HDTenEightyP/NetNews huggingface dataset:
From: ape@eskimo.com (Mark Newland)
Subject: Re: GBII client problem
Organization: -> ESKIMO NORTH (206) For-Ever <-
Date: Mon, 11 Jan 1993 18:51:22 GMT

ianb@netcom.com (Ian Barkley) writes:

>Hello, fellow net-creatures. I am having a problem with the gbII client (the

>each line over-writing the last (except for the command prompt, which

>The problem may have to do with my terminal type. I am using an old terminal
>emulation program, which only supports types like adm3a, vt52, and tvi912.

I also had this same problem when I was running with vt52 emulation.  Got it
to work when I went to 'ansi'.  But you say that you can't use ansi so you may
be stuck running a older client.
From: koffleva@darkwing.uoregon.edu (A Ghost Walking in the Shadows)
Newsgroups: alt.games.gb
Subject: Re: BUG?!
Date: 8 Jan 1993 09:37:18 GMT
Organization: University of Oregon Network Services
NNTP-Posting-Host: darkwing.uoregon.edu

In article <9301080923.AA10405@JETHRO.CS.NYU.EDU> deragon@JETHRO.CS.NYU.EDU (Seeker) writes:
>
>	There is a debate currently going on in the lewis game in which a ground
>telescope was docked with another ship, and that ship was sent off to some
>unexplored starsystem, at which point the telescope was undocked, and sent
>of drifting in the system.
>
>	The telescope could then be used to examine the previously unexplored
>planets in the system.  There is no doubt that this should not be able to 
>happen, but it also brings about a bigger question...  Should *any* ship
>with a max_speed of zero be allowed to even *leave* the planet?

Yeah, I've known about this ground telescope thing for a while. 
Just never seemed that big of deal.
Oh, can we make telescopes / instead of \, so I can use the \ for
backquoting and other things in the client. Thanks.


>	Right now the following ships have their max_speed set to zero:
>

>a Atmosph Process    - Load on ship on planet
>@ Govrnmnt. Cente    - Should never leave a planet
>G Gamma Ray Laser    - stays on planet
>F Factory            - Can be on a H btw.
>[ AVPM Transporte    - planet based
>P Planet Def Net     - gee wonder. planet.
>q Quarry             - transportable
>K Space Plow         - ditto
>Y Dome               - ditto
>W Weapons Plant      - Factory of sorts. :)
>J Space Port         - planet
>& ABM Battery        - planet. type of PDN
>R Mech               - wonder. you cover already
>b Bunker             - planet


My opinion.

Evan

Newsgroups: alt.games.gb
From: d89-tho@drax.nada.kth.se (Taquin Ho)
Subject: Re: BUG?!
Organization: Royal Institute of Technology, Stockholm, Sweden
	<1993Jan8.130218.1503@email.tuwien.ac.at>
	<varneyml.726504025@wckn.dorm.clarkson.edu>
Date: Sat, 9 Jan 1993 11:52:34 GMT

In article <varneyml.726504025@wckn.dorm.clarkson.edu> varneyml@wckn.dorm.clarkson.edu (Mike Varney) writes:
>   Date: Fri, 8 Jan 1993 14:40:25 GMT
>
>   gfuchs@email.tuwien.ac.at (Gernot FUCHS) writes:
>   >well, though R's have speed zero there MUST be the possibility for them
>   >to leave the planet they are built on for obvious reasons.
>
>   How about giving Mech's a max_speed of like 2 or 3?  Is there any reason why
>   they shouldn't be flown?  Obviously, they should not go very fast, and they
>   definately should not have hyper technology.
>
>   But giving them a max_speed like this would allow the distinction that if 
>   (max_speed==0) they can not be loaded into another ship's hanger.
>

	Why send a Mech into space? Aren't Mechs meant to be ground based
	heavy armored tanks for close quarter battles? Like the ones you
	see fighting the rebels in Terminator I and II, or the walking
	robots from the Star wars trilogy.

