HDTenEightyP/NetNews huggingface dataset:
From: echeverr@scf.usc.edu (Evil Geniuses For a Better Tomorrow)
Newsgroups: rec.games.netrek
Subject: Re: Austrailia
Date: 11 Oct 1992 22:57:05 -0700
Organization: Illuminus Cartel
NNTP-Posting-Host: girtab.usc.edu

In article <YepvPDC00VoxM3l2MB@andrew.cmu.edu> "Timothy C. Worsley" <tw1r+@andrew.cmu.edu> writes:
>	There was some talk of an Austrailia vs France game on a US server. 
>Danny says that a number of players didn't want to play because of the
>lag.  Don't give in to lagphobia.  Play! Play! Play!  International
>games have so much to offer.
>Or maybe I'm a hopeless optimist.

No, you are a sportsman and i applaud you.  Personally, if i had i choice,
i wouldn't play at Oz (i've played in Europe tho, with 'good' lag/packetloss)
but if it were a challenge or something of the sort, sure :-)

Also, i'd like to publicly praise Danny (yeah yeah me the brownnoser)... he's
playing with at least 500ms and he cleans up on some servers, he bombs, he
takes, he even oggs occasionally.  Hopefully he can come to America one of
these days and play w/us with 'normal' lag.

5150
wait, i'm from usc, i don't know what '"normal" lag' is
Newsgroups: rec.games.netrek
From: suzka@hardy.u.washington.edu (Suzanne Soroczak)
Subject: What happened to the ENPN poll?
Organization: University of Washington, Seattle
Date: Tue, 13 Oct 1992 20:52:50 GMT

I was very excited about our win and have been waiting anxious for the
Coach's poll to be posted.

What happened?  Did we confuse the ranking?

Suzka 

Wolverines!

Newsgroups: rec.games.netrek
From: isae@IASTATE.EDU (ISU Boy !!!!!)
Subject: Re: The real killer.
Reply-To: isae@IASTATE.EDU (ISU Boy !!!!!)
Organization: Iowa State University
Date: Thu, 15 Oct 1992 21:11:53 GMT

In article <books.33.0@fsunuc.physics.fsu.edu>, books@fsunuc.physics.fsu.edu
(Roger Books) writes:

> what happens when:
> case2:  R2 and F2 are next to each other, F1 fires torps to R2, R2 blows up,
> 	R2's explosion kills F2.  Who get the kill for F2?

  F1 gets the kill. So, in general if you get blown up by ship explosions,
  the kill goes to the guy who killed the ship that blew up on you.
  There is an exception for mutuals. Mutuals work as before.

-Rony
 isae@IASTATE.EDU
From: oneill@cs.ulowell.edu (Brian 'Doc' O'Neill)
Subject: bigmax server shutting down...being replaced
Organization: University of Massachusetts at Lowell Computer Science
Date: Thu, 15 Oct 1992 15:17:12 GMT

Due to DEC deciding to pull out my field test system, bigmax will be forced
to shut down. It will however be transferred in its entirety to
romulus.ulowell.edu (129.63.17.1) (and the name existed before netrek around
here...it is just coincidence...). Stats will be preserved as best as it
can.

It will function as a non-borg server at all times.

It may be relocated again at a later time depending on network impact.

=======================================================================
Brian O'Neill - Systems Manager, Computer Science 	 (508) 934-3645
University of Massachusetts at Lowell
Internet: oneill@ulowell.edu		Moderator, comp.binaries.ibm.pc
From: sfd@soda.berkeley.edu (Scott Drellishak)
Newsgroups: rec.games.netrek
Subject: Re: Hell Peacock
Date: 8 Oct 1992 21:37:27 GMT
Organization: Metaphor Computer Systems
NNTP-Posting-Host: soda.berkeley.edu

In article <Eep4Rwu00awHAavEp9@andrew.cmu.edu> "Timothy C. Worsley" <tw1r+@andrew.cmu.edu> writes:
)	I've sort of ragged on Hell Peacock for some time, and I'd like to
)appologize.  I suggested that he was normally arrogant, and to this date
)can only think of one time that he really annoyed me this way.  I also
)had the chance, last night, to see him in action on a good day, and he
)seemed to be quite clewed in and skilled.  He was very quick at picking
)up who he needed to Ogg, and seemed to be good at Ogging when he got
)there.  I'm starting to see why he is continually picked for the Golden
)Bears.
)	My appologies.
)
)ZZnew guy

This article sums up everything I've ever criticized CMU for.  Namely,
the idea that ogging (captialized, even) is equivalent to "clew", and
ignorance about our netrek heritage.  Hell Peacock has been around so
long that you approval is meaningless.

