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From: Clive C. <cl...@da...> - 2009-06-13 09:15:40
|
2009/6/12 Pekka Rousu <pr...@us...>: > Biggest obstacle currently for me is that I lost my development > environment in hard drive crash and haven't built it together again. It's like that for me with the DOS port ;) and that environment is such a pain to setup :P Clive |
From: Pekka R. <pr...@us...> - 2009-06-12 22:31:10
|
Hi Xavier, I myself am quite busy with the real life currently, but I'm sure that at some point I'll find time to contribute to Slash'EM once again. Biggest obstacle currently for me is that I lost my development environment in hard drive crash and haven't built it together again. But now it might be good time to start building a new one. :D Greetings, Pekka On Thu, 11 Jun 2009, Xavier Oswald wrote: > Hi there, > > I was just wondering if this project is still alive ? > > Thanks. > Greetings. > PS: please cc me, Im not subscribed to this list. > |
From: Xavier O. <xo...@de...> - 2009-06-12 11:37:04
|
On 09:28 Fri 12 Jun , Clive Crous wrote: > 2009/6/11 Xavier Oswald <xo...@de...>: > > I was just wondering if this project is still alive ? > > Yes, most definitely alive. > > I can't really speak for the other developers but I can take guess: > all the developers work is furious little pieces everytime the whim > takes them or when they have the time. If a serious flaw is found > you're sure to find a patch quite quickly. I'm guessing it's been > quieter than usual of late due to NetHack itself not having had a > release for many years. If you want a predictable update: you'll be > sure to see a flurry of commits and a release as soon as the devteam > releases a new version of NetHack. Hey, I got the proof that it's alive at some points by getting 2 answers ;) I have asked this question since the debian package has been orphaned. I think I will adopt it and then be the new debian maintainer of slashem. Greetings, -- ,''`. ** Xavier Oswald <xo...@de...> : :' : ** Research Engineer `. `' ** GNU/LINUX Debian Developer (http://debian.org) `- ** Isaac Project Developer (http://isaacproject.u-strasbg.fr/) |
From: J. A. H. <al...@ju...> - 2009-06-12 07:52:29
|
On 06/11/2009 02:29:24 AM, Xavier Oswald wrote: > Hi there, > > I was just wondering if this project is still alive ? Stalled, certainly. I don't have any immediate plans, but I imagine I'll catch the bug again at some point! Cheers, Ali. |
From: Clive C. <cl...@da...> - 2009-06-12 07:29:38
|
2009/6/11 Xavier Oswald <xo...@de...>: > I was just wondering if this project is still alive ? Yes, most definitely alive. I can't really speak for the other developers but I can take guess: all the developers work is furious little pieces everytime the whim takes them or when they have the time. If a serious flaw is found you're sure to find a patch quite quickly. I'm guessing it's been quieter than usual of late due to NetHack itself not having had a release for many years. If you want a predictable update: you'll be sure to see a flurry of commits and a release as soon as the devteam releases a new version of NetHack. ;) Clive |
From: Xavier O. <xo...@de...> - 2009-06-11 02:13:42
|
Hi there, I was just wondering if this project is still alive ? Thanks. Greetings. PS: please cc me, Im not subscribed to this list. -- ,''`. ** Xavier Oswald <xo...@de...> : :' : ** Research Engineer `. `' ** GNU/LINUX Debian Developer (http://debian.org) `- ** Isaac Project Developer (http://isaacproject.u-strasbg.fr/) |
From: J. A. H. <al...@ju...> - 2008-01-14 09:01:33
|
On 01/14/2008 02:44:03 AM, xke...@ne... wrote: > To the readers of slashem-devel: >=20 > The win/gl directory contains the SDL interface to slashem. I decided > to try it as an experiment, so I grabbed a cvs checkout and passed > --enable-sdl-graphics to configure, and I expected the autoconf build > system to configure the build for my OpenBSD machine. >=20 > Then the build failed! The compiler found neither SDL.h, nor png.h!=20 > So I slashed the sys/autoconf build system until it would find my=20 > SDL.h and png.h, and I posted my modifications as patch #1870380 to > SourceForge, along with an explanation of my changes. >=20 > Shortcut to SourceForge: http://xrl.us/1870830 I've made some comments in the patch. > Meanwhile, I want to learn about controls and options for the SDL > interface. They seem undocumented? So far, I found that I could press > PageUp/PageDown to zoom, and press End to toggle the text map. I do > not know how to try the isometric tileset, or leave full-screen mode.=20 > I may try source-diving for answers. I fear you may have to. I certainly have no idea. It may be worth=20 documenting the controls somewhere if you do. Not quite sure where mind=20 you ... Ali. |
