HDTenEightyP/NetNews huggingface dataset:
From: cyberman@exucom.com (Stephen R. Phillips)
Newsgroups: rec.games.hack
Subject: Re: Nethack Plus Plus
Date: 3 Jan 93 23:54:50 GMT
Organization: ExuCom Multimedia Inc.
X-Newsreader: TIN [version 1.1 PL8]

Yuval Oren (tchnd-au@garnet.berkeley.edu) wrote:
: Many people have been complaining about NH++, so let me tell you my plans.

	Personally they should have sent you a thank you note with a
suggestion. :)

: Just to make it easier to distinguish the new stuff, it will now be
: called:

: Nethack Minus Minus 

: There. That should please all those C++ lovers. You'll have to
: remeber, though, that NH-- is actually the version *after* NH++, not
: vice versa.

	I can only say THANK YOU!  I want to port NH to C++ and I
can't name it NH++ if there is another program calling itself that.
Anyhow since no one here has expressed intrest in assisting me in the
port.  The time it will take to port will be sufficient for NH++ to
fade into NH-- and then a more aptly named NHpp can sprout.  (for a
programer it will be more aptly named at least)

Cyberman
-- 
This is my sig file!
Read rec.games.programer!
Newsgroups: rec.games.hack
From: ggawboy@magnus.acs.ohio-state.edu (Galen F Gawboy)
Subject: Re: Help!  Stuck in Hell
Organization: The Ohio State University
Date: Fri, 8 Jan 1993 23:28:53 GMT

In article <1993Jan8.203118.23426@dcdwest.uucp> huang@dcdwest.uucp (William Huang) writes:

>I'm at Dlvl:33 and the message says I've arrived at the center of the
>earth, which is where hell is.  Problem is, I don't see a stairway down.
>
 There are no stairways down in hell.

>
>If hell is just below, is this level purgatory?

 No this is the castle.

>
>I still don't have the amulet of Yondor.
>
  Too bad.

>I give up!  What am I supposed to do now?  Of course, what I really should
>do is quit this and get back to work.  But I'd appreciate a hint as to what's
>going on.
>
  You are supposed to go way way down into hell. Standard spoiler follows.


  If you have teleport control, try quaffing a potion of booze or confusion
and reading a scroll of teleportion.
>
>
>Bill Huang
>dcdwest!huang@ucsd.edu

-regards

Galen
Newsgroups: rec.games.hack
From: dmd39855@uxa.cso.uiuc.edu (Daniel DuBois)
Subject: Re: Stuck in Hell Thread
Organization: University of Illinois at Urbana
Date: Mon, 11 Jan 1993 02:33:19 GMT


I have grep on my PC, ftp'able from wuarchive.

-Dan
From: sander@ankh-morpork.hacktic.nl (Sander Plomp)
Newsgroups: rec.games.hack
Subject: Re: NH-- > NH
Date: 5 Jan 93 09:49:16 GMT
Organization: The city of cities! Home of Sander, Karen and Cees

nlu@Xenon.Stanford.EDU (Nelson Lu) writes:

> In article <1993Jan4.140735.11269@wisipc.weizmann.ac.il> fedimit@wisipc.weizm
> >   Do you know that the expression NH-- > NH is always true in C ?
> >The reason is that NH-- returns NH before decrementing, and then
> >NH returns NH after decrementing.
> >   Similarly, NH++ < NH--
> 
> To be picky, I think if NH is so low that NH-- "wraps around" to a positive
> number, NH-- < NH.

It's even worse, C does not specify an evaluation order for
expressions. So it is perfectly legal if a compiler decides first
to evaluate NH and then NH--, thus making NH-- == NH.

In fact, according to the ANSI standard the decrementing of NH
may be postponed until the next sequence point (i.e. ; or , or ||
or && etc.) Thus implementing this as NH < NH; NH-- is legal.

The bottom line is that order of evaluation dependent side
effects will generally evaluate to bullshit. Check comp.lang.c
for details. It's in the FAQ.
From: lginzb@ccat.sas.upenn.edu (Lionel Ginzburg)
Newsgroups: rec.games.hack
Subject: Re: Request for "traps" extension to Spoilers
Keywords: traps, spoilers
Date: 11 Jan 93 02:18:07 GMT

In article <1993Jan11.014525.11318@netcom.com> dahlberg@netcom.com (Carl R. Dahlberg) writes:
>Guess this could be construed as spoilers.

