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=== Version Information === |
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This file was last updated for Angband 3.0.1. |
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Make sure to read the newsgroup ("rec.games.roguelike.angband"), and to visit |
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the Official Angband Home Page ("http://www.thangorodrim.net") for the most |
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up to date information about Angband. |
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Angband 3.0.1 has an incredibly complex history, and is the result of a |
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lot of work by a lot of people, all of whom have contributed their time |
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and energy for free, being rewarded only by the pleasure of keeping alive |
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one of the best freeware games available anywhere. |
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The version control files, if they existed, would span more than ten years |
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time, and more than six different primary developers. Without such files, |
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we must rely on simpler methods, such as change logs, source file diffs, and |
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word of mouth. Some of this information is summarized in this file. |
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Please be sure to read the copyright information at the end of this file. |
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=== Brief Version History === |
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First came "VMS Moria", by Robert Alan Koeneke (1985). |
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Then came "Umoria" (Unix Moria), by James E. Wilson (1989). |
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Details about the history of the various flavors of "Moria", the direct |
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ancestor to Angband, can be found elsewhere, and a note from Robert Alan |
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Koeneke is included in this file. Note that "Moria" has been ported to |
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a variety of platforms, and has its own newsgroup, and its own fans. |
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In 1990, Alex Cutler and Andy Astrand, with the help of other students |
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at the University of Warwick, created Angband 1.0, based on the existing |
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code for Umoria 5.2.1. They wanted to expand the game, keeping or even |
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strengthening the grounding in Tolkien lore, while adding more monsters |
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and items, including unique monsters and artifact items, plus activation, |
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pseudo-sensing, level feelings, and special dungeon rooms. |
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Over time, Sean Marsh, Geoff Hill, Charles Teague, and others, worked on |
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the source, releasing a copy known as "Angband 2.4.frog_knows" at some |
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point, which ran only on Unix systems, but which was ported by various |
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people to various other systems. One of the most significant ports was |
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the "PC Angband 1.4" port, for old DOS machines, which added color and |
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various other significant changes, only some of which ever made it back |
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into the official source. |
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Then Charles Swiger (cs4w+@andrew.cmu.edu) took over, sometime in late |
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1993, cleaning up the code, fixing a lot of bugs, and bringing together |
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various patches from various people, resulting in several versions of |
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Angband, starting with Angband 2.5.1 (?), and leading up to the release |
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of Angband 2.6.1 (and Angband 2.6.2) in late 1994. Some of the changes |
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during this period were based on suggestions from the "net", and from |
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various related games, including "UMoria 5.5", "PC Angband 1.4", and |
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"FAngband". |
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Angband 2.6.1 was primarily targetted towards Unix/NeXT machines, and |
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it required the use of the low level "curses" commands for all screen |
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manipulation and keypress interaction. Each release had to be ported |
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from scratch to any new platforms, normally by creating visual display |
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code that acted as a "curses" emulator. One such port was "Macintosh |
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Angband 2.6.1", by Keith Randall, which added support for color, and |
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which formed the basis for the first release of Angband 2.7.0. |
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During the last half of 1994, Ben Harrison had been playing with |
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the Angband source, primarily to investigate the possibility of making |
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some kind of automatic player for Angband, like the old "rogue-o-matic" |
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program for the game "Rogue". The difficulty of compiling a version |
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for the Macintosh, and the complexity of the code, prevented this, and |
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so Ben began cleaning up the code in various ways for his personal use. |
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In late 1994, Charles Swiger announced that he was starting a real job |
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and would no longer be able to be the Angband maintainer. This induced |
