Version 0.0.7E7F2 is the second stable release of Slash'EM Vampire.
Binaries are available for MAC, OS/2, MS-Windows, Fedora Core 3 and DOS.
Version 0.0.7E7F1 is the first stable release of Slash'EM Vampire.
Binaries are available for
MAC,
OS/2,
MS-Windows,
Fedora Core 3 and
Binaries are now available for
DOS, see the release notes for details.
Version 0.0.7E7 is the fifth beta release of
Slash'EM Vampire. Binaries are available for
MAC,
OS/2,
MS-Windows and
Fedora Core 3. See the development page
for details.
Version 0.0.7E6F3 is the forth beta release of
Slash'EM Vampire. Binaries are available for
MS-Windows,
RedHat 9,
MAC and
OS/2. See the development page
for details.
Version 0.0.7E6F2 is the third beta release of
Slash'EM Vampire. Binaries are available for
MS-Windows,
RedHat 9,
MAC,
MS-DOS and
OS/2. See the development page
for details.
Version 0.0.7E6F1 is the second beta release of Slash'EM
Vampire. Binaries are available for
MS-Windows,
RedHat 9,
MAC and
OS/2. See the development page for
details.
Version 0.0.7E6 is the first beta release of Slash'EM
Vampire. Binaries are available for
MS-Windows,
RedHat 9,
MAC,
MS-DOS and
OS/2. See the development page for
details.
Version 0.0.7E5 is the latest alpha release in the
current development branch of Slash'EM. We are hoping it will
also be the last and that the next version will be our first
beta release of version 0.0.7. Binaries are available for
MS-Windows and
RedHat 9. Version 0.0.7E4F1 is a quick release to fix a serious
build issue under UNIX in 0.0.7E4. This only affects the UNIX
platform and only affects building from source. Please
continue to use binaries released with version 0.0.7E4 Version 0.0.7E4 is the latest alpha release in the current
development branch of Slash'EM. Depending on the number and
type of bugs reported against this version we will decide
whether another alpha version is called for or whether we can
move to beta development. Binaries are available for MS-Windows and RedHat 9. The MS-Windows binary has now been split into two
packages; the game core (including the tty and native gui
ports) and the GTK windowing interface. This has many
advantages, including the possibility of playing Slash'EM
over a network if anyone chooses to setup a Slash'EM server.
This would allow bones files and scores to be shared. Version 0.0.7E3 is the latest alpha release in the current
development branch of Slash'EM. We had originally planned on
making this the first beta release but, with the recent
release of NetHack 3.4.2, we have now decided that it would
be better to integrate the changes made
in NetHack 3.4.2 into the current development series.
This means that we expect version 0.0.7E4 to be the first
version to be based on NetHack 3.4.2 and that 0.0.7E5 will
likely be the first beta version of Slash'EM Vampire. Binaries are available for MS-Windows and RedHat 9. The MS-Windows binary has now been split into two
packages; the game core (including the tty port) and the GTK
windowing interface. This has many advantages but does
currently run slower than the old way of doing things. It is
hoped that future versions can be optimized to improve
this. Version 0.0.7E2 is intended to be the last alpha release
in the current development branch of Slash'EM. It is not
really considered playable yet, but is provided for anyone
who wants to play with the new ideas. This is an alpha
release. If your aim is simply to play Slash'EM then you
would almost certainly be better off playing the latest
stable version. This release is intended for those who wish
to try the new ideas out and report back on any issues found.
Bug reports are also welcome. Binaries are available for MS-Windows and RedHat 9. The MS-Windows binary no longer contains its own copy of
the Gtk+ runtime environment; instead it is based on gtk-win. You
will need to install version 2.2.1.x of the Gtk+ Runtime
Environment. Version 0.0.7E1 is intended to be the penultimate alpha
release in the current development branch of Slash'EM. It is
not really considered playable yet, but is provided for
anyone who wants to play with the new ideas. This is an alpha
release. If your aim is simply to play Slash'EM then you
would almost certainly be better off playing the latest
stable version. This release is intended for those who wish
to try the new ideas out and report back on any issues found
(not bugs, which can mostly be left for beta development, but
design faults which need addressing before we can release the
first beta version). Version 0.0.7E0 is released. Version 0.0.6E8 is released. Version 0.0.6E7 is released. Version 0.0.6E6 is released. For the full list visit Ali's stable
page. All users are advised to upgrade in due course. The gnome port is still considered experimental. Source code is available now, binaries are expected to
follow in due course. For the full list visit Ali's stable
page. All users are advised to upgrade. The gnome port is still considered experimental. Source code is available now, binaries are expected to
follow in due course. For the full list visit Ali's stable
page. All users are advised to upgrade. The gnome port is still considered experimental. Source code is available now, binaries are expected to
follow in due course. For the full list visit Ali's stable
page. All users are advised to upgrade. The gnome port is still considered experimental. Source code is available now, binaries are expected to
follow in due course. I regret to say that due to a lack of communication within
the Slash'EM dev-team (mea culpa), the win32 binary contained
within slam644w.zip as downloadable from sourceforge and
mirrors is actually version 0.0.6E5 (part of the development
branch). Since bones and save files from version 0.0.6E5 are
not compatible with version 0.0.6E4 this means users have a
choice of either reverting back to the stable branch (in
which case all bones and save files will be lost) or sticking
with the development branch (version 0.0.6E5F1 is compatible
with version 0.0.6E5, although the next development version
may not be). There will be two win32 binaries released in due
course for the two branches - the stable binary will be
available from sourceforge and the devel binary from my
site. J. Ali Harlow The development branch isn't really considered to be
playable yet. There are a number of half implemented features
which cause inconsistent behaviour. For this reason it is
only being made available from Ali's
devel page and sourceforge will carry just the stable
version. Apart from the win32 port, it is unlikely that any
other binaries will be made available. Version 0.0.6E4F4 fixes a number of other serious (and
some not so serious) bugs. For the full list visit Ali's
stable
page. All users are advised to upgrade. The gnome port is still considered experimental. Source code and most binaries are available now, other
binaries are expected to follow in due course. If you are planning to run either the GTK or the Gnome
windowing ports under UNIX then you need to be aware that
this introduces a security risk. In a nutshell, the Gtk+
package that both of these window ports rely on has a
facility which enables a malicious user to cause any program
using it to run code of his devising under the permissions of
the main program. Since Slash'EM normally runs either setuid or setgid, this
means that a user on a computer that has Slash'EM installed
can gain access to that user/group. The position of the Gtk+ dev-team is that Gtk+ is
not suitable for use in setuid/setgid applications.
