HDTenEightyP/NetNews huggingface dataset:
From: misar@rbg.informatik.th-darmstadt.de (walter misar)
Subject: Re: YAFM
Date: Fri, 18 Dec 1992 15:06:32 GMT
Organization: TH Darmstadt

In article <1992Dec16.213833.154@netcom.com>, akuma@netcom.com (Steven E Barnes) writes:
> In article <1992Dec16.181443.14136@bmers95.bnr.ca>, snelling@bnr.ca (Peter Snelling) writes:
> > In article <16DEC199210361938@jane.uh.edu>, inde7ia@jane.uh.edu (DAVID J. ROBERTSON) writes:
> > >
> > >While playing an elf,  I got the following message:
> > >  Elf, your powers will be lost!
> > >
> > I've never actually gotten that message, but I think I saw it in
> > the source when I was looking at intrinsics.  I think if you have
> > all (or nearly all) the possible intrinsics, and you are almost
> > dead, instead of giving you the "Howling of the Cwannn", or 
> > something, it instead gives you the message that your powers
> > would be lost.  All it means is that you're nearly dead.
> 
> More importantly, this is a message from the Gauntlet arcade
> game.  Another one is: "Wizard is about to die."  I'm not sure
> if there are any others.
 
Yeah, the messages are from Gauntlet. They appear if you play an Elf, Wizard
or Valkyrie. The message %s is about to die appears, if only one HP is left.
If you're low on HP and have lot's of intrinsics, you get the message about
the lost powers, otherwise %s your life force is running out.

-- 
Walter Misar                        It is impossible to enjoy idling thoroughly
misar@rbg.informatik.th-darmstadt.de       unless one has plenty of work to do.
From: wmm@acsu.buffalo.edu (William M. Maciejewski)
Newsgroups: rec.games.hack
Subject: nethack ++, where is one that doesnt have errors?
Date: 14 Dec 92 23:04:15 GMT
Distribution: rec
Organization: UB

I have tried to locate nhpp30pc.zip, on mcshh.hanse.de and the archive site
and both of them have errors in them...! where can i find one that
will actually unzip?
-Bill
From: carpente@elm.gvsu.edu (John Carpenter)
Newsgroups: rec.games.hack
Subject: A problem with the executables
Date: 11 Dec 92 16:41:26 GMT
Organization: Grand Valley State University


Hello people,


I am a REALLY new newbie and I'm having a little problem.  I justed ftped  
the executables and all the required stuff and tried to run the program.   
It ran but there was a bunch of garbage on the screen.  So I read the  
README text file and found out what to do, and did it(something like get  
into config.sys and type device=C:\ansi.sys).  Well, that didn't help me  
at all.  I know it is a good IBM clone, but I have no idea why this would  
not work.

Somebody please help me.  This games looks really cool and I want to play

If you know what to do please E-mail me at

carpente@beech.mcs.gvsu.edu

Thank you all in advance
Newsgroups: rec.games.hack
From: loureiro@titan.ucc.umass.edu (ANGEL G LOUREIRO)
Subject: Re: Nethack++ is here!
Organization: University of Massachusetts, Amherst
Date: Sun, 20 Dec 1992 06:48:59 GMT

In article <1godk9INNm1j@usenet.INS.CWRU.Edu> bsc7@po.CWRU.Edu (Bradley S. Corsello) writes:
>
>>nhpp30pc.zip 	msdos executable, 286 and up.
>
>Could someone please compile an 8088-runnable version and make it available?
>I know, I know... but I'm just a starving law student... can't afford a nice
>shiny '486.

I'd also be interested in seeing an 8088 version of Nethack++ .