Tremble in fear.
-- 
/--------------------------------------------------------------------------\
| Scott Drellishak   sfd@neuromancer.metaphor.com                          |
|                "Spumco ... the Danes call it quality."                   |
\--------------------------------------------------------------------------/
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: INL Strategy: Is Ori and Kli playable?
Date: 8 Oct 92 21:01:52 GMT
Organization: Amdahl Corporation, Sunnyvale CA

In article <1atuo9INNodq@agate.berkeley.edu> tom@soda.berkeley.edu (Tom Holub) writes:
>I think planet setups are way overrated; AGRI placement and the 
>position of MIR do not determine the outcome of even a close game,
>in my experience.

Minor change of subject:

PLEASE PLEASE PLEASE GET RID OF HOME WORLD AGRIS.  I hate them.  They should
be shot.

Now back to your regular flamefests.

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
From: regius@cs.utexas.edu (Regius S. Gunawan)
Newsgroups: rec.games.netrek
Subject: Some proposal
Date: 11 Oct 1992 01:08:49 -0500
Organization: CS Dept, University of Texas at Austin
NNTP-Posting-Host: grit.cs.utexas.edu
Summary: sunscreamer have some proposal

Still posting for sunscreamer:

==begin real post
I still don't have posting access, but one day soon.

1)  This is an official Call for Discussion concerning equalizing army
pops during a game somehow.  When 12AM Classic played one of their
games over the summer, the server bestowed over 40 extra armies on
our opponents.  In our recent loss to Lagg U -- not to take anything
away from their achievement -- the sheer mass of their armies (as yet
undetermined; we're waiting on the official stats) was more punishing
than any agri setup.

There clearly has to be some sort of algorithmic way of assigning
popped armies that makes an attempt at equality.  I have one in mind,
but I want to know what other people think first.

2)  This is also an official Call for Discussion concerning ghostbusts
and pauses.  Since I think it's pretty much understood that there should
be a pause whenever a team gets majorly ghostbusted, and since major
ghostbusts can involve a Captain, I suggest that a team that has more
than 2 ghostbusts in any 15 second period automatically be considered
as requesting a pause.  I also think a message should be sent to the
ALL board whenever the server suspects that someone has been ghosted.

3)  This is also a note re: archmage's post on the closeness of the
game.  Midway through the game, we had our nine back and had knocked
at least one of your front line planets to independence.  The game
did seesaw around our front line for the most part, but don't kid
yourself. :)

F
==end real post

^_^ no clue ^_^ - just posting -
ps. I suggest anyone who want to reply to this also send his/her
    reply to Felix by mail
Organization: Robotics Institute, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Sun, 11 Oct 1992 01:32:52 -0400 
From: "Jon C. R. Bennett" <jb7m+@andrew.cmu.edu>
Subject: Re: LaggU beat HB (snif)
	<IepuNEG00VoxE3l0YW@andrew.cmu.edu>
Distribution: world

"Timothy C. Worsley" <tw1r+@andrew.cmu.edu> writes:
>         CrackPot deserves the creadit for the Destroyer Bomb Re-entry Scum
> Opening.  He originally designed it using SC, and I suggested that AA
> try it using DDs instead.  No offense to Red Shirt, who has done plenty
> of other cool things.

not to be too much of an egotist, but it was my idea........

jon
From: sjsmith@cs.umd.edu (Stephen Joseph Smith)
Newsgroups: rec.games.netrek
Subject: Re: LaggU beat HB (snif)   <-- Another Evil Stiletto plot!
Date: 11 Oct 92 00:56:14 GMT
Organization: Dept. of Computer Science, University of Maryland at College Park

regius@cs.utexas.edu (Regius S. Gunawan) writes:
>P-chan?  (Azusa should be busy trying to get 'charlotte' then, and
>hence do nothing useful ;)
>...
>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 :)

"The light is bright and glares on white walls
  Over the sounds of Charlotte Sometimes..."

lurch? lurch? is that you, lurch?