	If you want space control use your fighters or other ships. And if
	you want to move Mechs to other planets, well, T's dont have
	hanger space for nothing.

	/Taquin
--
----------------------------------------------------------------------------------------
Taquin Ho, Amanuensv. 3/309, 104 05  Stockholm.        E-Mail: d89-tho@nada.kth.se
Royal Institute of Technology, Stockholm, Sweden

 "Like flies to wanton boys are we to the Gods, 
			they kill us for their sport." - W. Shakespeare
----------------------------------------------------------------------------------------
From: Petri.Wessman@hut.fi (Petri Wessman)
Newsgroups: alt.games.gb
Subject: Re: GBII client problem
Date: 12 Jan 93 18:36:21 GMT
	<1itv99INNoho@pith.uoregon.edu>
Reply-To: Petri.Wessman@hut.fi
Organization: La Gata Encantada

On 12 Jan 1993 08:25:13 GMT, koffleva@darkwing.uoregon.edu (A Ghost Walking in the Shadows) said:

> Due to the way gbII works with the status bar, you must
> have either a 'cs' (cursor scroll), al & dl (add line, delete line)
> or AL & DL (add line, delete line) options with your termcap
> entry.

Ok, thanks. I added the al & dl entries (the console driver supported
them, they just weren't in the termcap file) and now everything works.
Might be a good idea to have gbII check for the required termcap
capablities and do a fatal exit (with informative text!) if they don't
exist. Might help people like me who (re)compile the thing N+1 times
thinking it's a compile enviroment glitch :-)

//Petri
From: starride@goldwing.ksu.ksu.edu (David Chase)
Newsgroups: alt.games.gb
Subject: Re: NYU Game
Date: 6 Jan 1993 11:48:57 -0600
Organization: Kansas State University
NNTP-Posting-Host: goldwing.ksu.ksu.edu

deragon@JETHRO.CS.NYU.EDU (John Deragon) writes:



>	The NYU game is starting on Jan. 15th 1993.  There is room for afew
>more players, if anyone is interested.  

>	Some stats on the universe:

>	Players: 30
>	Stars:   75
>	Planets: 3-8
>	Min sectors per star: 10(?)
>	Max dist from one end of univ to other: 300-350K

>	
>	I am also toying with the idea of afew xtal planets.  These planets
>	would have a high content of xtals.  Maybe a 20 sector planet with 3-5
>	xtals per sector.  I was thinking about making 2-4 of these planets 
>	which would be scattered randomly at the far edges of the universe.

>	The conditions on these planets would be bad, so that colonies cannot
>	survive on them.  I think this would prompt lots of fighting over these
>	planets, which could make the game interesting.

>	If anyone wants to enroll in this game send mail to me.
>	
>-- 



>-----
>John Deragon		   deragon@cs.nyu.edu | deragon@jethro.cs.nyu.edu


	Am I in? I sent you mail a while back and so im just curious. If not 
I would like to be in.  Thanks

		And by the way thanks for the gbII client it works. :)
 
Newsgroups: alt.games.gb
From: ninja@halcyon.com (Jonathan Roy)
Subject: Re: BUG?!
Organization: The 23:00 News and Mail Service
Date: Sat, 9 Jan 1993 19:26:43 GMT

HAP used to have a way of setting retal firing strengths
based on enemy ship type... You could set a retal of 3
for shuttles, 10 for cargo/tankers, 20 for C's, etc.

