HDTenEightyP/NetNews huggingface dataset:
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: SFB netrek
Organization: Indiana University
Date: Thu, 28 Jan 1993 04:55:15 GMT

In <1993Jan26.212443.18246@ucsu.Colorado.EDU> farrow@ucsu.Colorado.EDU (J. Scott Farrow) writes:

>books@fsunuc.physics.fsu.edu (Roger Books) writes:

>>I'm thinking about setting up an experimental server.  For those who
>>like to quote "netrek is not star trek" hit n now.

You mean everything in netrek IS from Star Trek??  Sorry, but I've never 
watched an episode of Star Trek so forgive my ignorance.  What race is Dr.
Spock or Captain Kirk.  They're the only two people I have ever heard of.
Oh, and Levar Burton is in the Next Generation.  What's the character that
he plays? 
--
Brian "the black man cometh" Odom | bodom@kiwi.ucs.indiana.edu
primary character:                | Raiden
secondary character:              | Sub-Zero
scum character:              	  | 1 bad nigga
coming soon:			  | Citrus Taco
From: noah@cad.gatech.edu (Noah White)
Newsgroups: rec.games.netrek
Subject: Re: MIRAMAR Clue Game Results
Date: 24 Jan 1993 18:00:11 -0500
Organization: Georgia Institute of Technology
Distribution: usa
NNTP-Posting-Host: cae.cad.gatech.edu

In <C1CHsA.D5K.1@cs.cmu.edu> hde+@cs.cmu.edu (Herbert Enderton) writes:

>If I may make a few other suggestions:
>(1) Post the server, time, and ports at least 24 hours in advance.
>    Don't change any of this once posted.

   Yes I can see how this would be a problem. In my enthusiasm I hastily
scedualed this game and had to postpone it a few hours. 

>(2) Start on time, or at least within 15 minutes, no matter what.

  Use of the INL server should fix the delays I incurred in the beginning.
Once again if I had prepared better or talked to some of you before setting
this up I would have undoubtably used the INL server to begin with.

>(3) Don't try to choose up teams after people get there, especially
>    if that means delaying an already-late game even more.

  I'm a little confused here. Do you mean that when using the INL server
leave the teams as they are? ie: Leave people to which ever team they join when
they log on?

>(4) Be willing to say (truthfully) when the game will start and
>    stick to that.  Don't wait around for 45 minutes telling
>    people the whole time "we'll start in a minute", start
>    the game by surprise when somebody is in the bathroom,
>    and then be wishy-washy about whether we're actually playing
>    or are going to restart.

   Yes I apologize for the delay and apparently catching you in the 
bathroom. Part of the delay was the team choosing etc and another part was
the fact that at 11 we didn't have even teams. Do you have any suggestions
as how to improve this? Someone suggested a clue list, where 'cluefulls'
could be personally invited to such games etc. but he was having trouble
compiling the list. 

>For players in such games (assuming an INL server):  Be sure to
>maintain an equal number of players on each side.  Don't try to stack
>your team with all the best players, it will only make the game less
>fun all around.  Don't pause or restart.  Be there on time and alert to
>organizational-type messages before the game.

   Since I participated as well as organized the game I also noted that
people left and joined through-out the game. Leaving the teams unbalanced
at times. I can't see anyway around this. Any suggestions here?

>  -- turkey

   Thanks for your suggestions! I'm sure they will help me greatly improve
the quality of further games. 

				-Rogue
From: sjsmith@cs.umd.edu (Stephen Joseph Smith)
Newsgroups: rec.games.netrek
Subject: Re: DD's need improvement!
Date: 25 Jan 93 04:12:02 GMT
Organization: Dept. of Computer Science, University of Maryland at College Park

wolfone@ccwf.cc.utexas.edu (Nobody of Importance) writes:

