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-
- [Skunkware 5.0 Note - The Nethack source is being distributed as a gzip'd
- tar file. To extract, issue the command :
- $ gzcat /usr/skunk/src/Games/nethack313/nethack313.tar.gz | tar xf -
- after having cd'd into a writeable empty directory of your choice.
- The uncompressed extracted source occupies nearly 7 Mb. ]
-
- NetHack 3.1 -- General information
-
- NetHack 3.1 is a new generation of the dungeon exploration game NetHack.
- It is a distant descendent of Hack, and a direct descendent of NetHack 3.0.
- It is the product of two years of very intensive effort by the NetHack
- Development Team and its porting sub-teams. Many parts of 3.0 were
- rewritten for NetHack 3.1, and many new features were added.
-
- There are a number of dramatic new additions or changes in the game:
-
- A general "mythology" was adopted for the game. The various tasks in the
- game are now articulated in the context of that mythology, and this gives
- the game a greater coherence and unity.
-
- The dungeon design was changed. Unlike the linear form of the dungeon in
- 3.0, the dungeon in 3.1 is tree-structured, with dungeons that branch off
- the "main" dungeon. These branch-dungeons have each unique features which
- distinguish them from one another. As a part of this new design, a dungeon
- "compiler" was added, which enables some control of the game's dungeon
- design from a data file. A goal for the future is making that control
- complete.
-
- The special levels facility of the game was greatly enhanced. It is now
- highly versatile, and we took advantage of its extended capacity to add many
- new special levels.
-
- The game's display code was completely re-written. The display is now based
- on a line-of-sight principle. It is much more efficient than the old
- display code, and a lot more interesting.
-
- Intelligent creatures in the game can now wear armor, and they can wield
- and use weapons in combat. They can also use wands, spells, and throw
- objects. This must be taken into consideration in choosing a game strategy.
-
- We sought to increase the differences between the various character
- classes, so as to make playing each of them a distinct experience. To this
- end, special character-specific tasks and dungeons were introduced into the
- game.
-
- These are some of the most prominent global changes. But there are many
- other changes in the game, and they are not less dramatic. To mention just
- a few: The shop code was revised. Shopkeepers are smarter, and they know
- how to repair damage to their shop. The endgame is now a multi-level
- dungeon, full of surprises. The artifact code was rewritten, and gaining
- access to the Amulet of Yendor requires the coordinated use of special
- artifacts. Many new creatures and objects were added to the game. We leave
- it to you to discover the rest for yourselves.
-
- We dedicate the game to the many players of 3.0, with special note of those
- who communicated with us and contributed their ideas to the development of
- this new version.
-
- - - - - - - - - - - -
-
- Please read items (1), (2) and (3) BEFORE doing anything with your new code.
-
- 1. Unpack the code in a dedicated new directory. We will refer to that
- directory as the 'Top' directory. It makes no difference what you
- call it.
-
- 2. If there is no flaw in the packaging, many sub-directories will be
- automatically created, and files will be deposited in them:
-
- a. A 'dat' directory, which contains a variety of data files.
- b. A 'doc' directory, which contains various documentation.
- c. An 'include' directory, which contains all *.h files.
- d. A 'src' directory, which contains game *.c files used by all versions.
- e. A 'util' directory, which contains files for utility programs.
- f. A 'sys' directory, which contains subdirectories for files that
- are operating-system specific.
- g. A 'sys/share' subdirectory, which contains files shared by some OSs.
- h. A 'sys/share/sounds' subsubdirectory, which contains sound files
- shared by some OSs.
- i. A 'sys/amiga' subdirectory, which contains files specific to AmigaDOS.
- j. A 'sys/amiga/splitter' subsubdirectory, which contains files
- for the Amiga splitter program.
- k. A 'sys/atari' subdirectory, which contains files specific to TOS.
- l. A 'sys/mac' subdirectory, which contains files specific to MacOS.
- m. A 'sys/msdos' subdirectory, which contains files specific to MS-DOS.
- n. A 'sys/os2' subdirectory, which contains files specific to OS/2.
- o. A 'sys/unix' subdirectory, which contains files specific to UNIX.
- p. A 'sys/vms' subdirectory, which contains files specific to VMS.
- q. A 'sys/winnt' subdirectory, which contains files specific to Windows NT.
- r. A 'win' directory, which contains subdirectories for files that
- are windowing-system specific (but not operating-system specific).
- s. A 'win/tty' subdirectory, which contains files specific to ttys.
- t. A 'win/X11' subdirectory, which contains files specific to X11.
-
- The names of these directories should not be changed, unless you are
- ready to go through the makefiles and the makedefs program and change
- all the directory references in them.
-
- 3. Having unpacked, you should have a file called 'Files' in your Top
- directory. This file contains the list of all the files you now SHOULD
- have in each directory. Please check the files in each directory
- against this list to make sure that you have a complete set.