- Gamera

P. S.  I guess I didn't get it. :^)

Newsgroups: rec.games.netrek
From: isae@IASTATE.EDU (ISU Boy !!!!!)
Subject: Re: ANNOUNCING Doorstop new hours
Reply-To: isae@IASTATE.EDU (ISU Boy !!!!!)
Organization: Iowa State University
Date: Mon, 12 Oct 1992 03:21:32 GMT

In article <1992Oct11.192203.7681@wixer.cactus.org>, rhodesia@wixer.cactus.org
(Felix S. Gallo) writes:
> isae@IASTATE.EDU (ISU Boy !!!!!) writes:
> > [ deleted ]
> >-Rony
> > p.s. If you find doorstop is closed, it likely means it's being used for
> >      INL game(s). :)
> 
> Coming as this does after an article in which you state that you made
> modifications to doorstop to allow SBs 9 updates per second, I sure
> hope you aren't running the same server for INL games.

  No, Doorstop has both the regular server and INL server 3.0 which are
  different. I didn't change anything to the INL server. 
  What I meant was if you find the regular server is closed (port 2592)
  that likely means the INL server is running for game(s). I have to close
  the other server to ease the lag. :)

> -- 
> ----------------------------------------------------------------------------
> Felix Sebastian Gallo                              rhodesia@wixer.cactus.org
> ----------------------------------------------------------------------------

-Rony
 isae@IASTATE.EDU
Newsgroups: rec.games.netrek
From: rjones@dsd.es.com (Ray Jones - Perp)
Subject: Re: Mouse Acceleration/Threshold
Reply-To: rjones@dsd.es.com
Organization: Evans & Sutherland Computer Corp.
Date: Fri, 9 Oct 92 22:23:03 GMT

In article <1992Oct9.184045.27746@primerd.prime.com>, jasonp@scat4.prime.com (Jason Pascucci) writes:
>Hi, Yall...
>
>To provoke a discussion reminescent of the keymaps issue:
>How about the mice? What do you set your mouse acceleration and 
>threshhold to while playing?

accel of 5, threshold of 2.  But I use this *all* the time...

And I don't really play anymore.  Just post.

I really don't know why I'm here.

Sigh.

-- 
                                          rjones@dsd.es.com
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Wed, 14 Oct 1992 16:06:51 -0400 
From: Nanci Ann Miller <nm0w+@andrew.cmu.edu>
Subject: Re: Plasma Tactic
	<1992Oct13.183853.15216@cs.brown.edu>

esj@cs.brown.edu (Eugene Santos Jr.) writes:
> >
> >>shyeah, right. you invented it. Guess you never ran into the
> >>WALL
> >
> >>OF
> >
> >>PLASMA
> >
> >>And I doubt that WE even invented it.
> >
> >>--Count SMACKula
> >
> >Nope.  Never ran into it, never seen it, never even HEARD of it.
> >
> [...]
> 
> Just my $.02 worth. Back in the days of foghorn and GAs (at least 2 years ago),
> I used to fly "formation" with 1 or more other GAs. We'd time it so we'd
> fire these tracking plasmas. Guess what! Boom!
> 

Even before Netrek went anywhere else besides CMU and Berkeley, there was a
server here at CMU that was in a sort of chaos mode where DDs (but no other
ship) had unlimited, fast, tracking plasma that cost no fuel to shoot (?).
We used to get into a pile of ships and shoot a lump of plasma at any poor
fool that tried to get anywhere near us.  And then we'd have all of those
people there to phaser anything that came in.  Of course, on the rare
occaision when everyone missed, the explosion was something to see.... :-)

Nanci

Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Thu, 15 Oct 1992 15:20:50 -0400 
From: Court Demas <court+@CMU.EDU>
Subject: Re: The Fine Art of 1 Update Netrek

Excerpts from netnews.rec.games.netrek: 13-Oct-92 The Fine Art of 1
Update Ne.. Felix S. Gallo@wixer.cac (2675)


> As a couple of people saw on bronco tonight, I've finally found
> a nice color terminal upon which to play netrek.  It's my 386/25,
> in my bedroom.

