HDTenEightyP/NetNews huggingface dataset:
From: jecoleb@eos.ncsu.edu (have clue, will travel)
Subject: Re: grow some balls!
Reply-To: jecoleb@eos.ncsu.edu
Organization: The Ghost Of Christmas Past Society
Date: Fri, 9 Oct 1992 05:17:42 GMT


gdearing@magnus.acs.ohio-state.edu (Gregory D Dearing) writes:
[comments on "Mr. I Forgot To Log Out" deleted]
>Either way, there's no reason to turn pyro.

We NEED A REASON now?



				--Commodore Video Sex Pope, NCSU
				--"just checking, honestly"

--
                         jecoleb@eos.ncsu.edu 
          ---------     have clue, will travel.    ---------
  "I am a penis. Worship me."--lead singer of rock band Bicycle Face,
vainly attempting to gain attention of the crowd at the Cat's Cradle
in Chapel Hill, while opening for Mojo Nixon & The Toad Liquors
Newsgroups: rec.games.netrek
From: mdm@hadrosaur.cis.ohio-state.edu (Michael Moore)
Subject: Scott not impressed with bronco....
Organization: The Ohio State University Dept. of Computer and Info. Science
Date: Mon, 12 Oct 1992 13:25:50 GMT

In article <1bakamINNqqc@agate.berkeley.edu> sfd@soda.berkeley.edu (Scott Drellishak) writes:
>
>So, I'm not overly impressed with "bronco clue".  No more difficult
>than the average game on calvin (easier, in fact, since there were not
>"UDP link severed" episodes).  I even ogged some people, when I had
>too.  Ick.
>

	You have not seen clue until you've played bronco at five on
weekdays.  There is nothing else like it to be found anywhere outside
of the INL and "clue" games.      

	But to be honest, bronco is not what it used to be.  I can't
quite recall when things went sour, but it seems like during the summer
newbies reigned, and these newbies are now the commanders and captains
that make up the large portion of bronco's games.  Not that I think
this is bad, but I miss the days when I had the least DI in the game.
Back when admirals and rear admirals and commodores battled it out
until 4 a.m, with me just trying to survive in the crossfire..... 
Freekill and Hector emerged just long enough to catch the end of it,
and then the glory days ended (now I certainly wouldn't imply they had
anything to do with it, would I?  :-) ).

	And now days I just hop on for the 5 oclock games, get my butt
trounced, and about six I quit.  More than enough challenging play for
my feeble brain (overload!!! overload!!!!).  

	-Michael (listen to the wind, it blows with change)
-- 
|Michael Delbert Moore |  Home : (614) 471-1937  Office : (614) 292-7161  |
|OSU Student Programmer|--------------------------------------------------|
|Ohio State CIS Major  |     Calories consumed for a 150 pound person     |
|mdm@cis.ohio-state.edu|            Skiing (10 mph) : 600/hour            |
From: mcp@cs.umd.edu (Mike Polek)
Newsgroups: rec.games.netrek
Subject: new RSA client
Date: 15 Oct 92 14:35:35 GMT
Organization: U of Maryland, Dept. of Computer Science, Coll. Pk., MD 20742

Ok, Gamera, you asked for it... you got it. The new RSA encryption
scheme client is here. The server/client sources are availble, as are
a sun4 client and the sun4 public key. Other clients are on the way.
Basically in the next week or so a diligent team of client blessers
will work on getting vanilla clients for all of your favorite architectures.
Then we will ask the world to switch over to the new RSA verification.

The current sources are available via anon ftp from pittslug.sug.org.
They are in the pub/netrek/rsa directory.