Instead they recommend the use of suitable setuid/setgid
helper programs. Since version 1.2.9 of Gtk+ they have
introduced a check which will abort the program if it detects
that it is running setuid/setgid. Note: Slash'EM version 0.0.6E4F4 is no
more secure nor any less secure than previous versions of
Slash'EM. What we have done: What you should do: For links to further information, visit Ali's devel
page. This has been a complicated process, requiring first
getting the NetHack
General Public license approved by the Open Source Initiative. My thanks to the OSD and OSI teams for their help. Check out our shiny
new entry As part of this process, the Slash'EM dev-team has also
agreed a mission statement, which reads as follows: The gtk/win32 port is much improved and is now considered
fairly stable. The gnome port is still considered experimental. Source code and most binaries are available now, the Mac
port will follow in due course. The next development cycle should be interesting. You can
get a preview of what is planned (although nothing is set in
stone) at Ali's
development page. The gtk/win32 port is still considered experimental,
although a number of improvements have been made. The gnome port is basically unchanged from vanilla NetHack
and therefore suffers from the same problems and should also
be considered experimental. Source code is available now, binaries will follow in due
course. Benefits from this move include a bug tracking/submission
system, much more available file space, CVS repository
allowing access to the most current source, discussion forums
and more. Please go to the Project
Development page to get the latest files or browse the
latest source code online via the CVS. Please enjoy! And continued thanks to everyone for their
support :B As well, I've added a message board. Feel free to give it
a whirl! But since I'm here, I thought I'd say good things about
SLASH'EM. Don't hold your breath till I integrate the 3.3.1
changes...since starting now would be a waste of time. An 80%
integration has already been done...and the results are here
with an exclusive download brought to you by the only person
with this version of SLASH'EM on their hard drive
anyways! OK, so getting the rights to release this version of
SLASH'EM wasn't all that hard. ;) 80% integration does not mean 100% integration. This
means: This also means that changes affecting window ports other
than TTY and systems other that MS-DOS or the GCC Win32 ports
probably didn't go across successfully. Here I was feeling bad that this new version of SLASH'EM
would invalidate the old savefiles/bones :) In addition to this not insignificant change, other
aspects of the SLASH'EM world continue to evolve. Look
for: As well, you may have noticed that the bug list above has
been cleared. I hope to use that as the official place where
all bug reports that come my way will end up. As always, my e-mail box is open at wac@intergate.bc.ca. Feel
free to use it for general comments about the game, bug
reports, suggestions and user-submitted code changes. Note
that'if you don't get a response within a week, please e-mail
again in case it got lost in the deluge of junk mail I tend
to receive from time to time... On that note, 0.0.6E2F1 is out! This is mostly an Allegro
fix-up release, but there is 3D tile support now :) SLASH'EM 6e1F4 available, including vampires, Allegro for
DOS... I probably should have released my F2 build, but I had a
couple of fixes to integrate first. Anyways, enjoy! To make a long story, I've got 0.0.6E1 compiling fine, and
incorporated my old bugfixes as well as a couple others I
hunted up. Hopefully bringing you the most stable SLASH'EM
yet - I'm not quite sure it's completely up to the level of
the previous engine releases, but it's getting there. There's
of course the DevTeam's 3.3.1 which could appear at any
notice...then again, for all we know, 3.4.0 is right around
the corner ;) Anyways, for the faithful, here is 0.0.6E1F1. DOS, Win32
and source should be on this page if you're reading this
:) I will probably not duplicate things on the official
Nethack page. The next version of nethack will be
incorporated as soon as it gets released. The 5E7 binary is has also been put up again for anyone
wary of the new release. Remember to check Ali's SLASH'EM
Page for all things Unix, as well as the mirrored 5E7
source if you want to tinker with that. Anyways, another release of crunch
optimized DOS binary . As before, it *should* be
compatible with the normal version, but I can't guarantee it.
I suggest backing up, as always :) This one has had the
debugging symbols stripped out, and the executables UPX'ed.
It's 1 Meg!!! Enjoy! Anyways, HERE is the optimized
DOS binary. It *should* be compatible with the normal
version, but I can't guarantee it. I suggest backing up, as
always :) I'll put up an updated source once my fix is
"normalized"... I've finally pulled past all my midterms...now comes the
waiting for the axe to fall. In the meantime, there's always
the anticipation of the possibility of a new Nethack. But
since I'm the last person to have accurate predictions of
anything... 5E7 putters along quite nicely... ;) But I think I had
better hold off for a moment to let the fallout from 5E6 come
in first ;) How are people finding the releases - do you
enjoy them more/less/random spread? Anyways, since I put up so little news, here's a quick
list of what I remember (and that has to be either the best
stuff, or the hardest stuff to code ;): DOSVGA petmarks,
Dwarf and Hobbit techs, a couple bugfixes...that's about it
so far ;) Anyways, the "fixed" 5E6 is here...and now I officially do
nothing but study till my Microbiology midterm of death
cometh (Thurs). Will look into the GCC NT compile, another
balance patch sent my way, torch code... And BTW, there's a strategy guide included! Go forth and
survive longer! I've been really busy, this being 3rd year at UBC and all.
Had wisdom teeth extraction (mouth is now OK!) at the end of
August, and now school (I can't believe I'm in the middle of
midterm madness already!) Where's the next Nethack? Hmmmm..... BTW, shotguns and rifles appear to be implemented...I've
got exams coming up, so the next quick fix probably won't be
for another week. Mailbox is still pretty quiet though, so
feel free to bombard/leave me bug reports ;) The other major change is in the #force command, which now
takes a direction (use . to force chests). You can now use
#force to pry/bash open doors. Always open to suggestions, ideas....don't let the huge
todo list intimidate you - you'll notice that it's just a
scratchpad and I don't always follow it (in any order/at all)
;) No need to worry about me being inundated by feedback ;)
Usually, bug reports are kinda sparse (but always helpful
;) Some other twiddly things, like showweight is now split
into showweight (status bar) and invweight (inventory and
pickup). #twoweapon can also now be called #2twoweapon for
quicker typing. Unrelated note...I've put up wizard patch 1.0, since the
LSZ's homepage seems to be gone again...I managed to d/l this
before the page went poof... Thanks for the continual support! Survived my English midterm (hopefully) so you'll see E9
soon (well, after my CS final prolly...) Almost all bugfixes only, so nothing really new to report
:) I'm taking a course in computer science (finally!) so
hopefully it'll have a positive effect on the future of
SLASH'EM. Enjoy the release, and mail me with all your woes
:) Anyhow, here's 4E6...as bug-free as it's going to get for
now :) Feel free, as usual, to drop notes as to what blows up
and what doesn't. AFAIK, the important stuff hasn't blown up
on me...yet...and any bug reports will make a nice break from
studying Genetics :) A minor features list... And for all you folks itching to crash the game even more
often, there's the current snapshot up at the
The Slash'em Beta Zone. :) Hopefully, this relase will be less "explosive" than the
last one - and it's got quite a few surprises... Source code only right now...The binaries are "on their
way"... And yes, it has been brought to my attention that wands
keep going...and going...and going...let's just say that this
"feature" will be retired in the near future ;B This is the SLASHEM
DL Area 4E3 - The Real Deal - is coming soon!!! Give a big round of applause to Robin Johnson....the Golem
world has just gotten a bit more extensive. And Frankenstein
and company make an appearance in Hell... Some fixes all over ... Have fun with it ;B This is the SLASHEM
DL Area This is the SLASHEM
DL Area Anyhow, school got me down quite a bit this week, so I
ended up doing a lot of coding. (Okay, some people drive
faster to prove their manliness. I write SLASH'EM code ;B)
Anyways, 4E3 got a pretty impressive changelist right now
;B Here's the mouthwatering tidbits: And, of course, heaploads of bugfixes. Still have to get a
handle on what's crashing it on NT though... As well, horses teleport around like unicorns Keep the bug reports flowing in ;B Expect to see a new, improved techniques to replace
the current "special class effect" system. As of right now,
everyone except the Tourist can do something special. Then
again, I can't really think of what a tourist would be able
to do... Seriously - it includes all of Robin Johnson's new tiles.
