HDTenEightyP/NetNews huggingface dataset:
From: bav@hobbes.ksu.ksu.edu (Brick Verser)
Newsgroups: rec.games.netrek
Subject: Re: I will assault MUCUS(and he will not respond)
Date: 12 Aug 92 16:43:39 GMT
Organization: Kansas State University
NNTP-Posting-Host: hobbes.ksu.ksu.edu

hill@norman.VI.RI.CMU.EDU (Robert Hill) writes:
>You are completely wrong about mucus.  He does what he does for amusement  
>value.  I know I value it :-).  I think he's pretty funny, and at 2 in the  
>morning, there ain't nothing like seeing mucus flame the hell out of some  
>poor souls who cross paths with him.  You just can't allow what he says to  
>bother you in any way.  [. . .]

Right.  I was mildly miffed the first time or two Mucus laid into poor
little ol' me.  But when asked for clarification he seemed plenty happy
to tell me in detail what I'd screwed up ("MORON!" is a seldom helpful
message to someone who screwed up, but it's not worth spending a lot
of time explaining to someone who doesn't want to be explained to
or who already knows what they did wrong, so it saves time).  And his
public rantings are humorful--remember it's just his persona.  Roll
with it; enjoy it if you can, ignore it if you can't.  I'm generally
grinning after a game with Mucus more than after a game without.  After
a serious all-out netrek battle, I feel kinda drained.  After a fun
game filled with Mucus spewage and playful banter (and serious play--that's
important), I'm ready for another.

--Brick

p.s.  HOCKEY!  HOCKEY!  HOCKEY!

p.p.s.  Anybody from GIT wanna loan me access to an X-display next week
while I'm in downtown Atlanta?  It'd help stave off the ugly symptoms of
netrek withdrawl (and make reading mail and dealing with problems here
go a lot faster than sitting with a 2400bps modem in a hotel room).
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: MetaServerII v0.1
Date: 22 Aug 1992 23:21:57 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <b0Qm036168ds00@amdahl.uts.amdahl.com> fadden@uts.amdahl.com (Andy McFadden) writes:
)
)>With additional information on another port, perhaps
)>B: <borgs? YES/NO/MAYBE>
)>H: <Hours, in a nice format>
)>T: <contact name>
)>1: <comments>
)>9: <more comments>
)
)The only thing I dislike about this is that it becomes difficult to just
)plop the faq in.  Of course, if the server faq came in this format, it'd
)be a lot easier.

Well, the FAQ already is kinda like this; it would need some tweaking
to be easily parsable, but it's certainly an option.  One important
consideration is that the FAQ needs to remain readable to humans; this
limits the parsability to an extent.

I believe the original poster was referring to the *server* providing
this information on, say, port 2590; still, all you would need in the
metaserver would be the site list.

Incidentally, I think it would be a Very Good Idea for the NBR server
to support the separate-port ck_players concept.
 -Tom
Newsgroups: rec.games.netrek
Date: Tue, 18 Aug 1992 03:15:14 -0400 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Re: Ged. . . how good is he?
	<1992Aug17.215729.12866@dsd.es.com>

	Ged, I don't THINK anyone here hates you.  Geeze. . . you haven't done
anything hating.  We have been known to disagree with you, often
violently:)

ZZnew guy
Newsgroups: rec.games.netrek
From: Marc VanHeyningen <mvanheyn@silky.cs.indiana.edu>
Subject: Re: Sound in the client
X-Quoted: 25%
Reply-To: mvanheyn@whale.cs.indiana.edu
Organization: Computer Science Dept, Indiana University
Date: Tue, 18 Aug 1992 00:09:13 -0500

Thus said sfd@neuromancer.metaphor.com (Scott Drellishak):
>I've added sound for SPARCstations to the client, and wanted to
>solicit suggestions before I release the code.  Right now, the client
>spawns off a special process which wakes up every tenth of a second
>and generates a tenth of a second of sound, by combining all
>"currently active" sounds.  This means that sounds can overlap, which
>is a Very Good Thing.  All the sounds are generated algorithmically by
>default, but there are .xtrekrc options to cause the sound process to
>read a file instead.  There are also .xtrekrc options to turn on sound
>(it's off by default), to make it play sound through the headphones
>rather than the speaker, and to adjust the volume.

