HDTenEightyP/NetNews huggingface dataset:
From: jstrachman@vax.clarku.edu
Subject: RE: Blanka Combos (SFII)
Organization: Clark University
Date: 14 APR 92 06:18:51 GMT

In a previous article, georges@concour.cs.concordia.ca (CHUNG KAM CHUNG georges) wrote:
> 
>In article <1992Apr12.204439.12562@watdragon.waterloo.edu> you write:
> 
>>Well, the electricity comes out much faster, the rolling ball can now stop,
>>the weird double claw attack is gone.
> 
>How do you stop the rolling ball?
> 
>I  would  also  like  to  ask:  Does  anyone have the list of combos for
>Blanka?  I just got addicted to SF2, spent tons of quarters  to  to  get
>used it.
> 
>I  mainly  use one combo, but my opponent almost always figure it out by
>the second round and nails me.  Also, I have a question for  the  Blanka
>masters:  How can  I  protect  Blanka  from being swept off its feet?  I
>notice that each time my opponent throws Blanka down,  Blanka  does  not
>have time to recover and do a defensive crouch before the opponent comes
>and  sweeps  Blanka  down again.  It's only on the third sweep that I am
>able to protect.

Your machine is faulty.  All characters can defend when they are getting up.
Make sure the joystick is working correctly.


> 
>Georges
>--
>Georges CHUNG KAM CHUNG                  georges@concour.cs.concordia.ca 
>                                                geo@maxwell.concordia.ca
>"Programmers  and  programs  alike need die gracefully upon failure, and
>exit with no system disruption." -- Plagiarized from USENET
Newsgroups: alt.games.sf2
From: rauser@fraser.sfu.ca (Richard John Rauser)
Subject: Re: Chun Li's a hot babe!
Organization: Simon Fraser University, Burnaby, B.C., Canada
Date: Tue, 7 Apr 1992 02:09:21 GMT

tonychen@engin.umich.edu (Antony Chen) writes:

>In article <rauser.702334462@sfu.ca> rauser@fraser.sfu.ca (Richard John Rauser) writes:
>>
>>
>>   The title says it all. This woman is HOT. H - O - T. One hot, sexy
>>babe. Too bad she's only a video game character...well, perhaps I can use
>>Ryu to get to her...
>>
>>--
>>Richard J. Rauser      "Hau do ken!"
>>rauser@sfu.ca             -Ryu's fireball yell

>Oh, oh, yeah, Chun Li!  Oh, oh, harder, faster, she's sooo good!  If this is
>what you are thinking in your mind, GET A FUCKING LIFE!  Keep your private
>sexual fantasies out of UseNet.

   It's not a sexual fantasy, fool...it was an aesthetic observation! 
(Any dictionary will tell you what "aesthetic" means...)



>   Just in case you're wondering, if you are
>having sexual fantasies with Chun Li, I recommend a therapist.  It is true
>that at some times in people's lives, they get desperate, but thinking that
>a video game arcade character is hot is not only perverted, but it almost
>extends into bestiality. 

   A therapist, eh? How about the one that's helping you deal with your
hostility and swearing? Could he help me? (If he can help you, he can help me!)

 Fucking a live cow is fuckin' disgusting, but if
>you wanna stick your dick into the coin slot over at your local arcade so
>you can fuck Chun Li, then my advice to you is use a condom, one with
>electrostatic guard, but I think those kind are only available through
>Capcom.   *laughing hard enough to cry*...geez, buy yourself some porno mags
>and jerk yourself off,

   The real irony is that I was jerking off as I read this!  

 but don't go posting your desires on UseNet,
>especially when you're not fantasizing about REAL women.  (I'd tell you to go
>out and get a girlfriend, but I don't think this is possible for you unless
>you start going out with one of those fugly shits that play SF2.)

   Hmmm...I sense some hostility here (or perhaps I'm just too sensitive)
and I think I know the cause of it...you obviously have been murdered by
Chun Li when you play SF2!! Thus the bitterness towards her which you have
perhaps unconsciously directed at me. Never fear! This group is full of people
who will be happy to give you advice to help better your SF2 skills so that
in the future you will be able to defeat Chun Li.

   There! That wasn't so hard, was it?

   By the way, I'm sure the readers of alt.sex.bestiality would love to hear
about your cow experience...

