HDTenEightyP/NetNews huggingface dataset:
From: "Scott Nesbitt" <p00135@psilink.com>
Subject: re: xtank on an rs6k
Organization: Nesbitt Consulting
Date: Fri, 6 Nov 1992 01:16:59 GMT
X-Mailer: PSILink (3.2)

try the following:

"../Include/common.h", line 125.38: 1506-010 (W) Macro sin invoked with a null ar
"../Include/common.h", line 125.47: 1506-010 (W) Macro cos invoked with a null ar
"../Include/common.h", line 125.57: 1506-010 (W) Macro sqrt invoked with a null a
"../Include/common.h", line 125.0: 1506-041 (S) Parameter list cannot contain few
"../Include/common.h", line 126.28: 1506-010 (W) Macro asin invoked with a null a


all of the above can be fixed by modifying as such:

extern double atan2(double,double);
extern double hypot(double,double);
extern double sin(double);
extern double cos(double);
extern double sqrt(double);
extern double floor(double);
extern double aint();
extern double pow(double,double);
extern double asin(double);



"../Include/tanktypes.h", line 41.0: 1506-236 (W) Macro name FALSE has been redef
"../Include/tanktypes.h", line 42.0: 1506-236 (W) Macro name TRUE has been redefi


ignore the above.


"gnat.c", line 3306.278: 1506-161 (E) Integer constant is too large. Zero is assu
"gnat.c", line 3306.278: 1506-046 (S) Syntax error.
"gnat.c", line 3306.589: 1506-161 (E) Integer constant is too large. Zero is assu
"gnat.c", line 3306.589: 1506-046 (S) Syntax error.


the above can be fixed by modifying as such:


/* next three lines equate to the commented out line.  */
        safety_deg=TAN(dist,vars->friends[friend].vsize);
        safety_deg += 10;
        safety_deg = RadTo4Deg(QUAR_CIRCLE - safety_deg);
/*      safety_deg = RadTo4Deg(QUAR_CIRCLE-TAN(dist,vars->friends[friend].vsize + 10)); */



"gnat.c", line 3319.278: 1506-161 (E) Integer constant is too large. Zero is assu


the above can be fixed by modifying as such:


/* next three lines equate to the commented out line. */
        safety_deg=TAN(dist,vars->friends[friend].vsize);
        safety_deg += 10;
        safety_deg = RadTo4Deg(QUAR_CIRCLE - safety_deg);
/*      safety_deg = RadTo4Deg(QUAR_CIRCLE - TAN(dist, vars->friends[friend].vsize + 10)); */



although the above coerced xtank into compiling, i do get segmentation
faults whenever the activity is particularly heavy.  anyone have
suggestions for fixing this?

scott 


Newsgroups: rec.games.xtank.play
From: tlhayes@intruder.ecn.uoknor.edu (Zatar)
Subject: Re: Ultimate - how to set number of goals needed
Date: Thu, 5 Nov 1992 20:35:02 GMT
Organization: Engineering Computer Network, University of Oklahoma, Norman, OK, USA
Keywords: ultimate, xtank, goals

|ratner@ficus.cs.ucla.edu (Dave "Van Damme" Ratner) writes:
|>The endgame screen says (paraphrasing):
|>	s: start, q: quit.
|>Hit s to keep going.  When you are done, hit q.  This way you can
|>play for as many goals as you want.
|>Dave

johnh@ficus.cs.ucla.edu (John Heidemann) writes:
|Dave-- You clearly missed the original poster's point.
|He wants the game to *keep* going after a goal has been scored---
|presumably to continue scoring one goal per elapsed frame.
|   -John

Hah hah, very amusing.  No, in the version of Xtank running on my
system (1.3a), there is no "'s' to start' alongside the
"'q' to quit".  I have tried pressing every key on the keyboard
repeatedly, but q is the only thing that works.  This is why I
posted the article.  I can only assume that if other people
continue playing with the 's' key that my version simply doesn't
have multiple goals implemented.  Too bad.  I wish I had enough
disk space to compile it myself...

				-Zatar
				tlhayes@mailhost.ecn.uoknor.edu
Newsgroups: rec.games.xtank.play
From: brs@cs.brown.edu (Brian Stormont)
Subject: Re: Ultimate - how to set number of goals needed
Organization: Dept. of Computer Science, Brown University
	<ratner.720910247@ficus.cs.ucla.edu>
	<johnh.720917332@ficus.cs.ucla.edu>
	<1992Nov5.203502.22679@constellation.ecn.uoknor.edu>
Date: Sat, 7 Nov 1992 06:57:33 GMT


My version of the game has everyone blow up when a goal is scored.
Then everyone is set back to their starting positions. This goes on and
on until the chosen score is reached.