>
>Those were easy.  Does anyone know what the rest of these do?

>	"Your pack shakes violently!"
I think this means that a random item in your pack is cursed.

>	"You suddenly yearn for your distant homeland."
>	"You smell charred flesh."
These two mean nothing.  Just there to throw you off.
>	"You hear a distant howling."
There are lycanthropes on the level, I think.
>	"A shiver runs up and down your spine!"
Another red herring.
>
>Now I was magic-resistant at the time, probably that changes things.
>
>I notice in the Spoilers v7.00 there's no section on traps, and
>it'd be a nice thing to have.
>
You must have an outdated set of spoilers.  Mine have a detailed section
on traps, but I can't access them at the moment.

>-------------------------------------------------------------------------------
>dahlberg@netcom.com
>
>$0.02:	Terminators: dumb idea, no offense.
^^^^^^^^^^^^^^^

I agree.  There are too many monsters in nethack at the moment.  Why add
more-- particularly ones that require particular items to beat.  And I'd
like to get through just one day without a mention of Arnold S....

------------
Lionel Artom-Ginzburg
lginzb@ccat.sas.upenn.edu
Waiting For V. 3.1....


-- 
Lionel Artom-Ginzburg
EMail to: Lionel@BWH.Harvard.edu
or, just autoreply.
From: rji@nyquist.cs.nott.ac.uk (Rob Ingram)
Newsgroups: rec.games.hack
Subject: Re: Hack
Date: 5 Jan 93 12:56:29 GMT
Organization: Communications Research Group

In article <1993Jan5.010744.474@globv1.hacktic.nl>, peter@globv1.hacktic.nl (Peter Busser) writes:
|> dsnoek@terapin.com (Daniel Snoek) writes:
|> 
|> >What's the newest version of Hack?  I remember playing it a few years back, is
|> >it the same ascii game with text graphics?
|> 
|> It's called NetHack++ and yes, it's still the same ASCII game. Although there
|> exists a Hack-Lite for the CBM Amiga. I don't like the graphics version, the
|> monsters are too small and sometimes it's hard to see what they are. The
|> SM-DOS version with coloured characters and extended ASCII graphics is quite
|> nice.
|> 
|> If you played a stoneage (i.e. pre-nethack) hack version, then you'll be
|> surprised by the changes it has undergone.

Sorry to be picky, but I don't believe NH++ is actually an official version
from the developers and so, though it may be an interesting diversion it
should not be called the latest version of nethack.
The latest version is actually Version 3.0j Patchlevel 10. Version 3.1 has
been promised...

				Rob.

-- 
_______________________________________________________________________________
|                       | Rob Ingram                                          |
|  By request.          | University of Nottingham                            |
|  Englands Finest.     | Department of Computer Science                      |
|                       | Nottingham, UK.                                     |
|_______________________|_____________________________________________________|
|                       |      "Women: Can't live with 'em, can't get them    |
|  rji@cs.nott.ac.uk    |       to dress in skimpy leather Nazi outfits"      |
|_______________________|_____________________________________________________|
From: yucao@cco.caltech.edu (Yu Cao, aka Bobbo)
Newsgroups: rec.games.hack
Subject: Re: NH-- home
Date: 10 Jan 1993 00:59:02 GMT
Organization: California Institute of Technology, Pasadena
NNTP-Posting-Host: punisher.caltech.edu

jlb0170@zeus.tamu.edu (Mail directly from the Messiah) writes:

>I'm just curious... why won't the mythical dev-team give up a little disk 
>space for a NH-- subdirectory labeled *not official* or something?

I onced asked Izchak whether it's possible to have NH-- on linc and the
answer was no. Reason is, the Dev Team has to be careful with any disk
space they use on linc, since it does NOT belong to them.