(I thought about adding that stuff to the program below, although I'm
inclined to just let people use x_gaintool.  No offense, but making
constant noise and turning the game into an arcade one isn't the
direction I'd like to see things go in; I think sound should add useful
information to the user interface, not just make zap boom noises.
Constant noise would also get the game banned at more and more public
terminal facilities. :-)

I also have a more-or-less working version of a sound enhancement to
netrek, but it will be more or less useless unless the proposal I made
to the NBR a while back to allow messages to be piped to another
program.  To make a long story short, it gets incoming messages, takes
team and individual ones, and tries to provide as much information as is
reasonably doable (a noise to indicate a message, and it will try to
"say" the message's essential content to you.  Trivial example:  The
message:

Fd->FED Distress call from Fd: 75% damage, 5% shields, 8 armies!

will cause the voice to say:

ping distress call from d hosed carries 8

It's not very useful just yet, and I'm still playing around with the
code.  However, if anyone wants the source (actually mostly lex and yacc
files) to play with or use with a borg, lemme know.  If/when the NBR is
released with the pertinent hooks, I'll release this in a more refined
form.
-- 
Marc VanHeyningen     mvanheyn@whale.cs.indiana.edu     MIME accepted
<various ranks Ensign-Commodore> Mostly Harmless
Yet another brilliant strategy:  deciding which planet to leave for last
while they still have 9 left.
Marc VanHeyningen     mvanheyn@whale.cs.indiana.edu     MIME accepted
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: embarrassing moments during a game
Date: 13 Aug 92 23:51:19 GMT
Organization: Amdahl Corporation, Sunnyvale CA

In article <1992Aug11.141627.23027@ll.mit.edu> tz@ll.mit.edu (Taras Zommers) writes:
>*  (Just yesterday in fact) Protecting a planet taker from 3 enemies
>   I ate a bunch of torps and was near death very close to my teammate.
>   As I saw streams of torps heading for me I tried to pressor off
>   of my teammate.... you know... with my keyboard mapping pressor and
>   tractor are very similar.... anyway... I guess the rest is obvious.

As I mentioned earlier, I changed my keymap after playing fumble-thumbs
during dogfights with lots of tractor/pressor action (side note: Spaceace!,
fearing the awesome power of my new keymap, wisely choose to be on my team
today.  BTW, sorry about the planet that got inded while I was snoozing).

I was playing today as NeW KeYmAp, and found myself repeatedly tractoring
teammates off of planets.  Of course, the crowning achievement was heading
toward a planet, getting into orbit, and then hitting the "drop" key... which
is now the "warp 3" key.  Whoops.

Well, I think I've got the torp key reflex mostly trained.  Now I just have
to work on tractor/pressor and the planet keys.

>Burt Hoots
>Psycho Squirrel

Ah, there you are.  Part of the Olympic Ogging Team today.

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
From: jch+@cs.cmu.edu (Jonathan Hardwick)
Newsgroups: rec.games.netrek
Subject: Re: Bronco Lives
Date: 20 Aug 92 03:46:03 GMT
Organization: School of Computer Science, Carnegie Mellon

botelle@pixmap.seas.upenn.edu (Justin Botelle) writes
> Bored.. Restless?  
> 
> come to bronco... now

But... but... it's soooo sloooooowwwwwwwww

Treacle trek.  However did we play in this?
Newsgroups: rec.games.netrek
From: petonak@chem.psu.edu (Paul Petonak)
Subject: Re: Ged. . . how good is he?
Date: Sun, 16 Aug 1992 19:24:50 GMT

>	Until some CMU team loses to a non-CMU team I will find your anti-CMU
>probaganda pretty laughable.  OK, we aren't any better than anyone else.
> Those damn CMU players sure are lucky, though.