I must note, this isn't really as accurate as "real" hockey or soccer (I've
never seen players blow up when a goal is scored, but it would be an interesting
sight... :-)

This is my own custom version, compiled on a Sun 4, but the change made 
was incredably minor (only a few lines) and I could easily make available
a n exerp if someone is interested.

-Brian
Newsgroups: rec.games.netrek
From: amueller@teak.cis.ohio-state.edu (andrew j mueller)
Subject: Re: SB: how to get rid of glue-oggers?
Organization: The Ohio State University Dept. of Computer and Info. Science
Distribution: rec.games.netrek
Date: Mon, 9 Nov 1992 12:36:56 GMT

In article <5048@disun44.epfl.ch> margot@disuns2.epfl.ch (Joel Margot) writes:
>Well, this is probably a FAQ about SBs... Anyway, here goes:               
>
>I took my first base the other day and got messed up with guys locking and
>orbitting on me. How can I get rid of them so that I can shoot them down
>properly thereafter? (without having the full impact of their hull ex-
>ploding under my nose)
>
>Thanks, Joel



	1. place mouse curser on ship
	2. hit 'y'
	3. fire phasers
****************************************************************************
GOD->ALL: bloodwing (K1) was kill 10.5 for .sig (R0)
GOD->ALL: bloodwing (K1) was kill 11.5 for .sig (R0)
GOD->ALL: bloodwing (K1) was kill 12.5 for .sig (R0)
GOD->ALL: bloodwing (K1) was kill 13.5 for .sig (R0)
GOD->ALL: bloodwing (K1) was kill 14.5 for .sig (R0)
K1->ALL: Commodore bloodwing (K1) leaving the game
****************************************************************************
From: mehlhaff@soda.berkeley.edu (ERic MeHlHaFf)
Newsgroups: rec.games.netrek
Subject: Re: freedom of bitmaps
Date: 13 Nov 1992 16:16:00 GMT
Organization: The Dis-Orginization
NNTP-Posting-Host: soda.berkeley.edu

In article <0f0hEha00VoqANQ0Us@andrew.cmu.edu> "Timothy C. Worsley" <tw1r+@andrew.cmu.edu> writes:
>	This is basicly inspired by some mail I've recieved about the ARF-MOO client.
>	Several people have sent me mail which says, in essence, that bitmaps
>don't make any difference, and that one should be allowed freedom to
>make whatever bitmaps one wants to for a client.
>	So, if someone wanted to make 16 SB bitmaps to show shat direction a
>base was flying in, would this be OK?  If so, why?  If not, why not?
>


For what its worth, IF anyone has made these bitmaps up, I'd appreciate them. I
was going to bring 'rotating' Starbases bask to netrek.  Basically, the base
direction wouldn't mean anything, as the server would constantly be changing it
to simulate the 'rotation'.  Naturally, this could be controllable from either
the server or the client end.

I find it kind of amusing that the bases actually have bitmaps for all 16
views, but they're all EXACTLY THE SAME BITMAPS.  

Losts of amusing stuff in the netrek code like that...

-- 
ERic mehlhaff					   mehlhaff@soda.Berzerkeley.EDU
mehlhaff@ocf.berkeley.EDU         "Life? Don't talk to me about life..." -Marvin
Newsgroups: rec.games.netrek
From: stuve@IASTATE.EDU (Steven R. Stuve)
Subject: Re: more exodus bashing; also call for scrimmages
Reply-To: stuve@IASTATE.EDU (Steven R. Stuve)
Organization: Iowa State University
Distribution: na
Date: Fri, 6 Nov 1992 13:25:32 GMT

In article <4aFi03Uqb8H500@amdahl.uts.amdahl.com>, fadden@uts.amdahl.com (Andy
McFadden) writes:
> In article <1dbagpINNonv@usenet.INS.CWRU.Edu> mcn@b62103.student.cwru.edu
writes:
> >In article <Bx8q99.L71@news.iastate.edu> wyvern@iastate.edu (Nuno
Bettencourt)  
> >> Remind yourself that is was an ISU alumnus (Vincent Atanasoff) that
> >>was the father of the modern computer you are sitting at now. 
> >
> >  Now wait a minute. I'm not extremely well versed on my computer history,
but  
> >at the very least I've never heard of this guy.
> 
> Many of you may have seen the PBS series, "The Dream Machine", which examined
> the birth of the "modern computer" from its very beginnings.  I have the
book,
> so I looked the guy up in the index.
> 
> He wasn't there.
> 
> Guess he must've made a real big contribution, huh?
> 
Atanasoff's contribution was recognized in a court case between two large
computer companies over patent rights or some such thing that the lawyers 
probably loved.  If I recall correctly, one company claimed it held the rights
for digital computers and wanted other companies to pay royalties to it and the
other didn't want to.  By proving Atanasoff invented the digital computer, they
avoided having to pay royalties. This was fairly recent.  I doubt that any books
older than about 5(?) years old would contain any information about this.

