Summary of conversation with Thomas

G

Guest

Guest
Archived from groups: rec.games.roguelike.adom (More info?)

Dear group,

as discussed recently, I have sent an e-mail to Thomas to discuss
various issues important to the ADOM community. Since e-mail is not the
most efficient mode of communication for this purpose, I suggested
discussing the matters over the phone, to which Thomas agreed. The
conversation circled around three main topics:

1. The Future of ADOM
2. The Bug Database
3. Reverse Engineering

I will now provide a topic by topic summary.


1. The Future of ADOM

The good news first: ADOM is not dead!

At the moment, Thomas has only very limited time, but a new release is
definitely planned. Rumours that no new features will be added to ADOM
are unfounded, although the next version will likely only have minor
additions and mostly focus on fixing bugs. Thomas is reluctant to
announce anything definite because in the past it has turned out to be
nearly impossible to predict such things, but a new release should
likely emerge around this summer.

To dispel some other rumours, this new release will *not* be a final
release of ADOM. Thomas told me that even now, after two years without
an update, there are about 10000-15000 downloads per month on
www.adom.de, and this is sufficient reason to continue working on the
game. However, in the future Thomas would like to devote more of his
development time to JADE -- JADE development is fun, while ADOM
development is hard work due to the way the source code has developed
into a writhing mass of programming chaos over time.

Therefore, it is likely that after the next release, there will be a
change in procedure. In order to allow Thomas to focus on JADE, he plans
to change the development model of ADOM. Instead of the current one-man
system, he would like to turn into an effort by a small, closed group (a
kind of DevTeam, if you will) of maybe 4-5 people under his supervision.
Thomas will make all decisions regarding which features will or will not
be added to ADOM, but actual implementation, bug fixes and the like will
be delegated. ADOM will *not* go Open Source -- more regarding this
under the third topic.

With ADOM moving to a group development model, changes are also planned
for www.adom.de. Ideas include adding a Wiki, overhauling the bug
tracking system and turning the "Ancient Scroll of Mystery" into a real
blog with comment features. An often requested feature which is *not*
planned is a forum -- Thomas prefers good old newsgroups [and if a
personal comment is allowed here, I agree :)]. However, all this
requires work that would detract from actual development, so it is not
clear if, when and how all this can be turned into practice. Do not hold
your breath.


2. The Bug Database

Again, the good news first: You can help with the bug database!

I have brought the discussions we had about the bug database to Thomas'
attention. I also mentioned that some people are no longer willing to
add bugs to the database because they do not think it is any useful. In
other words, something should be done.

I have recommended closing the bug and RFE databases for new submissions
for the near future, and to gather resources for consolidating the bug
list. Thomas has basically agreed to this procedure. Some time soon, he
will send me a text version of the bug and RFE databases. He asked me to
select some trustworthy people to go through the database and bring the
wealth of information into some useful shape. At this time, the best
process for this has not been decided, although some ideas have been
discussed. In any case, this is something to worry about once we get
rolling.

So, if you consider yourself trustworthy, go ahead and volunteer right
now! Both newsgroup postings and e-mails are fine. Please understand
that it might be the case that not everybody will be able to contribute
because we must strike a balance between the bug-weeding effort for
everybody involved and the communication effort. Once most of the
weeding out has been done, there will certainly be a public phase when
everybody can contribute, but for the bulk of the work, it is better not
to get bogged down in lengthy group discussions.

While the database is being consolidated, the submission features at
www.adom.de will be disabled so that we are not aiming at a moving target.


3. Reverse Engineering

Regarding this topic, Thomas stated his opinion very clearly: He does
not want people to disassemble ADOM for any purpose. He had already
planned to revised the ADOM license so that his opinion on this issue
will become very clear to everybody. He also briefly discussed the legal
aspects of this, mentioning the effort involved in international
lawsuits. So much for the summary, now for some details.

Most significantly, Thomas expressed his contempt for patches that
change the rules of the game. Patches that fix bugs might be acceptable,
but the line must be drawn very clearly. Of the existing patches, only
the one that fixes the ingot crash bug can be considered a bug fix. He
is considering making it publicly available on the ADOM web site before
the problem can be properly fixed with the new ADOM relase and asks
Vladimir to send it to him.

In addition to patches, he does not like programs that can be used for
cheating, and he has already implemented new countermeasures into ADOM
to detect if the state of the game has been tampered with. He said that
even though all protection can be cracked, it will take the cracker more
time to circumvent the protective measures than it took him to implement
them, and he hopes that they will eventually tire of such efforts.