>I almost always fly DDs and I've found that they are pretty good at
>dogfighting against larger ships.
The most glaring aspect of your article is the lack of one very important
dogfighting word:

	phaser

- Gamera
Organization: Senior, Chemical Engineering, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Thu, 21 Jan 1993 18:05:36 -0500 
From: Kevin Michael Bernatz <kb32+@andrew.cmu.edu>
Subject: Re: Yea, tho' I walk through the valley of the shadow of Red Shirt
	<books.185.0@fsunuc.physics.fsu.edu>
	<ofKrzA600VokMbUG0X@andrew.cmu.edu>
	<kfLCujq00WBLA8S2h=@andrew.cmu.edu>

Excerpts from netnews.rec.games.netrek: 20-Jan-93 Re: Yea, tho' I walk
throug.. Jason Sung Park@andrew.c (3699)

> Kill_The_Scums	(R7)	 4	 169	  98	  91
> Phantom		(R8)	 5	  55	  70	  74

Geez, Bill the planet scum! Taking more planets then even me :).  

(It should also be noted that as of the later parts of the game, BOTH
teams were flying scouts...  This was before the increased engine
cooling rate on the DD, but I still think the non-scout team would have
chosen Scouts).

-KB
 Rear Admiral "A possible clue" Akira
 Flt. Captain Kill_The_Scums
Newsgroups: rec.games.netrek
From: colles@vccnw06.its.rpi.edu (Grey Knight (Shawn Collenburg))
Subject: Re: Server usage...
Date: Thu, 21 Jan 1993 18:41:55 GMT

fadden@uts.amdahl.com (Andy McFadden) writes:

>In article <1993Jan16.193847.6905@doug.cae.wisc.edu> chris@castlab.uucp (Christian) writes:
>>Whats a God to do to get usage up, eh? Took a look at the Metaserver listings
>>and there are usually 5/6 servers often used, and about 10 never used, and
>>about another 10 that are allways down.

>Work it backward.  When you want to play, what do YOU do?  Typically I look
>for an open game, and if I don't see any I jump on a wait queue at doorstop,
>discovery, or rwd4 (bronco isn't up during the hours I play).

This brings up an old point - wait Q messages. If I could send wQ messages,
I join a 6-player (It seems not everyone understands the MetaServer) queue,
and try and pull them to a 0-3 person server.

I typically call the metaserver, and look for a game from 12-14 players.
With the 10-minute granularity, by the time I see it, the game should
be pretty full.

>If you want people to play on your server, sign on and kill some hosers.  I
>logged in to an empty server (guzzler?) to test a gateway security program,
>and within a few minutes there were four people on.

>I remember when Calvin first started.  Nobody played there.  But usc people
>started playing a lot, and others started joining in.  There are enough
>players to go around, you just have to lead them.

I have joined a server with only 2 people on. I started sending messages
to the people "pinging" in and out (What metaserver?), and w/in 10 min
had a full game going.

Grey Knight
Newsgroups: rec.games.netrek
From: mjr@ursa.calvin.edu (Matt Ranney)
Subject: Re: A new change suggestion! (I kept it short)
Organization: Calvin College
Date: Thu, 28 Jan 1993 06:56:13 GMT

mlee@soda.berkeley.edu (Michael Lee) writes:

[...]

>disadvantage.  I know everybody jokes about this, but berkeley does have a 
>horrid net connection, not to mention it's horrid routers, etc.  Maybe a single
>server, but I hope this does not become a tendency towards all netrek servers.
>I still get times where my shields don't go up, or where I don't get to see
>what killed me.  I hear people playing with the comfortable 5 updates/sec, and
>I even heard of the unheard of 10 updates/second, no way for me!
>3 updates/second here.

Same here.  UDP makes the game playable for us.  Everybody doesn't
have a T3 connection.
--
Matt Ranney -  mjr@calvin.edu
  "You know, I don't think theres a man, woman, or child alive today
   who doesn't enjoy a lovely beverage."  -DL
From: sg2r+@andrew.cmu.edu (Scott Parks Gourley)
Newsgroups: rec.games.netrek
Subject: Re: Indying AGRIs
Date: 21 Jan 93 22:36:53 GMT
Article-I.D.: andrew.0fLv8Za00VorEMslB6
Organization: Senior, Mechanical Engineering, Carnegie Mellon, Pittsburgh, PA

Excerpts from netnews.rec.games.netrek: 20-Jan-93 Indying AGRIs "Joseph
E. Beck"@andrew. (811)

> Under what conditions is it ok to neutralize an enemy AGRI?  Sometimes
> (front line planets, or when ahead by a lot), Always, or Never?