A few people from ISU did contact PBS about the absence of any mention of
this in their series.  It ended up spawning a short thread on one of the local
newsgroups here.  If I recall correctly, the response from PBS was that they
wanted to cover certain things in good detail and didn't have time to include
other things. 

I personally take anything I hear on PBS with a grain of salt.  I have seen 
shows dealing with topics in my area of expertise which have been very
nicely done and explain things well.  However, I have seen and heard some
things which were utter nonsense and/or misleading.  I would presume that this
holds for other topics as well.  

Anyway, I hope this sheds a bit of light on the subject. 

Steve (aka aragorn, (:, sys admin)



--
Steven R. Stuve                                                             
stuve@iastate.edu               Ten thousand people can say a foolish thing,
Room 440, Design College                                                    
Iowa State University            and it is still a foolish thing.
From: bellew@stipple.seas.upenn.edu (Douglas V Bellew)
Newsgroups: rec.games.netrek
Subject: Re: NETREK BANNED !
Keywords: banned
Date: 6 Nov 92 03:06:45 GMT
Organization: University of Pennsylvania

In article <1992Nov5.211143.1177@ncsu.edu> jecoleb@eos.ncsu.edu writes:
>
:>The admins here at colorado state university have banned netrek.
:>When confronted, the admin in charge said limited hours for netrek play might
:>be an option, but it looked like too hard of a thing to deal with, and the
:>last thing he wanted to do was spend any of his precious time dealing with
:>trying to limit access to these hosts to certain times.

What you might try and do is what they've done here at Upenn, which is to 
limit it's playing to certain machines.   There was a big fight going on 
here at Upenn for a while when it was outright banned.  There were killer
programs,  crackers and everything.   Finally we said... "Look... lets be 
reasonable.  It's your job to stop us from playing... We want to continue.
What are your demands?  THey then listed off a large amount of them, we 
said. "Fine.  We'll keep to those guidelines." And we had our own 
"police" force around of players who would go and stop players from 
disobeying the rules.  Finally after a month or two, things started to
blow over and the rules relaxed to what was thought was reasonable.  
There aren't any more complaints and the sysadmins are happy.

Just who are those mystery people out there anyway They were here for a 
while... sorry if we shipped them to your school when we got done with 
them. :)

>Free advice from someone whose sysadmins DID ban netrek once;  TACT is the
>word of the day.  Be nice, kiss ass, keep things quiet, and they might decide
>that you (or they) are human after all and decide to work with you on this.

Absolutely.

>I empathize with you, buddy...  I've been in your shoes.  Good luck...

Long live the netrek underground movement. :)

>				--Commodore Video Sex Pope, NCSU

Douglas V. Bellew
Vampyre
guest!
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: NEW RSA SERVER!!!!!!!!
Date: 6 Nov 92 01:22:31 GMT
Organization: Amdahl Corporation, Sunnyvale CA

In article <1992Nov5.184542.21676@msuinfo.cl.msu.edu> adc@tardis.msu.edu writes:
>I reccomend that we port the RSA code to use PGP, which happens to be
>freely available on the entire planet, and distribute the
>authentication code sans PKE.

The "we" is the catch.

It would be VERY easy to support a different kind of PKE, and if we did it
right we might even be able to use the same keys.  However, SOMEBODY has to
take the initiative, and I don't see too many volunteers.

If it's *possible* to make PGP do exactly what RSA does, the solution is
trivial once somebody figures out how to make it work.  If it will require
a new set of keys, etc, etc, then it's not going to go over so well.

It's certainly possible to have "European" keys which use PGP instead of RSA.
I'm suggesting this rather than doing away with RSA entirely because, well,
we now have RSA on a number of servers, including bronco.  We also know that
it works and doesn't appear to have any problems (the Sturgeon "breakin"
appears to be due to a combination of a slight problem with the encryption
scheme and a minor "oops" on Donald's part).

