229 lines
12 KiB
Plaintext
229 lines
12 KiB
Plaintext
NetHack 3.3.2 -- General information
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NetHack 3.3.2 is an enhancement to the dungeon exploration game NetHack.
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It is a distant descendent of Rogue and Hack, and a direct descendent of
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NetHack 3.2 and 3.3.1.
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This version is primarily a bug fix release, but there are many
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changes and surprises beyond what you see listed here.
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Here is a brief overview of new additions and changes in the game.
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To give more would be cheating, wouldn't it?
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o Many, many bug fixes and tweaks
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o Enhanced config file processing and player selection prompts for some ports
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o Stamina affects ability to throw heavy things
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o Objects merge in containers
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o Wish for "nothing", and genocide "none" to preserve your conduct
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o Several small refinements to race/role separation
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o Config file BOULDER option to specify the symbol for displaying boulders
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o New travel command which is particularly helpful for mouse navigation on
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handheld computers
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o Mac: command-key shortcuts in the player selection dialog
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o Amiga: screenmode requester
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o Win32: new graphical port contributed by Alex Kompel
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We've also included variations of the following patches
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contributed by members of the NetHack community at large:
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o Scott Bigham's new T-shirt messages and his option to turn off
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resistance display effects
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o Malcolm Ryan's option for "autodig"
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o Jay Tilton's full-screen message window display via control-P
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o Dylan O'Donnell's multishot bonus with yumi and ya for ninjas
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o Tom Friedetzky's blessed/uncursed/cursed selection patch for menustyle:full
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o Jason Short's additonal lens uses
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o Kelly Bailey's Gnomish Mines changes
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Carried forward
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o The Gnome toolkit interface is still considered an experimental option
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- - - - - - - - - - -
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Please read items (1), (2) and (3) BEFORE doing anything with your new code.
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1. Unpack the code in a dedicated new directory. We will refer to that
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directory as the 'Top' directory. It makes no difference what you
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call it.
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2. If there is no flaw in the packaging, many sub-directories will be
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automatically created, and files will be deposited in them:
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a. A 'dat' directory, which contains a variety of data files.
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b. A 'doc' directory, which contains various documentation.
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c. An 'include' directory, which contains *.h files.
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d. A 'src' directory, which contains game *.c files used by all versions.
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e. A 'util' directory, which contains files for utility programs.
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f. A 'sys' directory, which contains subdirectories for files that
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are operating-system specific.
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g. A 'sys/share' subdirectory, which contains files shared by some OSs.
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h. A 'sys/share/sounds' subsubdirectory, which contains sound files
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shared by some OSs.
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i. A 'sys/amiga' subdirectory, which contains files specific to AmigaDOS.
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j. A 'sys/amiga/ship' subsubdirectory
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k. A 'sys/atari' subdirectory, which contains files specific to TOS.
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l. A 'sys/be' subdirectory, which contains files specific to Be OS.
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m. A 'sys/mac' subdirectory, which contains files specific to MacOS.
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n. A 'sys/msdos' subdirectory, which contains files specific to MS-DOS.
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o. A 'sys/os2' subdirectory, which contains files specific to OS/2.
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p. A 'sys/unix' subdirectory, which contains files specific to UNIX.
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q. A 'sys/vms' subdirectory, which contains files specific to VMS.
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r. A 'sys/winnt' subdirectory, which contains files specific to Windows NT.
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s. A 'win' directory, which contains subdirectories for files that
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are windowing-system specific (but not operating-system specific).
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t. A 'win/share' subdirectory, which contains files shared by some
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windowing systems.
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u. A 'win/Qt' subdirectory, which contains files specific to Qt.
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v. A 'win/X11' subdirectory, which contains files specific to X11.
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w. A 'win/gem' subdirectory, which contains files specific to GEM.
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x. A 'win/gnome' subdirectory, which contains files specific to GNOME.
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y. A 'win/tty' subdirectory, which contains files specific to ttys.
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z. A 'win/win32' subdirectory, which contains files specific to the
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Windows NT Win32 API.
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The names of these directories should not be changed unless you are
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ready to go through the makefiles and the makedefs program and change
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all the directory references in them.
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3. Having unpacked, you should have a file called 'Files' in your Top
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directory. This file contains the list of all the files you now SHOULD
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have in each directory. Please check the files in each directory
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against this list to make sure that you have a complete set.
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4. Before you do anything else, please read carefully the file called
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"license" in the 'dat' subdirectory. It is expected that you comply
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with the terms of that license, and we are very serious about it.
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5. If everything is in order, you can now turn to trying to get the program
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to compile and run on your particular system. It is worth mentioning
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that the default configuration is SysV/Sun/Solaris2.x (simply because
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the code was housed on such a system). It is also worth mentioning
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here that NetHack 3.3 is a huge program. If you intend to run it on a
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small machine, you'll have to make hard choices among the options
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available in config.h.
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The files sys/*/Install.* were written to guide you in configuring the
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program for your operating system. The files win/*/Install.* are
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available, where necessary, to help you in configuring the program
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for particular windowing environments. Reading them, and the man pages,
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should answer most of your questions.