IE - everything should have a tile. And if you decide to zap
something - well - let's say that he's started overhauling
the zaps and explosions too! Enjoy! As for the next version - fear not, SLASH'EM is far from
abandoned. Currently, I'm wrapping up midterms, so I
personally have done very little in terms of modifications to
the codebase. Luckily, Kevin Hugo has kindly stepped in and
is currently working on 4E2, for all of you folks hungry for
new features. Let's not tell anyone, but here's the scoop - and of
course, a big thanks to Kevin Hugo (who is responsible if no
other name is mentioned)! I'd say more...but then there wouldn't be much left to
tell, would there :B I'd like to say that I think that SLASH'EM is awfully
neat. I like it, so it scores points in my book. (Not
that I'm biased or anything...) Nethack is neat. This is supposed to be given, but you
never know... That game is truly great. Polished,
professional. Things I can't say SLASH'EM is. Then again,
that's why SLASH'EM is purposely at version 0.0.4E1. No, it's
not some stupid numbering mistake on my part. I actually
chose that extremely low number because: Angband is neat. This might have just as easily been
SLASHBand or something, if a couple things had happened. If I
hadn't learned to play Nethack first. (All other UIs are
simply non-intuitive once you're used to one...) There were
already so many Angbands. But I respect Angband, because for
some reason, the code is under mucho heavier development than
the Nethack variants. (Notice the plural? That wasn't a
mistake...I hope :B) Plus, gives me more places to steal
ideas from. ADOM is neat. Yes, ADOM, as in Ancient Domains Of Mystery.
I don't care whether or not Biskup decides to release his
code or not. He's not forcing us to pay for it. That's all
that really matters for me, in free software. Source code is
an added bonus. ADOM is very innovative - I can always
count on Thomas Biskup to pull out some clever ideas out of
his hat. Proof that one-person development teams aren't
doomed to failure. Heck, it's only recently that I've had to
share development. Then again, how many people actually work
with the Nethack code on a regular basis. The DevTeam, who
are...out there. And a person who shall remain nameless,
because he's in the next paragraph, hidden inside the words
Kevin Hugo. ;B But where do they come from? My head? Yes, and no. I'm
sure there's not a thought in my head that hasn't been
duplicated elsewhere. Light-sourced spells: This came from
reading an article about dungeon keeper, and seeing the
lighting code. (and thinking, erroneously, that it would be
EASY to implement.) From the game itself (Players have
polymorph timeouts. Why not monsters?). Visiting the local
arcade (The Capcom SF vs. XXX series of fighting games
influenced the design of the Mega Fireballs...). So there
really aren't any truly unique ideas. In the end, it's simply taking what you see, what you
know, and some originality, and making something new out of
it. BTW, I just finished playing Chrono Trigger. Guess who's
itching to get cracking at the spell code...(and not just the
spell code...) And yes, I DO play other RPGs. I think of it
as...research. That's it ;B I've already recieved some new tiles from Robin Johnson.
Anyhow, let's be kind and say that he managed to
eliminate...oh...more than half of the unfinished tiles!
There's now only less than 20 tiles that really need to be
done (then we have a couple nitpicks, like making the
spellbooks all different colors, and such). BTW, a LOT of the easy to find definitions are up for
grabs/undone. Just yesterday night, I found someone had
posted descriptions for lembas wafer, elven cloak,
stormbringer. There's A LOT unaccounted for in the database
;B I'm sure it's going a bit too far, but I figure the player
may as well have HHGTG...or at least, the Hitchiker's Guide
To the Dungeons of Doom ;B I'm currently soliciting help/submissions in an attempt to
finish all the unfinished tiles. As well, I'm also currently
updating the internal database (info on monsters, items,
etc.). Anyhow, to make a long story short, anyone who wants
to help draw tile can mail me and I'll explain what's left to
do. Anyone with new/additional entries for the database, feel
free to mail them to me. (The DevTeam might like
a copy too ;B) Here's a quick overview as to what's new: The tale of Nethack and I really doesn't go too far back.
I remember downloading an old version of Nethack off some BBS
way back in my early high school years. Played it a couple
times, was wiped out really fast most of the time. Made it to
the Gnomish mines. Must have been 3.1.3. Ran into Alphaman
and a couple other roguelikes. Got deleted sometime. Early in Grade 11, I was poking around and I stumbled upon
BW's (no, I'm not going to spell it wrong ;B) Nethack pages.
Found 3.2.2, and played it for a while. Good fun, and the
tiles let me know at a glance I was pounding away at, but I
was playing around with QuakeC, so I figured I may as well
put my little install of DJGPP to good use. Downloaded the
sources, figured out how to fix the DOS makefile. Made one
change, got bored, and it got lost the next time my HD needed
pruning. Sometime at the beginning of 1997 (my graduating year), I
ran into Nethack again. BW's page was still standing, and I
got the game and the source. Ran amok a couple links, and
came across Darren Hebden's Roguelike News page. Was reading
some news items, and thought to myself "Hey! How come it's
all this Angband stuff? I can't even stand playing Angband
for more than 30 seconds. (Must have been that runin with the
room filled with lice). Where's the Nethack mods?" So with a
little poking around, I came across SLASH V6 4.1.2E8 and the
Wizard Patch. They both looked neat. I wanted both. Correction. I wanted both, and I wanted myself on the news
page. Phew! Finally got that off my conscience. Yes, this
labour of love was also spurred by an odd initial
self-centered desire to get some fame. So I made SLASH'EM. Actually, I tried patching the Wizard
Patch onto the SLASH ported to Nethack 3.2.2 source. Failure.
Sources were too different. About a hundred incompatible
chunks. Gave up, and put it away. Then, one strange night, I
was REALLY BORED. So I did the patch by hand. By the end of
it, I was almost 100% sure it would explode. I had to fix a
couple typos. It compiled. It ran. SLASH'EM was born. A couple months later, I was actually adding features.
Original stuff. Spur of the moment additions. Bug fixes. Then, somewhere along the way, other people actually
played it. I started getting bug reports. People actually
saying good things. Actually, if it hadn't been for the fact I'd get a message
every week or so from someone different telling me about some
bug, thanking me for making the game, this probably would
have died eons ago. It taught me C programming. It taught me that there is
actually a community of people out there who are awfully
nice, even though half a dozen posts a week to their message
board concern computer hacking. I'm now a 2nd year university student at the University of
British Columbia. Looks like I'm going to do an Honours in
Microbiology - Immunology Option. Haven't ever taken a
computer course yet, although I plan on doing the 1st year
Compsci courses this summer. I play SLASH'EM in the time I
should probably be studying and doing homework. I've never
gotten to Medusa, let alone ascended, without using Wizard
mode. Anyhow, this ended up awfully longwinded and probably very
boring. But hopefully, this'll encourage anybody with their
little Nethack dream to never stop suggesting their ideas, or
going out and making their patch. It could happen. Plus, now you know why every other SLASH'EM version
crashes terribly :B So far, I've found that the 3E9 fix didn't make it into
4E0 - so feel free to use that if your game crashes before
you can make your first move :( As well, some problems
(major) have arisen with spellcasting, especially with
ray-effect spells (sleep, magic missile, cold, fireball,
etc.) I've posted a 4E1 preview binary so that people can at
least get playing. Sorry about the problems folks...I'm sure
by the time E1 comes out, it'll be chock full of bugfixes
;B This release incorporates Kevin Hugo's Balance Patch. This
removes some items, replacing them with new, original items.
Some of the new items don't have new tiles with them, so if
you use the tile port, you might encounter some surprises.