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some amount of uproar in the Angband community (as represented by the |
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Angband newsgroup), with various people attempting to form "committees" |
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to take over the maintenance of Angband. Since committees have never |
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given us anything but trouble (think "COBOL"), there was very little |
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resistance when, on the first day of 1995, Ben made his code available, |
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calling it "Angband 2.7.0", and by default, taking over as the new |
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maintainer of Angband. |
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Angband 2.7.0 was a very clean (but very buggy) rewrite that, among other |
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things, allowed extremely simple porting to multiple platforms, starting |
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with Unix and Macintosh, and by the time most of the bugs were cleaned up, |
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in Angband 2.7.2, including X11, and various IBM machines. Angband 2.7.4 |
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was released to the "ftp.cis.ksu.edu" site, and quickly gained acceptance, |
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perhaps helped by the OS2 and Windows and Amiga and Linux ports. Angband |
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2.7.5 and 2.7.6 added important capabilities such as macros and user pref |
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files, and continued to clean up the source. Angband 2.7.8 was released |
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to the major ftp archives as the first "stable" version in a year or so, |
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with new "help files" and "spoiler files" for the "online help", plus a |
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variety of minor tweaks and some new features. |
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After Angband 2.7.8 was released, Ben created a web site to keep track of |
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all the changes made in each version (though a few may have been missed), |
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and acquired the use of a new develoepement ftp server to supplement the |
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official "mirror" server. This web site is now permanently located at |
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the Official Angband Home Page (http://www.thangorodrim.net/). |
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Unfortunately, the next six versions were numbered Angband 2.7.9v1 to |
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Angband 2.7.9v6, but really each were rather major updates. Angband 2.8.0 |
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and 2.8.1 were released using a more normal version scheme. Angband 2.8.2 |
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and 2.8.3 add a few random features, clean up some code, and provide |
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graphics support and such for a few more platforms. |
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After the release of Angband 2.8.3 Ben's free time was more and more |
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occupied by his work. He released a beta version of Angband 2.8.5, |
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introducing many new features, but couldn't give as much attention to |
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maintaining the game as he wanted to. Meanwhile, an "unofficial" version |
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by Robert Ruehlmann, incorporating three popular patches (the "Easy Patch" |
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by Tim Baker, for opening doors and disarming traps without specifying |
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the direction: Greg Wooledge's "Random Artifacts" patch: and Keldon Jones's |
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"Optional Monster AI Improvement"), named "2.8.3h", was gaining popularity. |
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So in March 2000, Robert Ruehlmann offered to take over Angband and |
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started to fix the remaining bugs in the Angband 2.8.5 beta. The |
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resulting version was to be released as Angband 2.9.0. Further |
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bugfixes and a couple of new features - including many in the realms |
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of user-customizability, with greater control over ego-items, player |
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races and classes, monsters, items and artifacts - have led to the |
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current version. |
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And with the greater amount of user-customizability that is now possible, |
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it was inevitable that SOMEBODY would eventually go and actually do |
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something with it. Jonathan Ellis started customizing the user-editable |
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text files in the "edit" directory for his own personal use - originally, |
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only by fixing bugs and inconsistencies (less powerful monsters being worth |
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more experience per kill than more powerful ones, dragons doing a decent |
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amount of damage in melee, monsters with two claws and one mouth getting |
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one claw and three bite attacks, and so on). |
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At first, this was all that could really be done with it: adding new |
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monsters and items was impossible, as the limits were fixed. And so only |
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three new monsters made an appearance, each of them replacing an existing |
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monster in the order: and one new artifact - "The Palantir of Westernesse". |
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Gameplay balance could be tweaked somewhat, by changing the level, power and |
