HDTenEightyP/NetNews huggingface dataset:
From: tom@ocf.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: Upenn against any CMU team
Date: 14 Apr 1992 06:43:21 GMT
Organization: U.C. Berkeley Open Computing Facility
NNTP-Posting-Host: plague-ether.berkeley.edu

In article <wdubUiO00Vp54=rl1H@andrew.cmu.edu> "Timothy C. Worsley" <tw1r+@andrew.cmu.edu> writes:
)>>I remember a game, fuzzily, before the INL even came into existance
)>>where it was CMU's best verse Berkely's best played on an away server
)>>for both (somewhere in the middle of the country I believe).  CMU
)>>GENOCIDED in something like 30 minutes.  Done. Gone. A clueful team can
)>>"easily" be genocided if the game is not played at home.  The difference
)>>between me taking your agri home planet and my death has often been 1
)>>torp....... And with lag your gonna miss!
)
)
)>If I remember right, and I'm only going off what I heard other people 
)>say, Berkeley was genocided while they were being ghostbusted.  If 
)>this is what it takes for you guys to genocide, then you're pathetic.
)
)In fact, there was no ghostbust in that game.  However, CMU has considerably
)less lag than Berkeley, (Which is scary.  Our lag was pretty bad, with
)occational burps of over 60 seconds.)
)	An interesting note from that game is that EVERY Berkeley player had
)a beter ratio than EVERY CMU player.

This is true; me and Duck both had a max kills around 15.  That's because
(get ready for a bulletin here) you die a lot trying to take a last planet.
I think the INL stats will show that; losing teams will have high
ratios, and maybe even higher bombing than winning teams.  One thing
I would like to do in the future is figure out a way to keep statistics
that would have more meaning in an INL game; in a standard game you
can't do stuff like award credit to the nearest friendly ship for
escorting (because there's no guarantee he escorted, or that the 
planet was even defended), but you can in a game that is supposedly
high-level.

Big project, tho.
 -Mojo
From: cm5m+@andrew.cmu.edu (Ceri Alun Morgan)
Newsgroups: rec.games.netrek
Subject: plasmas?
Date: 8 Apr 92 15:29:54 GMT
Article-I.D.: andrew.Idsl5mO00iV1Q2mrBk
Organization: Freshman, Electrical and Computer Engineering, Carnegie Mellon, Pittsburgh, PA

Has anyone found a practical use for plasma torps in a typical bronco
game? The only time I can think of is when you are defending planets
from planet takers. Anything else?

-Ceri
ryche
Fear!

P.S.  the horsemen!!
"...and brag we will"  - Death!
From: paulsen@eniac.seas.upenn.edu (Commodore FreeKill)
Newsgroups: rec.games.netrek
Subject: UDP client bug
Date: 16 Apr 92 06:47:03 GMT
Organization: University of Pennsylvania

This bug is rare and I've seen it happen only a few times.  When I die, I think
the packet that informs that I'm dead gets lost.  What happens then is that I
watch the sector of the galaxy where I died.  I watch it for about 3-4 minutes.
Then I get the initial team select screen.  However, I can't pick any team.
Instead, I have to kill my process.  The server also has to wait about the
customary amount of time before it frees my slot.

Also, I know this bug isn't due to network failure, because I can watch the
game progress, and other people in the lab have no difficulties.

A) What causes this?
B) Assuming that kills by Ghostbusters are rare now with the UDP protocol,
   wouldn't it make sense to change the slot freeing time to something more
   reasonable?  Maybe after about 30 seconds, the slot gets freed...

Brian
Newsgroups: rec.games.netrek,alt.games.xtrek
From: rg@msel.unh.edu (Roger Gonzalez)
Subject: Re: Sys admin troubles (CMU'ers please read)
Organization: UNH Marine Systems Engineering Lab
Date: Mon, 6 Apr 1992 13:12:00 GMT

>but I don't recall EVER seeing a
>player from MIT. And there are no servers there.