(Anyone up for finishing the unfinished tiles?) As well, the
easy classes should be easier, the Gnomish mines have been
moved up, polearms can be used at a distance and many, many
more changes have been made. More, of course, is in store for
4E1 ;B Anyhow, enjoy E8, mail me the bugs and look for a new and
improved SLASH'EM, courtesy of Kevin Hugo and his work with
the Balance Patch. Thanks everyone for all your support. I'd be signing off
with a final update, but this isn't April Fools. So I'd
expect things to be pretty slow on this front, but don't fret
- the works never done until it's done. That could take a while. Don't fret though...as far as I
know, I'm in no danger of kicking the proverbial pail right
now, at any rate. At least, it's a little early for that. Anyhow, the biggest highlights are the polymorph timeouts
for monsters, many bug fixes, monsters use more weapons, the
3.2.2 mine levels are back and much more. See the Readme for details. When a crippling bug (such as that darned boulder bug!!)
shows up, I'll take it on myself to release an interim
"preview" version. Otherwise, minor bugs don't usually
warrant preview releases. Previews aren't any less stable
than actual releases - I just don't want to waste version
numbers. A full version change will have a source release,
whereas interim preview releases won't. And yes, it's BEN OLMSTEAD. At least, I sure hope it is,
because this is starting to get embarassing. Thanks for hanging in there, and keep sending in those bug
reports and suggestions! As usual, I welcome additions and
bug fixes - patches, diffs and the like are welcome, but
mail me first. As
well, I do try to check rec.games.roguelike.nethack
regularly, but if you think you've got a
SLASH'EM/SLASH/Nethack bug, mail me a cc to be sure it comes
to my attention. Oh, and I'm sure the DevTeam would be
interested if it's a Nethack bug. And if anyone has a
be-all-and-end-all new name, or just a better name, I'm
willing to consider changing it. Okay, back to studying
;B To see the storms - grab someone like the flame mage, go
into wizard mode and pump up a couple levels. Then Zap
yourself '.' with the fireball and watch the fire explode.
The really neat effect is with lightning. Wish for a blessed
spellbook of lightning, pump your weapon s'#k'ill in matter
spells to expert, then Zap lightning at yourself '.'. I'm
really proud of the lightning strike effect. Remember, all problems/suggestions to wac@intergate.bc.ca As well, there seems to be a bug with the arrow firing
code. This has been fixed, but for now, I suggest not firing
arrows when low (<8) on ammunition. The fatal crash occurs
when the firing code attempts to shoot arrows that aren't
there. As an example, play as an elf, drop all but one arrow,
wield the bow and fire it. Guaranteed crash. As well as "out of the box" Linux support, a whole slew of
bugfixes, as well as a couple new features. Introducing
Tsanth's dimsaber, silver wallet of Perseus, as well as new
code for firing arrows. Archers, as well as skilled or expert
users of projectile weapons now have the added bonus of being
able to fire multiple shots. Check the updated Readme for details on other new
features. For all those who wrote to me about the problem with
instant crashes on a 486...I just checked it out on my 486DX
and I got the crash! Okay, so it's kinda a weird to be happy
about that, but at least I've got a something to test
against. This problem should be resolved soon. Should being
the operative word here. BTW, feel free to send code changes, additions. I'm
currently doing this solo, but anything anyone wants to offer
is worth at least a once over. I can't guarantee anything -
as I've got school and limited time - but I'd love to see
what else is out there. I will not add things
indescriminately though - there's already a ton of stuff in
SLASH'EM, so enhancement is the key here. Bug fixes, added
functionality. A second note: the version, if you hit the v or V keys,
will show that the version is 0.0.3E0. This is not a mistake,
but rather, a "feature" to allow past save files to be used
with the new version. I can't offer any guarantees, so like
you should before installing any beta software, back up
;B A final note: If you haven't got the routine down yet,
there's likely to be a release every ~15 days. I generally
manage to change on average one thing a day - it may be a
small bug fix, a changed text file, or maybe a big addition.
It's all fairly well documented in the readme ;B I've also added the DJP compressor and alternate links for
the patch and DJP utilities. Important for those updating
sources: The update zip has had a file added that was
missing, so grab that again. (the do_wear.c was missing,
which was pretty problematic for recompiling) One last thing. I love you all! Wowee! It's incredible how
many hits I've been getting! You guys set a record of 140
hits on Feb 17 - that nearly doubled the previous daily
record of 72 hits! This and all the responses I've been
getting in the mail is great! Thanks for all the support! Just in! I've managed to figure out diff and patch, so now
you can patch over Enrico Horn's SLASH 4.1.2E8 using the
patch.exe utility (which, BTW, reduces the d/l to ~400k
zipped!) All future source releases will probably be in patch
compatible format. Thought you had seen the last of this, eh? Anyhow, first
half of the midterms are over, and I just realised that the
new features list was getting a bit long, so what the hey! A
new version cometh! A pair of screen shots to brighten up the
page and show of the light sourcing and bouncing code
changes! As per usual, take a look at the readme to look over all the kewl stuff, but
here's the rundown of the biggies:Thursday, April 7, 2005
DOS binaries for SLASH'EM 0.0.7E7
Saturday, February 19, 2005
SLASH'EM 0.0.7E7 (development)
Saturday, November 13, 2004
SLASH'EM 0.0.7E6F3 (development)
Monday, May 3, 2004
SLASH'EM 0.0.7E6F2 (development)
Saturday, March 20, 2004
SLASH'EM 0.0.7E6F1 (development)
Saturday, February 28, 2004
SLASH'EM 0.0.7E6 (development)
Saturday, January 10, 2004
SLASH'EM 0.0.7E5 (development)
Tuesday, December 2, 2003
SLASH'EM 0.0.7E4F1 (development)
Monday, December 1, 2003
SLASH'EM 0.0.7E4 (development)
Friday, September 5, 2003
SLASH'EM 0.0.7E3 (development)
Monday, July 7, 2003
SLASH'EM 0.0.7E2 (development)
Monday, June 2, 2003
SLASH'EM 0.0.7E1 (development)
Tuesday, April 1, 2003
SLASH'EM 0.0.7E0 (development)
Friday, January 24, 2003
SLASH'EM 0.0.6E8 (development)
Friday, December 6, 2002
SLASH'EM 0.0.6E7 (development)
Friday, September 13, 2002
SLASH'EM 0.0.6E6 (development)
Tuesday, April 2, 2002
SLASH'EM 0.0.6E4F8 (stable)
Version
0.0.6E4F8 is the last planned release in the current stable
branch. Work is continuing on the next development series. Version 0.0.6E4F8 fixes
a number of semi-serious bugs in 0.0.6E4F7 including:
Friday, March 1, 2002
SLASH'EM 0.0.6E4F7 (stable)
Version
0.0.6E4F7 fixes a number of serious bugs in 0.0.6E4F6
including:
Friday, November 30, 2001
SLASH'EM 0.0.6E4F6 (stable) and 0.0.6E5F2
(development)
Version 0.0.6E4F6 fixes a number of serious
bugs in 0.0.6E4F5 including:
Development branch (version 0.0.6E5F2)
The
development branch isn't really considered to be playable
yet. There are a number of half implemented features which
cause inconsistent behaviour. For this reason it is only
being made available from Ali's
devel page and sourceforge will carry just the stable
version. Apart from the win32 port, it is unlikely that any
other binaries will be made available.
Friday, August 31, 2001
SLASH'EM 0.0.6E4F5 (stable) and 0.0.6E5F1
(development)
Version 0.0.6E4F5 fixes a number of serious
bugs in 0.0.6E4F4 including:
Win32 port: Notice re. released file slam644w.zip
Development branch (version 0.0.6E5F1)
Thursday, May 3, 2001
SLASH'EM 0.0.6E4F4
So much for the idea
that version 0.0.6E4F3 might be the last release in that
development cycle. The bug reports kept coming in, including
a number of game-over bugs when items that were polymorphed
revert to their previous form.
