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Length: 9356 (0x248c) Types: TextFile Names: »README3«
└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/General/Omega/README3«
omega implementor's notes. PRERELEASE VERSION: 0.71 (beta). This version is now, in overall structure, more or less the way the final release version will look. It is still basically a test version, but most of the bugs from 0.6x are gone, mainly because the internal architecture was changed, and the buggy functions had to all be rewritten anyway.... Naturally, new bugs have taken the place of the old ones. Hopefully omega is more or less playable now. Notes on Game Structure: I'm now keeping track of the last edit in odate.h -- if you hack omega, you might conceivably want to do the same. The #definition of LAST_OMEGA_EDIT_DATE is printed by the 'V' command.... Right now the structure of guilds, dungeons, quests, etc. is not really the way I want it. The player winds up doing basically all the same things each game, no matter which guild he may be in, because there is not enough detail to the world of omega. It is a LOT of painstaking work to sort out threads of narrative structure (such as for example the beginning attempts I've made with the LawBringer and the way he interacts with the Circle of Sorcerors and the Order of Paladins). Theoretically, one need not do any questing at all to become a Total Winner (ie, become an adept); this is also not desirable. There are any number of ways to mechanically "crack" the game, i.e., to do something to take advantage of omega for the player's benefit in some deviant way. At least you can't drop a 32 bit number of negative gold pieces like in hack.... Anyhow, making sure these loopholes are filled is a low priority except when they are really blatant; I'd much rather enhance game play for people who don't cheat.... At the moment I have several goals for the next major version of omega (0.80): * Enhanced game structure -- more dungeons, more detail within guilds, pristhoods, etc. that will make the game very different for different characters. * More player interaction. I still don't intend to have omega be an online multiplayer game, but it would be nice to have more effect on the game from the actions of previous characters. * X and/or NeWS and/or Sunview II front-end(s). It would be nice to have a separate inventory window, be able to click destinations, have monster and terrain fonts, etc. If I get really overexcited, how about a perspective view of the dungeon.... As always, I welcome suggestions. It is very easy to add more monsters, magic items, magic spells, etc.... Notes on the Code: As far as I can tell, all this should work on any Unix* system, but I've never tried it on anything but a Sun-3, not having enough disk space to my name anywhere else to try.... It uses curses for I/O, and tries to use as few OS-dependent functions as it can elsewhere. It should be pretty easy to port to any Unix* variant that has curses. omega has now been implemented not only on Suns, Vaxen, and Pyramids, but even on machines such as Amdahls running unix over the normal operating system. It has also been ported to MS-DOS machines (send mail to Nathan@xx.lcs.mit.edu for info). Identifier Convention: UPPERCASE CONSTANTS are all #defined in odefs.h Capitalized Globals are all defined in o.c and externally declared in oglob.h other identifiers are lowercase I have attempted to keep extremely system-dependent stuff segregated from the rest of the code. For example, all screen manipulation functions are in oscr.c, for those of you who want to port omega to something that doesn't have curses. (Well, there's a little in ofile.c) Almost all file manipulation is done in ofile.c, and I have attempted to keep this simple and consistent. A few other system calls are in o.c and outil.c, and that's about it. Unfortunately, commenting is pretty minimal, mostly stupid things like: /* this routine shows a monster */ void showmonster(m) ...and abstruse reminders to myself. As I clean the code up for the final release version, this will improve. I usually try to avoid cleverness in my c code, preferring two assignments and an if statement to a single complex line with three nested conditional expressions. Still, there are some places where the code is pretty opaque... sorry about that. Also, I will probably switch over to ANSI style c pretty soon. Each module has a short description of its contents at the top, and mostly functions tend to stay where it is reasonable to find them. There are a few grab-bag modules, though, such as oaux1, oaux2 and oaux3 (utility functions for ocom and other modules), oetc (total grab-bag), and outil (mostly more general utility functions used by everything). To save on module size, I have broken a couple of modules (such as ocom and osite) into pieces. I never got around to stating precisely which functions that used to be in ocom are now in ocom1, ocom2, or ocom3, but grep and ^s always work.... Anyhow, one of these days I will clean up. Really. oextern.h has all the function declarations. Unfortunately, some of these are incorrect as to which module the function is contained in -- I split a number of modules and rearranged others, so while all the declarations are in fact correct, the comments stating where things are are sometimes off. I'll get around to fixing things one of these days. odefs.h has all the CPP stuff, structure definitions, and typedefs. oglob.h has all the external global variable declarations, and also includes the preceding two header files. Those of you wishing to port omega to machines without virtual memory will probably want to keep only one dungeon level in memory at a time; you ought to be able to use the save_level and restore_level routines in olev.c to get that working. A lot of memory (primary and secondary), is currently required to play a full game; you could probably run for a while with a good deal less, though. However, you'll need a good deal of disk space if you don't have a lot of memory; it's just not practicable to play with under several meg of combined memory and disk space. Actually, I should probably make up standard #define to save all levels but the current one to disk as an option (rendering the moria-like lossage of previously entered dungeons nugatory), but see the previous note about laziness.... KNOWN BUGS AND MISFEATURES: * When you exit to the countryside, there is often one extraneous character drawn somewhere on the screen. I have no idea why. * Sometimes monsters leave echos behind as they move. This occurs sufficiently rarely that I have not yet felt a need to rewrite my display code in oscr.c; for some reason it happens less when compiled with gcc than with cc.... Actually, this problem has hopefully just gone away, but one never knows.... * It is apparently occasionally possible to juggle two-handed weapons so as to either duplicate or destroy an object. For some reason this seems to happen to other people than me, mostly. I am not sure if it is still possible to do this. * There are still some circumstances where the message display overwrites a line too fast to read it; there are other places where you have to hit the space bar an extra time. This is partly due to the fact that I have not fully converted to the three-line message display area, and partly due to laziness in tracking down the instances where this occurs. * It is occasionally possible to destroy a game on save/restore; you save, and on restore you get a core dump signal. Sometimes when you save again it goes away; sometimes it doesn't. * Sometimes there seems to be an (unintentional) party room effect in some rooms in dungeon levels, ie, a bunch of monsters are having a party. I am not certain why this happens, but I guess it's just another one of the risks the adventurer takes... * For some bizarre reason, it is sometimes possible to have strange behavior from boots. Some boots will grant permanent effects, even when taken off -- this is pretty intermittent. 7 league boots sometimes just stop working. * As far as I know (ha ha), there aren't any core dump bugs in actual play at the moment. UNKNOWN BUGS: There are an awful lot of features and the number of game states you can get into is very large. In addition, many of the more "interesting" bugs will probably only occur after long periods of play since the "higher level" a feature, effect, or state is, the less it's probably been tested. While I have not encountered any core-dump bugs recently, there undoubtably are some, not to mention lesser problems such as hacks to get high scores mechanically, misfeatures, poor game interface occasions, etc. I am always anxious to hear about any problems you have had with omega, be they problems with compilation, gameplay, or whatever. Suggestions for fixes are always welcome, as are wish-lists for additional features. The most useful things are new monsters, new items, and new magical effects, as these can be added without disrupting existing features. I hope you enjoy the game. -Laurence, Laurence R. Brothers brothers@paul.rutgers.edu {anywhere}!rutgers!paul.rutgers.edu!brothers "One life -- one arrow." * Ha, I bet you were expecting some different message. Well, this is not a commercial document or a public net announcement, so I don't see why I have to credit Bell Labs or UCB. So there.