From: <xke...@ne...> - 2008-01-14 02:44:20
|
To the readers of slashem-devel: The win/gl directory contains the SDL interface to slashem. I decided to try it as an experiment, so I grabbed a cvs checkout and passed --enable-sdl-graphics to configure, and I expected the autoconf build system to configure the build for my OpenBSD machine. Then the build failed! The compiler found neither SDL.h, nor png.h! So I slashed the sys/autoconf build system until it would find my SDL.h and png.h, and I posted my modifications as patch #1870380 to SourceForge, along with an explanation of my changes. Shortcut to SourceForge: http://xrl.us/1870830 Meanwhile, I want to learn about controls and options for the SDL interface. They seem undocumented? So far, I found that I could press PageUp/PageDown to zoom, and press End to toggle the text map. I do not know how to try the isometric tileset, or leave full-screen mode. I may try source-diving for answers. --Kernigh http://nethack.wikia.com/wiki/User:Kernigh |
From: J. A. H. <al...@ju...> - 2007-12-30 17:31:16
|
On 2007-11-20 05:24:45 PM, xke...@ne... wrote: > I have attached a patch that should fix bug http://xrl.us/1708141 so =20 > that when you eat the Rat King's corpse or the Largest Giant's =20 > corpse, the message becomes correctly capitalized. The patch creates =20 > a Food_xname function, as suggested in http://xrl.us/1708141t >=20 > I tested the patch in wizard mode, by wishing for the corpses and =20 > eating them. (Note that the wish must be in the form "the corpse of =20 > the Rat King".) Thanks, Kernigh. Now committed to both stable and devel. Cheers, Ali. |
From: <xke...@ne...> - 2007-11-20 17:25:09
|
I have attached a patch that should fix bug http://xrl.us/1708141 so that when you eat the Rat King's corpse or the Largest Giant's corpse, the message becomes correctly capitalized. The patch creates a Food_xname function, as suggested in http://xrl.us/1708141t I tested the patch in wizard mode, by wishing for the corpses and eating them. (Note that the wish must be in the form "the corpse of the Rat King".) --Kernigh http://nethack.wikia.com/wiki/User:Kernigh ________________________________________________________________________ Check Out the new free AIM(R) Mail -- Unlimited storage and industry-leading spam and email virus protection. |
From: T. J. B. <end...@gm...> - 2007-10-13 22:42:26
|
Thanks so much. I was clearly a little over my head in trying to port this= . The patch also changes all the class levels, but it only changes the classes/roles from the original Nethack. Thusly the Undead Slayer level should also be adjusted and such to be consistent. Said changes were adding the "outside" tags to the level, but considering that was one of the portions that was breaking when I was trying to built it, I just left that alone for the moment. -- T. J. Brumfield On 10/13/07, xke...@ne... <xke...@ne...> wrote: > On Saturday 13 October 2007 03:02:14 am J. Ali Harlow wrote: > > I don't know if the patch adds any new levels but if so I would check > > the there is room for them in dungeon.def (the main dungeon is _very_ > > full). > > The biodiversity patch includes the Heck=B2 patch. > * http://www.multifoliate.com/nh/ > * http://nethack.wikia.com/wiki/Heck=B2_patch > > The Heck=B2 patch tries to improve vanilla's Genehennom by replacing five > to eight of the default maze levels with custom levels. SLASH'EM > Gehennom has only 17 levels, and most of those are unique demon lairs > or wizard tower levels; that caused the panic. > > The following change enlengthens Gehennom from 17 to 20 levels and mixes > four heck levels with the four demon lairs above the wizard's tower. > > > diff -apruN slashem-bio/dat/dungeon.def slashem-k1/dat/dungeon.def > --- slashem-bio/dat/dungeon.def Fri Oct 12 20:56:14 2007 > +++ slashem-k1/dat/dungeon.def Sat Oct 13 15:18:54 2007 > @@ -123,7 +123,7 @@ BRANCH: "The Elemental Planes" @ (1, 0 > # also tried to organize it a little -- demons before the wizard, > devils > # after. > > -DUNGEON: "Gehennom" "G" (17, 0) > +DUNGEON: "Gehennom" "G" (20, 0) > DESCRIPTION: mazelike > DESCRIPTION: hellish > ALIGNMENT: noalign > @@ -133,32 +133,27 @@ LEVEL: "sanctum" "none" @ (-1, > BRANCH: "Vlad's Tower" @ (3, 10) up -1 > # Dr. Frankenstein's Lab > BRANCH: "Frankenstein's Lab" @ (3, 10) up > +# Heck extra levels > +RNDLEVEL: "heck-b" "I" @ (2, 8) 8 > +RNDLEVEL: "heck-c" "K" @ (2, 8) 9 > +RNDLEVEL: "heck-d" "L" @ (2, 8) 9 > +RNDLEVEL: "heck-e" "M" @ (2, 8) 9 > # The demon levels > -LEVEL: "juiblex" "J" @ (2, 5) > -LEVEL: "yeenoghu" "E" @ (2, 5) > -LEVEL: "orcus" "O" @ (2, 5) > -LEVEL: "demogorg" "D" @ (2, 5) > +LEVEL: "juiblex" "J" @ (2, 8) > +LEVEL: "yeenoghu" "E" @ (2, 8) > +LEVEL: "orcus" "O" @ (2, 8) > +LEVEL: "demogorg" "D" @ (2, 