UNIX GTK port: Security notice
Thursday, April 19, 2001
Open Source Directory listing
Slash'EM is
now listed as a stable product in the Open Source
Directory.
Our purpose is to:
Friday, March 2, 2001
SLASH'EM 0.0.6E4F3
Version 0.0.6E4F3 is
the last planned (stable) release of the current development
series. All users are advised to upgrade.
Saturday, December 30, 2000
SLASH'EM 0.0.6E4F2
Version 0.0.6E4F2 is
the most stable of the current development series and is
likely to be declared stable after a brief period of testing.
Monday, November 13, 2000
SLASH'EM 0.0.6E4F1
Released over the
weekend. This should be even more stable than 0.0.6E4F0. RPMs
for RedHat Linux have also been released since the game now
appears stable enough. As always, please report any bugs
found.
Sunday, September 17, 2000
SLASH'EM 0.0.6E4F0
Just released, this is
(I hope) a much more stable version. Also included is the
code used to start compiling the GTK windowsystem under
Win32.
Tuesday, August 15, 2000
Welcome to Sourceforge ...
The SLASH'EM
homepage has now officially been moved to Sourceforge, a site
dedicated in providing resource for OpenSource Software
Development.
Monday, August 14, 2000
All purpose DOS binary
The DOS binary has
just been updated - it now does all the tricks - Allegro
tiles, VGA tiles and TTY. As well, the FAQ link should also
be working again.
Saturday, August 12, 2000
A couple website additions
The counter at
the bottom was just added courtesy of Geocities - it seems
that recently they made installing the counter dead easy. As
well, they've been tracking stats, so I thought it would be
neat to see it easily. The count appears to be from sometime
in June 2000.
Sorry for the lateness...
But if you
haven't noticed, Nethack
3.3.1 is out! Go play that too!
Sunday, July 2, 2000
Not a website outage...
If you've been
having trouble downlaoding files the last couple of days,
it's because I haven't finished uploading the new version.
Wednesday, June 21, 2000
I gotta run
...out to grab bubble tea, of
all things. Anyways, upload just finished so here's the goods
Tuesday, June 13, 2000
0.0.6E1F3
Sunday, April 23, 2000
Guess who is back...
Love it or leave it,
it looks like I'm back. For some reason, I never got around
to compiling Ali's builds, but I didn't want to lose any of
his substantial work...so things got pushed back. Until this
weekend, when I finally decided to get cracking.
Friday, January 15, 2000
New -- Buglist
I've set up a small list on
this page. I will be putting up possible bugs, etc, on this
page as I receive them, that way no one feels silly about
reporting a but :)
Squash...Bugfix version 6E0 is
here.
Source and DOS binary available now. Savefiles are
not compatible with older versions. There is a source as well
as Win32 and DOS binaries. Win32 binaries do NOT have mail
capabilities. Some more fatal bugs are squashed. DOS version
appears to be ok, from reports I have received. Unix version
appears to be fairly unstable, but since I don't have
a Unix system, I'm not sure what's wrong :(.
Friday, January 7
Squash...Bugfix version 5E9 is
here.
Source and DOS binary available now. Must go sleep.
Monday, December 20
I am returned...
And I bring SLASH'EM
news. Well. A source code release. Tomorrow morning will have
some binaries up too probably. Check out The SLASH'EM Beta Zone (Yes, my
little archive site that has been neglected for the last
while) for the 5E8 source.
Monday, December 6
I was hungry :)
I really am studying...
But I hear a cry
of need. So I took a quick look, twiddled the makefile and
produced an optimized binary. And boy was I shocked how fast
this stuff runs once you take out the debugging code and
optimize it a little...
Wednesday, December 1
Fixup...
Seems like the DOS binaries are a
little...broken...from a last minute patch. Anyways, I
finangled something so that it works - Enjoy! If you
downloaded the files prior to seeing this message, you'll
need to download them again.
Tuesday, November 30
The month almost passes by...
Here's an
early Christmas present for all :) With precompiled DOS (has
tiles) and Win32 (tty only) compiles! Enjoy 5e7, and send me
bug reports :)
Sunday October 31
Ask and...
Thanks to the Nethack
Community, there is a Macintosh binary available at Paul
Hurtley's SLASH'EM
Page.
Monday, October 25 1999
Sometimes, it's sad...
Went to sleep, but just before
the brain shut off, I realised there was unfinished SLASH'EM
business...so I got home after my first midterm and fixed up
5E6 ;) Sorry for those who d/led it already - I've actually
only changed a couple things involving monsters throwing
around bullets, grenades and using shotguns.
This week be midterm termination
Got 2 midterms - so
here's 5E6 ;) Now go and blow things up ;)
Monday, October 18 1999
5E5 Bugfix
Couldn't just let things be, so I've put
up 5E5 bugfix. Most of the bugs I've discovered have been
squashed. I'm still not sure how to handle one case, but the
game autofixes it already, so it's not a priority.
Saturday, August 14 1999
5E4 Bugfix
More bugs are squashed...some linux
specific compiling code integrated courtesy of a nice person.
Have fun!
Tuesday, July 27 1999
5E3 FPU removal edition
Hopefully, this release marks
the end of the FPU based crashes....I've managed to remove a
bunch of math operations that used floats, so hopefully there
won't be any more crashes due to floating point math.
Sunday, July 18 1999
5E2 Quickfix Edition
A sudden release of 5E2, since I
forgot to remove debugging code. Looks like every single
hobbit, dwarf and other humanoidish monster was being
generated with a lightsaber ;)
Mirror, Mirror...
Daniel Mayer brings you mirrors!
All updated to 5E1 ;)
Friday, July 16 1999
The Dust settles...
So why not kick things up a
little ;) 5E1 is here with more fixes (yippee) and probably
more bugs, since I reimplemented the lightsabers. Yes, good
old lightsabers are no longer just renamed swords. You now
have to light them, they have their own skill, they
deactivate whenever you drop them, they emit light, monsters
use them properly by igniting them too...Yes, you can burn
through walls (albeit slowly) by #forcing them...
Wednesday, July 7 1999
Waitasec....this page changed ;)
5E0...still flossing
the teeth. I've lost some mail between March and July, so
feel free to resend if you're bug report didn't make it into
this build. Also now looking for someone to compile the Mac
build. I might look into cross-compiling, but I have
no idea what's involved in that, or whether that's
even possible.
Friday, June 12 1999
Fixed E8 up
Nothing much new...some cleanups to the
code fixing silly typos and logic errors. ;)
Thursday, June 10 1999
Big holes in the E8 Beta.
Current known problems: a) #twoweapon is pretty broken b)
wand explosion crashing bug is back.
Monday, June 7, 1999
New Binary Up!
I've put up the 0.0.4E8 Binary.
Saturday, May 29, 1999
Another Test Release
This one's labelled 4E7. You
didn't think that I'd let May go by without a peep, eh?
Anyways, E6 had a bunch of nasty buglets - hopefully, they've
been cleaned up for this release. I hear that the compile
hasn't been sitting well with people with no math
coprocessors - hopefully this build won't blow up (cross all
those appendages!)
Saturday, April 17, 1999
Here's What I've Got...
I'm not sure if I should make
this an "official" official release...but anyways, hard at
work studying for exams. Just finished my Microbiology final
today, so I've realised that not much more work on SLASH'EM
is likely till I get a respite from the fun and excitement of
examinations...