Others will become available soon, and hopefully on more ftp sites.

send problems, complaints, praise, etc. to

Mike Polek
<mcp@cs.umd.edu>
<keeper of the code>
From: bharat@shadow.Eng.Sun.COM (Bharat Mediratta)
Newsgroups: rec.games.netrek
Subject: Re: NBR Proposal
Date: 17 Oct 1992 02:47:06 GMT
Organization: Sun Microsystems, Inc.
Distribution: world
Reply-To: bharat@shadow.Eng.Sun.COM
NNTP-Posting-Host: shadow

In article 1bnbgmINN19e@agate.berkeley.edu, jmn@crown.berkeley.edu (J. Mark Noworolski) writes:
> I have been thinking a great deal about how much wind I pass playing netrek
> recently and have come up with the idea of limiting my game play to some
> amount of time each day. Rather than write a little alarm clock to do this I
> have thought that it might be a good idea to incorporate this into a client. 
> 
> When you start a game you send a message to yourself indicating the amount
> of time you want to play and when the time is up it sends a bunch of messages
> to you basically saying "GET THE HELL OFF- YOU HAVE PLAYED ENOUGH TODAY" or
> something to that effect (or kills the job? 8-P )
> 
> This is NOT a joke.
> 

This is a good idea for netrek addicts like myself but, <sigh>, anything
that is in my power to change, I *will* change so that I can play netrek
more.  This kind of change would never work :(

		-Bharat

> Passing Wind
> 



---
    /\        Bharat Mediratta
   \\ \       Graphics Continuation Group
  \ \\ /      
 / \/ / /     
/ /   \//\    SUN Microsystems, Inc.	
\//\   / /    Mailstop: MTV18-218
 / / /\ /     2550 Garcia Avenue, Building 18
  / \\ \      Mountain View, CA 94043
   \ \\       Phone:  (415)336-4347, FAX:(415)336-5471
    \/        Email:  bharat.mediratta@eng.sun.com
From: echeverr@scf.usc.edu (Evil Geniuses For a Better Tomorrow)
Newsgroups: rec.games.netrek
Subject: Re: Third space scum:  AKIRA?
Date: 16 Oct 1992 00:28:26 -0700
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: girtab.usc.edu
Keywords: cmu fnord weenies

In article <93110@netnews.upenn.edu> paulsen@eniac.seas.upenn.edu (FreeKill) writes:
>In article <Bw0wGy.Lw3.2@cs.cmu.edu> hill@norman.VI.RI.CMU.EDU (Robert Hill) writes:
>>Taking 3rd/4th space is a justifiable alternative, in my opinion.
>>I know akira doesn't do this often, and I do think it is effective in  
>>stopping a grid-locked LPS-TPS(two planet stand).

>Except for the fact that we owned virtually all of our space...
>Kevin did the right thing, though.  The Feds woulda been down to an LPS
>in about 30 minutes if he didn't grab 3rd party space.
>I look at it as he stopped a potential genocide of his team, not as stopping
>one for his team.

Oh, *I* get it.  CMU weenies (and i use that term loosely) don't like to
lose, do they?

Like i told Kevin thru email, if you can't win, you deserve to lose.  If
your team can't hack a bleedin' genocide, let it lose!  Christ, (and i
never thought i would say this) It's only a FNORD game!

5150
Evil Genius
Newsgroups: rec.games.netrek
From: ramid@nyx.cs.du.edu (Rudy Amid)
Subject: Re: The Netreker's Life
Organization: University of Denver, Dept. of Math & Comp. Sci.
Date: Sat, 10 Oct 92 05:59:14 GMT

Ivan Vazquez <ivan@haldane.bu.edu> writes:
:
:
>dog-fighting randomly.  On this note I'd like to comment that the best
>netrek I've ever had was not just with people who were clued, but with
>people who were clued and FRIENDLY.  Without that the game really
>loses quite a bit.  It starts to feel like a real mercenary gathering.
>Probably something enjoyable to some, but not really my cup of tea.

   You're not the only one.  Friendly games, games between friends,
fun competition just for laughs, are far more enjoyable and entertaining.
Actually, I've met more people playing friendly games over the past few
months alone within my University.  I call that productive.

>I deleted my client binaries yesterday.  I hope not to re-ftp them
>either.  Netrek has been great fun, I've met some great people and
>enjoyed myself immensely.