Finally, Thomas is also very much against disassembling the executable
to discover game mechanics and secrets. He referred to the section in
readme.1st where it is stated that the good effect of ADOM staying
closed source is "that ADOM will remain the most challenging and
mysterious of all roguelike games, simply because you just can't take a
look into the sources and find all the secrets right away once a new
version is released".


That's it. I could comment on some of the issues, but want to keep the
summary and personal opinion separate, so I'll contribute to the
discussion later.

Malte
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.adom (More info?)

Malte Helmert wrote:


> 2. The Bug Database
>
> Again, the good news first: You can help with the bug database!
>
> I have brought the discussions we had about the bug database to Thomas'
> attention. I also mentioned that some people are no longer willing to
> add bugs to the database because they do not think it is any useful. In
> other words, something should be done.
>
> I have recommended closing the bug and RFE databases for new submissions
> for the near future, and to gather resources for consolidating the bug
> list. Thomas has basically agreed to this procedure. Some time soon, he
> will send me a text version of the bug and RFE databases. He asked me to
> select some trustworthy people to go through the database and bring the
> wealth of information into some useful shape. At this time, the best
> process for this has not been decided, although some ideas have been
> discussed. In any case, this is something to worry about once we get
> rolling.
>
> So, if you consider yourself trustworthy, go ahead and volunteer right
> now! Both newsgroup postings and e-mails are fine. Please understand
> that it might be the case that not everybody will be able to contribute
> because we must strike a balance between the bug-weeding effort for
> everybody involved and the communication effort. Once most of the
> weeding out has been done, there will certainly be a public phase when
> everybody can contribute, but for the bulk of the work, it is better not
> to get bogged down in lengthy group discussions.
>
> While the database is being consolidated, the submission features at
> www.adom.de will be disabled so that we are not aiming at a moving
> target.
>
>

Definitely more than I hoped for. I still voulunteer to help with the bug
list.
I think there should be a single person reading through all the summarized
bug reports before posting them in order to eliminate doubles and maintain
roughly the same style. And it's a good idea to have any lengthy
discussion after compiling the list.

--
Five is a sufficiently close approximation to infinity.
-- Robert Firth
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.adom (More info?)

On 2005-01-31, Malte Helmert <helmert@informatik.uni-freiburg.de> wrote:

> 3. Reverse Engineering
>
> Most significantly, Thomas expressed his contempt for patches that
> change the rules of the game. Patches that fix bugs might be acceptable,
> but the line must be drawn very clearly. Of the existing patches, only
> the one that fixes the ingot crash bug can be considered a bug fix.

So what about adom-sage's colouring messages? I won't drop it!

koctyxa

--
ga³êzie nagich drzew u¶miechaj± siê zalotnie
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.adom (More info?)

On 2005-01-31, xhoch3 <xhoch3@safe-mail.net> wrote:

> I think there should be a single person reading through all the summarized
> bug reports before posting them in order to eliminate doubles and maintain
> roughly the same style. And it's a good idea to have any lengthy
> discussion after compiling the list.

What about using sth like mantis bug tracker?

koctyxa
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.adom (More info?)

koctyxa wrote:
> On 2005-01-31, Malte Helmert <helmert@informatik.uni-freiburg.de> wrote:
>
>
>>3. Reverse Engineering
>>
>>Most significantly, Thomas expressed his contempt for patches that
>>change the rules of the game. Patches that fix bugs might be acceptable,
>>but the line must be drawn very clearly. Of the existing patches, only
>>the one that fixes the ingot crash bug can be considered a bug fix.
>
> So what about adom-sage's colouring messages? I won't drop it!

As far as I remember, ADOM Sage is merely an input/output filter is
neither a patched version of ADOM nor based on disassembly. You might
want to check with Joshua to be sure.

Malte
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.adom (More info?)

koctyxa wrote:
> On 2005-01-31, xhoch3 <xhoch3@safe-mail.net> wrote:
>
>
>>I think there should be a single person reading through all the summarized
>>bug reports before posting them in order to eliminate doubles and maintain
>>roughly the same style. And it's a good idea to have any lengthy
>>discussion after compiling the list.
>
> What about using sth like mantis bug tracker?

That was one of the options Thomas and I were considering. However, most
bug-tracking software are tailored towards open-source group development
and less suited for mostly closed-source projects with a single
developer, or very few developers. Thus I am not convinced that they are
the ideal solution.