> I've got Linux .98 (a free Unix clone), KA9Q 7.0 (a free user-space
> SLIP program), SLIP access, Xfree86 (a free X11R5 port for 80x86
> Unix clones), and, ahem, a Sun3 account in Illinois which can run the
> netrek binary with the display set to my machine in Texas.  Ping
> times are around 450 ms roundtrip for 100 byte packets.  Not bad
> for a twelve-hop route including two compression/decompression
> cycles and a trip through X11.

You should definitely look into getting a real client - and somebody has
ported one over to linux (a nice one - blessed with t/p display, real
windows, etc, etc - tell me if you want the ftp site).

> My secondary question: what are the best parameters for the various
> packet sizes under SLIP if one is to play netrek? 

It's called 'ethernet' :-).  Seriously though, try getting the
kernel-based tcpip stuff.  It should be much faster.

> It's cool to play netrek at 1 update per second.  It's cool to play
> netrek at home, naked, on your 386.  Real men do it.  Do it.  You'll
> love it.  Do it.  Trak trak trak.

It's 3am and I can't sleep.  What do I do?  Jump off my bunk, turn on
the 486, and netrek -h to sturgeon.  After humiliating 'admiral' Cookie
Monster for 23 consecutive oggs, I fall fast asleep.  ahhhh...

> grand double admiral sunscreamer
> minister of lag, hell's bagels
> ----------------------------------------------------------------------------
> Felix Sebastian Gallo                              rhodesia@wixer.cactus.org
--------------------------------------------------------------------------

-psycho feta

JOE is GOD!!!
SIDE SALAD!!!
From: gdearing@magnus.acs.ohio-state.edu (Gregory D Dearing)
Newsgroups: rec.games.netrek
Subject: Re: Netrek in an arcade?
Date: 8 Oct 92 15:22:06 GMT
Organization: The Ohio State University

In article <91993@netnews.upenn.edu> paulsen@eniac.seas.upenn.edu (FreeKill) writes:
>I was wondering...
>
>If the technology was there to have netrek in an arcade as it exists now,
>what changes would have to be made to handle the amount of time played.
>

Everyone's talking about whether or not people would be willing to ogg, 
sc bomb, etc... since they would die and shorten their playing time.

I don't think it would ever get to that point.  It would take way too
long and be way too expensive to play long enough to get any sort of
clue.

If the game was released in it's current form,  you would end up with
16 newbies running around trying to remember how to fire phasers, not
a coordinated group trying to take planets.  They would soon come to
the conclusion that it's an interesting concept, but not worth the
money.

Although it would be lots of fun to get in and cause some havoc ;), 
Netrek has no arcade future.

-Commodore "A scout in your tractor is worth 2 in the bush" Porkchop
-- 
Greg Dearing
Dearing.2@osu.edu
Newsgroups: rec.games.netrek
From: jsin@oahu.cs.ucla.edu (Jonghoon Sin)
Subject: Re: RSA Stuff
Organization: UCLA, Computer Science Department
Date: Fri, 16 Oct 92 01:33:09 GMT

In article <1bl0dsINN98b@usenet.INS.CWRU.Edu> mcn@b62103.student.cwru.edu writes:
>The server/client compiled just fine. Whether they work or not, I don't know  
>yet (I couldn't generate a key for them). Genkeys doesn't work on any of the  
>systems listed above (which is prolly just about every machine that'd want to  
>run it anyway).

Well, just to provide counter example:  it compiled and worked fine on
my Sun4.  I compiled it on IPC running SunOS 4.1.1, using native C
compiler.  I was able to generate the keys, compiled and set up the server,
compiled a client, and then used it to play on the server.  I even compiled
a client on my IBM RT running AOS 4.3 with its MetaWare High C compiler.

