HDTenEightyP/NetNews huggingface dataset:
From: rob@psy.vu.nl (Rob van Leeuwen)
Subject: Installing an INL server on AIX (version 3.1, 3.2)
Organization: VU Amsterdam - dienst CCA
Date: Thu, 5 Nov 1992 20:20:21 GMT

Hi all.

For those who are trying to install an INL server on AIX version 3.1 or
3.2, here's some information you might find worthwile.

Installing INL on AIX 3.2 is pretty simple: just ftp the source from
iacrs2.unibe.ch:/pub/aix/netrek.

For those still running 3.1, get these source too, but be prepared to
add some #include's (<sys/select.h>, <sys/m_wait.h>).  Note that in
defs.h, <sys/types.h>, <sys/ipc.h>, and <sys/shm.h> are included.  This
is crucial for a normally operating server.  Without these files, the
code *will* compile though, but produce *bad* code.

Thanks to Martin Schuetz (schuetz@iacrs2.unibe.ch) for porting INL3.0
to AIX 3.2.
--

--
Rob van Leeuwen
Department of Psychology, Vrije Universiteit, Amsterdam, the Netherlands
Newsgroups: rec.games.netrek
From: ahabig@bigbang.astro.indiana.edu (Alec Habig)
Subject: RSA gobbledygook
Organization: Indiana University Astrophysics, Bloomington, IN
Date: Wed, 11 Nov 1992 23:20:17 GMT

Just upgraded to AIX 3.2 today, and thought "hey, this is a good chance to
upgrade to a real client.  At the same time, I'll be able to not worry about
being locked out of a new RSA server".

Bzzzzt.  Wrong thought.

I'm a US citzen all the way through, yet am in Italy now so am not allowed to
have "secure" stuff.  I knew this starting out.  What I didn't know was that it
applied to binaries too.  I can understand  (sort of) the government not
wanting to give oue source code that people could use to write stuff the NSA
couldn't crack, but executables?  Come on.

Here all along I had thought the big dispute was that foreign servers would not
be able to write in RSA code to keep out borgs - instead, it will soon be
impossible for people outside NA to even PLAY on a NA server.

Oh well, enough of the whining, I'll go play some netrek while it's still
possible.  :)

	Alec
	(Entropy)
From: jxh@math.ksu.edu (James C. Hu)
Newsgroups: rec.games.netrek
Subject: Re: INHL: Boy, this sounds familiar
Date: 12 Nov 92 12:27:15 GMT
Article-I.D.: hilbert.1dusp3INNiom
Organization: Dept. of Mathematics, Kansas State University
NNTP-Posting-Host: hilbert.math.ksu.edu

tom@soda.berkeley.edu (Tom Holub) writes:
...
>  My point is, RIGHT NOW is your chance to have a say in how the INHL
>runs.  All it takes is a little bit of time and a few ideas.  If you
>can't provide those now, then don't complain if the INHL doesn't fit
>your idea of what the INHL should be.  You have you chance; take it
>or leave it.

Hmmm...
I don't mind too much about how INL is run.  If INHL was run
similarly, that would be fine.  But why in such a rush?  Do we plan to
make INL a fall event and INHL a spring event?  This way, there would
absolutely be no conflicts for people who want to do both.  Hard core
gamers may want to do both anyway, but I know that I would be pressed
for time.

Anyway, ideas:
	I like the 3 period set up, 20 minutes each.  Keep it.
	Need an overtime feature for ties.
	So far the only useful stats appear to be goals scored and
	assists.  How about keep track of goals blocked,
	interceptions, etc...?

I'll have more later...
-- 
James C. Hu (jxh@math.ksu.edu), 1804 Denholm Dr., Manhattan, KS 66502
I speak for me, the whole me, and nothing but for me.  So help me me.
Newsgroups: rec.games.netrek
From: rob@psy.vu.nl (Rob van Leeuwen)
Subject: ENL game: Masters of the UNIXverse vs. Dutch Treat
Organization: VU Amsterdam - dienst CCA
Date: Thu, 12 Nov 1992 20:21:24 GMT

Well what can I say...
Dutch Treat got slaughtered this afternoon by a clueful team of
Italians.  The game was played on ghost, the Italian ENL server, but
lag seemed to be unbearable for both of the teams. So we all moved to
the Swiss server, iacrs2.  A massive genocide was the result, in half
an hour.  For any strategical reasons why and how this happened, consult
the captain of the Italians, because he did seem to have a clue.