===
Email Roland.Jay.Roberts@SPANPORT.umass.edu
===
From: dcb@wdl1.wdl.loral.com (Predecrement David)
Newsgroups: rec.games.hack
Subject: Re: NetHack++ for Mac. Where?
Date: 17 Dec 92 19:34:36 GMT
Distribution: usa
Organization: Gokuraku Videos

serickso@ub.d.umn.edu (Scott Erickson) writes:
>It is nice to see an addition to NetHack, seeing how it is taking so long for
>NetHack 3.1 to come out.  But it appears to me that NetHack++ executables
>only work on PC's.  What about an executable for the Mac?  Is the source code
>available so somebody could try to compile it for the mac?

Yes.  The source code has to be available.  The NetHack license is explicit
about that.  The changes also have to be well documented.  It sounds like
they aren't yet.  But in the spirit of NetHack, I'm sure that the ++ crew
is going to document their changes in the code in the near future...

...right?

--David
+-----------------------------------------------------------------------+
| David Blume            | "These games aren't meant to be fun,         |
| dcb@wdl1.wdl.loral.com | "They're meant to be *played!*" Phil Requist |
+-finger acct. for prefs------------------------------------------------+
Newsgroups: rec.games.hack
From: hymowitz@circle.cs.jhu.edu (Hymie!)
Subject: Re: Help!!!
Organization: Creative Sensualities dept, Jacquie's House of Underwear
Date: Fri, 11 Dec 1992 23:29:41 GMT

and lo, there was much rejoicing among the people, as
  silly@ugcs.caltech.edu (Brad Threatt) writes:
>I've been playing nethack for a few days now, and I've even gotten to level
>6, but I need some advice.  My friend said that the point of the game was
>to find the Omelet of Yendor.  He said he didn't know how to get it, and 
>that was part of the fun of the game.  Well, the other day, I found an egg,
>and I'm wondering if I can make the Omelet with it.  Or do you need a special
>egg or more than one?  Also, do I need stuff to cook with to?  Thanks for
>the help.  I think I'll post some helpful hints for all of you guys.  It looks
>like you need them.

well, you're part-way there.

take the egg, hold it very carefully (don't throw it or wield it or anything
stupid like that), and carry it down through the dungeon, about 40 or so
levels.  there, you will meet the chef of yendor.  you have to kill him,
tkae his hat (the chef's hat of yendor), and find the holy stove.
while wearing the chef's hat of yendor, #offer the egg as a sacrifice to
the holy stove.  if it responds that ''you ahve a feeling of inadequacy''
then you need to find mozerrella cheese, green peppers, mushrooms,
and onions.  check the corpse of the chef or the entire kitchen room.
#offer all of these things until the stove glows.  (i don't know the
color - i haven't made it all the way down yet.)

when the stove glows, you can pick up the omelet of yendor. run (don't
walk) back up the 40-or-so levels, bring the omelet of yendor to the
endroom and find the table of the gods.  you must serve the omelet
to /your/ god (you have to know which is yours) and voila!
(french for ''you won the game'') you won the game.

easy, right?  have fun.

--hymie
hymowitz@cs.jhu.edu                                         hymie@jhuvms.bitnet
-------------------------------------------------------------------------------
that /was/ an intentional pun, wasn't it?
-------------------------------------------------------------------------------
From: proudft@ocf.berkeley.edu (Thomas Michael Proudfoot)
Newsgroups: rec.games.hack
Subject: Re: Nethack++ Spoilers?
Date: 15 Dec 1992 08:35:34 GMT
Organization: U. C. Berkeley Open Computing Facility
NNTP-Posting-Host: monsoon.berkeley.edu

picker@ee.ualberta.ca says:
>
>My point is (finally):
>
>Now that this is out, an appendix to the existing spoilers should be
>created to give all the info on all the new weapons, tools, monsters,
>and special rooms (I think I ran into that slime mold farm that always
>seems to be contaminating the various water supplies in the maze) that 
>have been added.
>
>This would be a relatively easy task for the authors since they know
>what to look for.

 Oh Lord, as though I didn't have enough stuff to do!
>
>How about it?