Monday, March 15, 1999
Binaries Aplenty!
Macintosh users rejoice! The binary
is here!
Sunday, March 7, 1999
HTML cleanup
Fixed things all over the page.
Hopefully, it makes for much easier digestion. The downloads
are still a mess, but not sure how to proceed with that yet
:)
Saturday, March 6, 1999
DOS Binary Mirror
The DOS binary is now mirrored at
www.stud.uni-bayreuth.de/~a2316/files/slam4e5b.zip.
Thanks to Daniel Mayer!
Saturday, February 27, 1999
Minor Binary Fixup...
The DOS binary has been
recompiled - seems like we've managed to max out the number
of files that can be stored in NHDAT. Anyhow, increased the
limit, so now the tile mode should be fine. I hope...
Wednesday, February 24, 1999
It's Late and it's late...
But guess what folks! It's
here! SLASH'EM...I dunno what version is in the code . 4E5, I
think. Anyhow, a big round of applause for Kevin Hugo - seems
like he's going to be stepping out of the spotlight and so ,
of course, we should wish him well ;B Although his
stabilizing influence, creative thinking and nimble coding
fingers will be sorely missed ;B Luckily, he'll still be able
to fix bugs and the like :)
Saturday, December 26, 1998
DOS Binary minor update
Recompiled so that it should
use the same TTY display code as the Mac - IE it should be
possible to select the Hobbit class from the class selection
screen (instead of using command line params ;B)
Friday, December 25, 1998
Merry Christmas Folks!
0.0.4E4 Source and Diff
Merry Christmas, just in case
your eyes missed it ;B
Thursday, December 24, 1998
Merry Christmas Folks!
0.0.4E4 Binaries are up...rest to follow shortly
;B
As the title says. Merry Christmas folks!
Monday, December 14, 1998
Patch should be up :B
Oops. Forgot about this. Should
be studying Physics ;B Back to work for me ;B
Thursday, December 10, 1998
Source Link should be working!
Sorry...typo...should
be fixed now...
Monday, December 7, 1998
DOS port crashing at start fixed
The current binary
should be fine now...If you run it as DOS under Win95,
there's nothing significant changed.
Cleared up some room
Finally managed to clear up
enough room...So the Source code is up! Enjoy, folks! Diff
will come eventually...
Sunday, December 6, 1998
HTML Fixes
Sorry...the Mac binary has been up since
friday...sorry for not having updated the label for the link.
As well, I've fixed a couple other HTML problems...Thanks for
all the mails folks...I'l find time sometime to revamp the
page...
Friday, December 4, 1998
SLASH'EM 0.0.4E3 is here!
Yup, it's up. Lots and lots
of new stuff coming out of your ears...have fun ;B The
binaries for PC and Mac are up. Everything will follow in
time...lotsa broken links. This stuff is getting awfully
big... The latest readme is on the
page...
Monday, November 16, 1998
What's Crashing NT?!!
Anyhow, another snapshot. I've
removed some code...hopefully, this'll fix the SLASH'EM
crashing under NT bug...keep your fingers crossed...
Another Snapshot
Monday, November 9, 1998
A little more about SLASH'EM
Added a bit more to the
What is this section.
Sunday, November 8, 1998
Snapshot...
Decided to make some use of the
Fortunecity Download Section, so I put up the current
Snapshot. As per usual, I accept bug reports, but bear in
mind that the snapshot is work in progress....things can
change awfully quickly when they aren't fixed... ;B
Thursday, November 5, 1998
What didya say?!!
Sorry about the cryptic one-liner.
I was getting a tad tired.
0.0.4E3 not too far away!
Techniques, polymorph
tricks, sigils....
Giant Ants...
They're EVERYWHERE ;B Seriously though,
there's currently a bug in the grow_up table that instead of
winter wolf cubs growing into giant ants. The same thing for
winter wolves ;B
Monday, November 2, 1998
Technical Difficulties...
The link at the bottom to
the sources really should be typed correctly now :) Since
everyone's been really nice about the current release, I
thought I'd drop a couple crumbs about the next one.
Friday, October 29, 1998
New DOS binary
For those of you running in Pure DOS,
using Tiles, you may have noticed that it has started
crashing right after the role selection screen. Minor bugfix
- a new binary is up ;B
Full Source Uploaded
Had to clear some of the old
stuff off. That's what you have to do with a disk space
quota. Now if only I had more server space...or a faster
server...or...
Thursday, October 29, 1998
Got the Angband Blues?
Then why don't you munch on
the freshly baked SLASH'EM 0.0.4E2! Yes, we're one step
closer towards version 1.0.0 ;B But seriously - this is
another blockbuster release - with the ability to ride them
pets, a new class - the Yeoman - and the (hopefully) stomping
out of the "quiver/secondary weapon corpse" bug :B
Monday, October 26 1998
While I'm at it...
Since there seem to be people
coming by, and I really hate turning people away
empty-handed...why not try the new plug-in NHdat. I guarantee it to be a blast ;B
Sunday, October 25 1998
Current Progress Report
Sorry for not updating in a
bit...Thanks to all those who replied - I'm still accepting
new definitions for almost any of the objects in the game.
I'd like the database to be as complete as humanly possible.
Rant on the Current "Bash XXX Roguelike" craze...
And
no, I'm not talking about pornographic roguelikes. (Okay,
half the readership just skipped on ;B) But seriously, there
seems to be an awful lot of the "my roguelike is better than
yours" going around.
"New" Ideas
Where do they come from? Why do I put all
theses weird things. Sometimes, it's something that doesn't
seem to make sense - like the permanent monster polymorph.
And then there's nifty things I want to see - like a
particular spell. Or something I read about, and thought
would be nifty in a roguelike - like the light-sourced spells
Wednesday, October 14 1998
0.0.4E1 with Sokoban levels
Grab the 0.0.4E1 binary
for DOS. It's been updated and the Sokoban levels are now
compiled in. Sorry folks - my mistake. I forgot to include
the necessary level files ;B
Tuesday, October 13 1998
I've been (kind of) reviewed!
Actually, this is more
of a "note in passing", but still, it's better than nothing.
Check out this
roguelike page, which also happens to have a substantial
overview of many of the roguelikes ;B
Skill Testing Trivia - What is...
I don't have a clue
as to what/who these are. Feel free to drop me an E-mail if you do ;B
What's coming soon?
I'll probably post a revised
4E1/4E2Preview as soon as my code stabilizes on this end. I'm
actually not doing most of the work on 4E2 - Kevin Hugo is
hard at work coding the new Yeoman class (and the ability to
ride animals!).
Call to Pens and Paintbrushes
Anyhow, here's the cut
to the chase :
Saturday, October 10 1998
Minor updates to the Docs
I've been tinkering with
style and content of Readme.txt,
History.txt and SlamFAQ.txt files a bit...see if you like
the new look ;B Not much content changes tho.
Friday, October 9 1998
Just When you Thought it was safe...
SLASH'EM 0.0.4E1
has arrived! Sporting some new spells, a usual dose of
bugfixes, this is far from a be all and end all - but it does
mean that you have more to play with ;B Anyhow, I won't keep
you from all the goodies...
Wednesday, September 23 1998
SLASH'EM and I
In response to a news posting, I went
out and wrote this long-winded story about how I started
working on SLASH'EM.
Thursday, September 10 1998
Bugs are coming in
Feel free to send any and all bug
reports, as per usual, to my e-mail account.
Wednesday, September 9 1998
Release Day!