8) > # Half-way down > -LEVEL: "wizard1" "none" @ (7, 0) > +LEVEL: "wizard1" "none" @ (10, 0) > CHAINLEVEL: "wizard2" "X" "wizard1" + (1, 0) > CHAINLEVEL: "wizard3" "Y" "wizard1" + (2, 0) > # The devil levels > -LEVEL: "baalz" "B" @ (10, 6) > -LEVEL: "geryon" "R" @ (10, 6) > -LEVEL: "dispater" "S" @ (10, 6) > -LEVEL: "asmodeus" "A" @ (10, 6) > -LEVEL: "fakewiz1" "F" @ (10, 6) > -LEVEL: "fakewiz2" "G" @ (10, 6) > - > -# Heck extra levels > -RNDLEVEL: "heck-a" "H" @ (-19,17) 25 7 > -RNDLEVEL: "heck-b" "I" @ (2,17) 50 8 > -RNDLEVEL: "heck-c" "K" @ (-19,17) 75 9 > -RNDLEVEL: "heck-d" "L" @ (2,17) 9 > -RNDLEVEL: "heck-e" "M" @ (2,17) 9 > -RNDLEVEL: "heck-e" "N" @ (-19,17) 9 > -RNDLEVEL: "heck-e" "P" @ (2,17) 9 > -RNDLEVEL: "heck-e" "Q" @ (-19,17) 9 > +LEVEL: "baalz" "B" @ (13, 6) > +LEVEL: "geryon" "R" @ (13, 6) > +LEVEL: "dispater" "S" @ (13, 6) > +LEVEL: "asmodeus" "A" @ (13, 6) > +LEVEL: "fakewiz1" "F" @ (13, 6) > +LEVEL: "fakewiz2" "G" @ (13, 6) > > ### Gnomish Mines ### > # (The Mines of the Gnomes of Zurich.) > > > The above change finally lets me reach dungeon level 1. Amusingly, I > tested the change in wizard mode and it generated Gehennom from levels > 47 to 66; it put the four demon lairs above the four heck levels, and > Demogorgon on top! > > The attached slashem-k1.patch supersedes the one in my previous email, > and includes both the above dungeon.def change and my earlier makefile > changes. > > First checkout slashem from cvs and apply T. J. Brumfield's patch > http://enderandrew.com/pub/slashem-biodiversity.patch.bz2 > > Then apply the attached slashem-k1.patch > $ patch -p1 < ../slashem-k1.patch > > --Kernigh http://nethack.wikia.com/wiki/User:Kernigh > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Splunk Inc. > Still grepping through log files to find problems? Stop. > Now Search log events and configuration files using AJAX and a browser. > Download your FREE copy of Splunk now >> http://get.splunk.com/ > _______________________________________________ > Slashem-devel mailing list > Sla...@li... > https://lists.sourceforge.net/lists/listinfo/slashem-devel > > > --=20 "In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move." --Douglas Adams "Nihilism makes me smile." --Christopher Quick |
From: <xke...@ne...> - 2007-10-13 19:51:16
|
On Saturday 13 October 2007 03:02:14 am J. Ali Harlow wrote: > I don't know if the patch adds any new levels but if so I would check > the there is room for them in dungeon.def (the main dungeon is _very_ > full). The biodiversity patch includes the Heck=B2 patch. * http://www.multifoliate.com/nh/ * http://nethack.wikia.com/wiki/Heck=B2_patch The Heck=B2 patch tries to improve vanilla's Genehennom by replacing five=20 to eight of the default maze levels with custom levels. SLASH'EM=20 Gehennom has only 17 levels, and most of those are unique demon lairs=20 or wizard tower levels; that caused the panic. The following change enlengthens Gehennom from 17 to 20 levels and mixes=20 four heck levels with the four demon lairs above the wizard's tower. diff -apruN slashem-bio/dat/dungeon.def slashem-k1/dat/dungeon.def --- slashem-bio/dat/dungeon.def Fri Oct 12 20:56:14 2007 +++ slashem-k1/dat/dungeon.def Sat Oct 13 15:18:54 2007 @@ -123,7 +123,7 @@ BRANCH: "The Elemental Planes" @ (1, 0 # also tried to organize it a little -- demons before the wizard,=20 devils # after. =20 -DUNGEON: "Gehennom" "G" (17, 0) +DUNGEON: "Gehennom" "G" (20, 0) DESCRIPTION: mazelike DESCRIPTION: hellish ALIGNMENT: noalign @@ -133,32 +133,27 @@ LEVEL: "sanctum" "none" @ (-1,=20 BRANCH: "Vlad's Tower" @ (3, 10) up -1 # Dr. Frankenstein's Lab BRANCH: "Frankenstein's Lab" @ (3, 10) up +# Heck extra levels +RNDLEVEL: "heck-b" "I" @ (2, 8) 8 +RNDLEVEL: "heck-c" "K" @ (2, 8) 9 +RNDLEVEL: "heck-d" "L" @ (2, 8) 9 +RNDLEVEL: "heck-e" "M" @ (2, 8) 9 # The demon levels -LEVEL: "juiblex" "J" @ (2, 5) -LEVEL: "yeenoghu" "E" @ (2, 5) -LEVEL: "orcus" "O" @ (2, 5) -LEVEL: "demogorg" "D" @ (2, 5) +LEVEL: "juiblex" "J" @ (2, 8) +LEVEL: "yeenoghu" "E" @ (2, 8) +LEVEL: "orcus" "O" @ (2, 8) +LEVEL: "demogorg" "D" @ (2, 8) # Half-way down -LEVEL: "wizard1" "none" @ (7, 0) +LEVEL: "wizard1" "none" @ (10, 0) CHAINLEVEL: "wizard2" "X" "wizard1" + (1, 0) CHAINLEVEL: "wizard3" "Y" "wizard1" + (2, 0) # The devil levels -LEVEL: "baalz" "B" @ (10, 6) -LEVEL: "geryon" "R" @ (10, 6) -LEVEL: "dispater" "S" @ (10, 6) -LEVEL: "asmodeus" "A" @ (10, 6) -LEVEL: "fakewiz1" "F" @ (10, 6) -LEVEL: "fakewiz2" "G" @ (10, 6) - -# Heck extra levels -RNDLEVEL: "heck-a" "H" @ (-19,17) 25 7 -RNDLEVEL: "heck-b" "I" @ (2,17) 50 8 -RNDLEVEL: "heck-c" "K" @ (-19,17) 75 9 -RNDLEVEL: "heck-d" "L" @ (2,17) 9 -RNDLEVEL: "heck-e" "M" @ (2,17) 9 -RNDLEVEL: "heck-e" "N" @ (-19,17) 9 -RNDLEVEL: "heck-e" "P" @ (2,17) 9 -RNDLEVEL: "heck-e" "Q" @ (-19,17) 9 +LEVEL: "baalz" "B" @ (13, 6) +LEVEL: "geryon" "R" @ (13, 6) +LEVEL: "dispater" "S" @ (13, 6) +LEVEL: "asmodeus" "A" @ (13, 6) +LEVEL: "fakewiz1" "F" @ (13, 6) +LEVEL: "fakewiz2" "G" @ (13, 6) =20 ### Gnomish Mines ### # (The Mines of the Gnomes of Zurich.) The above change finally lets me reach dungeon level 1. Amusingly, I=20 tested the change in wizard mode and it generated Gehennom from levels=20 47 to 66; it put the four demon lairs above the four heck levels, and=20 Demogorgon on top! The attached slashem-k1.patch supersedes the one in my previous email,=20 and includes both the above dungeon.def change and my earlier makefile=20 changes. First checkout slashem from cvs and apply T. J. Brumfield's patch http://enderandrew.com/pub/slashem-biodiversity.patch.bz2 Then apply the attached slashem-k1.patch $ patch -p1 < ../slashem-k1.patch --Kernigh http://nethack.wikia.com/wiki/User:Kernigh |
From: J. A. H. <al...@ju...> - 2007-10-13 07:02:37
|
On 10/13/2007 03:28:46 AM, xke...@ne... wrote: > After making a few additions to the makefiles in sys/autoconf, I have > successfully compiled T. J. Brumfield's port of the biodiversity > patch. The game now runs but (immediately after creating a character)=20 > panics at line 283 of dungeon.c "level_range: base value out of=20 > range". I have attached my changes in a file slashem-k1.patch I guess the next step would be to use a debugger to see what the values=20 of base and lmax are when it bombs out and then work out why. I don't=20 know if the patch adds any new levels but if so I would check the there=20 is room for them in dungeon.def (the main dungeon is _very_ full). Cheers, Ali. |
From: <xke...@ne...> - 2007-10-13 02:29:04
|
After making a few additions to the makefiles in sys/autoconf, I have successfully compiled T. J. Brumfield's port of the biodiversity patch. The game now runs but (immediately after creating a character) panics at line 283 of dungeon.c "level_range: base value out of range". I have attached my changes in a file slashem-k1.patch I had to change the makefiles in sys/autoconf to make sure that both photo.c and the riddles are part of the build. I did not change the other makefiles in sys/unix, so the Unix build only works if I run the configure script instead of the sys/unix/setup.sh script. Meanwhile, I also added a line to sys/autoconf/configure.ac (to match Brumfield's changes to configure, in case I try to regenerate the configure script later) and I fixed a bug in photo.c (my compiler's "char" defaults to unsigned so it cannot store -1, I changed a short_desc argument to "schar"). First checkout slashem from cvs and apply T. J. Brumfield's patch http://enderandrew.com/pub/slashem-biodiversity.patch.bz2 Then apply the attached slashem-k1.patch $ patch -p1 < ../slashem-k1.patch |
From: <xke...@ne...> - 2007-10-11 13:27:09
|
Silas Dunsmore wrote: > As for myself, I'm not currently playing Slashem, so I have little urge > to work on the code. A big undertaking such as this patch is beyond me > at the moment. Fortunately, my last Slash'em character (Kernigh at slashem.crash-override.net) died quickly, so I can work on the code instead of playing the game. T. J. Brumfield wrote: > I was just hoping someone would apply this to a CVS dump, attempt to > build it, see where it breaks, and perhaps help me fix that portion. > Before it could ever be considered for review or inclusion on any > level, it has to work. Your patch applied cleanly and I am trying to build it. I have some makefile troubles (like photo.c not being built and linked, riddles not being built) but I am slowly fixing them. (When I run ./config.status then make wants to rebuild everything.) I hope to have a working build later this week. --Kernigh http://nethack.wikia.com/wiki/User:Kernigh ________________________________________________________________________ Check Out the new free AIM(R) Mail -- Unlimited storage and industry-leading spam and email virus protection. |
From: T. J. B. <end...@gm...> - 2007-10-10 22:19:32
|
Thanks so much for your response. In an ideal world, I'd be able to figure this stuff out on my own, and not needing to pester other people, but I'm not sure what I've done wrong here. I've been attempting to build it on both Cygwin and MinGW. My linux partition on my desktop died from using ext4 as my filesystem, and I need to rebuild it with Gentoo when I have some free time. Until then, I can't attempt to build it natively in Linux. I'm pretty sure I have both flex and bison in Cygwin and MinGW and they are both being used, but I will double-check and get back to you later tonight when I have some time to play with it. The patch adds a couple new dungeon flags (outside/inside and skylevel) and if I remove those flags from the levels, it seems to work fine. It parses any level without those flags. -- T. J. On 10/10/07, J. Ali Harlow <al...