--
Richard J. Rauser  "I'm in heaven! TWO Chun Li's!"
rauser@sfu.ca        -Rick Rauser speaking to a Street Fighter II CE machine
WNI
From: merrill@alcor.usc.edu (Chronos)
Newsgroups: alt.games.gb
Subject: Re: Another bug(inconsistency) and possible fixes/enhancements.
Date: 12 Apr 1992 19:49:12 -0700
Organization: University of Southern California, Los Angeles, CA
Distribution: alt
NNTP-Posting-Host: alcor.usc.edu

[previous comments about bugs]
>>4. Terraformers - Why is it that something big enough to turn mountains into
>>   oceans, or polar icecaps into deserts, can fly?  Not only can it fly,
>>   it can hyperjump, and carry weapons in it's hanger bays.  If you can't
>>   build an unmodified cargo ship until tech 100, then hyperjumping T's
>>   shouldn't be possible until at least then.
>
>Hyper T's are dumb.  Everyone knows it.  We didn't change it in RPI-GB-2
>because I didn't make the decision early enough, it could change some
>people's ideas about how to design their race.
>
>Planet cloning...... [comments about planet cloning]
>Kevin Martin
>sigma@ipl.rpi.edu
>"We're going to need another Timmy!"


I removed hyper capability and hangers from T's (to make them smaller as well)
I recieved very few complaints from players about this. Races should have
to wait a bit after just discovering hyperspace to be able to instantly
colonize everything in sight.  One idea I may do in the next game is drop
the tech level for cargo ships and tankers by 10, to 90.  This might put 
stripped down tankers, cargo ships in a range where they could be built
immediately when races get tech 50.

I also had some incidences with planet cloning, and have NO clue why its
happening.  Unfortunately I don't have the experience to offer a suggestion
as to why this is happening either.  I'm too busy making mods to the game.
(with more bugs as well :) 

Another problem I was getting were atan2 Domain errors when the server
was running segments/updates.  Any dieties have ideas as to why this 
was happening?  Was it pseudo-ships (not really dead) and the moveship code?

Help would be appreciated.

??

Chronos
From: buex93c@rw8.urc.tue.nl (O.L. Craane)
Newsgroups: alt.games.gb
Subject: with XMAP on a DEC-station
Date: 6 Apr 92 12:57:41 GMT
Reply-To: buex93c@urc.tue.nl
Organization: Eindhoven University of Technology, The Netherlands

Hi,

I just have a short and brieve question ... 
Does anyone know why the xmap option doesn't work on a decstation (2100)
and has anyone else experienced this problem. And most of all how can i
solve the problem.

Thanks,
Oscar

*******************************************************************************
* Time --> Oscar "Tommie" Craane <-- Waster  * We didn't start the fire.      *
* E-mail --> buex93c@urc.tue.nl <-- E-mail   * No we didn't light it,         *
********************************************** But we tried to fight it.      *
* Shit - What? - Rollers - No? - Yeah - Shit * We didn't start the fire.      *
* [Jake and Elwood Blues, The BluesBrothers] * And when we are gone,          *
*   Bras Fliep Frtnbf     |   Billy Joel ----> It will still go on and on ... *
*******************************************************************************
From: rlewis@isi.edu (Roger Lewis)
Newsgroups: alt.games.gb
Subject: Re: USC GAME DIES, final stats
Date: 13 Apr 92 06:18:56 GMT
Reply-To: rlewis@venera.isi.edu (Roger Lewis)
Organization: Information Sciences Institute, Univ. of So. California

In article <kuf4huINNqk6@nunki.usc.edu> merrill@nunki.usc.edu (AstroNut) writes:

>Spore Pods were returned to their old habit of exploding once reaching another
>system.  There were very few 'pure' mesos in this game, only 2 active I can
>recall (Chaos and Rabid_Rabbits), any commnts guys?  
>
I was a pure meso, and I REALLY liked it.  Since you can't count on them
reaching a planet anyway, it is nice to be able to count on them exploding.
(Makes it much lower maintenance to be a meso).

I can order their destinations once and be done with them.  And if I come back
three days later, I have settled new colonies. :-)  I have 12,000 pods in 
another game, so I appreciate not having to order them all to separate 
planets when I reach a new system.
From: formeza@phakt.usc.edu (Ted Formeza)
Newsgroups: alt.games.gb
Subject: Governor
Date: 7 Apr 1992 02:28:21 -0700
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: phakt.usc.edu

I am currnetly looking for a governor for a meso -reace in the usc blitz game
The game runs from 6-8 with 3 1hr updates. I would prefer an experienced player,
but if there are none interested, i will take an unexperienced one. The race 
is currently in the top 5 of the game.  Obviously anyone in the usc game is
excluded.
 
 
 Email me if you are interested.
    