Why not take the best from everywhere that is not cmu and pit them against 
a cmu team. It would prove the point that CMU teams are not omnipotent.

Lets say,

Duck Dodgers
Wreck
Stress
Ged
Quovadis (i think thats the spelling)
LURI
Gadfly
bav

I think they would give any CMU team one hell of a fight. 

The point I am trying to make is that you do not have to ne from CMU to 
be a great player. I get sick of people insisting during games that you 
MUST be from cmu to be good.

Paul
From: bdhall@morrill.ecn.purdue.edu (Brian D Hall)
Newsgroups: rec.games.netrek
Subject: Re: Concept
Date: 18 Aug 92 22:09:07 GMT
Organization: Purdue University Engineering Computer Network

In article <weXo45a00VAxE2P0ss@andrew.cmu.edu> ts2a+@andrew.cmu.edu (Thomas Omar Smith) writes:
>I'm thinking about forming an at large team for the INL, but I'm going
>to do it a bit differently if I do.
>
>Instead of building a team to win the tourney, I'm going to build a
>netrek farm team, consisting of relatively new netrekkers who want to
>learn the game better and have problems getting onto teams.  No
>admirals, rear admirals or commodores for us.  Commanders and Captains
>and fleet captains will be our membership.  And instead of trying to
>crush people, we will try to hone our techniques and become better team
>players by fighting against the best there is to offer, and doing it as
>best we can.  I'm sure there are a lot of people out there who would
>like to be on a team, but aren't really sure they are qualified.  Well,
>then you can join us.  You might not make the finals, but you may become
>a better player for it.
>
>Heck, maybe I'll form one completely on the CMU campus, so everyone can
>get their chance to gloat over a CMU team.  But ideally, I want an at
>large team of people who have some clue, and want to hone it.  Somebody
>has to bring up the next generation, after all.
>
>
>

	You may still end up with a team that has to be taken seriously.  Just
look at what the 12AM did this summer.  Most (or at lease many) of our players 
were Captains or less on the respectable servers, and we came together quite 
nicely.  The rank is meaningless, the willingness to listen to the captain and 
act as a team is ALMOST everything.


   DarkHorse
Organization: Sophomore, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Fri, 14 Aug 1992 23:41:30 -0400 
From: "Joseph E. Beck" <jb8n+@andrew.cmu.edu>
Subject: Re: SINL PLAYOFF UNOFFICIAL RANKING
	<16hgqrINNlpm@agate.berkeley.edu>



>You mean like the NCAA football rankings?  We know how popular
>*those* are.  If you can come up with a viable system, the INL
>Council will consider it.
> -Tom

Well, it should be obvious that the current system sucks utterly.  I'm
sorry but when your making the playoffs is based on whether or not you
played the Arrogant Assholes something is *wrong*.  At large teams
winning all tie breakers is very nasty for a 4 game schedule.  If this
is continued in the fall, more games should be played to even this
out.  

I liked the power rating, they seemed to rank teams fairly accurately.
When your chance of making the playoffs is so heavily determined by
who Tom decides you play against, some of us get upset...


	joe
	Purple haze
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Fri, 21 Aug 1992 19:02:28 -0400 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Re: Sound in the client
	<714214927.3587.0@borman.res.andrew.cmu.edu>
	<SFD.92Aug20225729@bezier.neuromancer.metaphor.com>

Excerpts from netnews.rec.games.netrek: 20-Aug-92 Re: Sound in the
client Scott Drellishak@neuroma (1913)

> >zoinks!  -- the sound of a base refitting to a scout, but keeping dockers.

> Does this still happen?  When and how can you do it?  I just tried it,
> and all dockers were booted.

	It's been a while since I've done it, but I'm SURE that it's still
possible some places.  The trick is that you have to refit TWICE.  The
first time, you refit to a base (This confuses the server about who is
docked.), and the second time, you refit to anything else.