Never used it, since I used to be meso-only, but
it would be very useful. :)


-- 
  F F  Jonathan Roy, of the Free Access Foundation    Email: ninja@halcyon.com
   A   Mail faf@halcyon.com for information, or FTP to halcyon.com:  /pub/faf/
  F F  Vorlons, of the Galactic Bloodshed Development Team      GEnie: J.ROY18
 "Everything that has transpired has done so according to my design." - _RotJ_
Newsgroups: alt.games.gb
From: jlsmith@eos.ncsu.edu (JOHN LEE SMITH)
Subject: Ultima 5
Originator: jlsmith@c00076-100lez.eos.ncsu.edu
Reply-To: jlsmith@eos.ncsu.edu (JOHN LEE SMITH)
Organization: North Carolina State University, Project Eos
Date: Fri, 8 Jan 1993 17:13:45 GMT


I have some questions about Ultima 5.

The first thing I want to know is  there anybody
out there who knows where the entrance to the
dungeon doom is?

I know you have to use the amulet to find it, but
I've searched all over the underworld wearing it
with no luck.

Also so could you also include hints that would be
helpful once I enter the dungeon DOOM.


Could you please send email directly to me at the 
following address.

jlsmith@eos.ncsu.edu




Thanks.
Newsgroups: alt.games.gb
From: varneyml@wckn.dorm.clarkson.edu (Mike Varney)
Subject: Re: BUG?!
Organization: Clarkson University
Date: Fri, 8 Jan 1993 14:40:25 GMT

gfuchs@email.tuwien.ac.at (Gernot FUCHS) writes:
>well, though R's have speed zero there MUST be the possibility for them
>to leave the planet they are built on for obvious reasons.

How about giving Mech's a max_speed of like 2 or 3?  Is there any reason why
they shouldn't be flown?  Obviously, they should not go very fast, and they
definately should not have hyper technology.

But giving them a max_speed like this would allow the distinction that if 
(max_speed==0) they can not be loaded into another ship's hanger.

							Mike
Newsgroups: alt.games.gb
From: willson@seas.gwu.edu (Stephen R. Willson)
Subject: Re: BUG?!
Organization: George Washington University
Date: Sun, 10 Jan 1993 04:53:30 GMT

This would allow for some interesting strategy.  Imagine someone builds
about fifty shuttles with hangar space one.  You send in the shuttles on
an attack mission.  Because shuttles themselves can do little damage, they
are perceived as a minimal risk and you don't fire at 'em.  Next thing you
know, the missiles in the shuttles are unloaded and set to attack.

By setting up a smarter retaliation scheme, you would dramatically
increase the importance of strategy.

-- 
-----------------------+-------------------------------------------------------
 Stephen R. Willson    | A fitting end to a screwy campaign year...
 willson@seas.gwu.edu  | Here to swear in the President of the United States,
 (202) 395-4922        | Larry King!                         -The Miami Herald
Newsgroups: alt.games.gb
From: mikeq@bubba.ma30.bull.com (Mike Quattrini)
Subject: CEW
Organization: Bull HN, Worldwide Information Systems, Billerica, Mass., USA
Date: 11 Jan 93 17:40:00



Can anyone tell me how to use CEW's, I have build ships with CEW's, but I dont know how to order them on, or fire them.

Q
From: deragon@JETHRO.CS.NYU.EDU (John Deragon)
Newsgroups: alt.games.gb
Subject: NYU Game
Date: 5 Jan 1993 20:29:55 -0600
Organization: UTexas Mail-to-News Gateway
NNTP-Posting-Host: cs.utexas.edu



	The NYU game is starting on Jan. 15th 1993.  There is room for afew
more players, if anyone is interested.  

	Some stats on the universe:

	Players: 30
	Stars:   75
	Planets: 3-8
	Min sectors per star: 10(?)
	Max dist from one end of univ to other: 300-350K

	
	I am also toying with the idea of afew xtal planets.  These planets
	would have a high content of xtals.  Maybe a 20 sector planet with 3-5
	xtals per sector.  I was thinking about making 2-4 of these planets 
	which would be scattered randomly at the far edges of the universe.

	The conditions on these planets would be bad, so that colonies cannot
	survive on them.  I think this would prompt lots of fighting over these
	planets, which could make the game interesting.