--Yu
-- 
Yu Cao 					yucao@cco.caltech.edu
Caltech 103-33                          
Pasadena, CA 91125
From: peter@globv1.hacktic.nl (Peter Busser)
Newsgroups: rec.games.hack
Subject: Re: Difficulty Level
Date: Tue, 5 Jan 1993 01:14:58 GMT
Organization: Global Village 1

snelling@bnr.ca (Peter Snelling) writes:

>I think some people find nethack far too difficult to even get started
>in.  Others know every little trick in the game, and now want more 
>complexity (eg NH++ (--)).  I think if we add several hundred new 
>monsters in each new version of nethack, the game will be far too
>tough for beginers.  I think what we may need is a user settable
>difficulty level.

Or do it the way Ularn does it: increase the level after each successful
completion. I.e. everyone starts at level 0, after the first completion of
the game, then all the next games start automatically at difficulty level 1.
The only thing that the difficulty level affects is regeneration. It is
possible to set the difficulty level at the command line.

Newsgroups: rec.games.hack
From: pawlak@vxdesy.desy.de
Subject: Re: What order to ID items?
Organization: (DESY, Hamburg, Germany)
Date: Tue, 12 Jan 1993 12:44:58 GMT

In article <1993Jan11.204430.12880@cs.cornell.edu>, bau@cs.cornell.edu (David Bau) writes:
> Every time I play, when I get a scroll of ID, I'm always in a conundrum
> when it comes to what order to ID things in.
> 
> Which type of things are the best to ID first?  Which shouldn't you waste
> a scroll IDing?
> 
> David

Depends too much on what you have, what you have identified before and
on your style of playing (sometimes even on your tactical situation) to
give you an unique answer. General rules:
1) ID those items which you can not safely identify by other means.
2) Don't identify items which you may deduce what they are, or are
   useless (typical example: You identified amulet of life saving and
   have poison res. and reflection - don't waste ID on amulets...)
3) When asked what type of items you want to identify - put all types, 
   in the order you need. It could always be one of those 'infinite' 
   ID scrolls and you'll get the chance of knowing the value of your gems...
   For this reason avoid also reading ID scolls if you have only a few 
   unknown items (I hate 'That was all')...
	    				Michal					
-- 
Sorry, no .sig this time. Better luck next message!
Newsgroups: rec.games.hack
From: huttar@hp750.itg.ti.com (Lars Huttar)
Subject: Re: New Race of Monsters for NetHack 3.1
Date: Sat, 9 Jan 1993 00:34:30 GMT
Organization: IEF Development, Texas Instruments Inc., Plano Texas
X-Disclaimer: This message was written by a user at Texas Instruments Inc.
              The opinions expressed within are those of the user and not
              necessarily those of Texas Instruments.
                                                     

In article <21084@ucdavis.ucdavis.edu> zerkle@toadflax.cs.ucdavis.edu (Dan Zerkle) writes:
> Speaking of polymorph, let it polymorph so that it looks like a
> random ordinary humanoid...until it attacks.  Then, you'll know that
> it's a T-1000 hill orc (or hobbit, or elf).  Zapping it with a polymorph
> wand will cause it to change its appearance randomly, but it will retain
> the same statistics and abilities (and keep attacking).

Yeah... like a chameleon does now, taking on different forms but
still being the same creature.

> It should ooze under locked doors.
> 
> With their advanced infrared capabilities, all terminators should detect
> invisible.

Yeah.  These are good ideas.

I cringe a bit at the idea of adding Terminators to nethack just for
the hell of it.  But there's enough interesting stuff here for a good
added monster.
Only one terminator, though, not 3.

Lars Huttar                          3
huttar@hp750.itg.ti.com      ||   _______           ____      ||
(Opinions herein are not     ||:  |  |  |   |   |   |  |   | :||  Mars
necessarily those of TI.)    ||  _| _| _|  _|  _|  _| _|  _|  ||
From: dcb@wdl1.wdl.loral.com (Predecrement David)
Newsgroups: rec.games.hack
Subject: Re: Enhanced identify modification
Date: 5 Jan 93 17:47:04 GMT
Organization: Gokuraku Videos

des@inmos.co.uk (David Shepherd) writes:
>Peter Snelling (snelling@bnr.ca) wrote:
>: I've just made a change to the identify scroll/spell feature to
>: make it easier to select the items you want to identify.
>
>: For instance, if you have two wands with inventory letters a and b, 
>: and you really want to identify b, but might also like to identify a,
>: it is currently not possible to first identify b, then (if you can
>: identify more items) identify a.
>
>i thought you could do this ... when it asks for what type of thing
>you want to identify just type // and this will go through the wands,
>alloweing you to id b then, assuming its a blessed scroll, continue
>through the rest before going through them all for a second time when you
>can id a.