They mainly seem to play on scws9.harvard.edu.  
--
"The question of whether a computer can think is no more interesting
 than the question of whether a submarine can swim" - Edsger W. Dijkstra 

Roger Gonzalez   -  rg@msel.unh.edu
Division of Bit Banging and Reluctant Robotics
UNH Marine Systems Engineering Laboratory, Durham, NH  03824-3525
(603) 862-4600 -4399 (fax)

Newsgroups: rec.games.netrek
From: hill@norman.VI.RI.CMU.EDU (Robert Hill)
Subject: Re: Blessed Binaries
Date: Mon, 06 Apr 92 22:29:08 GMT
Organization: School of Computer Science, Carnegie Mellon
Distribution: na

>  How long before someone starts playing netrek in space?  And
> will UDP be enough to cope with the down-link lag??)
> 
> Jonathan "reaching for the disinfectant spray" H.

Cute...:)  I like it.

Rob

-Going out to buy some mouse condoms
Newsgroups: rec.games.netrek
From: jch+@cs.cmu.edu (Jonathan Hardwick)
Subject: Re: Grandfather borg
Date: Sat, 11 Apr 92 03:59:16 GMT
Organization: School of Computer Science, Carnegie Mellon

In article <s5f36INNpoo@sam.ksu.ksu.edu> ladykilr@sam.ksu.ksu.edu () writes:
> OK, I got one via email & put it together, but when I run it says
> 'Who is <server name>?' on every server, even the default (needmore).
> What's up?

It was probably compiled without the intelligence to use name servers
(-lresolv, I believe?).  So you have to give the thing a numeric IP
address instead of a name.  For IP addresses of all the servers, see
Tom Holub's server-list FAQ.  For more discussion on common problems
with clients, see Terence Chang's recent post (subject "Can't run
client").  Both archived on my site.

Jonathan H.
Newsgroups: rec.games.netrek
From: jch+@cs.cmu.edu (Jonathan Hardwick)
Subject: Re: RE: The Horsemen are.
Date: Fri, 10 Apr 92 02:58:03 GMT
Organization: School of Computer Science, Carnegie Mellon
Distribution: usa

hill@norman.VI.RI.CMU.EDU (Robert Hill) names The Horsemen:
> Quar = Apocalypse!
> Spaceace! = Death!
> Mergatroid = Pestilence!
> Fury = Conquest!
> Ray = Famine!
> ryche = Fear!
> Sunny = Destruction!
> Tortoise = Damnation!
> 
> We also have other players on our roster: null_void, and robotech that we  
> haven't named yet.  When they pick names they will be added to the horsemen.

I nominate "Taxes!" and "Mothers In Law!"
From: tw1r+@andrew.cmu.edu (Timothy C. Worsley)
Newsgroups: rec.games.netrek
Subject: Re: Horsemen (and other CMU players)
Date: 14 Apr 92 06:18:22 GMT
Organization: Carnegie Mellon, Pittsburgh, PA

>Now, after grandstanding for CMU, I'll grandstand for myself.  I 
>think I could easily sub on any CMU internal team (if I was from CMU).

I have no doubt of that.  Every player who asked to be allowed in when
we first formed teams was allowed.  The INL has a lot of CMU players
worried that they are going to be missing out.  I believe that Tom has
heard from one Commodore Zog, who put together a Fourth CMU team too
late for the INL.  If anyone is interested in scrimaging him, I will try
to get his ID for you.

	Note:  I've sort of strayed from Brain's point, which was that he's
pretty good.  I agree.  He is.

ZZnew guy
From: nelson@reed.edu (Nelson Minar)
Newsgroups: rec.games.netrek
Subject: Re: Common and Uncommon netrek terms
Date: 16 Apr 92 22:15:50 GMT
Article-I.D.: reed.1992Apr16.221550.17230
Organization: Reed College, Portland, OR

In article <odvJ=oW00Vp3Q6rUcO@andrew.cmu.edu> tw1r+@andrew.cmu.edu (Timothy C. Worsley) writes:
>Resurection scum:  A player who kills new players as they come in.  Name
>was originally adopted by MUCAS PIG when he attempted to become every
>kind of scum.