	If anyone wants to enroll in this game send mail to me.
	
-- 



-----
John Deragon		   deragon@cs.nyu.edu | deragon@jethro.cs.nyu.edu
-----
Space is big.  You just won't believe how vastly, hugely, mind-bogglingly
big it is.   I mean, you  may think it's a long  way down the road to the 
drug store, but that's just peanuts to space.
-- "The Hitchhiker's Guide to the Galaxy"

Newsgroups: alt.games.gb
From: willson@seas.gwu.edu (Stephen R. Willson)
Subject: Re: PLEEEEEEASE !!! add a 'confirm' option on scrap command.
Organization: George Washington University
Date: Wed, 13 Jan 1993 00:52:22 GMT

Hmmm.  I have a solution which would help solve the unwanted scraping of
valuable ships, without tying up the server, and without rewriting the
ship database.  Why not set a threshold for the cost of a ship which can
be scraped non-explicitly.

Example

scrapyard 100
*scrapyard value set to 100.
scrap
* ship s1234 scraped, cost 20, recovered 10
* ship @10 could not be scraped since you have requested it be protected
from moronic and careless use of the scrap command.  You must scrap the
ship individually.

Now, this wouldn't protect you from making a typo with the number, but I
think it would help eliviate part of the problem.


-- 
 Stephen R. Willson           willson@seas.gwu.edu          (202)-395-4992
            ** I've shot myself in the foot for the last time **
From: deragon@JETHRO.CS.NYU.EDU (Seeker)
Newsgroups: alt.games.gb
Subject: BUG?!
Date: 8 Jan 1993 03:25:11 -0600
Organization: UTexas Mail-to-News Gateway
NNTP-Posting-Host: cs.utexas.edu


	There is a debate currently going on in the lewis game in which a ground
telescope was docked with another ship, and that ship was sent off to some
unexplored starsystem, at which point the telescope was undocked, and sent
of drifting in the system.

	The telescope could then be used to examine the previously unexplored
planets in the system.  There is no doubt that this should not be able to 
happen, but it also brings about a bigger question...  Should *any* ship
with a max_speed of zero be allowed to even *leave* the planet?

	Right now the following ships have their max_speed set to zero:

a Atmosph Process    
@ Govrnmnt. Cente   
G Gamma Ray Laser  
F Factory          
[ AVPM Transporte  
P Planet Def Net   
q Quarry           
K Space Plow       
Y Dome             
W Weapons Plant    
J Space Port       
& ABM Battery      
R Mech               
b Bunker            


	Out of all of these, the only one I can see that should be allowed to
leave the planet is the Mech's.  

	The reason I am bringing this up, is in several files there are 
tests to prevent certain ships from being docked or undocked.  For example
in land.c it prevents quarries from being loaded, and in launch.c it 
prevents factories from being loaded.   I am trying to come up with identifier
to determine if a ship can be docked with another ship for the purpose of
leaving the planet.  

	What ships should be allowed to leave the planet?
	
	Personally I think the only ones that shouldnt be allowed to leave are
Factories, and Ground telescopes, and maybe bunkers.

	Seeker
-----
John Deragon		   deragon@cs.nyu.edu | deragon@jethro.cs.nyu.edu
-----
Space is big.  You just won't believe how vastly, hugely, mind-bogglingly
big it is.   I mean, you  may think it's a long  way down the road to the 
drug store, but that's just peanuts to space.
-- "The Hitchhiker's Guide to the Galaxy"
From: deragon@JETHRO.CS.NYU.EDU (Seeker)
Newsgroups: alt.games.gb
Subject: Universe open!
Date: 9 Jan 1993 02:38:25 -0600
Organization: UTexas Mail-to-News Gateway
NNTP-Posting-Host: cs.utexas.edu


	The "real" NYU universe is open for browsing.  Most races sent to me
for inclusion in the game have been enrolled.  So if you send me a race
try connecting to it with your password, or use guest [1-5] to browse.

