[comp.sys.amiga.games] Amiga Omega followup...

mndaily@ux.acs.umn.edu (Linda Seebach) (11/24/90)

I managed to get Amiga Omega... And, of course, it's got bugs. So far, the
first one I've noticed is that, if you walk in the door to the Order of
Paladins, you get killed. Even if you've joined the order...

does someone have *source*? I can *fix* source... ;-)

Ahh, well. The same thing happened when I got omega elsewhere. It's a
great game - but every version I've ever seen has at least one major
bug... To be expected, I suppose. apart from that, it's one of the better
programming examples I've ever seen...

--SeebS--

aggaton@diku.dk (Klavs Torben Pedersen) (11/29/90)

mndaily@ux.acs.umn.edu (Linda Seebach) writes:


>I managed to get Amiga Omega... And, of course, it's got bugs. So far, the
>first one I've noticed is that, if you walk in the door to the Order of
>Paladins, you get killed. Even if you've joined the order...

>does someone have *source*? I can *fix* source... ;-)

>Ahh, well. The same thing happened when I got omega elsewhere. It's a
>great game - but every version I've ever seen has at least one major
>bug... To be expected, I suppose. apart from that, it's one of the better
>programming examples I've ever seen...

>--SeebS--

   Hi!

      You don't need to make such a change! I have recently uploaded a
completely new omega port originated from the Unix version 0.75. It should
be less buggy (compared to the other ports I've been testing).
      I'm not sure about the guards, but I've never died when passing the
palladin's guild...
      My port is not just a conversion, but also an expansion of the original
game-play...It's a bit more (not much) Amigazed (File-requester, Menus, faster
display, yet no graphics)...The levels are kept on disk...It does not leak
memory...It only crashes (7-9-13 knock under the table) when an stack overflow
occurs...etc. Try it B-)
       It's called omega1_0.zoo (If its not recompacted to something else)
and should be on the nasa ftp base (I don't remember the hole address).

							Klavs Pedersen
							aggaton@freja.diku.dk

vlsi4@erato.cs.kun.nl (Freddy Aries) (11/29/90)

aggaton@diku.dk (Klavs Torben Pedersen) writes:

[stuff deleted]

>      You don't need to make such a change! I have recently uploaded a
>completely new omega port originated from the Unix version 0.75. It should
>be less buggy (compared to the other ports I've been testing).
...
>       It's called omega1_0.zoo (If its not recompacted to something else)
>and should be on the nasa ftp base (I don't remember the hole address).

 To avoid confusion... the address is abcfd20.larc.nasa.gov, and the
 directory where it is found is /incoming/amiga.

>							Klavs Pedersen
>							aggaton@freja.diku.dk

                           Freddy Aries

FAFAFAFAFAFAFAFAFAFAFAFAFAFAFAFAFAFAFAFAFAFAFAFAFAFAFAFAFAFAFAFAFAFAFAFAFAFA
A    mail: Freddy Aries, Heidevenstraat 154, NL-6533 TW Nijmegen           F
F    tel.: +31-80-555932 (weekend: +31-5443-72040)                         A
A    Faculty of Maths and CS, University of Nijmegen, the Netherlands      F
F   Email: vlsi4@erato.cs.kun.nl                                           A
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ovb10@cs.kun.nl (Patrick Atoon) (11/29/90)

aggaton@diku.dk (Klavs Torben Pedersen) writes:

>mndaily@ux.acs.umn.edu (Linda Seebach) writes:

>>I managed to get Amiga Omega... And, of course, it's got bugs. So far, the
>>first one I've noticed is that, if you walk in the door to the Order of
>>Paladins, you get killed. Even if you've joined the order...

>>Ahh, well. The same thing happened when I got omega elsewhere. It's a
>>great game - but every version I've ever seen has at least one major
>>bug... To be expected, I suppose. apart from that, it's one of the better
>>programming examples I've ever seen...

>      You don't need to make such a change! I have recently uploaded a
>completely new omega port originated from the Unix version 0.75. It should
>be less buggy (compared to the other ports I've been testing).
>      I'm not sure about the guards, but I've never died when passing the
>palladin's guild...
>      My port is not just a conversion, but also an expansion of the original
>game-play...It's a bit more (not much) Amigazed (File-requester, Menus, faster
>display, yet no graphics)...The levels are kept on disk...It does not leak
>memory...It only crashes (7-9-13 knock under the table) when an stack overflow
>occurs...etc. Try it B-)
>       It's called omega1_0.zoo (If its not recompacted to something else)
>and should be on the nasa ftp base (I don't remember the hole address).