I think I actually coined this term last fall, when the Utexas chaos
servers were first going strong. Some weenie at texas (Striker?) used
to jump in a Pig borg, take a starbase, and set at the enemy home
planet constantly killing people. Scumming in the worst way - not only
did he get lots of kills, he really fucked up the game for other
people.

I also coined the term "Scout Popcorn", used because a battleship can
munch up scouts like popcorn. I made fun of solaris one time when he
was playing lots of scouts, and he took the name.
-- 
                __
nelson@reed.edu \/  Homosexuals were invented for an episode of Barney Miller
From: cmlee@cory.Berkeley.EDU (Tom Chen-Ming Lee)
Newsgroups: rec.games.netrek
Subject: Re: QUESTIONS - PLEASE ANSWER
Date: 11 Apr 92 20:45:52 GMT
Article-I.D.: pasteur.1992Apr11.204552.29675
Organization: University of California, at Berkeley

In article <1992Apr11.180937.12451@udel.edu> zog@pecan.udel.edu (Zo(schwa)) writes:
>[
>world doesnt know where it is, but that is because we cant handle the load xcept
>like at 10pm-8am....or something like that.  anyway, response would be cool.
         ^^^^^^^^
No problem.  Old sequent used to run from 11pm until morning.  People had (at
least I didn't) no problem with the schedule.  It helps to keep root off your
back too.


- Iolo the Bard
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: xtrekrc/udpclient/stuff
Date: 15 Apr 92 21:55:48 GMT
Organization: Amdahl Corporation, Sunnyvale CA

In article <1992Apr14.201707.18356@udel.edu> zog@tuttifrutti.udel.edu (Zo(schwa)) writes:
>	Sorry, i was a bit incoherent.  We were playing trek here at UDel till
>2:36 AM!

Can hardly wait for the "oh yeah?  I once played for three days straight!"
messages...

>          But still, my questions stand.  Why do my window moves only work on
>some servers or with some clients.  I read something about the window name
>for the KSU clients necessitating xtra window names or something.  What should
>i do?

The server you play on doesn't have any effect on your windows.  The client
you use may make a difference; I assume you're referring to geometry settings
in the .xtrekrc.  You may have to specify the same geometry twice, with
different names.

>	Also, where is all the info needed to make a UDP server?  The s-god
>here wants to go bronco-style UDP.  What should we get, and how do we do it?

On FTP sites.  I called it "udpcli.tar.Z" and "udpsrv.tar.Z"; I know it's
on pittslug.sug.org.  A newer version (with packets.h in it instead of just
a symbolic link) should be in all the usual places by now.

>	This one is especially for Tom...please include the UDP versions on
>the various UDP servers in the next server-list.  I cant go UDp at all the 
>places that say they are UDP....

There's only one version.  There are some older clients floating around using
v0.3, but those should be removed from archive sites, etc.  If you're using
a v0.3 client you shouldn't be able to connect anywhere.  If you're using a
v1.0 client, I'd like to know what the message you get in the warning window
is when you try to open a channel (you might want to try turning connection
debugging on, and see what the message says).

>							-dan/zog

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
Newsgroups: rec.games.netrek
From: mmoore%peruvian.utah.edu@cs.utah.edu (Michael Moore)
Subject: Re: plasmas?
Date: 8 Apr 92 20:59:15 MDT
Reply-To: mmoore%peruvian.utah.edu@cs.utah.edu
Organization: University of Utah, CS Dept., Salt Lake City

In article <73353@netnews.upenn.edu>, paulsen@widget.seas.upenn.edu (Brian Paulsen ) writes IN SENTENCES WHICH ARE TOO LONG :

>Right.The only thing a plasma does for a base is increase its wtemp.  I might
>get hit by a SB's plasma about once every couple days.  Considering that I ogg
>the base probably several hundred times a day, this means I rarely get hit by
>a SB's plasma.  Maybe I'm just lucky... Or maybe I'm not stupid enough to fly
>straight at the base.  The only times I get hit are the times that I'm stupid
>enough to fly right at the base...

