac6b.wbe@email16.godaddy.com> References: <20160627140601.fccade4f64c1f11ce2bc6da07fd9ab91.4bbebdac6b.wbe@email16.godaddy.com> Message-ID: 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. From norkthedork at gmail.com Mon Jun 27 20:13:29 2016 From: norkthedork at gmail.com (DraugTheWhopper) Date: Mon, 27 Jun 2016 21:13:29 -0400 Subject: [crossfire] building very old versions In-Reply-To: References: <20160627140601.fccade4f64c1f11ce2bc6da07fd9ab91.4bbebdac6b.wbe@email16.godaddy.com> Message-ID: > 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. -------------- next part -------------- An HTML attachment was scrubbed... URL: From robert at timetraveller.org Tue Jun 28 02:36:36 2016 From: robert at timetraveller.org (Robert Brockway) Date: Tue, 28 Jun 2016 17:36:36 +1000 (AEST) Subject: [crossfire] building very old versions In-Reply-To: <573AB53A.7030006@sonic.net> References: <30a0b58a-8ef6-be8b-698f-61683409743d@tanners.org> <39208ee8-321a-0bec-ad16-16c139886bfa@real-time.com> <573AB53A.7030006@sonic.net> Message-ID: 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: robert at 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 From matthew at giassa.net Wed Jun 29 22:51:51 2016 From: matthew at giassa.net (Matthew Giassa) Date: Wed, 29 Jun 2016 20:51:51 -0700 Subject: [crossfire] building very old versions In-Reply-To: References: <30a0b58a-8ef6-be8b-698f-61683409743d@tanners.org> <39208ee8-321a-0bec-ad16-16c139886bfa@real-time.com> <573AB53A.7030006@sonic.net> Message-ID: <57749757.1050503@giassa.net> 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: matthew at 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 >