>Alan Cabrera				internet:  adc@tardis.cl.msu.edu

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
Organization: Sophomore, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Fri,  6 Nov 1992 08:08:38 -0500 
From: David Reeve Sward <sward+@CMU.EDU>
Subject: Re: berkeley client

Excerpts from netnews.rec.games.netrek: 6-Nov-92 Re: berkeley client by
Tedd Hadley@cad.ics.uci. 
>    A kludge fix to the client is to remove the MGOD test in dmessage(),
>    although this means you won't see messages you send to GOD in the
>    message window.  "Correct" solutions: fix all bronco-based servers so
>    those extra info fields don't conflict with MGOD, or redefine MGOD in
>    clients/servers/xsg.

A kludge on top of this would be to display the message in the client,
while ignoring the MGOD flag.

Newsgroups: rec.games.netrek
From: genie@netcom.com (Gene Choi)
Subject: Re: GB vs. LAR
Keywords: fnord
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Date: Thu, 5 Nov 1992 21:48:20 GMT

In article <srt.720983418@sun-marino> srt@aero.org (Scott R. Turner) writes:
>echeverr@scf.usc.edu (5150) writes:
>>STOP whining.  The GBs had worse lag to calvin during their LAR game than
>>TOFW did during the HB game (5% loss unplayble?  BAH)  They didn't quit out,
>>and they didn't request a rematch.
>
>And now they have to play LAR again at home in the first round of the 
>NIT.  Ouch.

Kinda shitty don't you think?  Life sucks and then we die.

Gene

Newsgroups: rec.games.netrek
From: surge@cqs.washington.edu (Jonathan Sari)
Subject: Re: Attack of the Cookie Monster
Organization: University of Washington
Date: Fri, 6 Nov 1992 00:39:45 GMT

hill@norman.VI.RI.CMU.EDU (Robert Hill) [Spaceace!] writes:
>Hence a committe (i.e. multiple people).  Lag is a fact of life.  I play  
>like a commander on calvin, thus I think I should be a commander.  If you  
>can't be an admiral on bronco with lag, then (in my opinion) you don't  
>deserve the rank.

I agree with this reservedly.  This would be true if all servers were
considered equal.  However, many people feel Bronco rank = clue, rank
anywhere else = nothing.  These days, if you're lagged at Bronco, no
one (who thinks that) will ever think you are any good.  You see the rub
here, no doubt.

I believe that it's this sort of double standard that causes people to
unjustly? accuse many CMU players of favoritism.

-Ensign Pac-man
From: davidt@cs.utexas.edu (David Eng-Yeow Teo)
Newsgroups: rec.games.netrek
Subject: new ck_players++
Date: 6 Nov 1992 02:32:16 -0600
Organization: CS Dept, University of Texas at Austin
NNTP-Posting-Host: libyan.cs.utexas.edu

Hi!
I've made a tiny contribution to the ck_players++ program.
I just added the server/port nickname system 
(too used to that now) to it and it prints the number
of players on each team.

Anyway, its in grind.isca.uiowa.edu should be in
/unix/netrek/sources, if not, you know who to pester.... :)

By the way, the -s option allows the program to print out
the stats of the players but the program has to enter
the game in order to do that.  Now I know that some servers
have telnet ports for that, but not all of them do.

Therefore, I propose that a binary of ck_players++ be
blessed so that it can check the stats of players in blessed
servers (most servers are that most of the time now).
Anyway, I'll let you guys fight it out.


-- 
David Teo
(davidt@cs.utexas.edu)
University of Texas at Austin
From: srt@aero.org (Scott R. Turner)
Newsgroups: rec.games.netrek
Subject: Re: GB vs. LAR
Date: 5 Nov 92 17:10:18 GMT
Organization: The Aerospace Corporation, El Segundo, CA
NNTP-Posting-Host: sun-marino.aero.org
Keywords: fnord

echeverr@scf.usc.edu (5150) writes:
>STOP whining.  The GBs had worse lag to calvin during their LAR game than
>TOFW did during the HB game (5% loss unplayble?  BAH)  They didn't quit out,
>and they didn't request a rematch.

And now they have to play LAR again at home in the first round of the 
NIT.  Ouch.

					-- Scott T.
From: mcn@cwru.edu (Michael C. Neuman)
Newsgroups: rec.games.netrek
Subject: Audio Client features?
Date: 11 Nov 1992 15:40:13 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
Distribution: world
Reply-To: mcn@b62103.student.cwru.edu
NNTP-Posting-Host: b62103.student.cwru.edu

  Howdy all!

   I've written an audio client for the NeXT that should be relatively easy to port to other platforms. Before my code gets distributed, I'd like to get  
 
an idea of what sorts of features would be nice to have in an audio client.

    Currently, I play a sound on red alert, when you receive a personal message, when you die, when you phaser something. The phaser thing is really annoying, so making noises on every torp, for example, would drive you insane.