I have not tried the GNU MP library yet.  I suspect I'll need it for other
architectures I plan to compile it on - thanks for the warning.

>Other comments:
>1) It's a pretty good idea, but what happens if you want to invalidate a key?  
>You have the .reserved file which is essentially nonsense binary. If, for  
>example, I want to remove the sun4 key, how would I do that? 

What I plan to do is save a copy of each public key (as in pubkey.sun4, 
pubkey.sun4.jsin, pubkey.sun4.hadley, pubkey.sun3, pubkey.ibmrt, 
pubkey.dec3100, etc), and rebuild the .reserved file each time I want to 
invalidate a key.

>2) How would I know for example, that Mr. Borg (R2) is using the Sun4 key? I  
>mean, invalidating a key would be great if it gets out, but how do we know  
>which key any given player is using?

Good question.  

>3) Fallback to reserved.c would be pretty nice, at least until it takes off...
>Maybe setting the CONFIRM flag to 0 for nothing, 1 for RSA/reserved.c, 2 for  
>RSA only... That way it could slowly be phased in...

I don't think current RSA server can accept the standard reserved.c w/o
(sizable?) modification to the client/server code. (But then what do I
know :-).

Which brings me to the question: when you try to get in to the server with
the bronco reserved.c client, it doesn't kick you out and says you need a 
blessed client (which does happen if you use a client with invalid key) - 
what happens is that your client will see a bunch of invalid packet types 
and then will not respond to any commands.  Your windows won't update,
etc, so you will end up killing it manually thinking that network connection 
got hosed somewhere, rather than thinking that you need a blessed client.
This should be fixed, methinks.

Also, it seems that the test server darmok.cs.umd.edu does *not* accept the
default (test?) keys.dat shipped with the server source tar file.  Is this
correct?  Mike?

Maybe I'll go compile mp library for the HP9000s, SGI Indigo, and RS6000...
Later...
-- 
John Sin       <jsin@janet.ucla.edu>  ...!uunet,ucbvax)!seas.ucla.edu!jsin
UCLA EE Dept.  53-109 Engineering IV, Los Angeles, CA 90024  (213)206-7983
From: tw1r+@andrew.cmu.edu (Timothy C. Worsley)
Newsgroups: rec.games.netrek
Subject: More dogfighting foo
Date: 14 Oct 92 05:03:56 GMT
Organization: Carnegie Mellon, Pittsburgh, PA


	I keep hearing the same flame-war over and over again, and I jsut want
to see whether people are really arging or just not understanding
eachother.

	Is there anyone who thinks that dogfighting is a useful tactic if not
used to defend a planet?
	Is there anyone who feels that dogfighting is NOT a useful skill for
many different aspects of the game?

ZZnew guy
From: s903609@minyos.xx.rmit.oz.au (ACE)
Newsgroups: rec.games.netrek
Subject: Please Help Me ! BIG REWARD Available !
Date: 8 Oct 92 07:53:11 GMT
Organization: RMIT Computer Centre
NNTP-Posting-Host: minyos.xx.rmit.oz.au

Greetings,
	  I need a compiled executable for a UNIX machine of the LATEST
client program for NetTrek / Xtrek. I have ftped MANY sites and received
many *.tar.Z files which when unTared spit out directories, c files, h files
and many sub-dirs. Compiling this molasses achieves NOTHING. This is most
likely because I have NO idea what I was doing. Please Help. I won't tell
what the BIG reward is, but it will go to the FIRST person who gives me
good enough advice to enable me to log on to a NetTrek server somewhere,
preferably in Australia for the server. BTW I HAVE read the FAQs for this 
group as well. They were of little use to me. Many thanks in advance, and
don't forget the BIG reward !