 What sort of spoilers did you have in mind? Monster stats, etc?
 The problem with spoilers is that (go ahead, shoot me)... we, er, well,
didn't really document the changes to well. Or at all, for that matter.
We didn't really think we'd get that carried away. I'm in the
midst of finals right now, so a instant-spoilers-update is out of
the question. I'll think about it in a few days, when my brain has
solidified.

>-- 
>$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
>$  Derek Pickering         $ - The subtlest lie is the truth.    $
>$ picker@bode.ee.ualberta  $             (Honest!)               $
>$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

-Tom
-- 
+-------------------------------------------------------------+
| Tom Proudfoot                                               |
| proudft@ocf.berkeley.edu                 ...catchy quote... |
+-------------------------------------------------------------+
Newsgroups: rec.games.hack
From: gregs@eskimo.com (Greg Sumner)
Subject: Re: multiplayer musings, again
Organization: -> ESKIMO NORTH (206) For-Ever <-
Date: Wed, 16 Dec 1992 06:42:09 GMT

ebailey@phakt.usc.edu (mailless) writes:

>In article <bpn.134.724156561@po.CWRU.Edu> bpn@po.CWRU.Edu (Brian Nelson) writes:
>I've done some pondering on this subject, too.  The main problem I see is that
>it would be practically impossible to keep the idea of randomly generated
>dungeons.  At best, they could be generated as the game is put on-line, but 

I've been pondering this idea too, and I came up with the same problem.
You'd have a bunch of players starting at the same place.  It would end up
being a race through the levels to see who could get to the good stuff
first.  Who wants to join into a game where the first 15 levels are
already looted anyway?

So how about this idea.  Each player has his (or her) individual game,
just like it works now.  Except on certain levels the games can link.
Say, on each individual game there is a portal to another player's maze,
each joining every 8 levels or so.  Ie, there is a "common" ground
between two games on level 8, 16, etc.  Maybe a little town or a
gladiator ring, where players can duke it out with each other.  You could
then enter another player's maze, but only the parts that have been
discovered already.  Or else once two games have been linked, the new
discoveries would have to be shared between them.  This seems much
easier that having two players begin in the same maze, and you still get
to meet up with other players and chat with them, or else kill them or
kick their dog or something.

I think it's Larn that begins in a town, right?  How about having a
town with various dungeon entries that are individual from one another,
but players would walk around together in the town, etc.

Anyway, I'm babbling.  I don't see why it would be very difficult to
do though.  But then again, my degree is in English...

-- 
Gregory Sumner    * 
gregs@eskimo.com  *
Seattle, WA       * 
Newsgroups: rec.games.hack
From: rkelly@carina.unm.edu (Robert Kelly)
Subject: Re: multiplayer musings, again
Date: Sun, 20 Dec 92 05:22:52 GMT
Organization: University of New Mexico, Albuquerque

In article <8388@charon.cwi.nl> frankt@cwi.nl (Frank Teusink) writes:
>>>first.  Who wants to join into a game where the first 15 levels are
>>>already looted anyway?
>

Fuck that, what about a continually shifting dungeon?  People could roam
as they desire and when someone steps on a special type of trap door, the
entire dungeon shifts around and mixes everyone up.  Highly frustrating!
Sort of like the Castle of Baron Munchausen.

Also, the dungeon will get restocked much quicker.

Plus, magic maps would be magic and always be updated, so the object is
to get as many magic maps as possible.


Robert Kelly
rkelly@triton.unm.edu
-----------------------------------------------------------------------------
"It's no longer a blue world, Max.  Where can we go?"
"Argentina?"
        Yellow Submarine
From: dpn2@po.CWRU.Edu (Damien P. Neil)
Newsgroups: rec.games.hack
Subject: Re: multiplayer musings, again
Date: Sat, 12 Dec 1992 05:23:24 GMT
Organization: Case Western Reserve University
NNTP-Posting-Host: b63519.student.cwru.edu

In article <1992Dec12.003854.26419@elroy.jpl.nasa.gov> hyc@hanauma.jpl.nasa.gov (Howard Chu) writes:
>Ok, I dunno what it is, but whenever I start playing nethack I always wind up
>getting distracted into thinking about how it would work multiplayer. (And the
>last several times this has happened, I've eventually gotten discouraged or
>disguested with the idea and given up. Yeehah.) Anyway, there seem to be a lot
>of limitations in the game that would need changing to make it viable for
>multiplayer.