In any case, let us not put the cart before the horse. The first step
should be going through those bugs and filtering out duplicates and rubbish.

Malte
 

MadDog

Distinguished
May 9, 2004
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0
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Archived from groups: rec.games.roguelike.adom (More info?)

Malte Helmert wrote:

First and foremost I would have liked to offer a more
thorough response. Alas time only permits me to give brief
comments. Hope it will suffice.

> 1. The Future of ADOM
>
> The good news first: ADOM is not dead!
>

Most excellent news. ADOM itself will never die as long as
there are dedicated players. With a dedicated creator such
as Thomas the prospects are even better.

[SNIP]

> Therefore, it is likely that after the next release,
> there will be a change in procedure. In order to allow
> Thomas to focus on JADE, he plans to change the
> development model of ADOM. Instead of the current
> one-man system, he would like to turn into an effort by
> a small, closed group (a kind of DevTeam, if you will)
> of maybe 4-5 people under his supervision. Thomas will
> make all decisions regarding which features will or will
> not be added to ADOM, but actual implementation, bug
> fixes and the like will be delegated. ADOM will *not* go
> Open Source -- more regarding this under the third
> topic.
>

The M stands for mystery and the game should continue to
be that. I support the idea of a closed dev team.

[SNIP]

> 2. The Bug Database
>
> Again, the good news first: You can help with the bug
> database!
>
> I have brought the discussions we had about the bug
> database to Thomas' attention. I also mentioned that
> some people are no longer willing to add bugs to the
> database because they do not think it is any useful. In
> other words, something should be done.
>
> I have recommended closing the bug and RFE databases for
> new submissions for the near future, and to gather
> resources for consolidating the bug list. Thomas has
> basically agreed to this procedure. Some time soon, he
> will send me a text version of the bug and RFE
> databases. He asked me to select some trustworthy people
> to go through the database and bring the wealth of
> information into some useful shape. At this time, the
> best process for this has not been decided, although
> some ideas have been discussed. In any case, this is
> something to worry about once we get rolling.
>
> So, if you consider yourself trustworthy, go ahead and
> volunteer right now! Both newsgroup postings and e-mails
> are fine. Please understand that it might be the case
> that not everybody will be able to contribute because we
> must strike a balance between the bug-weeding effort for
> everybody involved and the communication effort. Once
> most of the weeding out has been done, there will
> certainly be a public phase when everybody can
> contribute, but for the bulk of the work, it is better
> not to get bogged down in lengthy group discussions.
>
> While the database is being consolidated, the submission
> features at www.adom.de will be disabled so that we are
> not aiming at a moving target.
>

I will gladly volunteer as trustworthy. However I have
subjective opinions that will most likely colour my views
on priority. I have used my own subjective order of
imporantance prior in the original bug list thread. I
presume this is why it is imperative that there is a team
of bug sorters - to minimize personal impact on the matter
and asure every entry recieves equal attention.

Also I cannot promise much of my time. Sadly I can be
really busy at times.

> 3. Reverse Engineering
>
> Regarding this topic, Thomas stated his opinion very
> clearly: He does not want people to disassemble ADOM for
> any purpose. He had already planned to revised the ADOM
> license so that his opinion on this issue will become
> very clear to everybody. He also briefly discussed the
> legal aspects of this, mentioning the effort involved in
> international lawsuits. So much for the summary, now for
> some details.
>
> Most significantly, Thomas expressed his contempt for
> patches that change the rules of the game. Patches that
> fix bugs might be acceptable, but the line must be drawn
> very clearly. Of the existing patches, only the one that
> fixes the ingot crash bug can be considered a bug fix.
> He is considering making it publicly available on the
> ADOM web site before the problem can be properly fixed
> with the new ADOM relase and asks Vladimir to send it to
> him.
>
> In addition to patches, he does not like programs that
> can be used for cheating, and he has already implemented
> new countermeasures into ADOM to detect if the state of
> the game has been tampered with. He said that even
> though all protection can be cracked, it will take the
> cracker more time to circumvent the protective measures
> than it took him to implement them, and he hopes that
> they will eventually tire of such efforts.
>
> Finally, Thomas is also very much against disassembling
> the executable to discover game mechanics and secrets.
> He referred to the section in readme.1st where it is
> stated that the good effect of ADOM staying closed
> source is "that ADOM will remain the most challenging
> and mysterious of all roguelike games, simply because
> you just can't take a look into the sources and find all
> the secrets right away once a new version is released".
>

I will boil this down to a simple comment. Good. Not that
I hate the idea of disecting the game and discover new
secrets. Heavens, it's a personal sport of mine to do so.
However decreasing (or even better eliminating)
code-diving will make the job more interesting and fun. It
will also eliminate the Piper syndrome where you
eventually feel there are no significant breakthroughs
left and you loose interest in the game.
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.adom (More info?)