I tried that yesterday after I first read Peter's post.  Peter is right,
the game does not currently support that feature.  (Not even if you tried
something like, "/[/" (inserting another class to identify.))

--David
+-----------------------------------------------------------------------+
| David Blume            | "These games aren't meant to be fun,         |
| dcb@wdl1.wdl.loral.com | "They're meant to be *played!*" Phil Requist |
+-----------------------------------------------------------------------+
Newsgroups: rec.games.hack
From: dutcher@seas.gwu.edu (Sylvia Dutcher)
Subject: Re: How do you get ^T teleport ability?
Organization: George Washington University
Date: Tue, 12 Jan 1993 13:28:09 GMT

In article <1993Jan11.202426.11531@cs.cornell.edu> bau@cs.cornell.edu (David Bau) writes:
>creatures, including a tengu or two, and I got teleport control.  But I
>couldn't use ^T to force myself to teleport - I had to wait until it happened
>randomly.  But I kept on playing and eating more teleporting creatures,
>and eventually, I found I was able to ^T, making the game much easier!
>
>I've never gotten the ability again.  How does it happen?  Do I have to
>eat lots of n's and l's?  or t's?  Or do I have to wait for my experience
>to go up?

Teleport ability and teleport control are two different attributes (a nice
touch from the design team).  You can get either through rings or through
intrinsics gained from food.  Eating things that teleport may help, and
a tango with tengus might settle that unsettled feeling...
  
As with all intrinsics, it's not how much of the food you eat, or how many
beasities you slay.  Each intrinsic-granting corpse has a certain chance
(this increases with depth) of giving you the intrinsic.  So you may get it
on the first or (frustratingly) may not get it on the 30th.



Newsgroups: rec.games.hack
From: gregs@eskimo.com (Greg Sumner)
Subject: Re: Ring of Conflict: bug or minor change ??
Organization: -> ESKIMO NORTH (206) For-Ever <-
Date: Sat, 9 Jan 1993 20:41:17 GMT

S_SZCZUKA@rzmain.rz.uni-ulm.de (Szczuka Michael) writes:

>While playing a nice game of NH-- the other night, my Geek found a Ring
>of Conflict. Somewhere on level 5 or 6 I came upon a horde of hill orcs.
>OK, I thought, let's see which one will survive.  Everything went as I
>expected it, unless the hill orc beside me attacked ME with his curved
>sword. Next round he went for his fellow orc standing behind.
>This wasn't the only orc that attacked me while other monsters were
>in attacking range.
>So : is this a minor change in NH--, some kind of bug or was I just
>dreaming ??

I thought the ring of conflict just caused monsters to hit the nearest
other monster.  If that happens to be you then you're out of luck.

-- 
Gregory Sumner  *  gregs@eskimo.com
Yoyodyne Propulsion Systems, Inc.
Seattle, Wa.
From: tchnd-au@garnet.berkeley.edu (Yuval Oren)
Newsgroups: rec.games.hack
Subject: Nethack-- location update
Date: 9 Jan 1993 08:10:50 GMT
Organization: University of California, Berkeley
NNTP-Posting-Host: garnet.berkeley.edu

For now, if it hasn't been erased, NH-- is at wuarchive.wustl.edu in
/pub/MSDOS_UPLOADS/games as:

nhmm30pc.zip 	80x86 DOS executable
nhmm3src.zip	Full sources

It has been uploaded to nic.funet.fi by the gracious Magnus Olsson, in
hopes of a permanent home (NH--, not Magnus). We're still waiting to
see if it was accepted. 

-- 
________________________________________________________________________
|Yuval Oren						               |
|yuval@ocf.berkeley.edu     				               |
| "One spoiled green bird is worth two cooks in the other grass broth."|
Newsgroups: rec.games.hack
From: ggawboy@magnus.acs.ohio-state.edu (Galen F Gawboy)
Subject: Re: sleepy pets
Organization: The Ohio State University
Date: Wed, 13 Jan 1993 00:24:25 GMT

In article <C0rJKn.Br0@cck.coventry.ac.uk> dfl@cch.coventry.ac.uk (bozo) writes:
>
>How do I wake up my pet once it's asleep (sleep trap)
>

  Try throwing a tripe ration at it. I know that throwing a gem at a sleeping
unicorn will wake it. I tend to leave the pet on level 1, and then on my way
back to the surface get it some experience points for scoring purposes.