   Don't let it take your life, indeed, but you have to be mature enough
to be able to draw the line somewhere.  IMO, you don't really have to
ditch Netrek completely.  Just take a few weeks vacation away from Netrek.
Come back for a friendly game or two for a couple of hours.  I know someone
who's doing this, including myself, and it seems to work just fine.

   I've noticed many people, Netrek addicts or otherwise, are far too
involved in their obsession to achieve recognition and glory.  They lose out
at the end when they rediscover reality.   Keep a cool head and relax,
it's that easy.

>Ivan
>Foozle, Grey Death, Smurfette, Cast

--
!Rudy Amid              ///
a434amid@cdf.toronto.edu//
amid@r-node.gts.org   ///
Netrek/IRC: Radix  \\X//
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: Something seriously amiss
Date: 16 Oct 92 19:03:05 GMT
Organization: Amdahl Corporation, Sunnyvale CA

In article <ldnq9lINNd4g@grit.cs.utexas.edu> davidt@cs.utexas.edu (David Eng-Yeow Teo) writes:
>Unfortunately the problem doesnt end here.
>I'm not here to start any flame wars about borgs.
>However, I've seen 2 program sources in public ftpable sites that contain codes that show how to send the server a fake login name.

 ...which is why I posted the message when I saw the super-anti-can't-stand-
borgs-at-all iastate guy with a fake login.

I have no way of knowing if it was blessed or not, and I'm not going to
make accusations.

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
From: jjudy@argon.berkeley.edu (Jack W. Judy)
Newsgroups: rec.games.netrek
Subject: Lack of t-mode on bigdog ... a fix?
Date: 12 Oct 1992 01:09:32 GMT
Organization: University of California, Berkeley
Distribution: world
NNTP-Posting-Host: argon.berkeley.edu

Why nobody plays on Bigdog:

When you get on and there is nobody else on you can't do ANYTHING to amuse
yourself.  You can't send in hosers (one or more than one) and you can't
bomb enemy planets to get tougher bots in.  So if nobody else is on you
immediately quit.  This process repeats again and again...

Another problem could be that on mondays there is the 3 race weirdness.

I would prefer to see it :

	1. always only 4 race.
	2. allow hosers to come in.
	3. allow people to bomb enemy planets to get a tougher bot in.
	   (I imagine there is a way to let a Hal,M5,.. in but still
            make bombing ineffective outside of t-mode)

Just my thoughts.

I would *really* like to see t-mode on bigdog.cs.berkeley.edu more often.

-Jack (LURI)

  /~\ DOOSH /~\
 /:::\_____/:::\
 |:/~\:::::/~\:|
 |:\#/:;;;:\#/:|	GO BEARS!!!
 |::::/O O\::::|	   /;^)
 |::::~~~~~::::|
  \:::|   |:::/
 G \;;\WWW/;;/ B
From: blojo@xcf.berkeley.edu (Jon Blow)
Newsgroups: rec.games.netrek
Subject: Re: Bigdog maxwarp
Date: 13 Oct 1992 19:48:08 GMT
Organization: Experimental Computing Facility
NNTP-Posting-Host: graft.berkeley.edu

ZZnewguy writes:

>         I gave it to woof about 2 or 3 weeks ago.  It's not as easy to get as
> it used to be.  It would be sooooo easy to get rid of it, that I'm
> surprized that it's still there.  All you'd have to do is change the
> ship back to normal as soon it slowed to it's normal maxwarp.

Actually, that's still not too good an idea, since you're adding something
that has to be constantly tested in order to deal with a special case.  When
you add features to code like this, you slow down the code linearly with
the number of features, which is Not A Good Thing.

A ship's MAXWARP represents the maximum speed at which its engines will
propel it.  Implementing transwarp by changing MAXWARP is just idealistically
the Wrong Thing and almost inevitably leads to problems like The Gift, which
are difficult and kludgy to solve.  Probably the best way to do it would be
for starbases to maintain a list of who they're transwarping, and to set
their warpspeed to 60 (or whatever) every tick.  Or something.