On Mon, 31 Jan 2005 13:03:43 +0100, Malte Helmert wrote:

> Most significantly, Thomas expressed his contempt for patches that
> change the rules of the game. Patches that fix bugs might be acceptable,
> but the line must be drawn very clearly. Of the existing patches, only
> the one that fixes the ingot crash bug can be considered a bug fix. He
> is considering making it publicly available on the ADOM web site before
> the problem can be properly fixed with the new ADOM relase and asks
> Vladimir to send it to him.

Shortly after posting the patch to the newsgroup, Thomas e-mailed me
asking for more details on how he could fix the bug. I replied,
providing as much detail as possible, however never got a confirmation.

How can I send it to him and be sure he gets it?
Also, the patch was always accessible at ToGu's page at
http://www.stud.ntnu.no/~houeland/adom/ .

> In addition to patches, he does not like programs that can be used for
> cheating, and he has already implemented new countermeasures into ADOM
> to detect if the state of the game has been tampered with. He said that
> even though all protection can be cracked, it will take the cracker more
> time to circumvent the protective measures than it took him to implement
> them, and he hopes that they will eventually tire of such efforts.

If I remove all cheating features from AdomBot, as well as all
complements such as the MonsterDex both from the web-site and AdomBot
package, and leave out only sounds and demo recording, will that
correspond to his wishes?

Also, you mentioned he despises using reverse engineering to find out
internal game details. What about accessing the game memory? I was
planning for the next AdomBot version to make reading and writing to
ADOM's memory possible with scripts. Or should I remove the scripting
feature altogether from AdomBot?

> So, if you consider yourself trustworthy, go ahead and volunteer right
> now! Both newsgroup postings and e-mails are fine. Please understand
> that it might be the case that not everybody will be able to contribute
> because we must strike a balance between the bug-weeding effort for
> everybody involved and the communication effort. Once most of the
> weeding out has been done, there will certainly be a public phase when
> everybody can contribute, but for the bulk of the work, it is better not
> to get bogged down in lengthy group discussions.

If you consider me worthy enough, count me in.

--





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G

Guest

Guest
Archived from groups: rec.games.roguelike.adom (More info?)

Vladimir Panteleev wrote:

> Shortly after posting the patch to the newsgroup, Thomas e-mailed me
> asking for more details on how he could fix the bug. I replied,
> providing as much detail as possible, however never got a confirmation.

It might have got lost in the noise, or even hit a spam barrier. Thomas
said that one of his e-mail providers used a fairly unreliable spam filter.

> How can I send it to him and be sure he gets it?

I guess we need to establish a sure communication channel for important
issues -- this would be one of them. I guess we will need to think about
this anyway when we have a look at the bugs.

>>In addition to patches, he does not like programs that can be used for
>>cheating, and he has already implemented new countermeasures into ADOM
>>to detect if the state of the game has been tampered with. He said that
>>even though all protection can be cracked, it will take the cracker more
>>time to circumvent the protective measures than it took him to implement
>>them, and he hopes that they will eventually tire of such efforts.
>
> If I remove all cheating features from AdomBot, as well as all
> complements such as the MonsterDex both from the web-site and AdomBot
> package, and leave out only sounds and demo recording, will that
> correspond to his wishes?

I guess that only Thomas can answer these questions. He said that he might
watch this thread in r.g.r.adom, so maybe this is a way of getting into
contact.

> Also, you mentioned he despises using reverse engineering to find out
> internal game details. What about accessing the game memory? I was
> planning for the next AdomBot version to make reading and writing to
> ADOM's memory possible with scripts. Or should I remove the scripting
> feature altogether from AdomBot?

Without looking at the code, you cannot really do much interesting stuff
for scripts with game memory, can you?

>>So, if you consider yourself trustworthy, go ahead and volunteer right
>>now!
>
> If you consider me worthy enough, count me in.

Great! Can you contact me by e-mail?

Malte
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.adom (More info?)