Rob

Ps: congrats Masters.
--
Rob van Leeuwen (rob@psy.vu.nl)
Department of Psychology, Vrije Universiteit, Amsterdam, the Netherlands
Newsgroups: rec.games.netrek
From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: Re: new no-profanity rule at rwd4
Keywords: surprise
Organization: FSU nuclear physics
Date: Mon, 9 Nov 92 14:43:20 GMT

In article <josh.721085333@mowgli> josh@cqs.washington.edu (Josh Hayes) writes:

>Gosh, kids, there's a new no-profanity rule at rwd4. I admit,
>it's right there on the MOTD screen, where it helpfully refers
>you to "the student handbook". Gosh, I think I'll write to
>CMU and order one so I'll know what the FUCK you're talking
>about.
>
>So I'm playing along, got four kills, scum a planet, I get
>ogged because I'm experimenting with a new keymap. In the
>heat of the moment I say:
>
>Rd-->ALL  FUCKING keymap.
>
>and poof! I'm ejected. No warnings. No nothing. Just gone.
>If I were the paranoid type, I'd say some weenie on the opposing
>team was looking for an excuse to bump off an opposing clue.
>As it is, I suppose some weenie on one of the teams was just
>being a weenie.
>

Waah.  Some day, when you outgrow the  "I'm not at home any more, Mommy can'
t wash my mouth out with soap" sub-adult phase you'll realize that obscenity
doesn't impress anyone and just makes you look like a weenie.  It actually
offends some people, why should your right to be a jerk override their
right not to have to listen to you?  If you don't like it don't play there.
You are not hurting the server god by playing elsewhere.  Of course, I see
the anti-obscenity bit showing up on various servers.

After six years in the USN I've lost respect for people that use obscenity
as a crutch.  Try seeing what you can do by thinking (oh no, that "T" word)
and coming up with something creative.  It will have much more affect than
the normal repeated strings of "Fuck this, Fuck that."  Ooh, I'm impressed 
he knows an adjective.

Sherlock

Roger
books@fsunuc.physics.fsu.edu

>Josh Hayes, Quantitative Sciences HR-20 U of Washington
>josh@mowgli.cqs.washington.edu             206 543-5004
>      We got a kinder, gentler, machine gun hand.
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Sat,  7 Nov 1992 14:26:50 -0500 
From: "Timothy L. Nali" <tn0s+@andrew.cmu.edu>
Subject: Re: NETREK BANNED !

Excerpts from netnews.rec.games.netrek: 7-Nov-92 Re: NETREK BANNED ! by
Nanci Ann Miller@andrew. 
>A long time ago when netrek was just bronco and sequent, bronco frequently
>had a Q of 19 so there wasn't much people could do if they didn't want to
>play at sequent.  So someone here modified the server and client so that it
>was sort of a moving server.  When someone ran the program, it would look
>to see if there was a server running somewhere and if not, it would start
>one on your machine and then connect you to it.  If so, it would
>automatically connect you to the host that had it running.  We would often
>have a high wait Q on this one too.  The database was kept in the account
>of the guy who wrote it (although, most people played there as guest I
>think).  Anyway, if you can figure out how to do this, or find someone who
>can (the guy who wrote that isn't around anymore (at least I don't think
>so) and I'm sure he threw the thing out ages ago anyway) it might be a good
>way to have a non-permanent set up for people there to play.  I might warn
>you tho that if you don't have a very fast machine that it might be kinda
>laggy...

Nancy, are you talking about the mobile server I set up a while back
(does ~tn0s/public/netrek ring a bell).  If I had known it was used this
much, I would never have thrown it out (When I set this up, I knew very
little about the logging the server does).  

Anyway, the system worked like this:  The server and all the files are
kept in the server-god's account.  The server code was modified to make
it mobile and runable by others.  The "client" nancy mentioned was just
a shell script that started up the normal client (~games/bin/netrek)
with the correct host address and port.  If nobody was running the
server, then the script started one up on the user's machine, connected
the client to it, and recorded the location of the server in a file.  If
a server was up, the script read in host address from the file and
connected the client.  With the way the scripts worked, only one server
could run at a time, and everyone would be connected to that server,
whereever it was.

I did toss it all out, but it's easy to do.  All I did was add 6 lines
to the server code and write scripts to start-up the server, find the
server address, connect clients to it, and do a clean shutdown of the
server.  

If anyone's interested, e-mail me and I'll send you all the gory details.  


