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└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/General/Nethack/README.OLD«
NetHack V1.0 README This file contains information on NetHack, it's history, features, and installation proceedures. For a detailed history of the game, see the README.ORIG file, which contains three separate readme files, dating back to the original release of the game (then named hack) by Jay Fenlason. History: ========== NetHack is the product of literally dozens of people's work. I have a list of *some* of those who made major additions to the game which appears below: Jay Fenlason wrote the original release of "Hack", with help from Kenny Woodland, Mike Thome and Jon Payne. Andries Brouwer did a major re-write on the program and publshed (at least) two versions to the Usenet. Don Kneller ported the 1.0.3 version of Hack to the PC, creating PC-Hack. The following folks didn't actually re-write the game, or port it to a new machine, but have made significant contributions to the playability of the game: ins_akaa@jhunix.UUCP (Ken Arromdee) New character classes. New weapons code. Armor weights implemented. New tools code. Polymorph self code. additional bug fixes. srt@ucla-cs (Scott R. Turner) Rockmole & Keystone Kops code. Squeeky Board & Magic traps. Fountain code. more bug fixes. gil@cornell.UUCP (Gil Neiger) Magic Marker code. Fountain code enhancements. Enhancements to dozens of routines. more bug fixes (esp. in hack.zap.c) ericb@hplsla.UUCP (Eric Backus) #dip mods to fountain code. yet more bug fixes. As for myself, I have added new character classes and traps, the Throne Room, spellbooks and spellcasting, implemented code for praying and made some enhancements to the endgame. NetHack is an integrated version of two major "flavors" of Hack, Unix and PC Hack. It is designed so that you should be able to compile it in either one of the target enviornments. The filenames of all modules have been modified to correspond with the PC-Hack standards implemented by Don Kneller. config.h ========== As distributed, it is set up to compile on my machine (a Pyramid 98xe in the Berkeley universe). Due to the large number of "features" in NetHack, the config file (config.h) is used to select the target options. Here is a list of the currently supported options: SPELLS Spell casting code PRAYERS Prayer code KAA Various changes made by Ken Arromdee MARKER Magic marker modification NEWCLASS New classes, traps, and Throne Rooms. SAFE_ATTACK Safe attack code PROBING Wand of probing code DIAGS Diagnostics after death/quit SORTING Sorted inventory DGK Additional features by Don Kneller (PC specific) DGKMOD Additional features by Don Kneller (Non-PC specific) REDO support for redoing last command HARD Enhanced wizard code among other things. NEWTRAPS Magic and Squeeky board traps FREEHAND Cannot use Pick-axe without wielding it. SPIDERS Spiders and webs FOUNTAINS Fountain code KOPS Keystone Kops ROCKMOLE Rockmoles Status Line options: GOLD_ON_BOTL EXP_ON_BOTL In a number of cases, code written for one specific version of Hack or another was separated out and given it's own designation (eg. REDO has been moved out of DGKMOD which was moved out of DGK from PC-HACK). Some New Features: ==================== Some of the old code (eg. KOPS) has been enhanced to allow for more functionality. Here's a couple of examples - you can find out the rest for yourself in the traditional Hack style :-) Kops now throw cream pies (thank/blame KAA for the suggestion). The wizard may not stay dead!!! There are a couple of new types of demons. Demons may not be aggressive. There are lots more of these little gems, with sufficient hints in various fortune cookies to give away enough clues. Makefiles: ============ The Unix "Makefile" has been enhanced to make installation cleaner and also to allow "initialization" of the play directories (WARNING: this will destroy old score files!!!). The PC Makefile hasn't been upgraded in this respect. The program "makedefs" has been modified in order to allow limited use of "#ifdef/#else/#endif" sets in objects.h. Makedefs will only generate one #define for any number of ocurrences of a given object name string. In addition, "makedefs" also generates alternate defines for "DEAD_xxxxx" in those cases where a monster has been given an alternate identity. Makedefs has also been modified in order that it may be used to initialize the following variable def files: objects.h -o option, see above. trap.h -t option, trap type defines. date.h -d option, date string. data -D option, optional monster names. rumors -r option, optional rumor addition. To compile the program on any 4.n or Sys V system, you should only need to copy "Makefile.unix" to "Makefile", set up "Makefile" and "config.h", then type "make". On a Xenix system, use "Makefile.xenix" and similarly set up "Makefile" and "config.h", with "STUPID" defined. At this point in time, I can get the Xenix version to build, but it will immediately dump core on invocation. Known Problems: ================= There are several known problem areas and deficiencies in the code which I haven't yet addressed, prefering to get the really fatal bugs out of the way. Here's a short list of things someone out there might want to work on (and it is by no means complete): - The WALKIES code is really crude. Fido get's mnexto()'d you when he gets out of the effective leash range. I haven't yet been able to integrate leashed movement into dogmove(). You might just want to comment out the #define in config.h. - ROCKMOLES have some problems with screen updating. I didn't make any changes to the code I received, and have noticed some distinct problems with walls not being set to "door" until the rockmole moves off the cell. - There are some problems in the item selection code, the usual effect of which is to leave the cursor sitting at some arbitrary point on the screen instead of returning it to the upper left hand corner or onto the "@". This doesn't affect the screen updating, so I have ignored it up to now. - REDO may not be completely implemented. I am still working on it here but would appreciate any help anyone out there might want to give. I fully expect that about one week's worth of play on the net will result in a couple dozen bugs being discovered. I would like to keep a lid on the potential explosion of different sub-versions of the game, so if you possibly can, please send me the bug reports, instead of releasing them to the general public. I will apply them to my code here, and will generate an update to the release when the mass of fixes (or mass * severity factor) gets large enough. This way, we should be able to keep most of the net up to a certain level - this may turn out to be the first truely net maintained game. Unless circumstances change, I will continue to consolidate fixes and modifications to the game, and will continue to post to the net through comp.sources.games, with notices of new patches/fixes/mods going out through rec.games.hack. Making Bug Reports: ===================== To send bug reports, just E-Mail me at any one of the following net addresses (in order of connectivity): seismo!mnetor!genat!mike utzoo!mnetor!genat!mike pyramid!pyrnj!genat!mike utzoo!utgpu!genat!mike When you send in a bug report, please keep your code fragments as small as possible. Remember that each site along the way is paying for the transmission of the code. Mike Stephenson Mail: Genamation Inc. Phone: (416) 475-9434 351 Steelcase Rd. W Markham, Ontario. UUCP: {seismo, utzoo}!mnetor!genat!mike Canada L3R 3W1