@ha...> wrote: > On 10/10/2007 03:37:47 PM, T. J. Brumfield wrote: > > > I've been looking over the code over and over again. Everywhere the > > other flags are defined and coded, the new flags are coded. I feel > > pretty stupid, but I just can't seem to figure it out. > > > > Can someone please attempt to get this working? > > Most obvious thing to check would be that lex and yacc (or their > equivalents such as flex and bison) are actually being run as part of > the build. I know at least some platforms default to not re-generating > their outputs since many people won't have copies of them and very few > people need to change the .l or .y files. Normally there is a section > in the relevant Makefile telling you how to enable them if you need to. > > Hope this helps, > > Ali. > -- "In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move." --Douglas Adams "Nihilism makes me smile." --Christopher Quick |
From: J. A. H. <al...@ha...> - 2007-10-10 22:05:12
|
On 10/10/2007 03:37:47 PM, T. J. Brumfield wrote: > I've been looking over the code over and over again. Everywhere the > other flags are defined and coded, the new flags are coded. I feel > pretty stupid, but I just can't seem to figure it out. >=20 > Can someone please attempt to get this working? Most obvious thing to check would be that lex and yacc (or their=20 equivalents such as flex and bison) are actually being run as part of=20 the build. I know at least some platforms default to not re-generating=20 their outputs since many people won't have copies of them and very few=20 people need to change the .l or .y files. Normally there is a section=20 in the relevant Makefile telling you how to enable them if you need to. Hope this helps, Ali. |
From: T. J. B. <end...@gm...> - 2007-10-10 20:00:36
|
> The problem I have with this patch (not being an actual developer, just > an interested bystander) is that it's too large to audit. It's too > monolithic, it tries to change too many things all at once. > The initial patch I tried to convert was one big, monolithic patch as well. If I was much more familiar with the code base, and much more confident in my C skills, I could attempt to rewrite it from scratch as a series of smaller patches, but I'd likely make many small errors along the way, or just frankly miss places to add things. If we're talking about just reading the patch to review what changes it makes, I can point you to the biodiversity website which has a break down of the major features/changes it makes, and that is much simpler to review. I was just hoping someone would apply this to a CVS dump, attempt to build it, see where it breaks, and perhaps help me fix that portion. Before it could ever be considered for review or inclusion on any level, it has to work. However, thanks for your response either way. -- T. J. "In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move." --Douglas Adams "Nihilism makes me smile." --Christopher Quick |
From: Silas D. <si...@ps...> - 2007-10-10 19:26:52
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On Wed, Oct 10, 2007 at 09:37:47AM -0500, T. J. Brumfield wrote: > It's been a few weeks and I hadn't gotten any responses. This seems not uncommon. > Can someone please attempt to get this working? > > The biodiversity patch adds lots of neat features. I made the patch > against a CVS checkout, but just in case, here is the code I based it > off. It should be the same as a current CVS dump. The problem I have with this patch (not being an actual developer, just an interested bystander) is that it's too large to audit. It's too monolithic, it tries to change too many things all at once. As for myself, I'm not currently playing Slashem, so I have little urge to work on the code. A big undertaking such as this patch is beyond me at the moment. -- Later, eh? Silas CUT TO: Long shot of houses, and above, a flying lasagna. Narrator(voice over): The human brain ... this enchanted loom, as Sherrington said ... This three-pound universe, to quote Judith Hooper ... this hive of anarchy, as Bernard Wolfe once called it ... this intellectual tapioca ... It processes over ten million signals a minute. |
From: T. J. B. <end...@gm...> - 2007-10-10 14:37:53