It probably doesn't matter since (I don't think) the code is available for
people to hack on anyway.

  -Jon (Hell Peacock / The Rug Doctor / Spatula City)
Newsgroups: rec.games.netrek
From: exodus@IASTATE.EDU
Subject: Re: Mucus vs Spaceace debate.....who really gives a rat's a**? 
Reply-To: exodus@IASTATE.EDU
Organization: Iowa State University
Date: Sun, 11 Oct 1992 16:09:26 GMT



 Oh, btw, just joking around, don't take this post too seriously.
Just trying to get a rise out of someone. Not a flame though ;)


 Just kidding VD, err Videodrome........had to seek some sort
of retribution for your USS Borgtown jibe. :)


		Exodus
Newsgroups: rec.games.netrek
From: zog@pecan.cns.udel.edu (Michael D. Eisenberg [Dan])
Subject: Re: UDP/scanning beam/visible tractor client
Keywords: udp, scanning beam, visible tractor
Organization: University of Delaware, Newark
Distribution: usa
Date: Fri, 16 Oct 1992 22:56:49 GMT

In article <56w0036Nb1bP00@amdahl.uts.amdahl.com> fadden@uts.amdahl.com (Andy McFadden) writes:
>In article <1992Oct15.235203.7357@udel.edu> zog@chocolate.cns.udel.edu (Michael D. Eisenberg [Dan]) writes:
>>
>>	ok, i found the visible tractor client somewhere, and then i got
>>the one from calvin/berkeley that also has the +1 and -1 warp features.
>>however, i have several questions:
>
>What +1/-1 warp features?  There's a client that tells you speed?!?  Talk
>about Netrek for Morons...
>

	i am _not_ a moron, thank you very much.
	i am talking about the client i got from ocf.berkeley.edu the other
day that has the "<" key as _- 1 warp_ and the ">" as _+ 1 warp_.  i thought
it would be very effective for thos who are into quick speed changes while
dodging.

>I've been using Tedd Hadley's client, but didn't see that.  I don't recall
>it being passed as an NBR feature, so anything which has it should be
>un-blessed.
>
>Post a message if I'm wrong (Leonard?)
>
>-- 
>fadden@uts.amdahl.com (Andy McFadden)
>[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]

	anyhow, if i want to make my own client/borg thing with udp and
scanning beams and visible tractors and all that jazz....where do i get the
source code from?  i got the udp source stuff and the README said "this 
is _not_ the whole client..." so where is it?  what about all this other
stuff i read about for control key remapping and junk?  where is that?

ps - could leonard post one of his "state of the NBR" reports please? it
would be nice....

-dan/zog
-W. T. Sherman

Commander in all the important places...
-- 
	ZZZZ  OOOO  GGGG	|	zog@freezer.cns.udel.edu
	  Z   O  O  G __	|	   zog@bach.udel.edu
	 Z    O  O  G  G	|	At Skool: (302) 837-3227 
	ZZZZ  OOOO  GGGG	|	At Home:  (301) 384-6507
From: jerryw@cs.umd.edu (Jerry Wieber)
Newsgroups: rec.games.netrek
Subject: Re: INL Strategy: Is Ori and Kli playable?
Date: 8 Oct 92 17:55:43 GMT
Organization: U of Maryland, Dept. of Computer Science, Coll. Pk., MD 20742

In article <Qep2LcK00VpJEvp0YV@andrew.cmu.edu> jb8n+@andrew.cmu.edu (Joseph E. Beck) writes:
>[lost the attribution]
>>Fight in their territory; I'm sure Sun Tzu had something to say about 
>>that.
> 
>I'm sure Sun Tzu said something about having more men than you're opponent.


|			     THE ART OF WAR
|
|			       by Sun Tzu
|
|     Consequently, the art of using troops is this: When ten to the
|enemy's one, surround him.  When five times his strength, attack him.
|If double his strength, divide him.  If equally matched, you may engage
|him with some good plan.  If weaker numerically, be capable of
|withdrawing.  And if in all respects unequal, be capable of eluding him,
|for a small force is but booty for one more powerful if it fights
|recklessly.