 
 Thank you
From: jrmccutcheon@miavx1.bitnet (James McCutcheon)
Newsgroups: alt.games.gb
Subject: Re: military in GB
Date: 16 Apr 92 17:10:28 GMT
Distribution: alt
Organization: Miami University Academic Computer Service"

In article <1992Apr15.105648.21227@hemlock.cray.com>, ddickey@aspen04.cray.com (Dan A. Dickey) writes:
> In article <OVERY.92Apr14133919@bubba.ma30.bull.com>, overy@bubba.ma30.bull.com (Paul Overy) writes:
>> I've been modifying my server code to allow military to perform most of the
>> tasks that civs can.  This includes manning Terraformers, Quarries, Domes,
>> Plows, Weapons Plants, Atmos. Proc., AFV's and Gov Centers, allowing military
>> to scrap ships, explore systems and planets, fire weapons, etc.
> Sounds to me like you are setting up a situation where
> a race will simply convert to all military, and do without civilians.

No, not really. It is not economical to convert all of your civilians to
military, given the maintenance costs involved (isn't it something like $10 to
arm them and $5 per update to maintain them?). It's just that military are
civilians who have had special training, so they should be able to do
everything civilians should, and more.

Just two cents from a leader who put all military onboard an explorer thinking
they would know how to fire the ship's guns..

> ---------
> Dan A. Dickey      ddickey@cray.com

    _    ___      ___ ___             ___       ____ ___       ___  ___ 
 _ //  //  //\_-//   /       /\_-/   /    /   /  /  /    /   //    /  //\  /
 \X/  //__//   //__ /__     /   /__ /    /   /  /  /    /___//__  /  // / /  _
     //  //   //      /    /   //  /    /   /  /  /    /   //    /  //  \/_ //
/___//  //   //___ __/    /   //_ /___ /___/  /  /___ /   //___ /__//   / \X/
-----------------------
JRMCCUTCHEON@MIAVX1
Newsgroups: alt.games.gb
From: ingram@milton.u.washington.edu (Doug Ingram)
Subject: FAQ:  What are the current games running?  I need input.
Reply-To: ingram@u.washington.edu
Organization: University of Washington, Seattle
Date: Thu, 16 Apr 1992 02:01:34 GMT

Hi, folks.

	I'm going to release the FAQ again in a few days, and in the
meantime, I would like some input into my list of current games running
since I haven't had time to keep up with it by hand.  Anyone out there
who knows anything about the games I've listed below...please email me
the details or post them.  It would be best for all players to get all
the current games compiled into an easy-to-access list, which I will
publish as another posting in addition to the two-part FAQ just to
alt.games.gb so that players who don't want to page through the FAQ
can still get the game list.

	So here it is:

1-5  Where are the current games running?
-----------------------------------------
	As of Apr. 15th, 1992, here are the games which are on-line
(or about to be) along with the server being used.  The addresses
given have both a host and a port number, so to reach one of these
through telnet, for example, you would type
on Unix:     "telnet pooh.caltech.edu 2010" or "telnet 131.215.48.30 2010"
or, on VMS:  "telnet pooh.caltech.edu /PORT=2010" etc.

	The pooh game -- pooh.caltech.edu 2010   (one guest)
                         131.215.48.30           STARTS late April(?)
       *HAP V -- morticia.cnns.unt.edu 2010   (no guests) 
                   129.120.4.5                   STARTS late March
        The UNM game -- rocknroll.eece.unm.edu 2020  (no guests)
                        129.24.24.29             STARTS late April(?)
        Clarkson II Game -- gb.dorm.clarkson.edu 7777 (no guests)
                             128.153.48.5        Down until mid-May
        Clarkson III Game -- gb.dorm.clarkson.edu 1234 (one guest)
	  (NOVICES ONLY)     128.153.48.5        Down until mid-May
	The CMU game -- amiranda.slisp.cs.cmu.edu 2010  (??? guests)
                        128.2.217.21 
        The Stony Brook game - engws8.ic.sunysb.edu 2010 (one guest)
			129.49.12.127            Unknown status
	The Munagin game -- munagin.ee.mu.oz.au 2010  (??? guests)
	                    128.250.1.75         Unknown status
        The UWO game -- hybrid.ccs.uwo.ca 2010   (??? guests)
			129.100.67.43            At Update 140 appx.
	RPI-GB-2 -- ipl.rpi.edu 5010             (one guest)
		    128.113.14.50                Unknown status

+ - You can use the "menu" facility at gb.dorm.clarkson.edu to sign up.
* -- Using HAP code (no * means using "standard" GB code).