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rarity of certain items and monsters: and some changes were made, mostly |
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with the attempt to reduce the notorious "triple whammy" effect of needing |
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poison, confusion and nether resistance (or over 550 hps, if without nether |
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resistance) all at once, straight after passing 2000', forcing excessive |
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scumming before this depth or risking unavoidable instant death: and then |
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having nothing left to do but dive straight to 4000' and scum for speed |
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items, missing out on some of the most interesting depths of the dungeon. |
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This problem, at least, could be addressed, but actual new things were less |
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easy to add... |
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That all changed with Angband 2.9.1, which for the first time moved the |
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limits themselves to a separate user-editable file, and allowed more |
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monsters and items to be created without removing the old ones. At the |
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same time, a patch by Matthias Kurzke was incorporated which allowed the |
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creation of new ego-items. Various new powers, for the player and |
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monsters, were added to the game - but no items or monsters yet had these |
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powers (resist fear, poison brand, lose charisma, summon greater demons, |
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and so on): indeed, arguably it could be said that the game had not even |
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adjusted properly to Ben Harrison's fractional speed system (Angband 2.7.0) |
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or the addition of the other attack forms such as shards, sound, chaos, |
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nexus and so on (even before Ben.) |
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The Official Angband Home Page ("http://www.thangorodrim.net/") serves |
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not only as the most up to date description of Angband, but also lists |
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changes made between versions, and changes planned for upcoming versions, |
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and lists various email addresses and web sites related to Angband. |
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=== Some of the changes between Angband 2.6.1 and now === |
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It is very hard to pin down, along the way from 2.6.2 to the current |
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version, exactly what changes were made, and exactly when they were made. |
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Most releases involved so many changes from the previous release as to make |
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"diff files" not very useful, since often the diff files are as long as the |
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code itself. Most of the changes, with the notable exception of the creation |
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of some of the new "main-xxx.c" files for the various new platforms, and a |
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few other minor exceptions generally noted directly in comments in the |
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source, were written by Ben or Robert, either spontaneously, or, more |
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commonly, as the result of a suggestion or comment by an Angband player. |
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The most important modification was a massive "code level cleanup" for 2.7.x, |
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largely completed in 2.7.8, that made all other modifications much simpler |
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and safer. This cleanup was so massive that in many places the code is no |
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longer recognizable, for example, via "diff -r", often because it was |
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rewritten from scratch. |
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The second most important modification was the design of a generic "z-term.c" |
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package, which allows Angband to be ported to a new machine with as few as 50 |
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lines of code. Angband 2.9.3 thus runs without modification on many machines, |
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including Macintosh, PowerMac, Unix/X11, Unix/Curses, Amiga, Windows, OS2-386, |
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DOS-386, and even DOS-286. |
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It would be difficult to list all of the changes between Angband 2.6.1 and |
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the current version, because many of them were made in passing during the |
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massive code level cleanup. Many of the changes are invisible to the user, |
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but still provide increased simplicity and efficiency, and decreased code |
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size, or make other more visable changes possible. For example, the new |
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"project()" code that handles all bolts, beams, and balls, the new |
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"update_view()" code that simplifies line of sight computation, or the new |
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"generate()" code that builds new levels in the dungeon. Many changes have |
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been made to increase efficiency, including the new "process_monsters()" |
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and "update_monsters()" functions, and the new "objdes()" and "lite_spot()" |
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routines. The generic "z-term.c" package yielded efficient screen updates, |
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and enabled the efficient use of "color". |