_____________________________________________________________________________
 
 Tim Nali            \  "We are the music makers, and we are the dreamers of
 tn0s@andrew.cmu.edu  \   the dreams" -Willy Wonka and the Chocolate Factory


Newsgroups: rec.games.netrek
From: exodus@IASTATE.EDU
Subject: Re: sunscreamer's How to be a Scoutbomber, part 2
Reply-To: exodus@IASTATE.EDU
Organization: Iowa State University
Date: Thu, 5 Nov 1992 13:07:46 GMT


suncreamer writes:
Exodus		PS,KS,RS,F-,T,A good physical talents, low clue





Poor dogfighting skills? I suggest you check your list for
errors.......despite the lack of importance, this skill
happens to be my best.......Perhaps the dogfight server
thing will enlighten you........

BTW, I can't believe you wasted your time like that.
Especially when so many of your estimations are so far
off...........


				Exodus
 
Newsgroups: rec.games.netrek
From: gdearing@magnus.acs.ohio-state.edu (Gregory D Dearing)
Subject: Re: official NBR proposal
Organization: The Ohio State University
Date: Sun, 8 Nov 1992 18:14:28 GMT

In article <cez6C_O00VpJAGOrZt@andrew.cmu.edu> jb8n+@andrew.cmu.edu (Joseph E. Beck) writes:
>
>>        This does the following:
>>Enemy planets AND enemy ships in normal 6x10
>>Independent planets, teammates ships, and peaceful enemys in italics
>>Owned planets and your own ship in bold
>>
>>
>>   DarkHorse

>Thanks this helps some.  But...well, italics is a *very* annoying
>font, and I'd like to have as little possible in italics (read, only
>independant planets).  I don't want peaceful ships to be displayed in
>italics, it sucks as a font, but is good for grabbing attention (why
>I'd like ind. planets to be displayed that way).  Thus I think my
>proposal is still relevant.

If you don't like your italic font (I didn't), try the underlined 6x10
font stored at jch's archive.  It's easy to see, easy to read and doesn't
screw with the size of your display.  If I remember correctly, it includes
directions on setup also.

>	joe
>	Go Bagels-- Over time winners over 12 AM:NG

-- 
Greg Dearing
Email: Dearing.2@osu.edu
Organization: Junior, Modern Languages, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Thu,  5 Nov 1992 21:25:29 -0500 
From: Jason Sung Park <jp4f+@andrew.cmu.edu>
Subject: Re: Flt. Captain tufu? I don't think so.

The reason tufu has the stats that he does is that tufu was destroyed
over the summer.  Terence wrote me a letter asking me for the stats so
he could create a new one.  tufu made fleet captain on 4x DI and should
have over 230 hours of tmode time, over 5000 kills and killed and close
to 1000 planets taken.  Although the number of hours, the number of
planets taken, number of kills and the number of times killed are not
really correct, the stats are. I'm really proud of tufu even though the
stats aren't that impressive.  It was my very first character.


tufu (semi-retired)   may return next semester  
grapes (semi-retired)   may return next semester
papaya (semi-retired)   may return next semester
From: hill@norman.VI.RI.CMU.EDU (Robert Hill)
Newsgroups: rec.games.netrek
Subject: Re: sunsreamer's How to be a Scoutbomber, part 2
Date: 6 Nov 92 00:18:57 GMT
Organization: School of Computer Science, Carnegie Mellon

ZZNew Guy writes
> Excerpts from netnews.rec.games.netrek: 5-Nov-92 sunscreamer's How to be
> a S.. Prime f. H. Bagels@ccwf. (5973)
> 
> > ZZNew Guy	PS,F+,D,O	reveals intentions by refitting; avoid
> 
> 	A good critsism.  I need to work on that.  I'd rate myself as "A".  
> Rob would call me "T".
> 
> Warsong PS O D F+ L A T  	Why are you scoutbombing alone?
> 
> ZZnew guy

I certainly would.  You are hardly a raw ogger as well.  PS is true, F+ is  
true.  D is true.  I think you are definitely A...usually overly so.

Warsong is no ogger.  I'd definitely add RS (runner scum) to his list.  

I agree with the rest.

Rob
aka Spaceace!
From: markiel@sherman.pas.rochester.edu (Andrew Markiel)
Newsgroups: rec.games.netrek
Subject: Re: Dogfight division championship results
Date: 12 Nov 92 04:46:06 GMT
Reply-To: markiel@callisto.pas.rochester.edu
Organization: University of Rochester

In article <f7sV03ETb9LZ00@amdahl.uts.amdahl.com> fadden@uts.amdahl.com (Andy McFadden) writes:
>
>How's the east coast connection to the new server at CSU Chico (guzzler)?
>-- 
>fadden@uts.amdahl.com (Andy McFadden)
>[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]

Well, let's go to the numbers: (1000 byte packets)

----132.241.1.117 PING Statistics---- (guzzler)
100 packets transmitted, 89 packets received, 11% packet loss
round-trip (ms)  min/avg/max = 427/533/903

Hrm. Let's try bronco.