On Mon, 31 Jan 2005 15:34:02 +0000 (UTC), koctyxa wrote:

> On 2005-01-31, Malte Helmert <helmert@informatik.uni-freiburg.de> wrote:
>
>> 3. Reverse Engineering
>>
>> Most significantly, Thomas expressed his contempt for patches that
>> change the rules of the game. Patches that fix bugs might be acceptable,
>> but the line must be drawn very clearly. Of the existing patches, only
>> the one that fixes the ingot crash bug can be considered a bug fix.
>
> So what about adom-sage's colouring messages? I won't drop it!

Adom-Sage is not a patch. It is simply a program that runs the Linux
version of ADOM, and intercepts its calls to system functions to change
their behavior. I don't think that reverse-engineering was used to write
it.

--





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marcus

Distinguished
Aug 1, 2001
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Archived from groups: rec.games.roguelike.adom (More info?)

Malte Helmert wrote:
> Dear group,
>
> To dispel some other rumours, this new release will *not* be a final
> release of ADOM. Thomas told me that even now, after two years without
> an update, there are about 10000-15000 downloads per month on
> www.adom.de, and this is sufficient reason to continue working on the
> game. However, in the future Thomas would like to devote more of his
> development time to JADE -- JADE development is fun, while ADOM
> development is hard work due to the way the source code has developed
> into a writhing mass of programming chaos over time.

Cool! Now tell him to fix his donation link :p I was all set and ready to
send him some money around Xmas, and it took me to a german donation page.
I'm not donating in a language I can't read. I mailed him about it and
recieved no response...

> Therefore, it is likely that after the next release, there will be a
> change in procedure. In order to allow Thomas to focus on JADE, he
> plans to change the development model of ADOM. Instead of the current
> one-man system, he would like to turn into an effort by a small,
> closed group (a kind of DevTeam, if you will) of maybe 4-5 people
> under his supervision. Thomas will make all decisions regarding which
> features will or will not be added to ADOM, but actual
> implementation, bug fixes and the like will be delegated. ADOM will
> *not* go Open Source -- more regarding this
> under the third topic.

This is very good news.

> With ADOM moving to a group development model, changes are also
> planned for www.adom.de. Ideas include adding a Wiki, overhauling the
> bug tracking system and turning the "Ancient Scroll of Mystery" into
> a real blog with comment features. An often requested feature which
> is *not* planned is a forum -- Thomas prefers good old newsgroups
> [and if a personal comment is allowed here, I agree :)]. However,
> all this requires work that would detract from actual development, so
> it is not clear if, when and how all this can be turned into
> practice. Do not hold your breath.

This strikes me as counter-intuitive with his third point below. If he
doesn't want any reverse engineering/cheating/etc, but he does want a wiki
that tracks bugs and wants a team of devs, how exactly are people supposed
to locate obscure stuff? Some things are simply not apparent, and some
recent bugs only turned up after code diving turned up anamolies. Adom lacks
Nethack's Explore/Wizard mode, and if he doesn't want people hacking away at
it, it needs some other method of experimentation. Indeed, a similar feature
was mentioned long, long ago in concert with Adom Deluxe.

>
> 2. The Bug Database
>
> Again, the good news first: You can help with the bug database!

[snip]
All good news

>
> 3. Reverse Engineering
[snip]
> Finally, Thomas is also very much against disassembling the executable
> to discover game mechanics and secrets. He referred to the section in
> readme.1st where it is stated that the good effect of ADOM staying
> closed source is "that ADOM will remain the most challenging and
> mysterious of all roguelike games, simply because you just can't take
> a look into the sources and find all the secrets right away once a new
> version is released".

This is his right and perogative, but that cat is already out of the bag.
People *will* get the information they want, one way or another. I'd rather
he simply included an in-game mechanism to achieve the same, if he doesn't
want people hacking away at the executable. In most (all?) cases, it isn't
malicious. It's simply curious fans. And without some method of testing
extreme/odd cases, some bugs will never become apparent.

> That's it. I could comment on some of the issues, but want to keep the
> summary and personal opinion separate, so I'll contribute to the
> discussion later.
>
> Malte

Thanks for talking with him, good to hear this stuff from the source.
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.adom (More info?)

On Mon, 31 Jan 2005 17:51:56 +0100, Malte Helmert wrote:

> Vladimir Panteleev wrote:
>
>> Also, you mentioned he despises using reverse engineering to find out
>> internal game details. What about accessing the game memory? I was
>> planning for the next AdomBot version to make reading and writing to
>> ADOM's memory possible with scripts. Or should I remove the scripting
>> feature altogether from AdomBot?
>
> Without looking at the code, you cannot really do much interesting stuff
> for scripts with game memory, can you?