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It's been a few weeks and I hadn't gotten any responses. I don't really know C at all, just having had read a book. I did my best to convert the biodiversity code from Nethack to Slashem, but I just can't get it to fully build. It passes the initial compile phase without warnings, but when it then parses the level files, it doesn't like the new flags for the levels, such as outside, or skylevel. I've been looking over the code over and over again. Everywhere the other flags are defined and coded, the new flags are coded. I feel pretty stupid, but I just can't seem to figure it out. Can someone please attempt to get this working? The biodiversity patch adds lots of neat features. I made the patch against a CVS checkout, but just in case, here is the code I based it off. It should be the same as a current CVS dump. http://enderandrew.com/pub/slashem.tar.bz2 Here is the patch as it stands now. http://enderandrew.com/pub/slashem-biodiversity.patch.bz2 The first version of the patch I attached removed all the CVS folders, and made the patch a little larger than it needed, and no doubt the patch would also fail to apply correctly to a non-CVS checkout such as 0.0.8E0F1 I removed all that from the patch, so it shouldn't care if the CVS folders are there or not. I'd like to get this to compile and I'm hoping someone can help me out. -- T. J. Brumfield "In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move." --Douglas Adams "Nihilism makes me smile." --Christopher Quick |
From: T. J. B. <end...@gm...> - 2007-09-20 11:53:53
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Okay, I lied. I took one more crack at it, and I'm done for the week. It is closer to compiling. I think I've got just about everything squashed except for two things. Tile creation - apparently monster.txt and object.txt aren't correct, and I thought I did these correctly. When it creates the levels, it doesn't like the new skylevel flag that the patch creates. At the moment, I'm at a loss here. It looks good to me. -- T. J. Brumfield "In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move." --Douglas Adams "Nihilism makes me smile." --Christopher Quick |
From: T. J. B. <end...@gm...> - 2007-09-20 08:33:56
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I'm done butting my head against the wall for the moment. Sadly, I probably won't even be able to take a look at this again until next Monday or Tuesday at the earliest, so I can going to throw this out there in its current state, which is it *mostly* compiles, save for some undefined reference errors which are driving me nuts. I've tested it compiling in Windows with Mingw and one one file is giving me errors, where as under Cygwin (where I had to hack some Makefiles just to even attempt to compile) I'm getting a couple files that bitch and complain. If you can't get the attachment to the email, I'll throw the file up on http://www.enderandrew.com/pub when I get home in a few hours. The patch ended up at 1,200k which is pretty huge. Given that I am just beginning to learn C, this was a massive first task, as compared to Hello World. Mind you, I certainly didn't write it from scratch, I tried contacting the original author to ask if he had ported it, or would be willing to, and couldn't get a hold of him (Nick Webb) so I attempted it myself. The nethack and slash'em sources are fairly different (a quick diff between the two nets a 15 meg patch) so I had to manually put in just about every hunk, and rewrite quite a bit to work in slash'em, except it doesn't fully work yet. And it is also very likely that some of the stuff that did compile isn't correct and may be buggy. So either way, I'm hoping someone will take a look at this and help fix some of the breakage I no doubt created. I had hoped I'd get it to compile cleanly on the first pass myself, and maybe after I step away for a few days I can come back and clean it up more, but at the same time, I don't think this was a bad first pass for such a novice. As a last note, the coding style seems a little inconsistent in nethack and slash'em to begin with, and this patch is no different. In many places, spacing and indentation can be cleaned up a bit to be more consistent, and on later passes I might clean that up some, but that wasn't my chief concern. -- T. J. Brumfield "In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move." --Douglas Adams "Nihilism makes me smile." --Christopher Quick |
From: T. J. B. <end...@gm...> - 2007-09-20 04:51:03