----128.2.210.65 PING Statistics----
100 packets transmitted, 86 packets received, 14% packet loss
round-trip (ms)  min/avg/max = 300/402/557


Hmmmmmmm. Time to get out that traceroute.......

traceroute to 132.241.1.117 (132.241.1.117), 30 hops max, 40 byte packets
 1  pas-bbgw (128.151.144.4)  3 ms  3 ms  3 ms
 2  nyser-gw.cc.rochester.edu (128.151.128.1)  5 ms  7 ms  5 ms
 3  roch.uor.site.psi.net (38.145.111.1)  9 ms  10 ms  9 ms
 4  roch_C.lan.roch.pop.psi.net (38.145.212.1)  12 ms  12 ms  12 ms
 5  38.1.10.1 (38.1.10.1)  15 ms  16 ms  18 ms
 6  38.1.2.4 (38.1.2.4)  142 ms  170 ms  173 ms
 7  38.1.2.5 (38.1.2.5)  237 ms  180 ms  227 ms
 8  * ENSS.TN.CORNELL.EDU (192.35.82.101)  226 ms  287 ms
 9  t3-1.cnss49.t3.nsf.net (140.222.49.2)  230 ms *  199 ms
    .
    .
    .

ah. Now I see the problem. They secretly switched my network connection
with Folger's crystals! Those wacky guys.

Well, I'm not sure about guzzler, but I know who won't be playing netrek
tonight (or, maybe it's time to challenge danny on a west coast server :-)

-Grey Elf

P.S. You know, I start to wonder when some foreign countries have better
network connections to bronco than I do.....
Newsgroups: rec.games.netrek
From: mccoy@ils.nwu.edu (Jim Mccoy)
Subject: Re: more exodus bashing; also call for scrimmages
Reply-To: mccoy@ils.nwu.edu
Organization: The Institute for the Learning Sciences
Distribution: na
Date: Fri, 6 Nov 1992 06:54:33 GMT

In article <4aFi03Uqb8H500@amdahl.uts.amdahl.com>, fadden@uts.amdahl.com (Andy McFadden) writes:
> In article <1dbagpINNonv@usenet.INS.CWRU.Edu> mcn@b62103.student.cwru.edu writes:
> >In article <Bx8q99.L71@news.iastate.edu> wyvern@iastate.edu (Nuno Bettencourt)  
> >> Remind yourself that is was an ISU alumnus (Vincent Atanasoff) that
> >>was the father of the modern computer you are sitting at now. 
> >
> >  Now wait a minute. I'm not extremely well versed on my computer
> > history, but at the very least I've never heard of this guy.
> 
> Many of you may have seen the PBS series, "The Dream Machine", which
> examined the birth of the "modern computer" from its very beginnings.  I
> have the book, so I looked the guy up in the index.
> 
> He wasn't there.
> 
> Guess he must've made a real big contribution, huh?

Hmmm.....

I really hate to rain on your parade Andy, but the ISU posters are correct.
The worlds first digital computer was called "ABC" (Atanasoff-Berry
Computer) and was developed by the aforementioned Mr. Atanasoff and Mr.
Berry.  This information is lacking from most history books regarding the
subject because Eniac got the glory at the time and has since been
incorrectly enshired in the minds of the public.  There was in fact a court
case, settled around 1989 or so if I remember correctly, that ruled in favor
of Atanasoff's claim that his digital computer was first.  It did not look
pretty, but it was the first _digital_ computer.

You might want to check the publication date of your book and perhaps find
something published more recently, or by people who know a little bit more
about the subject.  Since I am sure this is going to draw a ton of messages
from comp-sci weenies who believe those little paragraphs in the first page
or two of thier operating systems textbook, I will head off and dig up some
references if people are interested....

Other than that, I know of very few redeeming features of the Ames, Ia.
area (but then I was always a Hawkeye fan while growing up in Iowa....)

jim
-- 
Jim McCoy          |  PGP 2.0 Key md5 hash:
j-mccoy@nwu.edu    |  61323c49024cb089337c78a05aafe8c6
mccoy@ils.nwu.edu  |  finger mccoy@ils.nwu.edu for public key
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: more exodus bashing; also call for scrimmages
Summary: hit 'n' now
Date: 6 Nov 92 01:13:00 GMT
Followup-To: alt.flame,misc.test
Distribution: na
Organization: Amdahl Corporation, Sunnyvale CA

In article <palane.720988234@pv7412.vincent.iastate.edu> palane@iastate.edu (Paul A. Lane) writes:
>Then don't attack like an idiot. Ask questions and you might learn something.
[...]