This is definately so. Consensus is that it would be impossible to make Hack 
multiplayer while preserving its unique flavor. Of course, if you want to 
code it, no one will stop you...

>I've seen a number of other queries along this topic answered with "go play
>mud" which I suppose captures the multiplayer gaming aspect really well, but
>still isn't quite the same flavor as what a multiplayer hack might be. You
>would certainly want to add a lot of the parsing that mud provides, to allow
>for more kinds of interaction with other players and critters, but it would
>be nice if the game were still screen-based overall instead of line-mode...

I believe that you can find a screen-based multiplayer RPG on CompuServe.

>Hm. Maybe the entire hack dungeon needs some rethinking... The game seems to
>have added a number of features from AD&D and such, but the dungeon itself has
>no real rhyme or reason to it. Then again, maybe that's the whole reason to
>play the game, because it's just a hack and slash adventure with no real
>thinking required.

No real thinking? How would you like to take a stroll through NetHack with 
no prior experience...no knowledge of what to do with an altar, what scrolls 
do, how eating corpses helps you, etc...

>So - this topic keeps coming up often enough, but nothing seems to ever come
>of it. Is it really so hard, would it change the game so much, is it really
>just not worth the effort?

I would call it very hard; it would make massive changes in the game; and I 
have yet to hear of someone willing to code it. If you like the concept, 
just do it! If it is good, we will play. If it stinks, it will die a quick 
death.
-----
Damien Neil   dpn2@po.cwru.edu    "Until somebody debugs reality, the best
Case Western Reserve University    I can do is a quick patch here and there."
CMPS/EEAP double majoring masochist               - Erik Green
From: v094px3a@ubvmsd.cc.buffalo.edu (Brian Mauger)
Newsgroups: rec.games.hack
Subject: Re: nasty situation *UGH!* 8^)
Summary: killing ghosts
Keywords: ghosts
Date: 17 Dec 92 04:52:00 GMT
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

In article <1992Dec17.005653.6339@abo.fi>, LCLAYHILLS@FINABO.ABO.FI (Leif Clayhills Mate) writes...
>I have almoust just started playin' Nethack and it's cool game every now and 
>then to relax with... well anyway... started a new char a Wiz this time...
>got 1st 2 rings d) ring of confliction (YEZ!) and ring of warning ....
>all want good for some time.. until i came down to bones level...
>well just to put the long story short :
> 
>                           # <-ghost of lclayhil
>      ghost of lclayhil-> #@ <-me (lclayhil)
> 
>        and I didn't have any teleport stuff yet... soo... i starved to death
>there while the ghosts whaked eachothers yuppee....
> 
>soo can those darn ghost die at all ? 
> 
Sure.  You just need a good weapon.  They have a pretty low ac (-5, I think) and
a fair number of hp.  Couldn't you go diagonally between them?

>--------------------------------------------------------------------------------
>!     Leif Clayhills       !    Leffes law:                                    !
>! lclayhills@finabo.abo.fi !                        lim IQ(t) = 0              !
>!  lclayhil@aton.abo.fi    !                  t -> exams                       !
>-------------------------------------------------------------------------------

have fun
brian
From: dpeel@pyra.co.uk (The Nighthawk)
Newsgroups: rec.games.hack
Subject: Re: YAFM (No, really!)
Date: 17 Dec 92 04:43:41 GMT
Reply-To: dpeel@pyra.co.uk (The Nighthawk)
Organization: Pyramid Technology Ltd.