When it's their last planet.
:-)

-Mike
Admiral chi
Newsgroups: rec.games.netrek
From: kumara2@barh110.its.rpi.edu (Anuj Kumar)
Subject: Another Base lost!!!!!
Reply-To: kumara2@rpi.edu
Organization: Rensselaer Polytechnic Institute, Troy, NY.
Date: Fri, 22 Jan 1993 03:49:27 GMT

     Last night's game was pretty good at doorstop, until some asshole really
screwed things up for me and Feds. 
     It was a good game in the beginning, we were taking planets back and forth, 
and it looked like a stalemate. But soon, the Roms got the better of us and took
our front two lines. I saw what was going on, and immediately refit into a base
to try and keep the Roms from genociding us. Well some people think I am an ok
base, and I was doing fine, until some jerk from ISU came in and screwed me over. I think his login id was lyoda or something. He logged in twice, first as
a fed then as a Rom and started to play his Rom character. He too joined in on 
the ogg, and on one wave, they really hit me hard. With Earth in trouble, I went
to Den to try and repair, and that's when he struck. He came in an AS and began
to circle me. But every time I would try to go to Den to repair, he pressored me
off. By the time I got to Den, another ogg wave had come in, and I was getting
plastered. I managed to survive, but then he he did it again. While he did, that
he sent in his Rom character to ogg me, and I got toasted by the remaining Roms. And right after I died, he left the game, saying " My work is done here. "

     This all happened because some FUCKER logged in twice and wanted to make us
lose on purpose, or he hated me or something, I don't know. But no matter, that
was one of the dirtiest tactics I have ever seen used by a netrek player. 

      He logged in quite a few times also, names he used were 3rd Base, 2nd Base, and Base Explosion. I think there were others too, but I don't remember.


      I am asking that something be done about this, so Gajah, if you're 
listening, fry the bastard!!!!!!!! Also, woof sent you some messages regarding
the problem.

                                                              -slut
                                                               Anuj
From: chuckies@cs.mcgill.ca (Charles J Savoie)
Newsgroups: rec.games.netrek
Subject: Re: NeXT machine clients
Date: 22 Jan 93 04:54:10 GMT
Organization: SOCS - McGill University, Montreal, Canada

In article <C1666w.3DF.2@cs.cmu.edu> hill@norman.vi.ri.cmu.edu writes:
>Ian Koenig writes
>
>> Presently I have tried to get rsa_client.next to run and a bronco client
>> to work but they all give me the same answer.
>> 
>> I cannot open your display!
>> 
>> what am i doing wrong or not doing?
>> 

>The next client presently runs only under xwindows on the next.
>This may be your problem.

True.  But if you find it's not your problem, it might be because you
are running it from a remote machine, or your DISPLAY environment
variable is improperly set or nonexistant.  In either of these cases,
find out what the name of your machine is (`hostname` might do it),
and use

x11netrek -d computername:0

or alternately set the DISPLAY environment variable with

setenv DISPLAY computername:0

>ftp a public  
>domain version (mcgill-x)

That's what we use here (naturally) and it works fine.

>Rob
>aka Spaceace!

Charles

-- 

,.. .  . .  . ,.. . . ... ,.. ,..   =====================================
|   |--| |  | |   |<   |  |-  `-.   Charles Savoie  chuckies@cs.mcgill.ca
`'' '  ' `''' `'' ' ` ''' `'' '''   =====================================
Newsgroups: rec.games.netrek
From: wang@db.toronto.edu (Huaiqing Wang)
Subject: Re: From the CoUnciLboY:  Changes in list of nominees...
Organization: Department of Computer Science, University of Toronto
Date: 22 Jan 93 14:22:59 GMT

Frankly, if I have two votes (:)), I would probably vote for Wreck and
Grey Elf. From all the message I read from them, they sounded like very
calm (!) people with a real willingness to discuss things with others.