>cheers
>Damien
>-- 
>
>Bozo dfl@uk.ac.coventry.cck  | Inspiration not education, if I had education
>:-> Be Seeing You            | I'd be a damn fool......

-Regards

 Galen

DISCLAIMER-- I may be wrong, it won't be the first time.

Newsgroups: rec.games.hack
From: miikaac@krk.fi (Miika Carlas)
Subject: Re: Help!  Stuck in Hell
Organization: Radio Club of Kauniainen (OH2NRG)
Date: Sun, 10 Jan 1993 19:59:23 GMT

: 
: I'm at Dlvl:33 and the message says I've arrived at the center of the
: earth, which is where hell is.  Problem is, I don't see a stairway down.
: The level above hell looks like this:
: 
:  ---------------------------------------------------------------------------++
:  |<|...|}}}}}}}}}                                             }}}}}}}}}|     *
:  |.|.|.|}-------}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}-------}|--*+ +
:  |...|.|}|.....|-----------------------------------------------|     |}|^    +
:  |.---.|}|.....+                  .............................+..   |}| -++ `
:  | |...|}-------------------------------[-----------------------------}|   + *
:  |--.|.|}}}}}}|........|..........+...........|.%%%%%.+ +[[[[[[[|}}}}}}--- + +
:  |.. | |.....}|........|..........|...........|%%.%%%.| |[[[[.[[|}......   * *
:  |.--- |.....}|........|----------|.......[.`.|--------+--------|}.....----* `
:  |.|   |.....}#...{....+.... ) [  ).).)..[.([(+/ /  ^   ^   ^  ^+......|   +.`
:  |.|----.....}|........|----------|.[.........|--------+--------|}.....| ---@`
:  |.|   ......}|........|..........|...........|)))))))| |*******|}.....| | ..+
:  |.| ---}}}}}}|........|..........+...........|)))))))+ +*******|}}}}}}| | +-+
:  |.| | |}-------------------------------+-----------------------------}| |   +
:  |.|.| |}|.....+          )))   [..............................+.....|}| |%- +
:  | ..| |}|.....|-----------------------------------------------|.....|}| |  .
:  | --- |}-------}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}-------}| | ***
:  |     |}}}}}}}}}.............................................}}}}}}}}}|$   X*
:  -----------------------------------------------------------------------------
: Huang the Sergeant      St:25 Dx:4 Co:3 In:8 Wi:14 Ch:18  Lawful
: Dlvl:32 G:24941 HP:74(74) Pw:78(78) AC:-28 Xp:13/72594 Hungry  
: 
: I give up!  What am I supposed to do now?  Of course, what I really should
: do is quit this and get back to work.  But I'd appreciate a hint as to what's
: going on.
Spoilers follow

You are in castle level. I found level teleport trap on right corner marked X.
Because I have instrict random teleport,I use ring of telport control.
So when you hit level teleport trap wearing ring of teleport control
you choose level you teleport to. Teleport to level 50.
: 

miikaac@krk.fi
-- 
Miika Carlas | miikaac@krk.fi
From: werner@dewey.soe.berkeley.edu (John Werner)
Newsgroups: rec.games.hack
Subject: Re: NH-- > NH
Date: 4 Jan 1993 20:04:52 GMT
Organization: School of Education, U.C. Berkeley
NNTP-Posting-Host: dewey.soe.berkeley.edu

Not that this has anything to do with NetHack, but...

In article <1993Jan4.190058.18789@CSD-NewsHost.Stanford.EDU> Nelson Lu writes:
>In article <1993Jan4.140735.11269@wisipc.weizmann.ac.il> Dan Nabutovsky writes:
>>   Do you know that the expression NH-- > NH is always true in C ?
>
>To be picky, I think if NH is so low that NH-- "wraps around" to a positive
>number, NH-- < NH.