	Well, its been my experience that in every major base ogg there is 
at least a 50% chance of one of the guys deciding to come up on you full
throttle.  Maybe he's coming from below/above or just thinks you'll be
distracted.  

	I try and encourage them to think they've succeeded by shooting at
the ships in other directions, and watch that question mark very closely.
If it is not apparent that they have slowed down and turned then I fire it
off while still shooting at the other ships.

	This works for me at least 50% of the time on bronco (note this is
during heavy ogging, singularly determined small groups of oggers are rarely
caught charging straight in at you).  For the price of the wtemp one plasma
brings I usually can save a lot of damage.

	Any good base can fire at least one plasma and still not overheat
during an 8 man ogg, and really good ones might even be able to pull off
two.  

	But the main point is plasma's can be a base's best friend, if
used wisely.  Those who advocate the catch-all "Never EVER fire plasmas
when you're being ogged" aren't acknowledging the base's true potential, in
my opinion.
 
> FreeKill

Flt Captain Ged (Huzzah for Double DI)

-- 
 ----------------------------------------------------------------------
| Michael Moore (mmoore@peruvian.utah.edu)  Phone : (801) 359-6552     |
|          University of Utah, Computer Science Department             |
 ----------------------------------------------------------------------
From: meb2@cec2.wustl.edu (Mark Edward Bradley)
Newsgroups: rec.games.netrek
Subject: Re: Visible tractor beams (was Re: Client proposal of sorts)
Date: 10 Apr 92 18:36:23 GMT
Article-I.D.: wuecl.1992Apr10.183623.1685
Organization: Washington University, St. Louis Mo.

In article <frain.702872718@aleph.cis.ksu.edu> frain@cis.ksu.edu (Jerry Frain) writes:
>fadden@uts.amdahl.com (Andy McFadden) writes:
>> That way you can see whose phaser is whose, and the visible tractors
>> mods will still work too.
>
>Just out of curiosity, how many people like the visible tractor mods?
>We have them on our server (netrek.cis.ksu.edu), and I haven't decided
>if I like them or not.
>
>They're kinda cool on one hand, but it makes it difficult to see
>what's going on when two ships very near to each other are both
>tractoring (or one is tractoring, one pressoring, etc).

My suggestion for the visible t/p beams is to use dotted lines.  In X
you can set a gc's line style to be dashed.  Make the lines so that you
get one white pixel to four black pixels, and you can now tell who's
tractoring who and your vision isn't obscured.  Keep the tractor icon
on your ship at the same time for when you are in close. And only make
your beams white, everyone else's should be team colors.

I really do think visible t/p beams are necessary, as long as we can
keep them useful and unobtrusive.  As it is now, tractoring and pressoring
can be a hell of a guessing game.  If you don't agree, think of a galaxy
where there are no visible phasers.  Hey, all you need is a p in the flags
to show you are phasering, and a message in the warning window when you
hit or are hit.  I really need to be able to see who the hell is
tractoring me and whether or not I managed to tractor the right ship.

As far as the other scrod mods go, I like the refits (what exactly
does reactive shielding do?) but I hate the torp system.  "See, every
bullet in the universe is a 9mm.  That scout has an uzi, so he can fire 3.
My BB has a 4-inch cannon, so I can fire 8.  Better if the power of guns
varies, not the number of bullets you can fire.

I don't know if I like the phasers, its too easy to screw up and phaser
too much, but then I guess practice will help.

Firing in cloak will make ogging too easy, fuel cost notwithstanding.

Revealing cloakers with torps is also bad.  I don't believe these two
cancel each other out.  A canny ogger can avoid a target's probing torps,
and an LPS with 4 good defenders will never be broken.  Hell, with only
one good machine gunner on the planet, spreading and detting his torps,
any cloaker will be revealed, and even the clueless ones hanging around will
fire at him.