Also, from my experience with Grey Elf during our days in team The
Commanders (SINL '92), he is always the most objective and most willing
to listen person on the team. And I honestly believe that listening
skills is a must for INL council members. If not, then INL coucil might
as well be called World Flaming Federation. :)

	-- Paper Boy!, Play Boy!, Towel Boy!, Shoeshine Boy!.

Ps: So, Mr. SpaceAce!, how is my job application at your motel coming? :) :)
From: beorn@elk.Berkeley.EDU (Beorn Johnson)
Newsgroups: rec.games.netrek
Subject: Re: More Questions on the Cutting EDGE
Date: 27 Jan 1993 01:27:28 GMT
Organization: UC Berkeley
Distribution: world
Reply-To: beorn@berkeley.edu
NNTP-Posting-Host: elk.berkeley.edu

Keith Steiger <keith@getafix.cs.uoregon.edu>
in <1993Jan26.234428.29360@cs.uoregon.edu>:
 [ . . . quotes me, about how you don't actually repair until you hit warp 0 ]
-  Certainly the "R" flag comes on immediately.  This is not arguable.  The
-  question is whether the effect comes on until you hit warp 0, or whether it
-  starts repairing immediately.  I have no idea, and I'm not interested in
-  ftp-ing the server code to find out.
-  
-  Since the people in this discussion haven't been lightweights, I will presume
-  (and have presumed) that using repair in this fashion does indeed remove a
-  point or two of damage.

I'm not sure how to interpret that last paragraph.  Are you actually doubting
me?  Are you calling me a lightweight?  :)

Anyway, since I have the code lying around (and since I'm in a posting mood
today):

daemonII.c (scam distribution ... I know, I know, but this part shouldn't have
	changed):

#line 689
	/* repair shields */
	if (j->p_shield < j->p_ship.s_maxshield) {
	    if ((j->p_flags & PFREPAIR) && (j->p_speed == 0)) {

#line 714
	/* repair damage */
	if (j->p_damage && !(j->p_flags & PFSHIELD)) {
	    if ((j->p_flags & PFREPAIR) && (j->p_speed == 0)) {

So you don't repair at the full "repair" rate until you have stopped moving
(or you are orbiting), regardless of the "R" flag.  You do repair at the
normal "incidental" repair rate once your shields are off.

	Beorn (aka Snidly)
From: cm5m+@andrew.cmu.edu (Ceri)
Newsgroups: rec.games.netrek
Subject: Re: Learning SB
Date: 21 Jan 93 19:42:34 GMT
Article-I.D.: dollar.727681354.559.0
Organization: Sophomore, Electrical and Computer Engineering, Carnegie Mellon, Pittsburgh, PA

Wreck writes...
> [ lots of good advice about learning to play starbases ]
>
> [4] And when you do hit people with plasma, the right way to gloat is:
>  R0->ALL  SMACK!
> (notice all caps, and exclamation point); but not:
>  R0->ALL  Wreck  :-*
> The second is a weenie invention lacking elegance; don't do it.

Hey, if you're going to insult my invention, at least get it right...

R0->ALL  Wreck: :-*
              ^
Please note the extra colon. Don't ask why, it's one of those mysteries
of the universe, like MUCUS PIG exists. :)

Anyway, writing Tool: :-**** is a lot easier than :
SMACK!
SMACK!
SMACK!
SMACK!


- Sir SMACKalot  
President of the Tool fan club
Organization: Senior, Chemical Engineering, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Wed, 27 Jan 1993 15:06:15 -0500 
From: Kevin Michael Bernatz <kb32+@andrew.cmu.edu>
Subject: Re: Halftime
	<1jqo9p$aqc@agate.berkeley.edu>
	<gfMyJG_00awQE216Qa@andrew.cmu.edu>
	<cfNBJCG00VorIEHl4k@andrew.cmu.edu>

Excerpts from netnews.rec.games.netrek: 26-Jan-93 Re: Halftime Sean C.
Simmons@andrew.c (1729)

> Let your council member know how YOU feel.


Yeah, CMU with the largest number of netrekers has.. ahh...Danny Yee as
our best option?   Gee, that sounds perfectly reasonable to me.