In <1992Dec16.065239.21670@netcom.com> ianb@netcom.com (Ian Barkley) writes:
>In article <1992Dec15.211445.13735@oz.plymouth.edu> d_jaracz@oz.plymouth.edu (David R. Jaracz) writes:
>>Here's a message that I think may actually stump a lot of people.
>>Simple, yet elegant in it's own devious little way:
>>"Oops!"
>>Good luck with that one....  :)
>>-D

>Easy - you get mail when you have so much weight you can't carry the scroll
>of mail. The mailer deamon then drops the scroll on the floor and says
>Oops! 
>-Ian

Ok then, try these two:

    "Don't be ridiculous"

and "Don't even bother"

They are both related, what am I? and how did I get them?

Been playing for over two and a half years and only just managed to
get these messages 2 hours ago, so I dont think you see them that often 
:-)

-- 


Cheers,

Dave,

 (aka Nighthawk)


      -m-------  Dave Peel                      email :     dpeel@uk.co.pyra
    ---mmm-----  Security (Nighthawk)           fax   :     (+44) 252 373135
  -----mmmmm---  Pyramid House, Solartron Road  voice :work (+44) 252 373035
-------mmmmmmm-  Farnborough, Hants, GU14 7PL UK      :home (+44) Restricted

Sometimes my mind is full of tranquility, peace reigns triumphant in the
recesses of my conciousness, harmony is prevailent - and then I get drunk...

Don't write, I replie ...?
Newsgroups: rec.games.hack
From: icsu0260@cs.montana.edu (Eric)
Subject: nethackoptions
Organization: Montana State University, Dept. of Computer Science, Bozeman MT 59717
Date: Mon, 14 Dec 1992 20:46:11 GMT

I have set the NETHACKOPTIONS system variable to the following:
set NETHACKOPTIONS="name:Zogg,dogname:Osso,catname:Otto,fruit:asparagus soda"
When I play the game, the variable is not used (little dog, kitten, etc...).
I'm playing the game on my school's vax (dec 5000).
Thanks
-- 
------   -----  |\  /|  C.S. student, Montana State University
|____     --    | \/ |  icsu0260@caesar.cs.montana.edu
|          --   |    |  
------  -----   |    |
From: serickso@ub.d.umn.edu (Scott Erickson)
Newsgroups: rec.games.hack
Subject: NetHack++ for Mac. Where?
Date: 17 Dec 1992 07:58:06 -0600
Organization: University of Conformist Thought
Distribution: usa
Reply-To: serickso@ub.d.umn.edu (Scott Erickson)
NNTP-Posting-Host: ub.d.umn.edu


It is nice to see an addition to NetHack, seeing how it is taking so long for
NetHack 3.1 to come out.  But it appears to me that NetHack++ executables
only work on PC's.  What about an executable for the Mac?  Is the source code
available so somebody could try to compile it for the mac?

--
serickso@ub.d.umn.edu                                         Scott Erickson
From: misar@rbg.informatik.th-darmstadt.de (walter misar)
Newsgroups: rec.games.hack
Subject: Re: HARD option
Date: 11 Dec 92 19:43:44 GMT
Organization: TU Darmstadt

In article <Bz22tx.Gu9@undergrad.math.waterloo.edu>, jbpitts@lambert.uwaterloo.ca (Jimmy James Pitts) writes:
> this seems like a rather dumb question but here goes.  How do you know if 
> the hard option is set on or off on your game.  Next, what do you change 
> to turn it on or off.  
 
Type M-v (means Meta-m or #v on many systems), if HARD appears in the compile
options, it is set (I don't know about this, but I remember games, where U
had always an amulet of live saving, was this the behavior of nethack
without HARD ?)
If you want to turn it on/off you have to recompile the game.