Mark

Mark Bradley        | "Rescue Rangers, AWAY!!"
meb2@cec2.wustl.edu |                      --Chip 'n Dale's Rescue Rangers
From: ladykilr@chester.ksu.ksu.edu ()
Newsgroups: rec.games.netrek
Subject: Re Scouts BITE!!!!!
Date: 6 Apr 1992 22:39:58 -0500
Organization: Kansas State University
Distribution: world
NNTP-Posting-Host: chester.ksu.ksu.edu


botelle@widget.seas.upenn.edu (Justin R. Botelle) writes:

>>Scouts are nirvana.

>SCOUTS ARE FOR GIRLY-MEN!!!!!

*EVIL GRIN*
But it's so much fun flying circles around GAs (& their plasmas) and torping them
to death...

("TING! TING!" as of hail against the hull)
Picard: What is that irritating noise?
Data: We appear to be under attack, Captain.
("TING!...TING!")
Picard: Oh? Red alert. Raise the shields, I suppose. What is firing on us?
Worf: It appears to be a (sneer) SCOUT, Captain.
("TING!...TING!")
Picard: (mildly surprised look) I see...what do you think we should do about
	this, #1?
#1: (smiling) Maybe we should NEGOTIATE, Captain? (nudges Picard in the ribs)
("TING!...TING!")
Picard: Enough joking, #1, that thing could actually hurt us in a while...hail
	it.
Data: Hail being answered by uncontrollable laughter, Captain.
("TING!...TING!")
Worf: Perhaps a plasma torpedo to dispose of this NUISANCE, Captain?
Picard: (considers) Make it so.
(plasma launch noise)
Worf: Torpedo vectoring, range 2000 kilometers...closing... (snarls) the SCOUT
	appears to have evaded our plasma.
("TING!...TING!")
Data: Casualty reports coming in from decks 5, 9, and 12-24.
Troi: I sense something form that ship, Captain.
Picard: What is it Counselor?
Troi: I sense there is a sadistic presence aboard that ship, and he is grinning
	maniacally at our discomfort.
("TING!...TING!")
Dr. Crusher (intercom): Crusher to all decks, I need all off-duty personnel with
	medical training to report to decks 4-28 immediately.
Picard: (considers) Perhaps negotiation is not the solution here...
("TING!...TING!")
#1: Arm all weapons, target phasers and torpedos.
Worf: Weapons armed and targeted.
Picard: Fi-- ("BOOM!" Cut to exterior, ship exploding)
(roll credits)

^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~
Shaun M. McGee     ladykilr@cis.ksu.edu   Riff-raff@Rocky.Horror.Picture.Show
<aka: Predator, Fedboy, SuperScout, Leisure Suit Ladykilr, Commander Guest>
"...law was what men had built to protect themselves from the predators..."
	-Tom Clancy, _Clear_and_Present_Danger_
"Oh **** it's bav! HEL--"*BOOM* -everybody
Xref: sparky rec.games.netrek:212 alt.games.xtrek:3668
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek,alt.games.xtrek
Subject: Re: Need help running "blessed" binaries
Date: 7 Apr 92 00:05:48 GMT
Organization: Amdahl Corporation, Sunnyvale CA

In article <1992Apr06.222730.277551@cs.cmu.edu> jch+@cs.cmu.edu (Jonathan Hardwick) writes:
[stuff about gw removed]
>I'll just repeat what I said when I first archived this -- you really
>REALLY want to either:
>(a) be the sysadmin
>or
>(b) talk to the sysadmin
>before installing anything like this.  Firewalls are there for a reason.

There's a compiled-in table which allows you to restrict where connections
can be made from (so other people can't play netrek through your firewall.
Why they'd want to do this is utterly beyond me).  This should (hopefully)
alleviate the sysadmin's fears of a major invasion.  At any rate, it just
passes packets to the sites listed in a .gwrc file; anybody who wanted to
use it for Nefarious Purposes would have to edit the .gwrc to point at
something interesting.