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> Lazy, gives warnings on compile, works fine. Expected method for > patches. :-) I guess this is how I will leave it then for the patch. > Not time consuming by tile.doc hints, but patch size is prohibitive. > Correct method for release versions. The patch is already going to be huge. The original patch was like 900k, and that would add almost another 800k I figure to basically erase, and re-do objects.txt and monsters.txt Of course, smaller, fine-grained patches are no doubt superior, but I started with that huge patch, and I could have attempted to rewrite it piece by piece to make smaller patches, but I barely know what I'm doing as is. So unfortunately, I'm taking a huge patch, and converting it to another huge patch. I feel pretty stupid now for asking, since tile.doc did in fact include everything I needed to know. I haven't had much time to work on this (a few hours a day the past few days) and I cleared up a whole slew of compile warnings and errors, but last night I already encountered the first I couldn't fix. It keeps telling me something isn't declared, when I'm pretty positive it is. I kept butting my head into a wall over something stupid, eventually stepped aside, hit make -k and looked for the next error to fix instead. I'm still going to try and fix as much as possible by myself, but I'm thinking there is a good chance the first version of the patch won't compile without some fixing. I'm going to be excessively busy for the better part of next week training for my new job amongst other things, so tonight I will put a few more hours into this, and then likely upload the first version of this patch, errors and all. It should be enough to look at, though I suppose for concept, you could just as well look at the original biodiversity patch as well. I've done my best to convert it to Slash'em, and the only major changes I've made so far is tweak the dragons, rename the wyvern to a zilant, and rename the brownie to a boggart. Biodiversity added both those monsters to nethack, but Slash'em already has monsters by both those names, so I changed the biodiversity versions to different names. Biodiversity also tried to make each dragon a bit unique, and I just continued that, renaming the deep and shimmering dragons as well, as well as tweaking each dragon just a bit to make each a little unique. Once again, thanks to everyone for your help. -- T. J. Brumfield "In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move." --Douglas Adams "Nihilism makes me smile." --Christopher Quick |
From: T. J. B. <end...@gm...> - 2007-09-19 02:16:18
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On 9/18/07, xke...@ne... <xke...@ne...> wrote: > Because it runs LevComp, it should also make the other .lev files that > use gehennom.des as the source. Outstanding. That's what I needed to know. > Edit the include/config.h file. This is the normal way to configure > SLASH'EM if you are not using the configure script. That's what I ended up doing, but I wasn't sure it was right. I also compiled the vanilla slash'em without the patch to see what compile warnings I'd get, so I can see which errors I'm causing (which I'm sure will be a few) and I got three compile warnings, two of which I was able to fix. I should make a separate patch for that tiny fix and submit it. I also can't seem to fix the third, which is frustrating me. Oh well, my knowledge of C is minuscule at best, I just started reading a book, and I'm not even all the way through it. However, the first warning I got with the biodiversity patch wasn't a proper compiler warning, and I didn't recognize the error code. Eventually I grepped for the error, and found the spot in code that spits out that specific error "prob error class foo", and started digging and realizing that the probabilities for a certain object class weren't adding up correctly, and it is the spellbook class. There is only one item in that class added by the patch, so hopefully I can fix that on my own. I imagine that attempting to fix these things will teach me a few things about the Slash'em source, but my main concern is that I won't be able to fix all the bugs properly myself. I'm going to get as far as I can, and then share the patch and let people see the monstrosity I've attempted to port over. Oh, I do have another fairly big/important question. win/share/monsters.txt and win/share/objects.txt The patch wanted to take a tile number associated with an existing item and/or monster, and add the new items in, duplicating tile numbers. Obviously all of the numbers were off since the patch was for slash'em. I saw three possible ways to handle this. 1 - Do exactly what the patch wants. The sphinx monster should share a tile number with a tiger for instance, but nothing else shares tile numbers, and this just seems both lazy and incorrect. 2 - Add everything to the end, which is quick, and easy for anyone to see the new stuff, and give each item a unique consecutive number like everything else. 3 - This seems the most correct, but no doubt will be VERY time consuming, and will make the patch HUGE. Put the new items with their groups, so the sphinx will go after the tiger, and then renumber every tile. Thank you so much for your help. I understand these are basic questions, and I could probably answer the above question on my own by digging through the code enough, but my main concern tonight is to spend some time and try to get this puppy to even compile first. I also figured that even if I found the code that parsed win/share/monsters.txt, it wouldn't necessarily answer what was best to do. I imagine in practice, any of the above three might work, but three is best solution in the long run, while options 2 and 3 also mean more work for adapting graphical tiles for the game to account for the new monsters/objects. -- T. J. Brumfield "In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move." --Douglas Adams "Nihilism makes me smile." --Christopher Quick |