Didn't see anything about fighting in their territory, however, it may
have been implied by the admonition to "use the enemy's resources".

-Jerry <Stress>
-- 
                                                           __________ 
 UUCP:     uunet!cs.umd.edu!jerryw   SPOKEN: Jerry Wieber  |/ `-.    | U of Md
 INTERNET: jerryw@cs.umd.edu                                     \_|.|-,  
                                                                    ` -
From: botelle@eniac.seas.upenn.edu (Justin Botelle)
Newsgroups: rec.games.netrek
Subject: Re: Hell Peacock
Date: 12 Oct 92 00:52:10 GMT
Organization: University of Pennsylvania

In article <1bac82INNptf@agate.berkeley.edu) tom@soda.berkeley.edu (Tom Holub) writes:
)In article <92513@netnews.upenn.edu) botelle@eniac.seas.upenn.edu (Justin Botelle) writes:
))
))DI by OTing on bezier.  I had 7.54 offense for quite a while, and that
))was with Duck, Mojo and Amazing on the other team, which was certainly
))peak clue time for bezier.
)
)'Quite a while'?  Maybe half an hour.  The next time you brought in
)that character it was against a team that didn't have 5 patsies, and your
)offense dropped like a rock.  I was playing Doosh! at the time and 
)was able to raise *my* offense by heading for you and killing you; 
)your method of offensive tackling is really lame.

Sorry for not being crisp that night.  I had been playing netrek for about
13 hours straight.  When I started the character before that (maybe a month
before, you were one the other team.  For the first 20 minutes, I had an
offense of about 11.

It was at 7.54 during the second time, when it "dropped like a rock."  I don't
know what it finished at, but I can check.  Or you can.  I released the 
password for all of my goof characters a while back.  It's !@

All methods of offensive tackling are lame against very clueful people, but
I was more effective against you than you've admitted.

) -Mojo

Justin
From: hadley@vlsi.ics.uci.edu (Tedd Hadley)
Subject: Re: INL: Possible server bug.
Newsgroups: rec.games.netrek
Organization: UC Irvine Department of ICS
Date: 13 Oct 92 23:58:39 GMT

In <1992Oct13.172535@IASTATE.EDU> isae@IASTATE.EDU (ISU Boy !!!!!) writes:

>  Looks like it. I guess I am going to modify the tools from final bronco
>source
>  so it will have the right shared memory size as INL server uses.
>  I will put them sometime on tbird.

   Since most of the bronco tools are one-file programs and they all use
   the same include files as the server, the easiest way to compile them
   is to move/copy the source file into the INL ntserv directory and do
   'make <program>'.

++
   Tedd Hadley (hadley@uci.edu)
From: johan@ccwf.cc.utexas.edu (Johan van Zanten)
Newsgroups: rec.games.netrek
Subject: LaggU beats Hell's Bagels
Summary: sigh
Date: 11 Oct 92 05:19:26 GMT
Reply-To: johan@ccwf.cc.utexas.edu (Johan van Zanten)
Organization: UT Austin Computation Center, Unix Services
Originator: johan@sylvester.cc.utexas.edu


 Howdy from UTexas with the hosed news machine. :-)  I probably won't
ever get to read any of your responses, so send me mail if it's real
important. (I'm not sure. We lost about a week of news back there. I
seem to have a few posts from the 4th.. sigh.)

  I just wanted to state a few things to (maybe) avoid some moronic
flame war:

1) We lost.  I think it was 13-7 or 12-7-1.  The last 5 minutes of the
game were TOTALLY chaotic and insane: our planets started to pop, and we
just needed one planet to go into overtime.  Our attemps for Indi
failed, and i think i saw Reg go, too.  I had the only color display in
the room, so this may have been noticable only to a few of us. Let's not
bicker...("over oo kill oo! This is suppose to be a happy occasion!")