-
- 4. Before you do anything else, please read carefully the file called
- 'license' in the dat subdirectory. It is expected that you comply
- with the terms of that license, and we are very serious about it. In
- particular, you are prohibited by the terms of the license from using
- NetHack 3.1 for gainful purposes.
-
- 5. If everything is in order, you can now turn to trying to get the program
- to compile and run on your particular system. It is worth mentioning
- that the default configuration is BSD/Sun/SunOS4.x (simply because
- the code was housed on such a system). It is also worth mentioning
- here that NetHack 3.1 is a huge program by comparison with 3.0, let
- alone 2.3. If you intend to run it on a small machine, you'll have
- to make hard choices among the options available in config.h.
-
- The files sys/*/Install.* were written to guide you in configuring the
- program for your operating system. The files win/*/Install.* are
- available, where necessary, to help you in configuring the program
- for particular windowing environments. Reading them, and the man page,
- should answer most of your questions.
-
- At the time of this release, NetHack 3.1 is known to run on:
-
- AT&T 3B1 running System V (3.51)
- AT&T 3B2/600 & 3B2/622 running System V R3.2.1
- AT&T 3B2/1000 Model 80 running System V R3.2.2
- AT&T 3B4000 running System V
- AT&T 6386 running System V R3.2
- Bull DPX/2 2x0 and 3x0 running B.O.S 02.00.xx
- Bull DPX/20 1xx 4xx 6xx or 8xx running BOSX V3.2
- Bull XPS100 running System V R3.1 (Rel VS/25 only)
- Data General AViiON systems running DG/UX
- DEC vaxen running Ultrix and BSD
- Decstations running Ultrix 3.1 or 4.0 using the cc compiler only
- Decstations running Ultrix 4.2 using either cc or gcc (1.39 OSF)
- Encore Multimax running UMAX 4.2
- Gould NP1 running UTX 3/2
- H-P 9000s300 running HP-UX
- IBM PC/RT and RS/6000 running AIX
- Mips M2000 running RiscOS 4.1
- NeXT running Mach (using BSD configuration)
- Pyramid 9820x running OSx 4.4c
- SGI Iris running IRIX
- Stardent Vistra 800 running SysV R4.0
- Stride 460 running UniStride 2.1
- Sun-3s, -4s, and -386is running SunOS 3.x and 4.x
- Sun-4s running Solaris 2.x (aka SunOS 5.x)
- Valid Logic Systems SCALD-System
- 286 box running Microport SysV/AT (not extensively tested)
- 386-486 boxes running Linux/386BSD/BSDI
-
- Apple Macintosh running MacOS
- Atari ST/TT/Falcon running TOS (or MultiTOS) with GCC
- Commodore Amiga running AmigaDOS 1.3 or greater with SAS/C 6.2
- (but see Install.ami about DICE and Manx)
- DEC Alpha/VMS (aka OpenVMS AXP), running V1.0 and V1.5
- DEC VAX/VMS, running V4.6 through V5.5-2, T6.0
- IBM PC compatibles running MS-DOS with MicroSoft C or DJGPP
- IBM PS/2 and AT compatibles running OS/2 1.1 - 2.0 with Microsoft C
- 5.1 or 6.0, and OS/2 2.0 with GCC emx 0.8f or IBM C Set/2
- Intel 386,486 desktop machines running Windows NT
-
- - - - - - - - - - - -
-
- If you have problems building the game, or you find bugs in it, the
- development team may be reached as
-
- nethack-bugs@linc.cis.upenn.edu
-
- Please be sure to include your machine type, OS, and patchlevel.
-
- Patches especially should be directed to this address. If you've changed
- something to get NetHack to run on your system, it's likely that others have
- done it by making slightly different modifications. By routing your patches
- through the development team, we should be able to avoid making everyone else
- choose among variant patches claiming to do the same thing, to keep most of
- the copies of 3.1 synchronized by means of official patches, and to maintain
- the painfully-created file organization. (Remember the mess when everybody
- just posted their own patches to 2.3? There were no archived bug-fixes to
- give people who got 2.3 after its initial release, so the same bugs kept being
- discovered by new batches of people. We were successful in preventing this
- from happening to 3.0. Please cooperate to keep this from happening to 3.1.)
-
- It is inevitable that we will reject some proposed additions of new features
- either because they do not fit our conception of the game, or because they
- require more code than we consider they're worth. If we reject your feature,
- you are free, of course, to post the patches to the net yourself and let the
- marketplace decide its worth.
-
- All of this amounts to the following: If you decide to apply a free-lanced
- patch to your 3.1 code, you are on your own. In our own patches, we will
- assume that your code is synchronized with ours.
-
- -- Good luck, and happy Hacking --
-
-