From: <xke...@ne...> - 2007-09-18 21:46:42
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T. J. Brumfield wrote: > There are a few places such as: sys/mac/Files.r sys/mac contains the Mac OS Classic port. I stopped using Mac OS Classic about four years ago. Without reading documentation for the Macintosh Programmer's Workshop or MPW, I will have to guess what .r or .make files might do. MPW has a home page at http://developer.apple.com/tools/mpw-tools/ Maybe someone else on the mailing list knows more than I do... (quote from Levels.make) > "{LibDir}"valley.lev =C3=84 "{Dat}"gehennom.des "{ObjDir}"LevComp > "{ObjDir}"LevComp "{Dat}"gehennom.des > SetFile -t "{FileType}" -c "{FileCreator}" =C3=85.lev > Move -y =C3=85.lev "{LibDir}" I guess that this is a makefile rule for MPW. This rule seems to make the valley.lev file using gehennom.des and LevComp as dependencies. Because it runs LevComp, it should also make the other .lev files that use gehennom.des as the source. This file looks less weird if you open a UTF-8 terminal and use GNU iconv to convert it from MacRoman to UTF-8. $ iconv -f MAC -t UTF-8 Levels.make | less > "{LibDir}"valley.lev =C6=92 "{Dat}"gehennom.des "{ObjDir}"LevComp > "{ObjDir}"LevComp "{Dat}"gehennom.des > SetFile -t "{FileType}" -c "{FileCreator}" =E2=89=88.lev > Move -y =E2=89=88.lev "{LibDir}" I guess that =C6=92 means 'from' and =E2=89=88.lev is like *.lev in Unix. Th= e three commands here run LevComp, set some Mac file attributes, and move any and all .lev files to {LibDir}. > From the patch, these lines are supposed to be added to sys/mac/Files.r > + read 'File' (1165,"heck-a-1.lev") ":lib:heck-a-1.lev"; > + read 'File' (1166,"heck-a-2.lev") ":lib:heck-a-2.lev"; > ... > + read 'File' (1205,"heck-e-8.lev") ":lib:heck-e-8.lev"; > + read 'File' (1206,"heck-e-9.lev") ":lib:heck-e-9.lev"; Files.r seems to be a resources file. 'File' is a four-letter resource type, the numbers 1165..1206 are resource ids. This tells the resource compiler to copy those .lev files into the resource fork of a Mac application. As you said, SLASH'EM is different from NetHack because it does not list the .lev files in Files.r. However, it still needs to copy the .lev files to the resource fork somehow. Fortunately, SLASH'EM seems to take care of this automatically. In Macintosh.make I found this rule: > "{LibDir}"Levels.r =C6=92 Levels > Set Pwd `Directory` > Directory "{LibDir}" > Echo "" > "{LibDir}"Levels.r > Set index 1200 > For file in =E2=89=88.lev > Echo "read 'File' ({index},=E2=88=82"{file}=E2=88=82") =E2=88=82"::lib:{file}=E2=88=82";" >> "{LibDir}"Levels.r > Set index `Evaluate {index} + 1` > End > Echo "" >> "{LibDir}"Levels.list > Directory "{Pwd}" This seems to generate a Levels.r file with all the .lev files from {LibDir}. So you would not add any lines to Files.r, because this rule automatically notices any new .lev files. > What changes if any do I need to make to Levels.make? Do I do the following: > "{LibDir}"heck-a-1.lev =C3=84 "{Dat}"gehennom.des "{ObjDir}"LevComp > "{ObjDir}"LevComp "{Dat}"gehennom.des > SetFile -t "{FileType}" -c "{FileCreator}" =C3=85.lev > Move -y =C3=85.lev "{LibDir}" No, you would not add this, because the rule for valley.lev will generate heck-a-1.lev too. I could be wrong. I do not have a Mac OS Classic machine. I have a Mac OS X machine, but without the Classic emulator, so I cannot run MPW. I am writing this email from an OpenBSD machine. > Secondly, this is a pretty stupid/basic question, but at work I'm on a > Windows box, and I'm using Mingw. I'm used to a Linux box where I can > select various options at configure time. The biodiversity patch has > plenty of compile-time options, but the build instructions for > Windows/Mingw just says to run setup.bat and then make. How do I turn > on/off these compile-time options? Edit the include/config.h file. This is the normal way to configure SLASH'EM if you are not using the configure script. --Kernigh http://nethack.wikia.com/wiki/User:Kernigh ________________________________________________________________________ Check Out the new free AIM(R) Mail -- Unlimited storage and=20 industry-leading spam and email virus protection. |