-KB

P.S. No knock on Danny,btw.  He's a cool guy.
Newsgroups: rec.games.netrek
From: JGR@ECLX.PSU.EDU (Jim Reisman)
Subject: Homeworld AGRIs, why?
Organization: Penn State Engineering Computer Lab
Date: Wed, 27 Jan 93 00:28:03 GMT
X-News-Reader: VMS NEWS 1.24

A quick rant:

  What is the rational on some servers for allowing homeworld AGRIs?
I find that it is near impossible to get a (non-timer) genocide against
a team with a homeworld AGRI, unless there is a major clue imbalance.
In fact, I will often quit out if I enter a game where the opposing
team has one.  I wish the server gods would spade 'em...

  BTW, some flags I wish MS II had:

'H' -> One of the teams has a HW AGRI
'3' -> Game is in a 30 planet configuration

  It would certainly save me from getting on a server queue to a game I
will quit out of anyway.

-Jim R.
ID: Ikko-ikki

Netrek should have a Surgeon-General's warning in the motd.
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Wed, 27 Jan 1993 23:22:48 -0500 
From: "Joseph E. Beck" <jb8n+@andrew.cmu.edu>
Subject: Re: Halftime
	<1k5559$2mh@agate.berkeley.edu>


tom@soda.berkeley.edu (Tom Holub) writes:
> In article <wfNT0GO00Voi9cm3I1@andrew.cmu.edu> "Joseph E. Beck" <jb8n+@andrew.\
> cmu.edu> writes:
> )
> )Ok, suppose two teams don't just want halves, they want a time out
> )after each quarter, and a 10 minute break at half (both captains are
> )football nuts).  Now, currently this is acceptable, and there is no
> )way to prevent it (short of removing the pause feature).  Now you
> )claim that if halftime isn't forced, the servers aren't the same.  But
> )here there are *3* pauses instead of 1, and the halftime hereis
> )(probably) longer than proposed, yet you have not mentioned this as
> )being a problem.  Why is this not a problem, but having a non
> )mandatory halftime is a problem?  
> 
> Your scenario is a problem.  The pause feature is not there for random
> game stoppages, it's there to help deal with ghostbusts and other
> similar problems.  If you like, we could add something to the rules
> such as "Spurious pauses are not allowed."

I am confused.  Why is this a problem?  If both teams want to stop the
stop the game too take a few breaks why shouldn't they be permitted to
do this?  Why is the only acceptable pause at the proposed halftime,
does having extra pauses (agreed upon by both captains) really create
an uneven comparison to other games?  I just don't understand why you
feel such a degree of regulation is needed to ensure games are
comparable.

	joe
	Lamb, Leg Of
Newsgroups: rec.games.netrek
From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: Re: Yea, tho' I walk through the valley of the shadow of Red Shirt
Organization: FSU nuclear physics
Date: Fri, 22 Jan 93 14:09:55 GMT

In article <0fLuEHO00VpQ0BY21U@andrew.cmu.edu> Sean Christopher Simmons <ss72+@andrew.cmu.edu> writes:

>Excerpts from netnews.rec.games.netrek: 20-Jan-93 Re: Yea, tho' I walk
>throug.. Roger Books@fsunuc.physi (1805)

>> Useless stats?  What does 3.0+ bombing
>> 			  0.8  defense
>> 			  0.3- offense
>
>	Hard to tel much from this.  It does say that your bombing probably
>comes from actually bombing, not Ogging.  You look sort of like an
>overeager (Or over-lagged) SC bomber.  Planet rating?

Overeager, lag normally around 250, no UDP SC bomber.  

Planet rating floats around 1.0

>
>ZZnew guy

Cirdan
From: trown@ecst.csuchico.edu (Nick Trown)
Newsgroups: rec.games.netrek
Subject: Metaserver
Date: 26 Jan 93 23:29:12 GMT
Article-I.D.: charnel.1k4hg8INNov2
Organization: Amdahl Corporation, Sunnyvale CA
NNTP-Posting-Host: cscihp.ecst.csuchico.edu

This is another post for Andy McFadden



Okay, it seems that the current setup isn't working too well.  It's pretty
busy now, and with the abusers it's getting to be too much.