Thanks,
Doug Ingram -- Fnebish Legion // ingram@u.washington.edu // "Carpe Datum."
Newsgroups: alt.games.gb
From: overy@bubba.ma30.bull.com (Paul Overy)
Subject: Another bug(inconsistency) and possible fixes/enhancements.
Organization: Bull HN, Worldwide Information Systems, Billerica, Mass., USA
Distribution: alt
Date: 10 Apr 92 12:14:30

When attacking on the ground, figured in to the attacking and defending
strengths, is  ( <# of CIV> + (10 * <# of MIL>) ) * <The race's Fight>

but when a ship is being captured, or assaulted, the military are given
10 * <# of MIL> * <Race's Fight>, while the civilians are only getting
1 each.  For a race with a fight of 6, this makes their military 60 times
stonger, when it should only be 10 times.

This can be fixed in dock.c around line 230, and capture.c around line 142.
Look in the ground_attack routine in move.c to see how the equation for
CIVS and MIL should look.

--

Some other things that I have found, that I don't agree with.  Should these
things be changed?  Or am I the only one who feels this way:

1. Currently, military cannot do much other than fight.  They cannot man
   Terraformers, Quarries, Plows Domes.  They can't fly or fire any type 
   of ship.  They can't scrap a ship. Other than fighting, they are pretty
   useless.

   I think this is wrong.  Military should be able to do everything that
   civilians can do, and maybe even be able to fire weapons more acurately.
   What does everyone else think?

2. You can not assault an unmanned ship.  Why not?  You can capture them if
   they are landed, so there should be a way to capture them if they are
   airborne.

3. Unmanned ships can be launched and landed, and they return fire when
   fired upon.  Does anyone else feel that there is a problem with this?

4. Terraformers - Why is it that something big enough to turn mountains into
   oceans, or polar icecaps into deserts, can fly?  Not only can it fly,
   it can hyperjump, and carry weapons in it's hanger bays.  If you can't
   build an unmodified cargo ship until tech 100, then hyperjumping T's
   shouldn't be possible until at least then.


That's all for now.  Please reply, and let me know how you feel about
these things.  I'll probably make the mods to my source, so if anyone
shows interest, then I'll post the changes.

Paul
--
 == Paul L. Overy Jr.                Bull HN Information Systems Inc. ==
 == (508) 294-2644                   300 Concord Road   <Mail Stop>   ==
 == overy@bubba.ma30.bull.com        Billerica, MA 01821     ==
Newsgroups: alt.games.gb
From: sigma@sun.ipl.rpi.edu (Kevin Martin)
Subject: Re: Another bug(inconsistency) and possible fixes/enhancements.
Distribution: alt
Date: Mon, 13 Apr 1992 13:27:01 GMT

merrill@alcor.usc.edu (Chronos) writes:
>I removed hyper capability and hangers from T's (to make them smaller as well)
>I recieved very few complaints from players about this. Races should have
>to wait a bit after just discovering hyperspace to be able to instantly
>colonize everything in sight.  One idea I may do in the next game is drop
>the tech level for cargo ships and tankers by 10, to 90.  This might put 
>stripped down tankers, cargo ships in a range where they could be built
>immediately when races get tech 50.

Be careful.  I haven't looked at it, but I believe each ship type is set up
to have a normal tech and a minimum tech.  A completely bare tanker, for
example, is supposed to be tech 50.  So you might have to adjust something
else to make that any lower, otherwise it doesn't help much.

>Another problem I was getting were atan2 Domain errors when the server
>was running segments/updates.  Any dieties have ideas as to why this 
>was happening?  Was it pseudo-ships (not really dead) and the moveship code?

I think atan() is used in a number of places in the code... but I couldn't
guess which one is the problem.

-- 
Kevin Martin
sigma@ipl.rpi.edu
"We're going to need another Timmy!"
Newsgroups: alt.games.gb
From: kofflee@nyssa.CS.ORST.EDU (Banshee)
Subject: GB II 2.4.1 RELEASE (NEW VERSION)
Organization: Society for Free Access to GB. Anytime, anywhere!
Date: Wed, 08 Apr 1992 07:38:06 GMT


The long awaited release of the client is FINALLY here.

DISCLAIMER: I feel this client is relatively bug free.
HOWEVER, as with any new release... potential problems might
crop up. The warning here is, I am slow at fixing things now
since I do not have as much time as usual. So if you do not
like having potentially buggy software around, then do not
compile this or keep a copy of your old executable since it
could take me a month to release fixes for problems that appear
in this release. HOWEVER, I do think it should work just fine.

AS USUAL, ALL BUG REPORTS ARE WELCOMED AS WELL AS SUGGESTIONS!

Changes for this exciting release you ask? Version 2.4.1!

First off... my new email addresses. (in order of preference)

	kofflee@nyssa.cs.orst.edu
	koffleva@oregon.uoregon.edu
	ekoffler@nyx.cs.du.edu <--- last resort.