>>AWwwww. -- the sound of someone not getting promoted due to low defense.

>If you can't keep a defense above 0.8, you don't deserve to be
>anything but a Lt. Cmdr.  If you want to ogg your way to admiral, play
>on bronco -- oops, no more bronco.

It seems to me that rank and usefulness should go hand in hand.  People
with a high defense are *normally* not as useful as those with a lower
defense.  I certainly don't know why one would want to REWARD playing
badly.  As long as ships aren't worth anything, defense shouldn't be
either.

>>*giggle* -- the sound of HAL coming in as a SC, or AS, or DD.

>Hmm...I've been intending to make HAL come in only as warp 4 
>starbases... would this make you feel better?

Why limit it to warp 4?  It seems like warp 12 makes more sense.

>>wrrrwrrrwrrrrwrrr -- the sound of a warp 7 DD gaining fuel, yet overheating.

>And then blowing the shit out of you anyway.  Is there anybody else out
>there who thinks that the new cooling rates make DD's too powerful?

The DD e-temp has about the effect that I would have expected.  Now,
while a DD can't outdogfight anything else, at least it's useful for
something.  It's neat to see so many of them arround these days.  It's
much easier to get kills.

>>*LAUGH* *LAUGH* *LAUGH* -- the sound of people talking about bezier's 
>>server code.

I figure that Scott can do whatever he wants to with Bezier.  Mark my
words, he'll come up with something useful someday, and you'll be eating
your words.

ZZnew guy
From: botelle@pixmap.seas.upenn.edu (Justin Botelle)
Newsgroups: rec.games.netrek
Subject: Re: the endless quest for the perfect keymap
Keywords: keymap
Date: 20 Aug 92 00:44:52 GMT
Organization: University of Pennsylvania

In article <16umjlINNskr@agate.berkeley.edu) dawson@garnet.berkeley.edu writes:
)In article <86587@netnews.upenn.edu) botelle@pixmap.seas.upenn.edu (Justin Botelle) writes:
))Hmm.. I fire all my torps from the keyboard.  I use the mouse to phaser and
))steer (use keyboard to steer if phasering cloaker to hold lock).

)How the heck do you steer from the keyboard?

Well, k moves ship in direction of cursor... Since I am phasering target, I
certainly want to move in that direction.

)Me.

Justin
Newsgroups: rec.games.netrek
From: mmoore@itchy.dsd.es.com (Michael Moore)
Subject: Re: SINL finals (long...sorry :-))
Organization: Evans & Sutherland
Date: Tue, 18 Aug 92 16:49:39 GMT

In article <oeYF24q00awG46rYEi@andrew.cmu.edu> "Joseph E. Beck" <jb8n+@andrew.cmu.edu> writes:
>> If two teams decide
>>to call a tie then they do so, with the officialness of that action
>>pending on the approval a majority of the INL council memebers.  This is
>>necessary to stop such things as two teams aggreeing to a tie which
>>then forces a mutual enemy out of the playoffs.
>
>I agree.  The trick is finding a neutral body to arbitrate these
>decisions.  I don't think there was any malice in the RS/AA
>collaboration.  They couldn't field full teams so postponed the game.
>Of course, letting one team win to keep a rival out of the playoffs
>would be a scummy thing so there should be some defense against it.
>
>	joe
>	Purple haze


	Do you mean to say that the INL council is not a neutral body?
I think there is one representative from cmu, one from berkeley, and
then several others from various other places.  This seems to me to be
about as neutral as one should expect in an imperfect world....

	However, for this season, the council has no authority, so
perhaps you were referring to the summer INL.