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The most visible (to ordinary players) changes that happened as a result of |
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Ben Harrison's maintainership were (a) a far greater degree of user- |
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customizability as shown by the info.txt files, (b) the "fractional" speed |
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system, with +10 in the new scheme equalling +1 in old money, and |
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(c) object stacking, the ability to have more than one object in a square: |
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first tried in 2.7.9, completed in 2.8.2. |
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It should also be pointed out at this point that the far cleaner nature of |
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Ben's code as compared to previous versions has given many other people the |
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opportunity to base code for their own Angband variants on it. And so a |
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plethora of new variants have appeared, many of them far more different from |
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Angband now than Angband ever was from Moria, and yet still based on Ben's |
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coding ideals for Angband. |
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For Angband 2.9.0, the first few new visible features were a random artifact |
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generator (originally developed from a variant by Greg Wooledge), an option to |
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improve monster AI (believed to have originally started out life in a patch |
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written by Keldon Jones), and a patch to allow easier handling of opening and |
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closing doors and disarming traps (by Tim Baker). For Angband 2.9.1 has also |
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come such things as the ability to increase the size of the editable textfiles |
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and thus the number of monsters, artifacts, items, ego-items and vaults in |
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the game (many new vaults were written by Chris Weisiger, some by others, and |
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the number of vaults in the game at this time was doubled), and much greater |
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customizability of ego-items has become possible thanks to a patch written by |
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Matthias Kurzke. It is also now possible to add new character races to the |
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game, and to edit the shopkeepers with respect to their greed, tolerance of |
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haggling and reactions to the character based on his race. Angband 2.9.2 adds |
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support for poison branded weapons to the game. Angband 2.9.3 made the |
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character class itself customizable to an extent. |
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=== A Posting from the Original Author === |
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From: koeneke@ionet.net (Robert Alan Koeneke) |
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Newsgroups: rec.games.roguelike.angband,rec.games.roguelike.moria |
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Subject: Early history of Moria |
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Date: Wed, 21 Feb 1996 04:20:51 GMT |
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I had some email show up asking about the origin of Moria, and its |
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relation to Rogue. So I thought I would just post some text on the |
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early days of Moria. |
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First of all, yes, I really am the Robert Koeneke who wrote the first |
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Moria. I had a lot of mail accussing me of pulling their leg and |
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such. I just recently connected to Internet (yes, I work for a |
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company in the dark ages where Internet is concerned) and |
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was real surprised to find Moria in the news groups... Angband was an |
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even bigger surprise, since I have never seen it. I probably spoke to |
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its originator though... I have given permission to lots of people |
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through the years to enhance, modify, or whatever as long as they |
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freely distributed the results. I have always been a proponent of |
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sharing games, not selling them. |
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Anyway... |
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Around 1980 or 81 I was enrolled in engineering courses at the |
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University of Oklahoma. The engineering lab ran on a PDP 1170 under |
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an early version of UNIX. I was always good at computers, so it was |
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natural for me to get to know the system administrators. They invited |
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me one night to stay and play some games, an early startrek game, The |
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Colossal Cave Adventure (later just 'Adventure'), and late one night, |
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a new dungeon game called 'Rogue'. |
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So yes, I was exposed to Rogue before Moria was even a gleam in my |
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eye. In fact, Rogue was directly responsible for millions of hours of |
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play time wasted on Moria and its descendents... |
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Soon after playing Rogue (and man, was I HOOKED), I got a job in a |
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different department as a student assistant in computers. I worked on |