>            Unfortunately, some people like yourself seem to believe that to
>justify their own choices, they have to attack others.

Glad you're above it.

>Paul Lane


I've seen very little of iastate while playing, but I have roughly zero
respect for them.  I don't care if they can fly circles around me, I just
haven't seen anybody deserving an ounce of respect other than solaris and
explorer (and you don't see much of them any more).

The iastate team is being attacked because, as far as I can tell, nobody likes
them.  If you want to make lots of angry, defensive posts, that's just fine,
but don't expect us to say, "gee, he really defended himself well, I guess
he's an okay guy."  Or, "wow, some graduate we've never heard of was the
father of something unrelated to the work done on the computers we're using,
so it must be a great institution today."

You may (where "you" == iastate folks):
(a) continue to counter-flame, double space, and stay utterly on the defensive,
(b) go on the offsensive and actively try to convince those who merely dislike
    you that you should be despised, or
(c) stick to the facts and do something to convince us that iastate isn't the
    nation's most expensive high school.


Look.  I nudge Justin[*], Justin flames me.  If you realize that "Justin" is
just a reorganization of the pixels in "8-] 8-]", you can sit back and laugh
at it instead of going ballistic.

Same deal with sunscreamer's posts.  I wish he'd flame ME just so I could
have something to laugh at (please? please?).  Counter-flaming a post which
is intended to be humorous doesn't elevate you.

If you don't care, fine, don't.  Some people just weren't meant to take a
hint.


[*] ObJustin

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
From: markiel@sherman.pas.rochester.edu (Andrew Markiel)
Newsgroups: rec.games.netrek
Subject: Re: New Server: ww2.cs.ucla.edu
Date: 7 Nov 92 23:59:29 GMT
Organization: University of Rochester

In article <srt.721094695@sun-marino> srt@aero.org (Scott R. Turner) writes:
>Well, at least my posting elicited some interesting comments.
>
>
>Second, some good points were made concerning planet scumming being a
>problem if people with 0 kills could carry.  To a certain extent I buy
>that, to a certain extent I don't.  If anyone can carry, a good Netrek
>team has to play more defense.  In vanilla netrek, there's very little
>defense beyond chasing a bomber when you happen to die and reappear
>near one.  And ogging.  But very little planetary defense until you
>get down to LPS.  Most every game is played with both teams bombed
>flat, until one team gains a big planet advantage and the other team
>goes into LPS mode.  If anyone can take, there's an increased need for
>defense.  You can't let people waltz up to your planets, and you must
>keep the other team bombed.

I think there is little defense because there is such a large area to defend.
For example, if one team decides to defend it's front with 4 ships on each side
of the front, the other team can attack with 8 on either one, winning with
numerical superiority. Since you generally don't know where the attack is going
to land, it's very difficult to defend all of them. Most of the defense in
vanilla netrek consists of making sure that there are no enemies capable of
attacking your planets: point defense is generally a lose, with one notable
exception: at LPS, where you know in advance where the attack is coming. This
is (in part) why LPS is so much more difficult, even when the LPS is not at
the home planet.
>That being said, perhaps it would work better if ships other than ASes
>could only carry one army per.  Or perhaps two.  (Comments aside,
>scout scummers don't seem to be a huge problem in the games I play
>in.)  The idea is to require more coordination for offense and more
>defense.  The exact numbers might need adjustment.
>
Scout scummers not a problem? They seem pretty nasty to me. Probably we're just
thinking of different styles of play. I think the 2 army scout carrier is very
tough, simply because he can strike anywhere in your space.

Of course the numbers would need adjustment, but that's not a problem, you
fix that with playtesting. The question is whether the basic ideas work, or
if there's something important that's been forgotten. Since I'm a theorist, I
do thought experiments :-)
>Third, maybe these are FOCS (I wouldn't know; I haven't seen that
>posted in a long time).  So why doesn't someone implement them so we
>can try them out?  It's all very well and good to say "this is bad
>because X will happen" but its all conjecture until we actually try it
>out.  Worse comes to worse the server turns out to be a joke and is
>set back to vanilla after two weeks.
>
>So who's going to be adventuresome?
>
>						-- Scott T.

Exactly. Try it out, and see what happens. The key, of course, is time, which
we seem to have so little of :-)

-Grey Elf
Newsgroups: rec.games.netrek