SLASH'EM 4E0 should be up and going at
this time. Enjoy it folks. The DOS and Mac binaries are
online. Thanks everyone for hanging in there ;B
Tuesday, August 25 1998
Bug Fix
Nothing much happening. Decided to go bug
hunting today, and caught the little bugger that's been
causing SLASH'EM to crash on some machines. Anyhow, a really
really Preview E9 is up (that's the only change), and a
source code fix for the bug is up.
Monday, August 10 1998
It's officially BACK!
The page is here, and hopefully
I'll be able to get everything working. As an added bonus,
I've decided to put up E8. I know, if you look at it there
are no ground-breaking changes - mostly little fixes,
game-crashing bugs removed and the like. But, I figured that
I had better spare everyone the anguish and end the little
easter egg hunt.
Monday, July 6 1998
Mac SLASH'EM has LANDED!
The person to thank is Kevin
Hugo, of Kevin's Spoilers fame! Anyhow, the BinHexed/Stuffit
Binary is hopefully intact and ready to be
downloaded...operators are standing by for your call. A
readme for Mac has been uploaded, but
it will (eventually) be incorporated into the generic readme.
(Hey, have to find some excuse to make that file grow :)
Anyhow, ENJOY!
Monday, June 29 1998
Qt SLASH'EM
No guarantees, but hopefully, this should
do the trick. As well, an updated OS/2 build set has been
released.
Friday, June 12 1998
Source Cleanup
Just uploaded a cleaned up E7
source...removed batch files, old backups and the like.
Thursday, June 11 1998
E7 is online!
Mostly a bugfix version here - there's
a pretty severe polymorph bug in E6 - major memory violation,
etc. Game crashing bug. So here's E7, with a whole host of
other minor niggles fixed, like the PYEC level teleporting
and other little things. Enjoy! And take a look at the
Readme. Source, patch from E6 and
binaries online. Remember, this version is most definitely
NOT savefile compatible with any previous version (except
perhaps the E7 preview).
Monday, June 8 1998
Bugfix!
I'm posting a DOS E7 preview to fix the
current problem with polymorphing. My bad...A couple minor
fixes as well. The current state of the polymorph bug is that
the current (E6) source has a fatal version, and I believe
I've found and rectified it in the E7 source. E7 will
probably be posted this week as a result of this...
Thursday, June 4 1998
Artifact wishing
BTW, E6 includes limited artifact
wishing. Many times it will still misspell or disappear, but
it IS possible now to wish for artifacts. Actually, I've gone
through the wishing procedure and now EVERY artifact should
be wishable - no more "Nothing of that description exists..."
type of thing anymore when you really want that Eye of Vecna
:)
Slash'em 0.0.3E6
Well, I just noticed that I didn't
release anything all May...so here it is - SLASH'EM 0.0.3E6.
Lots of stuff has been fixed, lots of new things added. I
still have to get around to doing that artifact bow :)
Monday, May 25 1998
Compiled OS/2 Binaries, Source hack
SLASH'EM has been
officially compiled on OS/2 Warp. The binaries are available
at
The Slash'em Download Area and the source hack is
available in the Downloads sction.
Requires GCC and EMX to compile.
Thursday, May 21 1998
Compiled Linux Binaries are up!
Pre-compiled
statically linked SLASH'EM 0.0.3E5 binaries are now available
at
The Slash'em Download Area. Go grab yours now! Comes in
both TTY and Qt flavors :)
Sunday, May 10 1998
Problems
Bug hunting just isn't so great when the
bugs refuse to go away. Ah well...An important savefile
corrupting bug occurs if you use save_prompt - tends to cause
the savefile to double in size, resulting in a substantial
loss in speed after a couple save/restores. The save_prompt
option has been completely removed.
Name that artifact
I'm working on adding a new
artifact weapon. To buck the trend, this one is almost
certainly going to be a bow (maybe a crossbow...) and should
be Chaotic. I need names! Preferably something with
mythological/legendary background. Fiction is ok, but less
preferable. It's looking to be a Fire Bow, but hopefully with
a splashier name :)
Monday, May 4 1998
Character Classes
As of late, I've heard a bit about
new character classes. Personally, I'm not one to go adding
in character classes without some substantial thought, since
half-hearted hacks just isn't good enough. Right now, the
last thing we need are more Gnome classes. Gnomes were an
interesting idea, but not only do the need a special ability,
but more distinguishing features. Similarly, the Flame vs Ice
mage needs to be more sharply defined. Any ideas on this
would be especially appreciated.
Sunday, May 3 1998
The Development Cycle
I thought I'd explain my
development cycle. Generally, I release new editlevels
(that's the E in E5) every two weeks or so, depending on the
amount of progress. I generally fix at least one bug a day
(so there's at least 14 channges between versions).
Generally, a new version is fit for release if there's about
two or three pages of new changes in the readme. I think I'm
going to make a history file to store past changes.
Saturday, May 2 1998
Ben Olmstead
Yup. Of all the mistakes...looks like I
can't even do a simple cut and paste job. Anyhow, thanks
again to BEM for the mirror! Isn't this reassuring that the
main coder here can't even copy two words correctly :)
Friday, May 1 1998
Mirror Site is up!
The first mirror site is up. A
round of applause please for Ben Olmstead's
Mirror! Thanks!
Boulder Bug. Argh!!
I think it's my compiler. Anyhow,
this keystone part of the SLASH'EM binary compiles has made
another fine appearance. Anyhow, the E6 preview is up to fix
this. I suppose it was too much to hope for to get a release
out without the bug.
Thursday, April 30 1998
E5 is no longer coming soon
That'll have to be left
for E6. Anyhow, I'm currently in progress of uploading the
rest of E5. The binary is up, and the source and diffs should
be there soon. Enjoy! Don't forget to look at the Readme, but mostly, the changes are bugfixes
and consistency errors.
Wednesday, April 22 1998
E5 is coming...soon
I'm not dead...neither is
SLASH'EM. In fact, everything is alive and well. My Physics
206 exam is tomorrow, so I'll make this a brief update. E5 is
shaping to be a major bugfix release - with improved coding
practices and many niggling bugs fixed. Among them, the
cockatrice vs chickatrice vs pyrolisk vs asphynx eggs/corpses
all work properly now, Silver Dragon mail and polymorphed
forms reflect properly...Look for it near the end of the
month, since I'm just about to start my last dash of exams.
April 6 1998
New stuff Up
Looks like the boulder bug made another
funky reappearance. Unfortunately, this "secret character"
has disappeared again in my current build...so I've put up
the E5 preview. for those whom this affects. The E5 preview
also fixes some other minor bugs and includes some new tiles.
As well, the E4 patch file has been fixed to include the two
missing files - display.c and display.h. E5 full release will
probably occur later...maybe in a lull between exams.
April 1 1998
Patch is up!
Actually, I hadn't planned on releasing
a patch, but the fact that two people asked me about it made
my mind up for me. So it's now up ;B Enjoy! BTW, I hope it
works. It is, as with many things, an untested thing. Feel
free to mail comments if things go wrong ;B
March 31 1998
SLASH'EM 0.0.3E4
I told you that E4 would be out in
March ;B Mostly a bug fix release, this also has the "really
cool" storm effects. Go grab it!
March 25 1998
Linux Full Source at Fortunecity
Just realised I had
this sitting here so...Anyhow, drop by
The Slash'em Download Area for a Linux compileable, out
of the box, Qt Nethack. At least, that's what I believe it is
;B As for the 3E4 release...it's coming. I want to put a
couple more touches in before releasing this, since I
probably won't be releasing any more during exam time ;B
Projected release date: March...