Actually, it is possible to locate the address of a certain variable in
memory by searching and sieving results. For example, if you wish to
find the address of the variable holding your PC's HP, you search for
all integer values containing the number of your hit points. Then you
modify the value in-game (get hurt or heal up), and search among the
results of the previous search. Repeat until the correct address is
found.

There are numerous programs that have a specialized interface for such
an "universal" cheating method, such as TSearch, GenTrain and ArtMoney.

However, with the new cheating protection you mentioned I believe this
method won't work (if Thomas meant the same system I have in mind).

Before starting to disassemble ADOM, I relied on such memory hacking to
find required information. AdomBot 1 and 2, which only featured the bot
and the demo recorder, was written before I had access to the game
internals.

--





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G

Guest

Guest
Archived from groups: rec.games.roguelike.adom (More info?)

Vladimir Panteleev wrote:
> On Mon, 31 Jan 2005 17:51:56 +0100, Malte Helmert wrote:
>
>>Without looking at the code, you cannot really do much interesting stuff
>>for scripts with game memory, can you?
>
> Actually, it is possible to locate the address of a certain variable in
> memory by searching and sieving results. For example, if you wish to
> find the address of the variable holding your PC's HP, you search for
> all integer values containing the number of your hit points. Then you
> modify the value in-game (get hurt or heal up), and search among the
> results of the previous search. Repeat until the correct address is
> found.
>
> There are numerous programs that have a specialized interface for such
> an "universal" cheating method, such as TSearch, GenTrain and ArtMoney.

I know about that techique. I mentioned that in the original draft of my
posting, but removed it because it seems primarily useful for cheating,
not for scripting.

I don't see how it could be used for actual scripting; can it?

Malte
 
G

Guest

Guest
Archived from groups: rec.games.roguelike.adom (More info?)

On Mon, 31 Jan 2005 19:27:39 +0100, Malte Helmert wrote:

> Vladimir Panteleev wrote:
>> There are numerous programs that have a specialized interface for such
>> an "universal" cheating method, such as TSearch, GenTrain and ArtMoney.
>
> I know about that techique. I mentioned that in the original draft of my
> posting, but removed it because it seems primarily useful for cheating,
> not for scripting.
>
> I don't see how it could be used for actual scripting; can it?

Once you know the address, you can do with the value at that address
whatever you want. If you're smart enough, you can find the address of
the dungeon map (with the help of wands of digging, door/trap creation),
and then use those addresses in a script, which can be potentially used
for cheating (peek on the whole level map). And so on.

And generally, a game bot, like the one in 1, 2 and early 3.x versions,
is close to cheating. It can be used to exploit such things as the WDL
<spoily> bomb, or scum for items in the ID.

--





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G

Guest

Guest
Archived from groups: rec.games.roguelike.adom (More info?)

Vladimir Panteleev wrote:

> Malte Helmert wrote:
>
>> Vladimir Panteleev wrote:
>>> There are numerous programs that have a specialized interface for such
>>> an "universal" cheating method, such as TSearch, GenTrain and ArtMoney.
>>
>> I know about that techique. I mentioned that in the original draft of my
>> posting, but removed it because it seems primarily useful for cheating,
>> not for scripting.
>>
>> I don't see how it could be used for actual scripting; can it?
>
> Once you know the address, you can do with the value at that address
> whatever you want. If you're smart enough, you can find the address of
> the dungeon map (with the help of wands of digging, door/trap creation),
> and then use those addresses in a script, which can be potentially used
> for cheating (peek on the whole level map). And so on.
>
> And generally, a game bot, like the one in 1, 2 and early 3.x versions,
> is close to cheating. It can be used to exploit such things as the WDL
> <spoily> bomb, or scum for items in the ID.
>

I do think we need some means of cheating. Without reverse engineering it
will already be quite hard to detect game mechanics (and thus bugs), but
without any cheating it's nearly impossible. Eg: You will never get the
needed quantities of an item to do a sufficent statistical research. And
even save-scumming is cheating, so it'd be quite hard to explore eg
late-game monsters/effects. We don't need to mess around with editing the
RAM (I guess Thomas wouldn't like it anyway), but to keep at least the
scripting bit would be nice.
But it is a fact that without reverse engineering we would not know about
certain bugs. We couldn't be sure whether falling at least once when
entering the rift is a bug. Now I don't want to support reverse
engineering, it's illegal after all, that's just something to think about.
Though I hope we will be able to ask these planned other adom developers
if we discover a possible bug.