2) We lost because we played badly.  There were two major net busts (a
router on sesquinet didn't seem to want to pass packets for a few
minutes) and 6 of our 8 players were at UTexas busted, including me who,
as Captain, could not send PAUSE.

  Of course it would have helped us not to get busted, but that happens
in away games. (I just hope it happens as much when we play Xgolemns
here, hehehe. Just kidding.)

 The game really frustrated me (because i was playing badly) but i would
like to play Lagg U again in the future. Obviously, we have
something to learn from them, and plus, their SB drinks double
espressos right before game time! The only other SB i know who does that is
ME! ahahahaa.  (However, i drink quadruple machiatos, but i digress.)

	eggplant
	johan
(johan@ccwf.cc.utexas.edu)
From: a434amid@cdf.toronto.edu (Rudy Amid)
Newsgroups: rec.games.netrek
Subject: Hockey servers?
Date: 9 Oct 1992 06:56:08 -0500
Organization: University of Toronto Computing Disciplines Facility
NNTP-Posting-Host: cs.utexas.edu

   I've been noticing the hockey servers lately:

Server: geo1s.mps.ohio-state.edu, port 2592 (Hockey.)
Ij SC  Ensign     Puck              Robot@Nowhere    
Server: hockey.ksu.edu, port 2592 (Bronco hockey!)   
Ij SC  Ensign     Puck              Robot@Nowhere

   These two servers are never used.  NO one plays Netrek hockey these days so
dedicated servers like these seem like a waste.  Server gods of geo1s and
hockey.ksu, perhaps you should run INL 3.0 servers instead since this is
a busy INL season and people can use a practice INL server.

-- 
!Rudy Amid              ///
a434amid@cdf.toronto.edu//
amid@r-node.gts.org   ///
Netrek/IRC: Radix  \\X//
From: regius@cs.utexas.edu (Regius S. Gunawan)
Newsgroups: rec.games.netrek
Subject: Re: LaggU beat HB (snif)   <-- Another Evil Stiletto plot!
Date: 10 Oct 1992 16:45:31 -0500
Organization: CS Dept, University of Texas at Austin
NNTP-Posting-Host: grit.cs.utexas.edu
Summary: Huh?  What plot?

In article <BATHURST.92Oct10133257@felix.noaapmel.gov> bathurst@noaapmel.gov (Bill Bathurst) writes:
>
>I thought the scouts of Hells Bagels did a fine job.
I don't think so.  One of them were freekill :(

>Sunscreamer managed a couple nice bombs underneath me.  King Crimson was
>very persistant!!!
Those are our best sc bombers (when they're doing it).

>  I couldn't tell how HB's performance was on the front line.
Very badly.  (due to nonexistence of army - no comment on how
this happened, I don't want a flame war :)

>Cookie Monster did a great job.  He had the most oggs on our team and some 
>real effective bombing (he had 9 oggs, 11 planets, 200+ armies killed!!!).  
>Go Cookie!!! 
Agreed.

>This game was real fun.  I hope we can play each other again in the future.
>High pressure close games are the best!
Agreed.  And next time I'd like to play.  Please mail eggplant
(johan@ccwf.cc.utexas.edu) on this.

>Ensign Azusa (In a Ranma 1/2 showing near you (:)
Should have known that.  Let me see, who shall I pull into our team?
P-chan?  (Azusa should be busy trying to get 'charlotte' then, and
hence do nothing useful ;)

>--
>Bill Bathurst				Internet:	bathurst@noaapmel.gov 
>NOAA/PMEL				Phone:		(206) 526-6765

^_^ no clue ^_^ - still clueless -
ps. smiley[tm] caption as usual.
pps. sorry for those who do not understand the anime refrence
     at the end of the post.  (but maybe you guys do understand
     it :)