March 16 1998
New Download Area at Fortunecity
I've acquired some
webspace at Fortunecity, and have made the full source code
available there. Drop by
The Slash'em Download Area if you'd rather not play with
patch files and the like. Oh, and the version there is not
the final E4...it's the source to the inDev. Just for those
who really must have the latest. As well, with the new
webspace, I hope to have Linux sources (really!) and Linux
binaries available for download there as well.
March 10 1998
New SLASH'EM E4 Preview
Okay...This is NOT going to
become a regular occurance (at least, I don't think so).
Anyhow, by popular demand (;B) a binary fixing the arrow
firing code has been uploaded. Please note that the E4 is
(and always has been) work in progress - it's probably
buggier and more untested than I usually like but feel free
to comment on it (and of course past versions!). I ALWAYS
welcome suggestions and potential/existing problems.
Miscellaneous Things
I'd like to mention that
SLASH'EM is a name in progress, as well as a work in progress
- If anyone has a penultimate name for the variant, I'd be
glad to change it, since SLASH'EM has deviated quite a ways
from simply adding onto magic...As well, although webspace
isn't exactly scarce, it isn't plentiful either. If anyone
wants to host mirror sites, feel free to duplicate anything
and everything on this page. And drop me a line - I'd love to
link to you...
March 8 1998
For convenience, this page can also be
reached at http://slashem.home.ml.org
March 7 1998
Boulder fix
It seems that something went wrong with
the boulder code in 0.0.3E3. Funny thing is, I can't fix it
because it seems to be gone in my "indev" version. Anyhow,
I've put up the binary of my "indev" unfinished 0.0.3E4
version up for d/l. I'm not putting up sources this
time...wait for the "real" 0.0.3E4.
March 4 1998
SLASH'EM 0.0.3E3 - Linux Support and More!
Big thing
in this version is that the core source should now be linux
compilable. Just follow the directions as per any other unix.
The patch file for this one is a biggy... To build this from
scratch, you'll need to d/l and apply the patch from SLASH to
SLASH'EM 0.0.3E2 and then apply the patch from 0.0.3E3 to
that version. As well as Linux support, it also includes X
windows (untested) as well as Qt support. (I believe).
Feb 22 1998
It really is downloadable. (now...)
Okay, so I was a
really big stupid idiot and uploaded them all uppercase.
Forgot the http server is case sensitive. Anyhow, all links
should work now ;B
Feb 21 1998
The bug of crashing in Hand to Hand combat is dead!
Release of 0.0.3E2 as bugfix
Yes, bug that caused
crashing when you hit weapons while not wielding a weapon is
fixed. This occured on PCs that were running pure DOS.
Surprisingly enough, the nonrobustness (it seems) of Win95
DPMI allowed the bug to slip through. Anyhow, a couple minor
fixes, but the big thing is the bugfix. Other little bugfixes
have also sneaked in, as well as spellcasters (skilled and
up) being able to use HP as Power. This wasn't going to be
the real 0.0.3E2, but the crashing bug is serious enough to
warrant a new release. I don't like buggy software any more
than you do ;B.
Feb 20 1998
A note for those who wish to recompile
the source: sorry about the mess my patch files cause, but
that problem should cease as of this version. The best thing
to do, if all you want is a clean (well, clean as in exactly
like my mess ;B), working source would be to download the
SLASH 4.1.2E8 source and patch using the zipped .pat file
below. That, for absolute, 100% certainty, will give you the
mess I deal with. Actually, I don't think of it as my mess
anymore. It's gotten kinda comfortable... ;B
Feb 18 1998
A note about the Monk Class: Do not
upgrade your Martial Arts Skill to Grand Master until you
reach exp. level 16, otherwise you will lose all damage
bonuses until you reach exp. level 16. This is, of course, a
bug and has been corrected.
Feb 16 1998
SLASH'EM 0.0.3E1
Just a note about the screenshots.
The top one is showing off the light sourced megafireball -
yes, YOU can throw those at higher levels ;B The shot further
down shows off the light sourced beams and the fixed bouncing
code - notice how the zaps don't go into the walls anymore ;B
Old hat for those who have been playing SLASH'EM for a while,
but I thought I'd show off a bit ;B
Feb 7 1998
Added the patch file for Wizard Patch 0.7
and zip containing my current sys\msdos directory, by
request.
Jan 31 1998
Sorry about this. The downloads below
should link to the right files now. Forgot to update the
links. Thanks Jim!
Jan 30 1998
SLASH'EM 0.0.3E0 has come!
Yet another update...but
the new features list was getting a tad long, so I decided to
cut it off here. Here are the highlights (check the readme for all the gory details):
Jan 17 1998
SLASH'EM 0.0.2E9 out!
Well, I didn't have anything
else, and I needed some news, so here's the update. Briefly,
we have:
As well, I fixed a couple links, added a few more.
Jan 7 1998
SLASH'EM 0.0.2E8 out!
Oya folks! Just remembered I
had this sitting around, so I thought everyone ought to
enjoy. It's still work in progress, but then again, Nethack's
never done until you dot all the i's and cross all the t's.
Check the Readme and the updated
FAQ. for details. Like usual, a
whole host of additional features. What's better is that it's
now smaller than ever, thanks to the removal of some
unused debugging code due to the linker and extra
optimization from the compiler.
Counter Added!
See bottom of page.
Version 0.0.2E7 out!
Most definitely the last release
before Christmas. Have fun! There's also a minor FAQ
Version 0.0.2E6 out!
OK, since there hasn't been a
release in a while, I thought might as well give you folks
this.For those of you who downloaded the 0.26 tileset,
there's a news set of data files you'll need for the 0.0.2E6
binaries. Here's what's new:
New Tileset out!
The 0.0.2E6
Tiles are now available. As well, Qt Slash'em is now
available for all yee Linux users at ftp://ftp.troll.no/incoming.
Thanks Dirk
Schönberger.
Slash'em 0.0.2E5 is out!
A couple little things
added. More Tiles from Dirk Schönberger,
Necromancers can now control dead as they are raised, dead
can now resist a command undead spell (be careful with the
liches now...) and Magic users call the standard identify
screen when using their class ability rather than going
straight to the old nethack menusystem.
Slash'em 0.0.2E4 is out!
Complete list of additions
follows:
Just when is this "next release"...
You asked, and I
feel free to give! Version 0.0.2E3 is HERE! Again, everything
is split up in parts - as I had to add a graphic for the
spellbook, both the data portion and the executable portion
of the binary were uploaded. A patch for the 0.21 source was
added as well. Anyhow, for the curious, here's a quick
rundown as to what's new:
Credit where Credit is due...
Just realised (after
browsing the Wizard Patch
homepage for the nth time) that Warwick Allison is
codeveloper of the Wizard patch. The credits WILL BE
CORRECTED in the next release.
Version 0.22 Patch
A couple niceties - the menu
accelerators are now all lowercase, so you don't have to hold
down that shift key ;B. I added menus for the shopkeeper's
other services options, and replaced the Necromancer's turn
undead spellbook with one for force bolt. As well, he is now
Chaotic. As a side note, I've fixed the source code download
link below.
Version 0.21 is here!
A lot of little additions -
cold explosion tiles added, starting skills for Mages and
Necromancer, Nice window selection screen for character, race
and gender selection and more (jump down and check out the
readme)! This one should be pretty much a useable release.
Now I can safely start asking for suggestions/bug reports/words of
encouragement