--
"There is hopeful symbolism in the fact that flags do not wave in a
vacuum."
-- Arthur C. Clarke
 
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xhoch3 <xhoch3@safe-mail.net> wrote in
news:eek:pslhmsjrgyiru7u@linux.local:


>
> I do think we need some means of cheating.

Why? It is possible to beat the game without doing so, and I believe some
have even done so without resorting to spoilers. Cheating at ADOM is like
cheating at Solitaire.
 
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From: koctyxa jaq@artemida.wywalamy.spam.amu.edu.pl
Date: Mon, 31 Jan 2005 15:34:02 +0000 (UTC)

> So what about adom-sage's colouring messages? I won't drop it!

I seem to recall a previous statement that he didn't mind AdomSage, since it
just intercepts system calls to the display and keyboard. No internal workings
are revealed that aren't already common knowledge.

ADoMBot, on the other hand, is in a somewhat more questionable state of
affairs, even though it's primary purpose is as an automaton, not a cheat
device.
 

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Malte Helmert wrote:
> Marcus wrote:
>
>> Malte Helmert wrote:
>>
>>
>> Mysterious doesn't do much for me. Fun, well balanced and
> > bug free does ;)
>
> From this and your other comments, I'd say that you should also try
> out some other roguelikes, which fit your philosophy well. Which ones
> have you tried?
>
> Malte

Angband (V, O, Pern/Tome, Z, various others to a lesser degree), Nethack
(just finished my first two ascensions this month), Slash'Em, Crawl, Doom,
and a bunch of other miscellaneous and/or lesser known ones. I like
different aspects about each (and naturally, am annoyed by different aspects
as well ;)
 
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> xhoch3 wrote:
*snip*
> But it is a fact that without reverse engineering we would not know
> about certain bugs. We couldn't be sure whether falling at least once
> when entering the rift is a bug. Now I don't want to support reverse
> engineering, it's illegal after all, that's just something to think
> about. Though I hope we will be able to ask these planned other adom
> developers if we discover a possible bug.

IIRC reverse engineering for educational purposes (not commercial of any
kind) is legal in EU. At least it was few years back, when I checked on
things like that. As long as no-one makes money with information gained
from reverse engineering (not meaning in-game money) it is legal.

-JM
 
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Juho-Mikko Pellinen wrote:

> > xhoch3 wrote:
> *snip*
>> But it is a fact that without reverse engineering we would not know
>> about certain bugs. We couldn't be sure whether falling at least once
>> when entering the rift is a bug. Now I don't want to support reverse
>> engineering, it's illegal after all, that's just something to think
>> about. Though I hope we will be able to ask these planned other adom
>> developers if we discover a possible bug.
>
> IIRC reverse engineering for educational purposes (not commercial of any
> kind) is legal in EU. At least it was few years back, when I checked on
> things like that. As long as no-one makes money with information gained
> from reverse engineering (not meaning in-game money) it is legal.
>

I don't think it is allowed in Germany. And it's certainly not allowed in
this case since Thomas explicitly said it is not. There could be a
'loophole' for fixing bugs, but that's not all too certain either. And I
don't agree that 'educational' is the same as 'not commercial'.



--
There can be no twisted thought without a twisted molecule.
-- R. W. Gerard
 
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anxious triffid <anxioustriffid@INFEAROFSPAMfserve.co.uk> wrote:

> xhoch3 <xhoch3@safe-mail.net> wrote in
> news:eek:pslhmsjrgyiru7u@linux.local:
>
>
>>
>> I do think we need some means of cheating.
>
> Why? It is possible to beat the game without doing so, and I believe some
> have even done so without resorting to spoilers. Cheating at ADOM is like
> cheating at Solitaire.

You snipped the parts where I explained what use cheating has. For me
scripting is just another form of cheating and lot's of information in the
guidebook was obtained this way (eg information about amuletts of order).
If you believe that ADOM is closed source, because everybody should
explore the game by playing then even the guidebook itself is some kind of
cheat. If you don't want information about game mechanics that's fine, but
there are lot's of others who want to.

--
It's not reality or how you perceive things that's important -- it's what
you're taking for it...
 
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bork bork bork Marcus bork 1:42:02 PM bork 2/1/2005 bork bork:

[Malte: What other games have you tried? It may be another roguelike has that
which ADOM is missing for you.]