			       ACE
                   s903609@minyos.xx.rmit.oz.au
	        " How deep is the ocean ? " - Eric
" No Silicon Heaven ? But where would all the calculators go ? " - Kryten
      " Smoke me a kipper, I'll be back for breakfast." - Hero Rimmer
Newsgroups: rec.games.netrek
From: gdearing@magnus.acs.ohio-state.edu (Gregory D Dearing)
Subject: Re: The Great Base Debate
Organization: The Ohio State University
Date: Fri, 9 Oct 1992 00:58:14 GMT

In article <1b2b2uINNhco@agate.berkeley.edu> jjudy@argon.berkeley.edu (Jack W. Judy) writes:
>As far as Berkeley bases go you can check the motd on bigdog.cs.berkele.edu
>(you remember that server don't you? the one that never f^@%ing has t-mode)
>it lists out the top 20 or so players by diferent stats for regualr ships
>and bases.

This can be deceiving.  As someone mentioned earlier, number of kills
*might* be used as a measure of survivability.  It says nothing
,however, of how much a base helps it's team.  Also, it's easy to 
rack up a good ratio against an uncoordinated team.

>-LURI (Jack)

I made the bigdog list as an ensign, the afternoon after an
INL game.  This, if nothing else, shows that ratio doesn't make
a good base.  I got toasted in 2 waves yesterday on bronco.

-Porkchop
-- 
Greg Dearing
Dearing.2@osu.edu
From: beorn@elk.Berkeley.EDU (Beorn Johnson)
Newsgroups: rec.games.netrek
Subject: Re: The real killer.
Date: 15 Oct 1992 22:44:48 GMT
Organization: UC Berkeley
Distribution: world
Reply-To: beorn@berkeley.edu
NNTP-Posting-Host: elk.berkeley.edu

ISU Boy !!!!! (Rony) <isae@IASTATE.EDU> (in <1992Oct15.161153@IASTATE.EDU>):
-  In article <books.33.0@fsunuc.physics.fsu.edu>, books@fsunuc.physics.fsu.edu
-  (Roger Books) writes:
-  
-  > what happens when:
-  > case2:  R2 and F2 are next to each other, F1 fires torps to R2, R2
	blows up,
-  > 	R2's explosion kills F2.  Who get the kill for F2?
-  
-    F1 gets the kill. So, in general if you get blown up by ship explosions,
-    the kill goes to the guy who killed the ship that blew up on you.
-    There is an exception for mutuals. Mutuals work as before.
-  

I think that in this case R2 should get the credit.  He was probably out
of fuel, so he suicides on the enemy (with F1 acting as the "unwitting dupe").
Maybe the message should have "assist by F1".  (F1 should get "minus points"
for causing the death of a teammate.)

The code should check: if the exploding ship kills an enemy ship, then
the expoding ship gets the kill for the enemy.  If the exploding ship
kills a friendly ship, then the guy who caused the _original_ explosion
should get the kill (_original_ means the guy causing the very first explosion
in a chain reaction).  Damage accruded breadth-first -- easier, and gives
credit correctly I think.

This does "mutuals" correctly without a special exception.

I approve highly of the changes.

	Beorn
	(aka Snidly)
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: The neverending thread
Date: 13 Oct 1992 03:14:15 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <92670@netnews.upenn.edu> botelle@eniac.seas.upenn.edu (Justin Botelle) writes:
)
)As I stated earlier, I have been killed with armies:  on the way to take
)a planet (trying to get by defenders), as a starbase (though not with many),
)or picking up off a crucial planet to prevent it being bombed below 4.

Do you do something with armies *other* than try to take a planet?  
This seems liks a coverall excuse.

)Assuming I was playing seriously at the time (always a big assumption if
)clue level is low), then either the situation you described fit one of the
)above scenarios or did not happen.

Oops, guess not, *here's* your coverall excuse.
 -Mojo
From: sward+@CMU.EDU (David Reeve Sward)
Newsgroups: rec.games.netrek
Subject: FLEE at IC
Date: 11 Oct 92 21:47:33 GMT
Organization: Sophomore, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA

IC beats FLEE 19-1 with the LPS on Earth after an extremely late-starting game.

FLEE!  FLEE!  FLEE!  FLEE!  FLEE!  FLEE!  FLEE!  FLEE!  FLEE!  FLEE!  FLEE!

Spectre, of FLEE!

(and you thought we sucked!  Ok, we do - but only a little :) )
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA