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From: Benno L. <ben...@id...> - 2004-05-03 07:26:47
|
Dear Open Source developer I am doing a research project on "Fun and Software Development" in which I kindly invite you to participate. You will find the online survey under http://fasd.ethz.ch/qsf/. The questionnaire consists of 53 questions and you will need about 15 minutes to complete it. With the FASD project (Fun and Software Development) we want to define the motivational significance of fun when software developers decide to engage in Open Source projects. What is special about our research project is that a similar survey is planned with software developers in commercial firms. This procedure allows the immediate comparison between the involved individuals and the conditions of production of these two development models. Thus we hope to obtain substantial new insights to the phenomenon of Open Source Development. With many thanks for your participation, Benno Luthiger PS: The results of the survey will be published under http://www.isu.unizh.ch/fuehrung/blprojects/FASD/. We have set up the mailing list fa...@we... for this study. Please see http://fasd.ethz.ch/qsf/mailinglist_de.html for registration to this mailing list. _______________________________________________________________________ Benno Luthiger Swiss Federal Institute of Technology Zurich 8092 Zurich Mail: benno.luthiger(at)id.ethz.ch _______________________________________________________________________ |
From: <no...@so...> - 2002-03-29 04:54:10
|
Patches item #479059, was opened at 2001-11-07 05:41 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424869&aid=479059&group_id=39321 Category: None Group: None >Status: Closed >Resolution: Invalid Priority: 5 Submitted By: Jason Short (jdorje) Assigned to: Nobody/Anonymous (nobody) Summary: Torches Initial Comment: -------- Original Message -------- From: mal...@cs... (Malcolm Ryan) Subject: [PATCH] Torches Newsgroups: rec.games.roguelike.nethack I have created a new patch which adds a torch object to the game. Torches are an alternative light source. They are cheaper than lamps but have greater limitations. A lit torch must be carried in one of your weapon slots. To make up for this inconvenience, it can be used as a moderately good beginning weapon, as it acts like a club with extra fire damage to non-resistant monsters. The patch is rather large (I had to modify a fair number of files to force the 'wield-when-lit' behaviour) so I won't post it here, but you can download it from: ftp://ftp.cse.unsw.edu.au/pub/users/malcolmr/nethack/torch-patch.diff Let me know if you have any problems with this, or can think of any improvements. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424869&aid=479059&group_id=39321 |
From: <no...@so...> - 2002-03-16 19:47:23
|
Patches item #479062, was opened at 2001-11-07 05:49 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424869&aid=479062&group_id=39321 Category: None Group: None >Status: Closed >Resolution: Accepted Priority: 5 Submitted By: Jason Short (jdorje) Assigned to: Nobody/Anonymous (nobody) Summary: autodig Initial Comment: Actually, I tried Mike's patch and was disappointed. It only saved one keystroke. So I took it upon myself to write my own. The patch below adds an "autodig" option to the game. If "autodig" is true and you are wielding a pick-axe or mattock then moving towards a wall will automatically start digging in that direction. Boulders, statues and the like are unaffected. This patch can also be obtained from: ftp://ftp.cse.unsw.edu.au/pub/users/malcolmr/nethack/autodig.patch ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424869&aid=479062&group_id=39321 |
From: <no...@so...> - 2002-03-16 19:47:04
|
Patches item #479061, was opened at 2001-11-07 05:47 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424869&aid=479061&group_id=39321 Category: None Group: None >Status: Closed >Resolution: Accepted Priority: 5 Submitted By: Jason Short (jdorje) Assigned to: Nobody/Anonymous (nobody) Summary: eucalyptus leaf whistles Initial Comment: -------- Original Message -------- From: mal...@cs... (Malcolm Ryan) Subject: [Patch] Eucalyptus leaf whistles Newsgroups: rec.games.roguelike.nethack When I first discovered a eucalyptus leaf in nh3.3.1 my first instinct was to try to apply it. Every Australian knows that the proper use of a eucalyptus leaf is as a whistle with which to summon your pet kangaroo named Skippy. Imagine my surprise when I found this didn't work. Imagine my further surprise when I discovered you were supposed to _eat_ the leaf! Have any of the DevTeam actually tried this? Blurgh! So I wrote this patch to allow eucalyptus leaves to be put to their proper use. I decided that blessed leaves should act as magic whistles and others just as ordinary whistles. This patch can also be downloaded from: ftp://ftp.cse.unsw.edu.au/pub/users/malcolmr/nethack/eucalyptus-patch.diff ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424869&aid=479061&group_id=39321 |
From: <no...@so...> - 2002-03-16 19:46:48
|
Patches item #479057, was opened at 2001-11-07 05:39 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424869&aid=479057&group_id=39321 Category: None Group: None >Status: Closed >Resolution: Accepted Priority: 5 Submitted By: Jason Short (jdorje) Assigned to: Nobody/Anonymous (nobody) Summary: Things growing in the dungeon Initial Comment: What this patch does: Makes the dungeons feel a bit more living; herbs grow on the ground, water has currents that move items, trees grow into forests and spontaneously drop overripe fruits, with appropriate rainforesty sounds. :) Possible problems: o src/hack.c is probably not the best place for this code. o Currently the growths are not limited in any way. The growths are quite slow, so I don't think this will be a big problem in a normal game. One solution would be to keep a counter for each dungeonlevel, how many ground-herbs, water-herbs, and trees have been made, and make the chances of new ones decrease the more there has been made before. o Catching up with the growths after the hero has been away can take a noticeable time on a slow computer. The same happens when saving a game. Solution: ??? Bugs: o I tested the patch with several wizardmode games, with over 1 million turns each, and nothing obvious popped. You can also find the patch at http://cs.joensuu.fi/~pkalli/code/nh331-dgn_growths.diff ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424869&aid=479057&group_id=39321 |
From: <no...@so...> - 2002-03-16 19:46:33
|
Patches item #479054, was opened at 2001-11-07 05:37 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424869&aid=479054&group_id=39321 Category: None Group: None >Status: Closed >Resolution: Accepted Priority: 5 Submitted By: Jason Short (jdorje) Assigned to: Nobody/Anonymous (nobody) Summary: wizmode #rmobj and #genoall Initial Comment: -------- Original Message -------- From: Pasi Kallinen <pk...@cs...> Subject: [PATCH] wizmode #rmobj and #genoall Newsgroups: rec.games.roguelike.nethack Hello, I finally got bored enough when testing some patches, so I made couple wizard-mode-only extended commands: #genoall - genocide (or ungenocide) all monsters, and #rmobj - delete all objects on the floor of the dungeon level. You can also find the patch at http://cs.joensuu.fi/~pkalli/code/nh331-wiz_rmobj_genoall.diff ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424869&aid=479054&group_id=39321 |
From: <no...@so...> - 2002-03-16 19:44:35
|
Bugs item #504836, was opened at 2002-01-17 07:25 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424867&aid=504836&group_id=39321 Category: None Group: None >Status: Closed >Resolution: Fixed Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Weight display doesn't get updated Initial Comment: This behaviour was observed both in PatchHack 5.0 and 5.1, precompiled for MS-DOS. Turn on the showweight option and turn off the showtime. In this case drop something straight from the first prompt (that is, without listing your inventory). The weight capacity displayed on the status line doesn't get updated until the status line itself is updated. Of course, if this changes your status from burdened to unburdened, for example, then the status line is refreshed along with the weight. The same applies to picking stuff. But since items are usually in piles, which, when displayed, take plenty of screen space, most of the times the status line refreshes and it is harder to catch. I'll be glad to supply any additional information, if necessary. Best regards, Boyan Brezinsky ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424867&aid=504836&group_id=39321 |
From: <no...@so...> - 2002-03-16 19:20:49
|
Bugs item #514032, was opened at 2002-02-06 18:44 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424867&aid=514032&group_id=39321 Category: None Group: None >Status: Closed >Resolution: Fixed Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Incorrect formula for reading spellbooks Initial Comment: The formula: == int read_ability = ACURR(A_INT) + 4 + u.ulevel/2 - 2*objects[booktype].oc_level + (ublindf && ublindf->otyp == LENSES) ? 2 : 0; == returns either 2 or 0, due to the extremely low precedence of the conditional operator. This makes successfully reading spellbooks, for any character, extremely difficult. This bug could be fixed by the proper use of parentheses. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424867&aid=514032&group_id=39321 |
From: <no...@so...> - 2002-02-06 23:44:22
|
Bugs item #514032, was opened at 2002-02-06 15:44 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424867&aid=514032&group_id=39321 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Incorrect formula for reading spellbooks Initial Comment: The formula: == int read_ability = ACURR(A_INT) + 4 + u.ulevel/2 - 2*objects[booktype].oc_level + (ublindf && ublindf->otyp == LENSES) ? 2 : 0; == returns either 2 or 0, due to the extremely low precedence of the conditional operator. This makes successfully reading spellbooks, for any character, extremely difficult. This bug could be fixed by the proper use of parentheses. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424867&aid=514032&group_id=39321 |
From: <no...@so...> - 2002-01-17 12:25:30
|
Bugs item #504836, was opened at 2002-01-17 04:25 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424867&aid=504836&group_id=39321 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Weight display doesn't get updated Initial Comment: This behaviour was observed both in PatchHack 5.0 and 5.1, precompiled for MS-DOS. Turn on the showweight option and turn off the showtime. In this case drop something straight from the first prompt (that is, without listing your inventory). The weight capacity displayed on the status line doesn't get updated until the status line itself is updated. Of course, if this changes your status from burdened to unburdened, for example, then the status line is refreshed along with the weight. The same applies to picking stuff. But since items are usually in piles, which, when displayed, take plenty of screen space, most of the times the status line refreshes and it is harder to catch. I'll be glad to supply any additional information, if necessary. Best regards, Boyan Brezinsky ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424867&aid=504836&group_id=39321 |
From: <no...@so...> - 2001-11-07 10:49:21
|
Patches item #479062, was opened at 2001-11-07 02:49 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424869&aid=479062&group_id=39321 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Jason Short (jdorje) Assigned to: Nobody/Anonymous (nobody) Summary: autodig Initial Comment: Actually, I tried Mike's patch and was disappointed. It only saved one keystroke. So I took it upon myself to write my own. The patch below adds an "autodig" option to the game. If "autodig" is true and you are wielding a pick-axe or mattock then moving towards a wall will automatically start digging in that direction. Boulders, statues and the like are unaffected. This patch can also be obtained from: ftp://ftp.cse.unsw.edu.au/pub/users/malcolmr/nethack/autodig.patch ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424869&aid=479062&group_id=39321 |
From: <no...@so...> - 2001-11-07 10:47:55
|
Patches item #479061, was opened at 2001-11-07 02:47 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424869&aid=479061&group_id=39321 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Jason Short (jdorje) Assigned to: Nobody/Anonymous (nobody) Summary: eucalyptus leaf whistles Initial Comment: -------- Original Message -------- From: mal...@cs... (Malcolm Ryan) Subject: [Patch] Eucalyptus leaf whistles Newsgroups: rec.games.roguelike.nethack When I first discovered a eucalyptus leaf in nh3.3.1 my first instinct was to try to apply it. Every Australian knows that the proper use of a eucalyptus leaf is as a whistle with which to summon your pet kangaroo named Skippy. Imagine my surprise when I found this didn't work. Imagine my further surprise when I discovered you were supposed to _eat_ the leaf! Have any of the DevTeam actually tried this? Blurgh! So I wrote this patch to allow eucalyptus leaves to be put to their proper use. I decided that blessed leaves should act as magic whistles and others just as ordinary whistles. This patch can also be downloaded from: ftp://ftp.cse.unsw.edu.au/pub/users/malcolmr/nethack/eucalyptus-patch.diff ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424869&aid=479061&group_id=39321 |
From: <no...@so...> - 2001-11-07 10:41:26
|
Patches item #479059, was opened at 2001-11-07 02:41 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424869&aid=479059&group_id=39321 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Jason Short (jdorje) Assigned to: Nobody/Anonymous (nobody) Summary: Torches Initial Comment: -------- Original Message -------- From: mal...@cs... (Malcolm Ryan) Subject: [PATCH] Torches Newsgroups: rec.games.roguelike.nethack I have created a new patch which adds a torch object to the game. Torches are an alternative light source. They are cheaper than lamps but have greater limitations. A lit torch must be carried in one of your weapon slots. To make up for this inconvenience, it can be used as a moderately good beginning weapon, as it acts like a club with extra fire damage to non-resistant monsters. The patch is rather large (I had to modify a fair number of files to force the 'wield-when-lit' behaviour) so I won't post it here, but you can download it from: ftp://ftp.cse.unsw.edu.au/pub/users/malcolmr/nethack/torch-patch.diff Let me know if you have any problems with this, or can think of any improvements. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424869&aid=479059&group_id=39321 |
From: <no...@so...> - 2001-11-07 10:40:01
|
Patches item #479057, was opened at 2001-11-07 02:39 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424869&aid=479057&group_id=39321 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Jason Short (jdorje) Assigned to: Nobody/Anonymous (nobody) Summary: Things growing in the dungeon Initial Comment: What this patch does: Makes the dungeons feel a bit more living; herbs grow on the ground, water has currents that move items, trees grow into forests and spontaneously drop overripe fruits, with appropriate rainforesty sounds. :) Possible problems: o src/hack.c is probably not the best place for this code. o Currently the growths are not limited in any way. The growths are quite slow, so I don't think this will be a big problem in a normal game. One solution would be to keep a counter for each dungeonlevel, how many ground-herbs, water-herbs, and trees have been made, and make the chances of new ones decrease the more there has been made before. o Catching up with the growths after the hero has been away can take a noticeable time on a slow computer. The same happens when saving a game. Solution: ??? Bugs: o I tested the patch with several wizardmode games, with over 1 million turns each, and nothing obvious popped. You can also find the patch at http://cs.joensuu.fi/~pkalli/code/nh331-dgn_growths.diff ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424869&aid=479057&group_id=39321 |
From: <no...@so...> - 2001-11-07 10:37:51
|
Patches item #479054, was opened at 2001-11-07 02:37 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424869&aid=479054&group_id=39321 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Jason Short (jdorje) Assigned to: Nobody/Anonymous (nobody) Summary: wizmode #rmobj and #genoall Initial Comment: -------- Original Message -------- From: Pasi Kallinen <pk...@cs...> Subject: [PATCH] wizmode #rmobj and #genoall Newsgroups: rec.games.roguelike.nethack Hello, I finally got bored enough when testing some patches, so I made couple wizard-mode-only extended commands: #genoall - genocide (or ungenocide) all monsters, and #rmobj - delete all objects on the floor of the dungeon level. You can also find the patch at http://cs.joensuu.fi/~pkalli/code/nh331-wiz_rmobj_genoall.diff ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=424869&aid=479054&group_id=39321 |
From: Jason D. S. <vze...@ve...> - 2001-11-06 19:23:36
|
This is a test post. In theory, only I should receive it. jason |