It also times out and halts after an hour, so it can't be left hiding for
days on end.  The TCP ports it listens to can be called by any number of
people, so there could be one copy per system, maintained by the system
admin.  UDP ports are a tad more complicated (groan).

I've found it to be useful for other things; Kevin used it for MUDs (which
I refuse to become addicted to), and I recently started using it for weather
reports.

>Jonathan H., jch@cs.cmu.edu               Spaceman Spiff, Flying Pig

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
From: paulsen@widget.seas.upenn.edu (Brian Paulsen )
Newsgroups: rec.games.netrek
Subject: Re: opening SB ogg
Date: 8 Apr 92 22:46:20 GMT
Distribution: usa
Organization: University of Pennsylvania

In article <1992Apr08.173432.287591@cs.cmu.edu> hde+@CS.CMU.EDU (Herbert Enderton) writes:
>In article <ku5k1lINNdii@aludra.usc.edu>, takekosh@aludra.usc.edu (Tetsu Takekoshi) writes:

>I think if you detect an ogg wave early enough, say by looking down
>the player list and seeing 7 BB's and 1 SB, then your option 1 (refitting
>to BB) would be pretty clever. 

Even cleverer.  Stay an SB and orbit your home planet.  Wait for the BB's to
get on your tactical map.  As soon as this happens, refit to a SC.  The idea
is to die fast, and come back in as a BB.  In the meantime, your team can bomb
the enemy senseless.  The team with the most armies usually wins.

FreeKill
From: botelle@stipple.seas.upenn.edu (Justin R. Botelle)
Newsgroups: rec.games.netrek
Subject: UDP 1.0
Date: 13 Apr 92 17:45:47 GMT
Organization: University of Pennsylvania

Is UDP 1.0 available for the SUN4 yet.  I tried pittslug, but the binary there
was the same length as my udp 0.3 from ics.

Thanks,

Justin
From: paulsen@widget.seas.upenn.edu (Brian Paulsen )
Newsgroups: rec.games.netrek
Subject: Re: THE HORSEMEN ARE....
Date: 9 Apr 92 17:49:01 GMT
Organization: University of Pennsylvania

In article <1992Apr09.145716.17462@cs.cmu.edu> hill@norman.VI.RI.CMU.EDU (Robert Hill) writes:
>
>Hello, all.
>
>The horsemen are the solely undefeated CMU-tournament(non-INL) team.  The  
>horsemen are not comprised of the best players at CMU.  The horsemen were  
>individually picked by our team captain, Admiral Quar, to play against other  
>CMU-tournament teams that picked players at the same time.  

First of all, after knowing who several of the horsemen are, I'll agree that
they aren't the best players at CMU.  There are several who aren't even in
the top 10.  However, skill makes no difference.  The best teams win because
of teamwork, not skill.  I've seen too many games on bronco where one side
had almost all Commodores and up, and the other side seemed like losers.
However, the underdogs usually tend to team up, while the Admirals try to
grandstand...  The end result is that the Admirals keep saying, "why aren't
we winning this?"

This is the sole advantage that I give to any CMU team over non-CMU is the
fact that they know how to play as a cohesive team.  However, we are quickly
learning this.

>We were challenged by a member of the UPENN INL team to play them.  I think  
>that it would have been a very close game, but i think we would win because of  
>our experience in close games.  I think that the skill level of the UPENN team  
>is about the CMU-tournament team levels, but i may be incorrect.

I challenged you.  I also said it in jest.  I believe my original quote read as
"When we get through thrashing Akira, then we'll crush you :) "

Rob, you and I are the masters of being misquoted...

I think there is little question that the horsemen would beat us.  However, if
people think a genocide will occur, perhaps we could make some bets.  If we
get money in this thing, it'll start to take priority over INL games...

FreeKill