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Hardfought server build of Slash'EM.
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NetHack 3.4.3 -- General information NetHack 3.4 is an enhancement to the dungeon exploration game NetHack. It is a distant descendent of Rogue and Hack, and a direct descendent of NetHack 3.3. NetHack 3.4.3 is a bugfix release for NetHack 3.4.2. * Several dozen general bug fixes including at least one fatal bug * Correct several inconsistencies * Handle level completely filled with monsters better * win32tty performance enhancements when playing on Windows 98 and Windows Me * win32gui player selection fixes * X11 player selection fixes, one of which could be fatal * Eliminated a gold-in-shop-container cheat * Include bones file version compatibility info in options file A fuller list of changes for this release can be found in the file doc/fixes34.3 in the source distribution. The text in there was written for the development team's own use and is provided "as is", so please do not ask us to further explain the entries in that file. The internal structure of bones and save files has not changed between NetHack 3.4.0, 3.4.1, 3.4.2 and now 3.4.3. That means that if you use the same compiler, the same compiler version and compiler switches, the same NetHack compile-time options, and you have not incorporated any additional source code patches that altered the save file format on your system, then bones and save files from 3.4.0 through 3.4.3 should be compatible. - - - - - - - - - - - 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 *.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/ship' subsubdirectory k. A 'sys/atari' subdirectory, which contains files specific to TOS. l. A 'sys/be' subdirectory, which contains files specific to Be OS. m. A 'sys/mac' subdirectory, which contains files specific to MacOS. n. A 'sys/msdos' subdirectory, which contains files specific to MS-DOS. o. A 'sys/os2' subdirectory, which contains files specific to OS/2. p. A 'sys/unix' subdirectory, which contains files specific to UNIX. q. A 'sys/vms' subdirectory, which contains files specific to VMS. r. A 'sys/wince' subdirectory, which contains files specific to Windows CE. s. A 'sys/winnt' subdirectory, which contains files specific to Windows NT. t. A 'win' directory, which contains subdirectories for files that are windowing-system specific (but not operating-system specific). u. A 'win/share' subdirectory, which contains files shared by some windowing systems. v. A 'win/Qt' subdirectory, which contains files specific to Qt. w. A 'win/X11' subdirectory, which contains files specific to X11. x. A 'win/gem' subdirectory, which contains files specific to GEM. y. A 'win/gnome' subdirectory, which contains files specific to GNOME. z. A 'win/tty' subdirectory, which contains files specific to ttys. A. A 'win/win32' subdirectory, which contains files specific to the Windows Win32 API. 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. 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 SysV/Sun/Solaris2.x (simply because the code was housed on such a system). It is also worth mentioning here that NetHack 3.4 is a huge program. 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 pages, should answer most of your questions. At the time of this release, NetHack 3.4 is known to run/compile on: Apple Macintosh running MacOS 7.5 or higher, LinuxPPC, BeOS 4.0 Atari ST/TT/Falcon running TOS (or MultiTOS) with GCC Commodore Amiga running AmigaDOS 3.0 or higher with SAS/C 6.x (but see Makefile.ami about DICE and Manx) DEC Alpha/VMS (aka OpenVMS AXP), running V1.x through V7.1 DEC VAX/VMS, running V4.6 through V7.1 HP 9000s700 running HP-UX 10.x, 11.x IBM PS/2 and AT compatibles running OS/2 - 2.0 and up with GCC emx Intel 80386 or greater (or clone) boxes running MS-DOS with DPMI. Intel 80386 or greater (or clone) boxes running Linux, or BSDI. Intel 80386 or greater (or clone) boxes running Windows 95/98/Me. Intel 80386 or greater (or clone) boxes running Windows NT/2000/XP/2003. Intel Pentium or better (or clone) running BeOS 4.5 Sun SPARC based machine running SunOS 4.x, Solaris 2.x, or Solaris 7 NetHack 3.4 will also run on the following, but a cross-compiler hosted on another platform, such as win32, is required to build from source. Pocket PC devices running Windows CE 3.0 and higher H/PC Pro devices running Windows CE 2.11 and higher. Palm Size PC 1.1 devices running Windows CE 2.11 Previous versions of NetHack were tested on the following systems, and we expect that NetHack 3.4 will work on them as well: 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 Data General AViiON systems running DG/UX DEC vaxen running BSD, Ultrix Decstations running Ultrix 3.1, 4.x Encore Multimax running UMAX 4.2 Gould NP1 running UTX 3/2 HP 9000s300 running HP-UX HP 9000s700 running HP-UX 9.x IBM PC/RT and RS/6000 running AIX 3.x IBM PS/2 and AT compatibles running OS/2 1.1 - 2.0 (and probably Warp) with Microsoft 6.0, and OS/2 2.0 and up with IBM CSet++ 2.0. Intel 80386 or greater (or clone) running 386BSD 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 Sun-3s and -386is running SunOS 4.x Valid Logic Systems SCALD-System Unless otherwise mentioned, the compiler used was the OS-vendor's C compiler. With the demise of Windows NT on the DEC Alpha, no attempt has been made to build NetHack 3.4.3 on that platform. Windows 98/Me have been the most problematic Windows platforms for running NetHack so far. Patches for 3.4.2 (courtesy Michael Lehotay) have been incorporated into 3.4.3 to help make them work better. Your results may vary. A build for Intel 80286 machines and DOS "real mode" overlaid versions has not been produced for 3.4.3. Nobody on the porting team has the time or the software to attempt the necessary tuning that will allow it to achieve the balance of having just the right amount of available memory, and still have acceptable performance. The sources necessary to do so are still included in the source distribution, so if someone has access to a real-mode compiler and lots of spare time on their hands, you may be able to get things working. Of course you do so at your own risk. - - - - - - - - - - - If you have problems building the game, or you find bugs in it, we recommend filing a bug report from our "Contact Us" web page at: http://www.nethack.org/ When sending correspondence, please observe the following: o Please be sure to include your machine type, OS, and patchlevel. o Never send us binary files (e.g. save files or bones files). Whichever platform you are using, only a small minority of the development team has access to it, and you will rapidly annoy the others. If you have found a bug and think that your save file would aid in solving the problem, send us a description in words of the problem, your machine type, your operating system, and the version of NetHack. Tell us that you have a save file, but do not actually send it. In the rare case that we think your save file would be helpful, you will be contacted by a member of the development team with the address of a specific person to send the save file to. o Though we make an effort to reply to each bug report, it may take some time before you receive feedback. This is especially true during the period immediately after a new release, when we get the most bug reports. o We don't give hints for playing the game. o Don't bother to ask when the next version will be out. You will not get a reply. If you don't have access to the world wide web, or if you want to submit a patch for the NetHack source code via email directly, you can direct it to this address: nethack-bugs (at) nethack.org 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 3.4 synchronized by means of official patches, and to maintain the painfully-created file organization. (This process has been working since the time when everyone just posted their own patches to 2.3. At that time, there were no archived bug-fixes to give to people who got 2.3 after its initial release, so the same bugs kept being discovered by new batches of people.) We have been successful in preventing this from happening since the 3.0 release. Please cooperate to keep this from happening to 3.4. 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 their worth. All of this amounts to the following: If you decide to apply a free-lanced patch to your 3.4 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 --
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