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At the time of this release, NetHack 3.3 is known to run/compile on:
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Apple Macintosh running MacOS 7.5 or higher, LinuxPPC, BeOS 4.0
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Atari ST/TT/Falcon running TOS (or MultiTOS) with GCC
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Commodore Amiga running AmigaDOS 3.0 or higher with SAS/C 6.x
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(but see Makefile.ami about DICE and Manx)
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DEC Alpha/VMS (aka OpenVMS AXP), running V1.x through V7.0
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DEC VAX/VMS, running V4.6 through V7.0
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HP 9000s700 running HP-UX 10.x, 11.x
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IBM PS/2 and AT compatibles running OS/2 - 2.0 and up with GCC emx
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Intel 80386 or greater (or clone) boxes running MS-DOS with DPMI.
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Intel 80386 or greater (or clone) boxes running Linux, BSDI, or
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Windows 95/98/NT/2000
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Intel Pentium or better (or clone) running BeOS 4.5
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Sun SPARC based machine running SunOS 4.x, Solaris 2.x, or Solaris 7
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Previous versions of NetHack were tested on the following systems,
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and we expect that NetHack 3.3 will work on them as well:
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AT&T 3B1 running System V (3.51)
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AT&T 3B2/600 & 3B2/622 running System V R3.2.1
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AT&T 3B2/1000 Model 80 running System V R3.2.2
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AT&T 3B4000 running System V
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AT&T 6386 running System V R3.2
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Data General AViiON systems running DG/UX
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DEC vaxen running BSD, Ultrix
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Decstations running Ultrix 3.1, 4.x
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Encore Multimax running UMAX 4.2
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Gould NP1 running UTX 3/2
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HP 9000s300 running HP-UX
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HP 9000s700 running HP-UX 9.x
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IBM PC/RT and RS/6000 running AIX 3.x
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IBM PS/2 and AT compatibles running OS/2 1.1 - 2.0 (and probably
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Warp) with Microsoft 6.0, and OS/2 2.0 and up with IBM CSet++ 2.0.
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Intel 80386 or greater (or clone) running 386BSD
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Mips M2000 running RiscOS 4.1
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NeXT running Mach (using BSD configuration)
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Pyramid 9820x running OSx 4.4c
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SGI Iris running IRIX
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Stardent Vistra 800 running SysV R4.0
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Stride 460 running UniStride 2.1
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Sun-3s, -4s, and -386is running SunOS 3.x
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Sun-3s and -386is running SunOS 4.x
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Valid Logic Systems SCALD-System
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Unless otherwise mentioned, the compiler used was the OS-vendor's
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C compiler.
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The Atari and Amiga ports are struggling to stay supported due to a
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lack of people with machines and time.
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With the demise of Windows NT on the DEC Alpha, no attempt has been
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made to build NetHack 3.3.2 on that platform.
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No attempt has been made to build or run NetHack 3.3.2 on Windows Me
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or Windows XP at this point. It may work, but then again it may not.
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A build for Intel 80286 machines and DOS "real mode" overlaid versions
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has been produced for 3.3.2, with a marginal attempt at tuning it for
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suitable performance. If someone has access to real-mode compiler and
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lots of spare time on their hands, you may be able to enhance the
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performance even further. We don't know how well it runs on a real
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80286 since we no longer have access to one. We have had some reports
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of it running out of memory quite abruptly on levels with many monsters,
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rendering the game in progress useless. Use it at your own risk.
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- - - - - - - - - - -
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If you have problems building the game, or you find bugs in it, the
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development team may be reached at
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nethack-bugs@nethack.org
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When sending correspondence, please observe the following:
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o Please be sure to include your machine type, OS, and patchlevel.
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o Never send binary files (e.g. save files or bones files) to the
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nethack-bugs address. Whichever platform you are using, only a small
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minority of the development team has access to it, and you will rapidly
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annoy the others. If you have found a bug and think that your save file
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would aid in solving the problem, send us a description in words of the
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problem, your machine type, your operating system, and the version of
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NetHack. Tell us that you have a save file, but do not actually send it.
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In the rare case that we think your save file would be helpful, you will
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be contacted by a member of the development team with the address of a
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specific person to send the save file to.
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o Though we make an effort to reply to each bug report, it may take some
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time before you receive feedback. This is especially true during the
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period immediately after a new release, when we get the most bug reports.
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o We don't give hints for playing the game.
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o Don't bother to ask when the next version will be out. You will not get
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a reply.
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Alternatively, you may fill out the bug report form on our web
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page at http://www.nethack.org.
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Patches especially should be directed to this address. If you've changed
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something to get NetHack to run on your system, it's likely that others have
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done it by making slightly different modifications. By routing your patches
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through the development team, we should be able to avoid making everyone else
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choose among variant patches claiming to do the same thing, to keep most of
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the copies of 3.3 synchronized by means of official patches, and to maintain
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the painfully-created file organization. (This process has been working since
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the time when everyone just posted their own patches to 2.3. At that time,
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there were no archived bug-fixes to give to people who got 2.3 after its initial
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release, so the same bugs kept being discovered by new batches of people.)
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We have been successful in preventing this from happening since the 3.0
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release. Please cooperate to keep this from happening to 3.3.
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It is inevitable that we will reject some proposed additions of new features
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either because they do not fit our conception of the game, or because they
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require more code than we consider they're worth. If we reject your feature,
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you are free, of course, to post the patches to the net yourself and let the
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marketplace decide their worth.
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All of this amounts to the following: If you decide to apply a free-lanced
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patch to your 3.3 code, you are on your own. In our own patches, we will
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assume that your code is synchronized with ours.
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-- Good luck, and happy Hacking --
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