	-Michael
--
 ---------------------------------------------------------------------
|Michael Moore                      \  "Oh the beautiful souls of     |
|Evans & Sutherland Employee         \  sinners."                     |
|University of Utah Student          /                                |
|Email      : mmoore@dsd.es.com     /                                 |
|Home Phone : (801) 359-6552        \                                 |
|Office     : (801) 582-5847 x 4721  \    -Saint Francis              |
 ---------------------------------------------------------------------
From: botelle@widget.seas.upenn.edu (Justin Botelle)
Newsgroups: rec.games.netrek
Subject: Re: Bronco Lives
Date: 21 Aug 92 19:37:08 GMT
Organization: University of Pennsylvania

In article <Bt9Jss.BtA.1@cs.cmu.edu) jch+@cs.cmu.edu (Jonathan Hardwick) writes:
)botelle@pixmap.seas.upenn.edu (Justin Botelle) writes
)) Bored.. Restless?  
)) 
)) come to bronco... now
)
)But... but... it's soooo sloooooowwwwwwwww
)
)Treacle trek.  However did we play in this?

Hmmm..  I'm surprised by this.  I've always had better connections to bronco
than rwd4.  Much.  Always.

Maybe it's because you are on cs gateway (where moriarty is) and actually
have minor lag to the ece gateway (you guys whine at 15ms, no doubt :).  
Whereas, we on the outside have a better connection to ece.

What puzzled me, though, was that rwd4 was supposed to have a better server
than bronco.  And when I pinged them, I got the same lag, but with 0% at
rwd, and 4% at bronco.  Yet, it was unplayable at rwd4 (nearly), and I had
a perfect connection at bronco (16 players).

Can't figure that one out.... any takers?

Justin
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: SINL finals
Date: 15 Aug 92 23:28:02 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <RWD.92Aug15100742@ERNST.MACH.CS.CMU.EDU> rwd+@CS.CMU.EDU writes:
)
)And I thought I could keep my mouth shut through this hole thing.  Tom
)is going to make sure that no more than one CMU team makes the playoffs.
)That is total bullshit.  I can see it now, well the NCAA basketball finals
)are 3 big east teams, we are going to change the rules so THAT can't 
)happen again.  

No, this is 3 teams from *one* school, not three Big East teams.  If it
was 3 Big East teams, they would be even more rabid about completing the
playoffs; as it is, you feel no need because you're 'all CMU.'

)HUH?  The INL is already broken, just break it some more
)with regards to playoffs and for that matter number of teams per school
)in the league at all.  You speak not the words of a kind, gentle and
)impartial leader, Emperor Holub.

Point 1: I never claimed to be a kind, gentle, and impartial leader. 
I am merely the only one who decided to do this fuckin' job, and let
me tell you, it takes a lot more energy to create the policy than to
bitch about it.  Wanna trade?

Point 2: I agree that the INL is broken; it allows more than one team
per school.  Unfortunately, it seems unlikely that the Council will
back me in limiting schools to one team, so I will have to try to find
another way.

)If there are any restrictions on number of teams from a school in the
)league or the playoffs next year, then I will blow the INL off.  Big
)deal, my loss, you say.  I am not the only one that feels this way.
)Big deal again, you say...

I would much rather have all the top-notch players involved in the INL,
but if they are going to consistently ignore the INL rules (and their
mostly unspoken agreement to follow them), then good riddance.

)Constructive comments:
)League play should be a game or two every two or three weeks.  

It appears that this is what we will be doing in the fall.

)The schedule should only be made up a week or two in advance.  Pairings
)are from a power rating stand point.  Every team starts with rating
)of 1000.  Planet score is incorporated.  A score difference of 100
)points would indicate a likely 1 planet diff or 10-9-1.  Pairings
)would be made pairwise from the top each cycle.  The top n teams
)go to the playoffs.  No tiebreakers, no nothing.  The team with
)the lower ranking would get the home field in all regular season
)games.  If everyone plays 15 or 20 games during the year, we should
)have a sound result at the end of the year.  Playoffs could go
)however.  I would be far more interested in regular season play
)then the playoffs.