What I think we need is a few MS-II relay sites.

Basically, the primary MetaServerII would still reside on charon.amdahl.com,
but there would be some additional sites which you could connect to and get
information from.  Those sites would in turn connect to charon to get the
information... but would only do so every 10 or 15 minutes.

I can think of two workable designs off the top of my head:

    (1) The relay buffers the output from charon, along with a timestamp.
	When a request comes in, if the data it has is older than some
	(configured) amount it retrieves new info from charon, stores it,
	and then sends it to the clent.

	Advantages: no changes needed to MS-II.  There's no reason why
	somebody hasn't written this already (some of the perl and emacs
	stuff comes close).  Changes to MS-II won't affect the client;
	updates can be integrated easily.  If nobody asks for info on port
	3522, it won't go get it until somebody does, even if the timestamp
	expires.

	Disadvantages: have to send three different copies of the same data
	(port 3520/21/22).

    (2) Have a special "all data" port, which sends it in an easily
	machine-readable format (perhaps the LISP or bib formats suggested
	earlier).  The client would retrieve the data periodically, and then
	reformat it itself.

	Advantages: less network traffic, and the relay owner is free to
	make new output formats.

	Disadvantages: need to change MS-II, and the CPU load on the relay
	will be higher.  Requires more code, more debugging time, etc.


The absolute easiest thing to do would be to release multiple copies of MS-II,
but then the servers would get swamped with requests for information.

I may end up doing something like (2) for the European connection, but I
haven't decided yet.  A European MS-II relay would probably be a good thing
to have.

If somebody wants to try this, I suggest you start with the non-blocking
socket stuff in trekhopd.  Adding buffers to "gwd" would be pretty easy,
but the blocking connect() calls could be a problem.  I'll get around to it
eventually.
From: jwh@cs.bham.ac.uk (James Hawtin)
Newsgroups: rec.games.netrek
Subject: Re: Yea, tho' I walk through the valley of
Date: 22 Jan 93 13:28:05 GMT
Reply-To: jwh@cs.bham.ac.uk
Organization: School of Computer Science, The University of Birmingham, UK

Ok so with have had the list of the best..... Now perhaps a list of the biggest known
twinks then?

				James.

PS What kind of naff American work is twink anyway :-)
From: hendric@matt.ksu.ksu.edu (Richard Hendricks)
Newsgroups: rec.games.netrek
Subject: Re: Clueless games
Date: 22 Jan 1993 20:06:52 -0600
Organization: Kansas State University
NNTP-Posting-Host: matt.ksu.ksu.edu

ahabig@bigbang.astro.indiana.edu (Alec Habig) writes:

>In article <1993Jan21.200749.20528@cs.nott.ac.uk> mjr@trellis.cs.nott.ac.uk (Marcus Roberts) writes:
>>Anyway, the point of this rant is to express support for the clue checking
>>mechanism outlined here in r.g.n.  I think the idea of having to send a message
>>to yourself to prove clue is a good idea.  However, those that fail clue

>A good idea!  The point of the boot being to force people to learn about
>messages, some means of telling them _why_ they were booted would be important.
>Of course, they should still be bumped out (otherwise they will minimize the
>help screen and continue to wander uselessly), but give 'em a nice big
>explanation of _why_ they were booted so they can learn what the server god is
>trying to teach them.

>	Alec
>	(Entropy)
Sadly, I think there might be a conspiracy of clueless people
here(not necessarily newbies).  I have sat next to, and watched,
someone logon to the 'clue' server, send the message to himself,
and promptly _turn_off_his_message_window!  I asked him, and he
said, 'oh yeah, first time I played, I noticed that message.  I
just send the thing to myself and turn it off.'  Evenually, I
noticed about four of his friends do the _same_thing.  I asked
them about clue, and he said something about he is a good player.
I then asked about the messages, and he said he ignored them!!
SOme people need to taken to places far away and shot.  So far,
in the quest for clue, message reading, and responding to
messages seems to me to be the most important part. 

Richard Hendricks
Offical Newbie Twink