> Angband (V, O, Pern/Tome, Z, various others to a lesser degree), Nethack
> (just finished my first two ascensions this month), Slash'Em, Crawl, Doom,
> and a bunch of other miscellaneous and/or lesser known ones. I like
> different aspects about each (and naturally, am annoyed by different aspects
> as well ;)

<advocacy>Darshan's (so-called) Travel Patch, and especially recent
improvements to it, have made Crawl quite a different game than it was at the
time when 4.00b26 was released roughly two years ago. You might want to take
a new look at it. Travelling and inventory management have become much, much
less annoying.</advocacy>

Erik
 

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Erik Piper wrote:
> bork bork bork Marcus bork 1:42:02 PM bork 2/1/2005 bork bork:
>
> [Malte: What other games have you tried? It may be another roguelike
> has that which ADOM is missing for you.]
>
>> Angband (V, O, Pern/Tome, Z, various others to a lesser degree),
>> Nethack (just finished my first two ascensions this month),
>> Slash'Em, Crawl, Doom, and a bunch of other miscellaneous and/or
>> lesser known ones. I like different aspects about each (and
>> naturally, am annoyed by different aspects as well ;)
>
> <advocacy>Darshan's (so-called) Travel Patch, and especially recent
> improvements to it, have made Crawl quite a different game than it
> was at the time when 4.00b26 was released roughly two years ago. You
> might want to take a new look at it. Travelling and inventory
> management have become much, much less annoying.</advocacy>
>
> Erik

Ah, that'd be the version I play ;) In fact...

http://crawlj.sourceforge.jp/down_e.html

That one frequently, which is a modification of Darshan's patch with a
really nice set of tiles included. I generally always prefer ascii, but
Crawl works quite well with these tiles.
 
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xhoch3 wrote:

> anxious triffid <anxioustriffid@INFEAROFSPAMfserve.co.uk> wrote:
>
>> Why? It is possible to beat the game without doing so, and I believe some
>> have even done so without resorting to spoilers. Cheating at ADOM is like
>> cheating at Solitaire.
>
> You snipped the parts where I explained what use cheating has. For me
> scripting is just another form of cheating and lot's of information in
> the guidebook was obtained this way (eg information about amuletts of
> order).

Yes, gathering that information required save scumming. However, in my
opinion, there is a significant difference between black box testing and
white box testing.

> If you believe that ADOM is closed source, because everybody
> should explore the game by playing then even the guidebook itself is
> some kind of cheat. If you don't want information about game mechanics
> that's fine, but there are lot's of others who want to.

I think that Thomas enjoys it if the community finds out something by
trying and playing and posts it for everyone; I think that's one of the
reasons he wanted to have an official ADOM wiki. The distinction is not
between "I should discover it personally" and "The group should discover
it". The distinction is between discovering it by playing or by looking
at the code.

Malte
 
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Malte Helmert <helmert@informatik.uni-freiburg.de> wrote:

> xhoch3 wrote:
>
>> anxious triffid <anxioustriffid@INFEAROFSPAMfserve.co.uk> wrote:
>>
>>> Why? It is possible to beat the game without doing so, and I believe
>>> some
>>> have even done so without resorting to spoilers. Cheating at ADOM is
>>> like
>>> cheating at Solitaire.
>> You snipped the parts where I explained what use cheating has. For me
>> scripting is just another form of cheating and lot's of information in
>> the guidebook was obtained this way (eg information about amuletts of
>> order).
>
> Yes, gathering that information required save scumming. However, in my
> opinion, there is a significant difference between black box testing and
> white box testing.
>

I never meant cheating by editing the RAM or disassembling adom. I just
wanted to keep adombot's ability to automize game actions which is some
kind of cheating in my opinion. And it is still black box testing. It's
just not possible to get the needed quantities of eg scrolls of balance
while playing yourself to ever validate how much effect the amulett of
order has.

>> If you believe that ADOM is closed source, because everybody
>> should explore the game by playing then even the guidebook itself is
>> some kind of cheat. If you don't want information about game mechanics
>> that's fine, but there are lot's of others who want to.
>
> I think that Thomas enjoys it if the community finds out something by
> trying and playing and posts it for everyone; I think that's one of the
> reasons he wanted to have an official ADOM wiki. The distinction is not
> between "I should discover it personally" and "The group should discover
> it". The distinction is between discovering it by playing or by looking
> at the code.
>

That's perfect with me. I just wanted to give an example how broad the
meaning of the word cheating can be, so if you say cheating is evil, you'd
have to say what sort of cheating you actually mean.


--
rgra bug list: http://adombugs.100free.com/