Secondly... to compile the new client it is strongly recommended
that you use the shell script included. It is the file 'setup'.
The shell script will ask you a few questions and give you default
answers.

Thirdly... the changes made for this release can be found in
the CHANGES file, but the biggests ones are:

	Added the -c flag to logging for log communications ONLY

	Removed quite a few save* load* commands and added a savef
	command which saves all settings to the ~/.gbrc file.
	This includes binds, sets, crypts, games, and defs.

	Added a wait command to fix a few macro speed problems.
	This forces the macro to wait for a prompt response. And
	useful to those who program a bit more complex macros.

	Added the set hide_end_prompt for the picky few. :)
	So you can turn it off and get the ( [#] /* ) prompts

	New command: for min,max command_list
	For command is implemented and fully documented.

	-b flag in version for broadcasting.
	so I can get information out of you when helping to debug.

	Added in the latest and greatest (??) xmap files from sanders

Hmmm, that should be the fourth point I guess.
I have received the latest version of xmap and have incorporated
them into this release.

More information.

	Now you can compile the client with various 'options'
turned on. Such as having Xmap or Imap included. The less
options you have included, the smaller the executable.



	You can get 2.4.1 from scam.berkeley.edu in /src/games/gb.
	NOTE: Check timestamps on the files. As of this moment
	they are gbII.client.tar and gbII.client.shar but some time
	this week they will become compressed by the archive site
	and will be gbII.client.{shar,tar}.Z
	The above information is a frequent mistake of people
	who retrieve from scam! So you have been warned. :)

Evan Koffler
GB II Client Developer
(Keeshans@GB/HAP)
kofflee@nyssa.cs.orst.edu
From: rlewis@isi.edu (Roger Lewis)
Newsgroups: alt.games.gb
Subject: Re: Inactive races available, good positions!
Date: 7 Apr 92 06:54:12 GMT
Reply-To: rlewis@venera.isi.edu (Roger Lewis)
Organization: Information Sciences Institute, Univ. of So. California

In article <291t7m#@rpi.edu> sigma@sun.ipl.rpi.edu (Kevin Martin) writes:

>We're at Update 44, BTW, with one update per day.  Stable server, many
>bugfixes you won't find anywhere else.

Shh, now everyone will want to play the next RPI game.

Seriously, I've never played in such a bug free game before, and there
are some good programmers who have started offerring ideas, code, and
fixes playing in this game.  If there is an RPI-gb-III, enter it.
But leave room for me. :-)

rlewis@venera.isi.edu  The only good Normal, is an ABSORBED Normal.
			-Creepazoids
From: perrocho@inf.ethz.ch (Louis Perrochon)
Newsgroups: alt.games.gb
Subject: primary/secondary gun system?
Date: 15 Apr 92 12:33:03 GMT
Organization: Dept. Informatik, Swiss Federal Institute of Technology (ETH)
Originator: perrocho@antares.inf.ethz.ch

Can someone out there please explain to me, why there are two gun systems,
and what they are good for? I post this, because I didn't find an answer
neither in the FAQ nor in the Docs.

Louis
-- 
+-------------------------------------------------------------------------+
| Louis Perrochon, Institut fuer Informationssysteme, Zurich, Switzerland |
|              voice: ++1 254 7282 email: perrochon@inf.ethz.ch           |
+-------------------------------------------------------------------------+
Newsgroups: alt.games.gb
From: sigma@sun.ipl.rpi.edu (Kevin Martin)
Subject: Inactive races available, good positions!
Date: Tue, 7 Apr 1992 02:26:41 GMT

I have two, possibly three, inactive races in RPI-GB-2.  Since it's been
quite a while since I made a list of people I couldn't find space for in
the game, and they've probably forgotten by now anyway, I'm posting here,
looking for replacement players.  The players haven't quit, strictly
speaking, but they are presently far too busy to carry on as they were.  In
the interests of game balance and all that, replacements would be best.

There is one well-placed player who is in a block.  One stipulation is that
the replacement player should make every effort to remain in this block;
it's a favorable arrangement, after all.

There is one strong player whose empire has been crumbling from neglect,
this race could easily do very well also.

I'm not sure about the third player, I'll have to talk to him.  He's in a
rougher situation, though.

If you're interested, drop me a note describing your preferences, including
how much of a challenge you're looking for ;)  I don't want to reveal the
stats of the races here, obviously.

We're at Update 44, BTW, with one update per day.  Stable server, many
bugfixes you won't find anywhere else.

-- 
Kevin Martin
sigma@ipl.rpi.edu
"We're going to need another Timmy!"