PS: Have you ever heard of something called Newline ? The only I encountered
in the original message were in the signature :)
-- 
Walter Misar
misar@rbhp56.rbg.informatik.th-darmstadt.de
Newsgroups: rec.games.hack
From: scythe@stein.u.washington.edu (The Grim Reaper)
Subject: Re: Observations and a few questions
Organization: University of Washington, Seattle
Date: Wed, 16 Dec 1992 21:24:25 GMT

In article <1992Dec16.202834.16111@bmers95.bnr.ca> snelling@bnr.ca (Peter Snelling) writes:
>In article <BzDAqy.96G@acsu.buffalo.edu>, v133ju6p@ubvmsd.cc.buffalo.edu (Paul R. Pompi) writes:
>>Another question: I tamed a little dog, and later, it ate a white dragon
>>corpse. It now polymorphs into real cool monsters at random, like a guardian
>>naga or a demilich. Why is this?
>>
>>Thanks,
>>Paul Pompi
>
>Interesting.  I don't think I've ever heard of this happening.  The
>only thing I know of which will make a pet polymorph is walking over 
>a polymorph trap.  I might have thought eating a chameleon might
>do something strange, but a white dragon just has cold breath.
>I don't think eating that is what made your pet change.
>
>-- 
>Peter Snelling

Most likely that little dog wasn't a little dog -more-

If a monster looks like a dog, you can tame it like a dog -more-

Bet that was a chameleon you tamed.... Nice pet =)

----------------------------------------------------------------------------
When he goes swimming does he get wet, | The Grim Reaper
Or does the water get him instead?     | scythe@u.washington.edu
-They Might Be Giants, "Particle Man"  |
---------------------------------------+------------------------------------
Villager: She turned me into a newt!   |Lister, If two people came to you 
Bedevere: A newt?                      |for a job, and one of them was dead,
Villager: I got better.....            |who would you choose? -Rimmer
From: green@alnitak.Kodak.COM (Russell Green)
Newsgroups: rec.games.hack
Subject: Re: A TRULY UPSETTING DEATH
Date: 18 Dec 92 00:56:50 GMT
Organization: Eastman Kodak Co., Rochester, NY
To: dif@bhprtc.scpd.oz.au (David Faulkner)


In article <1992Dec16.042230.3812@bhprtc.scpd.oz.au>, you write:
>Playing a wizard yesterday, I was down to Dlvl 4, and doing quite well,
>when I found a marble wand. Lo and behold, it was a wand of wishing.
>Only the second I have ever found just lying around in the dungeon. Now,

I smell fish...

>wizard was decked out in +2 gdsm, +2 speed boots, +2 Stormbringer (then
>+5 with newly wished for blessed magic marker). 

This seam a little too powerful to be normal chance.  Perhaps a trickery?


-- 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~ Russell J. Green         | Rochester Distributed Computer Services ~
~ Mail Stop 01826          |                                         ~
~ Eastman Kodak Company    | --------------------------------------- ~
~ Rochester, NY 14650-1816 |       Internet: green@.Kodak.COM        ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From: yamauchi@ces.cwru.edu (Brian Yamauchi)
Newsgroups: rec.games.hack
Subject: Character Class: Shapeshifter
Date: 18 Dec 92 00:56:05
Organization: Case Western Reserve University
Distribution: world
NNTP-Posting-Host: yuggoth.ces.cwru.edu


Here's a suggestion for a new character class:

Shapeshifter:

- has the ability to polymorph at will into any monster of equal or lower
  level (#shapeshift)
- starts with high constitution (low chance of system shock)
- each shapeshift costs power (or food or both)
- shapeshifts do not wear off -- they last until the next shapeshift
  (or other polymorph)
- hit points do not change as a result of shapeshifting

Opinions?
--
_______________________________________________________________________________

Brian Yamauchi			Case Western Reserve University
yamauchi@alpha.ces.cwru.edu	Department of Computer Engineering and Science
_______________________________________________________________________________

Newsgroups: rec.games.hack
From: dmd39855@uxa.cso.uiuc.edu (Daniel DuBois)
Subject: Re: NetHack 3.1
Organization: University of Illinois at Urbana
Distribution: rec.games.hack
Date: Sat, 19 Dec 1992 18:30:55 GMT

So whats in 3.1?  Gotta know now if it'll be worth the wait...

-Dan
Newsgroups: rec.games.hack