	Any problems send mail to deragon@jethro.nyu.edu.

	The machine is jethro.nyu.edu port 2010

	Seeker
-- 



-----
John Deragon		   deragon@cs.nyu.edu | deragon@jethro.cs.nyu.edu
-----
Space is big.  You just won't believe how vastly, hugely, mind-bogglingly
big it is.   I mean, you  may think it's a long  way down the road to the 
drug store, but that's just peanuts to space.
-- "The Hitchhiker's Guide to the Galaxy"
From: vaitkus@lexmark.com (Keith Vaitkus)
Newsgroups: alt.games.gb
Subject: Telnet client needed
Date: 4 Jan 93 19:19:47 GMT
Organization: Lexmark International
X-Disclaimer: These views are the poster's and not necessarily those of Lexmark

Is there a client that uses telnet? I cannot use the normal client to
connect to games, but must instead use a telnet connection. I am currently
working on a custom client that will use telnet and allow me to 'map',
'orbit' and 'encrypt', but if there is already such a creature out
there, it would sure save me a lot of grief!

Thanks in advance! And Happy New Year! 
'93 will be a great year to conquer the Universe!
--

---------------------------------------------------------------------------
                                              /\    Keith Vaitkus
                                             //\\   
                                            ///\\\  Lexmark International
                                            \\\///  email: vaitkus@lexmark.com
                                             \\//   voice: (606) 232-4382 
                                              \/
From: vancleef@ohstpy.mps.ohio-state.edu
Newsgroups: alt.games.gb
Subject: Re: PLEEEEEEASE !!! add a 'confirm' option on scrap command.
Date: 12 Jan 93 14:19:48 EST
Organization: The Ohio State University, Department of Physics

In article <43387@sdcc12.ucsd.edu>, cs178waj@sdcc5.ucsd.edu (Christopher Fodor) writes:
> In article <12JAN199311494010@yin.irisa.fr> cedelle@yin.irisa.fr (Alain Cedelle) writes:
>>
>> I think GB will stay of few interest until this darn scrap command be modified
>>in a safer sense with something like a 'confirm' option.
>>
> 
> I dunno... I've been scrapping H's and O's for years and no one
> seems to mind... :)
> 
> A "confirm" option is not feasible due to the way the server works
> with all the players (it can't stop and wait for you to say yes.)
> 
> An idea I've had which I intend to eventually implement is to make a
> toggle switch you could set/unset requiring you to be at the scope 
> of the ship you wish to scrap for the scrap to work.  That would
> seriously eliminate mistaken scraps for me.
> 
> Chris

Or perhaps change the command where it parses the scrap command from
if(!strcmp("scrap", args[0])) .... 

to

if(!strncmp("scrap", args[0], 5)) ....

This way you have to type out scrap explicitly or it won't parse.

Another way to fix this is to have a user state attached to each
descriptor indicating what kind of informationb that the server is
waiting for. This can be rather cumbersome at this stage of development....

-Garrett



>
From: cs161ffn@sdcc10.ucsd.edu (Computer.C     )
Newsgroups: alt.games.gb
Subject: Re: BUG?!
Date: 9 Jan 93 21:49:40 GMT
Organization: University of California, San Diego


The obvious answer is to code defensive fire more intelligently into the
server.  If a ship fires at a another ship with retaliatory firing on
the following should happen:

	1)  Evaluate the range of the ship attacking
	2)  If its too far away to be hit with the defensive ships
            guns than the ship should ignore it.
	3)  If its within range than the defensive ship should make a very 
            rough determination of the ships strength.
            ( ie, is a shuttle attacking you with 1 gun
                  or is a cruiser firing on you with 20 guns? )
        4)  The proper set of guns (primary or secondary- whichever
            has the best hit probabilty ) should be engaged and 
            fired    
        5)  The number of guns fired should be proportional to 
            the evaluated danger of the other ship

Yes...it sounds way cool and perhaps complicated but is it really?
Probably no more than alot of the stuff already implemented.
And it doesn't have to be perfect or anything, just rough.
But it would be alot better than what we have now.