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one of the early VAX 11/780's running VMS, and no games were available |
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for it at that time. The engineering lab got a real geek of an |
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administrator who thought the only purpose of a computer was WORK! |
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Imagine... Soooo, no more games, and no more rogue! |
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This was intolerable! So I decided to write my own rogue game, Moria |
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Beta 1.0. I had three languages available on my VMS system. Fortran |
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IV, PASCAL V1.?, and BASIC. Since most of the game was string |
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manipulation, I wrote the first attempt at Moria in VMS BASIC, and it |
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looked a LOT like Rogue, at least what I could remember of it. Then I |
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began getting ideas of how to improve it, how it should work |
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differently, and I pretty much didn't touch it for about a year. |
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Around 1983, two things happened that caused Moria to be born in its |
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recognizable form. I was engaged to be married, and the only cure for |
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THAT is to work so hard you can't think about it; and I was enrolled |
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for fall to take an operating systems class in PASCAL. |
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So, I investigated the new version of VMS PASCAL and found out it had |
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a new feature. Variable length strings! Wow... |
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That summer I finished Moria 1.0 in VMS PASCAL. I learned more about |
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data structures, optimization, and just plain programming that summer |
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then in all of my years in school. I soon drew a crowd of devoted |
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Moria players... All at OU. |
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I asked Jimmey Todd, a good friend of mine, to write a better |
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character generator for the game, and so the skills and history were |
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born. Jimmey helped out on many of the functions in the game as well. |
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This would have been about Moria 2.0 |
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In the following two years, I listened a lot to my players and kept |
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making enhancements to the game to fix problems, to challenge them, |
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and to keep them going. If anyone managed to win, I immediately found |
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out how, and 'enhanced' the game to make it harder. I once vowed it |
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was 'unbeatable', and a week later a friend of mine beat it! His |
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character, 'Iggy', was placed into the game as 'The Evil Iggy', and |
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immortalized... And of course, I went in and plugged up the trick he |
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used to win... |
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Around 1985 I started sending out source to other universities. Just |
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before a OU / Texas football clash, I was asked to send a copy to the |
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Univeristy of Texas... I couldn't resist... I modified it so that |
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the begger on the town level was 'An OU football fan' and they moved |
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at maximum rate. They also multiplied at maximum rate... So the |
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first step you took and woke one up, it crossed the floor increasing |
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to hundreds of them and pounded you into oblivion... I soon received |
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a call and provided instructions on how to 'de-enhance' the game! |
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Around 1986 - 87 I released Moria 4.7, my last official release. I |
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was working on a Moria 5.0 when I left OU to go to work for American |
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Airlines (and yes, I still work there). Moria 5.0 was a complete |
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rewrite, and contained many neat enhancements, features, you name it. |
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It had water, streams, lakes, pools, with water monsters. It had |
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'mysterious orbs' which could be carried like torches for light but |
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| 324 |
also gave off magical aura's (like protection from fire, or aggrivate |
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| 325 |
monster...). It had new weapons and treasures... I left it with the |
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| 326 |
student assistants at OU to be finished, but I guess it soon died on |
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| 327 |
the vine. As far as I know, that source was lost... |
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| 328 |
|
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| 329 |
I gave permission to anyone who asked to work on the game. Several |
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| 330 |
people asked if they could convert it to 'C', and I said fine as long |
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| 331 |
as a complete credit history was maintained, and that it could NEVER |
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| 332 |
be sold, only given. So I guess one or more of them succeeded in |
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| 333 |
their efforts to rewrite it in 'C'. |
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| 334 |
|
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| 335 |
I have since received thousands of letters from all over the world |