The Council appears, as a whole, to be against regular-season pairings
based on strength.  There is more discussion to be done, however.
 -Tom
Newsgroups: rec.games.netrek
From: jeffw@cs.tamu.edu (Jeffrey A Waller)
Subject: Re: Wait Que Solution????????
Organization: Computer Science Dept., Texas A&M University
Date: Tue, 18 Aug 1992 03:06:11 GMT

In article <1992Aug12.130112.8544@news.uiowa.edu>, tabraun@icaen.uiowa.edu (Terry A Braun) writes:
|> This may be a totally irrelevant and stupid question, but how
|> difficult would it be to implement something such that the
|> people in the wait que could send messages to each other?
|> I know next to nothing about how the wait que is set up or
|> works so be nice if this question is not even worth asking.
|> 
|> Designation is no problem, just make it so that everyone gets all
|> messages.  This way, when I/yourname gets into the wait que on
|> discovery/server of choice (which is 8 or greater), you could say,
|> "Hey, why don't we all go to   tardis.d.msu.edu (or
|> icaen8.icaen.uiowa.edu   or   doorstop.design.iastate.edu or
|> alia.cs.umn.edu   or   geo1s.mps.ohio-state.edu or etc.)
|> and not waste time on the que."
|> 
|> Who knows, perhaps this game will gain so many participants
|> that the wait que is once again > 8, and from this, another
|> game is spawned.  From there, it could keep going, and going,
|> and going, and going ....
|> 
|> Opps, sorry.  Anyway, has this been tried/discussed/already shot
|> down before?  It sounds good, but I am clueless as far as
|> technical feasability goes.
|> 
|> 
|> 
|> Terry "sick of people too STUPID to go to a different server" Braun
|> Commander Hayden Fry
|> 


Along these line I would like to propose the following:

Messages can be sent and received by non-players.  This includes
those on the wait-queue as well as those neither playing or waiting
to play.

The scheme goes as follows.

1) An additional UDP port be opened by the server solely for
   sending and receiving messages.

2) A message is contained complelely in one 'logical UDP'
   packet.  This sets a limit of 65536 bytes.  Although
   if sending by IP, it would be automatically broken
   into packets of less than 1500 making larger logical
   packets less likely to arrive.

3) Messages being sent to the server may or may not
   have authentication.  

      a)  When the player logs in, the server sends the
          client a 'ticket' to be used for message
          transactions.  

      b)  *Any* packet that arrives at the message port
          with a proper ticket will be treated as if it
          were sent by that user.

      c)  Otherwise the message will be treated as
          from 'Outside.'

4)  Additional facilities be made avaliable for 
    messages from 'Outside,'  which at least would
    include an additional window in the client.


5)  A mechanism which would allow non-players to 
    send message service requests, such as messages
    to all/etc.


Scheme would be good for 

   1) Queue members communicating.

   2) Other servers could advertize what's going on.

   3) The output of editors/contents of files could
      be sent as messages easily.


							-Jeff
From: botelle@pixmap.seas.upenn.edu (Justin Botelle)
Newsgroups: rec.games.netrek
Subject: Re: Ged. . . how good is he?
Date: 15 Aug 92 02:24:32 GMT
Organization: University of Pennsylvania

In article <oeWp70O00VpZAF=Fg4@andrew.cmu.edu) tw1r+@andrew.cmu.edu (Timothy C. Worsley) writes:
)Excerpts from netnews.rec.games.netrek: 14-Aug-92 Re: Ged. . . how good
)is he? Justin Botelle@eniac.sea (2119)
)
)
)	It's another one of those Botelle imposters.  Justin seems to be making
)sense, and EVEN not trying to offend anyone.  I'm going to have to
)agree.  It takes more than andrew.cmu.edu in your path to be a good
)player.  There are a lot of very good players who aren't from CMU.  Of
)course, it's still true that. . .

Hmm.. Conciliatory.  Too bad I already sent flame.
)
)We are better than you.
)
)ZZnew guy


Newsgroups: rec.games.frp