Does it also LHarc it's saved games? I recently LHarced a 131068 bytes 
saved game and got a 8098 (94% shorter!!!) bytes file in return. No 
wonder that my disks get a bit crowded with saved-games. So if there is to
be any improvement (Besides the inventory half of which only shows up, so
you need to ">" and "<" a lot to see it all), it should be the crunching of
saved games (and STOP deleting them, you silly game).

So much for my 2 cents (Dutch guilders). See ya,
                                          Patrick

+-----------------------------------------------------+
| Patrick Atoon           |  "READY.                  |
| University of Nijmegen  |   ?OUT OF DATA ERROR."    |
| E-mail: ovb10@cs.kun.nl |                      C=64 |
+-------------------------+---------------------------+

aggaton@diku.dk (Klavs Torben Pedersen) (12/04/90)

ovb10@cs.kun.nl (Patrick Atoon) writes:


>Does it also LHarc it's saved games? I recently LHarced a 131068 bytes 
>saved game and got a 8098 (94% shorter!!!) bytes file in return. No 
>wonder that my disks get a bit crowded with saved-games. So if there is to

   That is a great idea!!! Why didn't I think of it...? But it demands that
the command 'RUN' is in the 'c' directory, and it will be ssssllloooowwww.

>be any improvement (Besides the inventory half of which only shows up, so
>you need to ">" and "<" a lot to see it all), it should be the crunching of
>saved games (and STOP deleting them, you silly game).

   My version does not delete the files :) And you don't have to restart
when-ever you want to save (I myself hate those games, where you need to
sit stiff for 5 min. just to save), You still have to quit to load a saved
game, due to the many structures and data, that have to be deallocated and
reallocated (It's really not easy to have an overview)...But I'm working on
it...

>So much for my 2 cents (Dutch guilders). See ya,
>                                          Patrick

>+-----------------------------------------------------+
>| Patrick Atoon           |  "READY.                  |
>| University of Nijmegen  |   ?OUT OF DATA ERROR."    |
>| E-mail: ovb10@cs.kun.nl |                      C=64 |
>+-------------------------+---------------------------+

rg20+@andrew.cmu.edu (Rick Francis Golembiewski) (12/24/90)

ovb10@cs.kun.nl (Patrick Atoon) writes:


>Does it also LHarc it's saved games? I recently LHarced a 131068 bytes 
>saved game and got a 8098 (94% shorter!!!) bytes file in return. No 
>wonder that my disks get a bit crowded with saved-games. So if there is to

Yes there is a great savings with compression, and in fact the code
does support compression of character files using compress (brings
save file from ~200K  to around 30K), however here is how it works:
omega writes the file to disk and then runs compress on the file.
Also it will ONLY read compressed imput files (although this could be
changed), plus it needs the full 200K free to be able to uncompress
the file.  Also not everyone has compress and I didn't want to make it
part of the omega distribution.  Besides nothing is stopping YOU from
manually compressing the character files and uncompressing them when you want
to play (that's what I do).  After considering all of the problems I
decided that the compression feature wasn't worth the trouble,
especially since you had to have the full space for the file anyway...

//     Rick Golembiewski  rg20+@andrew.cmu.edu  \\
\\       #include stddisclaimer.h               //
 \\  "I never respected a man who could spell" //
  \\               -M. Twain                  //

etxtomp@eos.ericsson.se (Tommy Petersson) (01/05/91)

In article <cbRHRUG00WAyA_Qug_@andrew.cmu.edu> rg20+@andrew.cmu.edu (Rick Francis Golembiewski) writes:
>
>ovb10@cs.kun.nl (Patrick Atoon) writes:
>
>
>>Does it also LHarc it's saved games? I recently LHarced a 131068 bytes 
>>saved game and got a 8098 (94% shorter!!!) bytes file in return. No 
>>wonder that my disks get a bit crowded with saved-games. So if there is to
>
>Yes there is a great savings with compression, and in fact the code
>does support compression of character files using compress (brings
>save file from ~200K  to around 30K), however here is how it works:
>omega writes the file to disk and then runs compress on the file.
>Also it will ONLY read compressed imput files (although this could be
>changed), plus it needs the full 200K free to be able to uncompress
>the file.  Also not everyone has compress and I didn't want to make it
>part of the omega distribution.  Besides nothing is stopping YOU from
>manually compressing the character files and uncompressing them when you want
>to play (that's what I do).  After considering all of the problems I
>decided that the compression feature wasn't worth the trouble,
>especially since you had to have the full space for the file anyway...
>
>//     Rick Golembiewski  rg20+@andrew.cmu.edu  \\
>\\       #include stddisclaimer.h               //
> \\  "I never respected a man who could spell" //
>  \\               -M. Twain                  //

If the compression routine is included in Omega (not a call to an
external program), it goes much quicker and you DON'T need to have
space on your disk for the full file. (source code for lharc in C
is available, and only a part of it needs to be incorporated).

Tommy Petersson