To be even pickier, the order of evaluation for the arguments to the >
operator is undefined, so the result of NH-- > NH is undefined too.
The only operators for which order of evaluation is defined are (I
think) the logical Boolean operators && and || and the ? : conditional
expression operator.
-- 
John Werner                        werner@soe.berkeley.edu
UC Berkeley School of Education    
Newsgroups: rec.games.hack
From: howdii@patty.gud.siemens.co.at (Wolfgang Howdii Howurek)
Subject: Ring of conflict
Date: Tue, 5 Jan 1993 09:07:38 GMT
Organization: SIEMENS Austria Corp., A-1100 Wien, Gudrunstr. 11
X-Newsreader: Tin 1.1 PL5

mbarria@tolten.puc.cl (Mauricio Barria B.) wrote:

>	Somebody tell me what is the usage of the Ring of conflict ?

Now, what I could find out: monsters will not only hit you, they
will hit also other monsters. Perhaps there are more specific
details in the use of a ring of conflict, but I'm not the guru of hack.

What could other hackers find out?

Good hacking, howdii.
From: angus@hardy.u.washington.edu (Angus the Demonchild)
Newsgroups: rec.games.hack
Subject: Re: identify, hezrou (and YAFM)
Date: 8 Jan 93 21:53:59 GMT
Organization: University of Washington, Seattle
NNTP-Posting-Host: hardy.u.washington.edu

In article <C0Jq83.L9y@ecf.toronto.edu> angelid@ecf.toronto.edu
(ANGELIDIS George Angelos) writes:

			 ...stuff deleted...

>I can eat all sorts of rotten corpses while wearing the ring of poison
>resistance, though!

	Corpses go through 3 stages as they decay:

Fresh (your dog will eat them, your god will accept them as sacrifice,
	you can eat them and gain intrinsics and food value)

Tainted (neither your dog nor your god will touch them, if you eat
	them you will lose a few hp but still get the food value and
	chance at intrinsics)

Rotten (if you eat them, you will become Sick.  Poison resistance will
	not affect this.  It can be cured by potions of extra healing,
	applying a unicorn horn, or praying (not always effective)).

>Dr. George Angelidis      tel. (416)-978-5579 | Experience is that marvelous
>Power Devices and Systems Group       SF1021N | thing that enables you
>Electrical Engineering, University of Toronto | recognize a mistake when you

Fortunately, you don't have to chalk this one up to experience.

--
Disclaimer:  I could be wrong.  It wouldn't be the first time.

another fine product from the house of angst
Newsgroups: rec.games.hack
From: ripley@cs.tu-berlin.de (Hans-Ch. Eckert)
Subject: Re: Is HH++ written in C++?
Organization: Technical University of Berlin, Germany
Date: Wed, 6 Jan 1993 20:32:01 GMT

In article <1993Jan2.135112.9827@ac.dal.ca> cossett@ac.dal.ca writes:
   My question is why are he atari files at linc.cis.upenn.edu zoo'd? PLEASE,
   PLEASE, PLEASE store them in another form that is friendlier to atari users.
   Such as zip.

A misunderstanding from your side:  Zoo is available for the ST much
longer than zip and therefore wider available...

Greetings,
				Ripley
--
Greetings from RIPLEY |  D-1000 Berlin 30   | ripley@cs.tu-berlin.de (intern.)
Hans-Christian Eckert | Regensburger Str. 2 | ripley@nostromo.sub.org (de only)
For NeXTmail: hansagia@w271zrz.zrz.tu-berlin.de
Please use the university's address from outside Germany and nostromo else.
From: peter@globv1.hacktic.nl (Peter Busser)
Newsgroups: rec.games.hack
Subject: Re: Hack
Date: Tue, 5 Jan 1993 01:07:44 GMT
Organization: Global Village 1

dsnoek@terapin.com (Daniel Snoek) writes:

>What's the newest version of Hack?  I remember playing it a few years back, is
>it the same ascii game with text graphics?

It's called NetHack++ and yes, it's still the same ASCII game. Although there
exists a Hack-Lite for the CBM Amiga. I don't like the graphics version, the
monsters are too small and sometimes it's hard to see what they are. The
SM-DOS version with coloured characters and extended ASCII graphics is quite
nice.

If you played a stoneage (i.e. pre-nethack) hack version, then you'll be
surprised by the changes it has undergone.