As far as ships with speed zero..they should be able to land/dock on
planets but not be undocked into space wihtout being lost.  Or at least
ships with crews > 0 and speed = 0 shouldn't be able to be put into 
space without losing communication with them.

-matt



Newsgroups: alt.games.gb
From: Andreas.Bartelt@arbi.informatik.uni-oldenburg.de (Andreas Bartelt)
Subject: 'racegen'
Organization: University of Oldenburg, Germany
Date: Mon, 11 Jan 1993 09:06:20 GMT

Hi,

i gave the 'racegen' programm from 'scam.berkeley.edu' (10-07-91 1.5.3).
It works fine and generates a save file and also the mailing is no
problem.

But how do I insert the new races/players into the data files of
my Test GB Server?

Tschuess,
           Tares




-- 

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
 Name        : Andreas Bartelt
 Organization: Fachbereich 10 Informatik, Universitaet Oldenburg
 Nickname    : Tares                                            
 INTERNET    : Andreas.Bartelt@informatik.uni-oldenburg.de 
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*



Newsgroups: alt.games.gb
From: m-haffner@nwu.edu (Matt Haffner)
Subject: GB Documentation project
Followup-To: alt.games.gb
Organization: Dept. Physics & Astonomy, Northwestern U.
Date: Mon, 11 Jan 1993 15:57:11 GMT

I wanted to bounce a few ideas off the group:

I would like to do a full re-vamp of the documentation for gb. I will only
use the old documentation as a reference and intend to re-write it to be
current with the lastest servers in use. The final documentation will be
available for both high-quality laser printing and text-only format
suitable for replacing the antiquated help system on the servers.

As I envision it now, there would be two sections. The first would be a
detailed overview of gb to help new users get a firm grasp of all the
mechanics of the game (this section would include ideas similar to the
concepts entries in the old docs). The second would be a listing of all the
server commands in gb.

I also intend to keep up with the changes in the servers so that the
documentation remains up-to-date. Initially, I will only document gb and
use the vanilla sources for reference, but changes implemented by other
servers in common use can also be easily included.

The documentation will be produced with Microsoft Word, but will also be
available in PostScript. I had though of using TeX/LaTeX, but came up with
a few obstacles.

If anyone has already begun such a project, or if you positively know of
one being done, please let me know before I expend the effort! 

Since the document is for all of you, comments are most welcome! Let me
know what should be included or emphasised, etc. Should formulas be
included from the server? Would this take too much mystery out of the game?

mh
====---====
Matt Haffner
Dept. of Physics and Astronomy, Northwestern U., Evanston, IL
m-haffner@nwu.edu
SLIP-sliding away..... on my Mac :->
Newsgroups: alt.games.gb
From: cedelle@yin.irisa.fr (Alain Cedelle)
Subject: PLEEEEEEASE !!! add a 'confirm' option on scrap command.
News-Software: VAX/VMS VNEWS 1.41    
Organization: IRISA, Rennes (Fr)
Date: 12 Jan 1993 11:49 -0700

 I think GB will stay of few interest until this darn scrap command be modified
in a safer sense with something like a 'confirm' option.

 In the games i played, i always erroneously scrapped various things. It was
all the F's on one planet since i had typed "scr Fxxxx", an other day it was
my @, since i had a typo in the ship number.

 But this morning was among the best operation : i wanted to type "cs /Del"
but typoed it to "sc /Del" ....
 Result : one D ship scrapped, and lost all in the space.

 AAAAAAAAAAAAAAAAARRRRRGHHHHHHHHHHHHHHHHH !!! pleaaaaase !

a.c