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| 336 |
from players telling about their exploits, and from administrators |
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| 337 |
cursing the day I was born... I received mail from behind the iron |
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| 338 |
curtain (while it was still standing) talking about the game on VAX's |
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| 339 |
(which supposedly couldn't be there due to export laws). I used to |
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| 340 |
have a map with pins for every letter I received, but I gave up on |
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| 341 |
that! |
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| 342 |
|
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| 343 |
I am very happy to learn my creation keeps on going... I plan to |
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| 344 |
download it and Angband and play them... Maybe something has been |
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| 345 |
added that will surprise me! That would be nice... I never got to |
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| 346 |
play Moria and be surprised... |
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| 347 |
|
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| 348 |
Robert Alan Koeneke |
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| 349 |
koeneke@ionet.net |
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| 350 |
|
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| 351 |
|
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| 352 |
=== Previous Versions (outdated) === |
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| 353 |
|
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| 354 |
|
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| 355 |
VMS Moria Version 4.8 |
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| 356 |
Version 0.1 : 03/25/83 |
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| 357 |
Version 1.0 : 05/01/84 |
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| 358 |
Version 2.0 : 07/10/84 |
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| 359 |
Version 3.0 : 11/20/84 |
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| 360 |
Version 4.0 : 01/20/85 |
|---|
| 361 |
|
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| 362 |
Modules : |
|---|
| 363 |
V1.0 Dungeon Generator - RAK |
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| 364 |
Character Generator - RAK & JWT |
|---|
| 365 |
Moria Module - RAK |
|---|
| 366 |
Miscellaneous - RAK & JWT |
|---|
| 367 |
V2.0 Town Level & Misc - RAK |
|---|
| 368 |
V3.0 Internal Help & Misc - RAK |
|---|
| 369 |
V4.0 Source Release Version - RAK |
|---|
| 370 |
|
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| 371 |
Robert Alan Koeneke Jimmey Wayne Todd Jr. |
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| 372 |
Student/University of Oklahoma Student/University of Oklahoma |
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| 373 |
|
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| 374 |
|
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| 375 |
|
|---|
| 376 |
|
|---|
| 377 |
|
|---|
| 378 |
Umoria Version 5.2 (formerly UNIX Moria) |
|---|
| 379 |
Version 4.83 : 5/14/87 |
|---|
| 380 |
Version 4.85 : 10/26/87 |
|---|
| 381 |
Version 4.87 : 5/27/88 |
|---|
| 382 |
Version 5.0 : 11/2/89 |
|---|
| 383 |
Version 5.2 : 5/9/90 |
|---|
| 384 |
|
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| 385 |
James E. Wilson, U.C. Berkeley |
|---|
| 386 |
wilson@ernie.Berkeley.EDU |
|---|
| 387 |
...!ucbvax!ucbernie!wilson |
|---|
| 388 |
|
|---|
| 389 |
Other contributors: |
|---|
| 390 |
D. G. Kneller - MSDOS Moria port |
|---|
| 391 |
Christopher J. Stuart - recall, options, inventory, and running code |
|---|
| 392 |
Curtis McCauley - Macintosh Moria port |
|---|
| 393 |
Stephen A. Jacobs - Atari ST Moria port |
|---|
| 394 |
William Setzer - object naming code |
|---|
| 395 |
David J. Grabiner - numerous bug reports, and consistency checking |
|---|
| 396 |
Dan Bernstein - UNIX hangup signal fix, many bug fixes |
|---|
| 397 |
and many others... |
|---|
| 398 |
|
|---|
| 399 |
|
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| 400 |
|
|---|
| 401 |
|
|---|
| 402 |
Copyright (c) 1989 James E. Wilson, Robert A. Keoneke |
|---|
| 403 |
This software may be copied and distributed for educational, research, and |
|---|
| 404 |
not for profit purposes provided that this copyright and statement are |
|---|
| 405 |
included in all such copies. |
|---|
| 406 |
|
|---|
| 407 |
Umoria Version 5.2, patch level 1 |
|---|
| 408 |
|
|---|
| 409 |
Angband Version 2.0 Alex Cutler, Andy Astrand, Sean Marsh, Geoff Hill, |
|---|
| 410 |
Charles Teague. |
|---|
| 411 |
|
|---|
| 412 |
Angband Version 2.4 : 05/09/1993 |
|---|
| 413 |
|
|---|
| 414 |
Angband Version 2.5 : 12/05/1993 Charles Swiger |
|---|
| 415 |
|
|---|
| 416 |
Angband Version 2.6 : 09/04/1994 Charles Swiger |
|---|
| 417 |
|
|---|
| 418 |
Angband Version 2.7 : 01/01/1995 Ben Harrison |
|---|
| 419 |
|
|---|
| 420 |
Angband Version 2.8 : 01/01/1997 Ben Harrison |
|---|
| 421 |
|
|---|
| 422 |
Angband Version 2.9 : 10th April 2000 Robert Ruehlmann |
|---|
| 423 |
|
|---|
| 424 |
|
|---|
| 425 |
|
|---|
| 426 |
Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke |
|---|
| 427 |
|
|---|
| 428 |
This software may be copied and distributed for educational, research, |
|---|
| 429 |
and not for profit purposes provided that this copyright and statement |
|---|
| 430 |
are included in all such copies. Other copyrights may also apply. |
|---|
| 431 |
|
|---|
| 432 |
|
|---|
| 433 |
All changes made by Ben Harrison and Robert Ruehlmann are also available |
|---|
| 434 |
under the GNU GENERAL PUBLIC LICENSE. Note that this doesn't influence |
|---|
| 435 |
the current distribution, since parts of the source are still only |
|---|
| 436 |
available under the old Moria/Angband license. Until all parts of |
|---|
| 437 |
Angband are distributed under the GPL the only valid license remains |
|---|
| 438 |
the original Moria/Angband license. |
|---|
| 439 |
|
|---|
| 440 |
|
|---|
| 441 |
=== Contributors (incomplete) === |
|---|
| 442 |
|
|---|
| 443 |
Peter Berger, "Prfnoff", Arcum Dagsson, Ed Cogburn, Matthias Kurzke, |
|---|
| 444 |
Ben Harrison, Steven Fuerst, Julian Lighton, Andrew Hill, Werner Baer, |
|---|
| 445 |
Tom Morton, "Cyric the Mad", Chris Kern, Tim Baker, Jurriaan Kalkman, |
|---|
| 446 |
Alexander Wilkins, Mauro Scarpa, John I'anson-Holton, "facade", |
|---|
| 447 |
Dennis van Es, Kenneth A. Strom, Wei-Hwa Huang, Nikodemus, Timo Pietilä, |
|---|
| 448 |
Greg Wooledge, Keldon Jones, Shayne Steele, Dr. Andrew White, Musus Umbra, |
|---|
| 449 |
Jonathan Ellis |
|---|
| 450 |
|
|---|