Other ideas:
  Notification of damage levels. (Maybe even put in some intelligent voice synthesis, but that's beyond the scope of the problem right now)
  Beaming
  Phaser lock

  Anything else?

  If you're interested in a technical discussion, subscribe to the trekwriter mailing list! (sorry, shameless plug - [trekwriter-request@b62103.student.cwru.edu])

--
        Mike Neuman                mcn@b62103.student.cwru.edu
  "To make a machine that will be proud of us." - Thinking Machine's motto
==============================================================================
* Maintainer: NeXT netrek archive--b62103.student.cwru.edu:/pub/games/netrek *
s. (Maybe even put in some intelligent voice synthesis, but that's beyond the scope of the problem right now)
  Beaming
  Phaser lock

  Anything else?

  If you're interested in a technical discussion, subscribe to the trekwriter mailing list! (sorry, shameless plug
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Tue, 10 Nov 1992 02:21:08 -0500 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Re: sunscreamer's How to be a Scoutbomber, part 2.5
	<61873@mimsy.umd.edu>

	"I would like to begin by saying that anti-scout bombing does not
exist.  It also is practiced often." -- Warsong (from the unpubished
anti-scout guide)

	Like many tactics, anti-scout-bombing can be very useful.  It has to be
done right, and it has to be done at the right time.
	The game is won by armies.  In a normal tourney game, SC bombers kill
60-75% of all armies that pop.  If an anti-SC player can save even a
small fraction of these, it can turn into 50-60 armies, which can be a
winning advantage.  The problem is not to allow 50-60 armies worth of
armies that aren't bombed or ogged, because you're not bombing or
ogging, or lose 50-60 armies that are ogged because you're not
escorting.  Know how to balance your team.

ZZnew guy
Newsgroups: rec.games.netrek
From: rhodesia@wixer.cactus.org (Felix S. Gallo)
Subject: Re: NETREK BANNED !
Followup-To: rec.games.netrek
Keywords: banned
Organization: Real/Time Communications
Date: Fri, 6 Nov 92 06:48:32 GMT

jecoleb@eos.ncsu.edu writes:
>Andy McFadden (fadden@uts.amdahl.com) writes:
>>dd435157@longs.LANCE.ColoState.Edu (Dan Doner) writes:
>>>The admins here at colorado state university have banned netrek.
>>>[...]
>
>>Allow me to introduce you to "trekhopd".  It's a single process running on
>>a machine somewhere which forwards Netrek connections.  [...]
>
>[...]
>(image of sysadmin going ballistic deleted)

As a systems administrator, I would like to second VSP's theory of what'd
happen.  While sysadmins have traditionally gotten a bad rap as clueless
and contrary to user desire, most of us are overworked and underpaid
geniuses who are just trying to do our jobs.  Kids playing games on our
machines generally aren't using the machines for their intended purpose,
and it's not up to them to decide what that intended purpose is or when
it's okay for them to go against it.

My recommendation to the guy who lost netrek access is to go to the
admins and present a rational case for netrek, together with code that
limits its accessibility (via, perhaps, a cron job which chmods a global
client 000 or 755 depending on time-of-day).  If you lose, do not attempt
to play netrek any more on those machines.

>Or:
>
>2) Use trekhopd to hide your connection, or go all-out and compile a local
>server from time to time.  Good luck keeping it secret...  If you're *TACTFUL*
>about when and where you use it, this isn't so bad an option.

Here I disagree with VSP most heinously.  Fascist sysadmins like myself
didn't write netstat for it to gather dust.  Just like the legions of
dumb people who put up """secret""" MUDs, you're likely to be caught
and handed a complete printout of every key every member of your family
has ever pressed.  That's *before* the pudding and the pins.  *wince*

>Free advice from someone whose sysadmins DID ban netrek once;  TACT is the
>word of the day.  Be nice, kiss ass, keep things quiet, and they might decide
>that you (or they) are human after all and decide to work with you on this.
>That reasoning alone is why netrek is now "quasi-legal" at NCSU again.

Sysadmins are humans like you, or me, or even Brick A. Verser [*].  Being
nice is the winning strategy in the game of life, it is said.

>				--Commodore Video Sex Pope, NCSU
>				--"It's EMACS, Dr. Meier, HONEST... it just
>				--         LOOKS like netrek."

scary thought of the day:

netrek.udp.el

>jcoleb

[*] ObVerser
-- 
----------------------------------------------------------------------------
Felix Sebastian Gallo                              rhodesia@wixer.cactus.org
----------------------------------------------------------------------------
Newsgroups: rec.games.netrek