HDTenEightyP/NetNews huggingface dataset:
From: lyford@shark.rutgers.edu (Stephen "Raxas" Lyford)
Newsgroups: rec.games.netrek
Subject: Plasma Torps.....
Date: 8 Apr 92 20:05:37 GMT
Organization: Rutgers Univ., New Brunswick, N.J.

Question about plasma torps: I've noticed that the server at foghorn
is the only one that allows just about unlimited use of plasma
torps out of all the servers I've played ('cept for scouts, but who 
cares.)
Anyway, I HAVE seen them used occasionally on other servers.
What rank does one have to be to use them, or is it which ships have
that capability?
Cluelessly yours,
Steve
(aka Raxas)
lyford@clam.rutgers.edu
-- 
    +-----------------------+------------------------------+  
    |  Stephen Lyford       |   lyford@chowder.rutgers.edu |  
    |  Alpha Phi Omega      |   lyford@clam.rutgers.edu    |  
    |    Zeta Sigma         | ( lyford@chopin.udel.edu )   |
.___+-----------------------+------------------------------+___.
| Raxas @ TinyTIM / MicroMUSE / QuartzParadise / QuartzBBS     | 
| . . . . . . . RhostshylMUSE / AfterFiveMUCK . . . . . . . . .|
+--------------------------------------------------------------+
Organization: Junior, Chemical Engineering, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Tue,  7 Apr 1992 21:26:14 -0400 
From: Kevin Michael Bernatz <kb32+@andrew.cmu.edu>
Subject: Re: Ogging for the wrong reasons

Hee, hee..

   Picking on Hugh Moore, one of the original Admirals in the game...
not a very intelligent thing to do :)....  {CMU Admirals, that is}.

-KB
 Captain of Team "yes, we will play some games" Akira
Newsgroups: rec.games.netrek
From: jch+@cs.cmu.edu (Jonathan Hardwick)
Subject: Re: a.gp.cs.cmu.edu HUH?
Date: Wed, 08 Apr 92 00:00:25 GMT
Organization: School of Computer Science, Carnegie Mellon
Summary: recent changes, too

In article <53841@hydra.gatech.EDU> gt5870c@prism.gatech.EDU (007) writes:
>   What's up with anonymous ftp from a.gp.cs.cmu.edu? It keeps telling me
> guest can not use the path /usr/jch/netrek. I followed the directions
> as per typing in the full path with the cd command. What up? This has happened
> to me in the past also.

You're two machine moves out of date, that's what's up :-).  Try
gs69.sp.cs.cmu.edu instead.  Please update whatever source you got the
old address from, and make it point to the new archive. 

ObTrek: here are the most recent additions (all from posts, so there's
nothing new if you've been keeping up to date with news):

Sun Apr  5 17:15:43 1992  Jonathan Hardwick  (jch at GS69.SP.CS.CMU.EDU)

	* udp: third public release.

	* hints: Terence Chang's empirical guide to getting clients
	working under window managers (plus Julian Ho's correction), how
	to get multiple Hosers, tmode flag bug.

Wed Apr  1 10:12:36 1992  Jonathan Hardwick  (jch at GS69.SP.CS.CMU.EDU)

	* server-secrets: xsg v1.1 release.

	* udp: second public release, explaining double UDP option.

	* hints: the extra DI credit you get for core and home planets,
	how promotion works for guest users, how to play with lag.

	* clients: grandfather borg announcement.
Newsgroups: rec.games.netrek
From: ccgwt@blaze.trentu.ca (Grant Totten)
Subject: Toronto-area servers?
Organization: Trent University
Date: Wed, 15 Apr 1992 18:06:29 GMT

Hi all,

	Are there any netrek servers in the Toronto area?  I've got some pretty
awful netlag here...


-- 
-----------------------+------------------------------------------------------
Grant Totten           |  "If this was a bad dream,  would you tell me?"
Programmer/Analyst     |                      - Bev Crusher, STTNG
Trent University       |  
Peterborough, Ontario  |  
GTotten@TrentU.CA      |  
-----------------------+------------------------------------------------------
From: rhballan@eos.ncsu.edu (Rob Ballantine)
Newsgroups: rec.games.netrek
Subject: Resetting after Genocide?
Date: 8 Apr 92 17:07:23 GMT
Reply-To: rhballan@eos.ncsu.edu
Organization: Project EOS - North Carolina State University

--
How come the servers don't reset after every genocide?
It sucks when you just got your tail kicked and have to
take 3/4 of the galaxy with the same team you just lost
with.


Rob


    /* * * Rob Ballantine <rhballan@eos.ncsu.edu> * * * * * * * * * * * * * */
   /* Phone: (919)856-0348 *************************************************/
  /* Mail: PO Box 4292 NCSU Raleigh NC 27607 ******************************/
 /* or: PO Box 11014 Southport NC 28461 *********************************/
/* * * Chef Ra for President!  * * * * * * * * * * * * * * * * * * * * */
From: frain@cis.ksu.edu (Jerry Frain)
Newsgroups: rec.games.netrek
Subject: Re: Mojo & GAs & bav
Date: 9 Apr 92 02:22:35 GMT
Organization: Kansas State University
NNTP-Posting-Host: aleph.cis.ksu.edu

jch+@cs.cmu.edu (Jonathan Hardwick) writes:

> frain@cis.ksu.edu (Jerry Frain) writes:
> > hill@norman.VI.RI.CMU.EDU (Robert Hill) writes:
> >
> > > I would play more at KSU and teach you a lesson
> > 
> > <snicker>

> Let's just wait till Andy publically releases the UDP code, and one of
> the KSU server gods can install the mods.  And then we can see who's
> the best...

> Jonathan H.

Done.

  --Jerry Frain, frain@cis.ksu.edu
Newsgroups: rec.games.netrek
From: tjones%peruvian.utah.edu@cs.utah.edu (Ray Jones)
Subject: UDP & INL
Date: 12 Apr 92 17:57:29 MDT
Keywords: signal (no noise)
Organization: University of Utah CS Dept., Salt Lake City

	I have incorporated UDP into the Official[tm] INL server.
Anyone currently using one of the old INL servers, please send me
mail, and I will get you a copy of the new stuff.  I'm afraid that
most of the changes are too large to be sent out as diffs.  I was able
to make most of the changes using diff and patch, but socket.c,
data.c, and a few other files were complete losses.  

	The code I will be sending out (and that I have been sending
out lately) has been changed to compile on most machines that the
standard bronco distribution compiles on.  George Cebulka (sp?) has
been a great deal of help with getting this code together.

	For those of you that still think that the INL server is
screwed, the bugs are fixed.  There have been a couple of versions out
there that were missing a patch or two, most notably Reed's server,
which didn't detect end of game correctly.  They've fixed it since
then.  

	I think all of my work for this season is done.  I just want
to thank everyone for helping me to get it going, esp. george.  And
also I'd like to thank everyone that at all was involved in the INL.
I wish I could have been on a team (Utah probably will field one next
season.  We will crush everyone!!!! (not)).  Sorry for the multitude
of errors and patches that I generated.  

	Ray
	(server hack type dude for the INL)
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: Visible tractor beams (was Re: Client proposal of sorts)
Date: 10 Apr 92 22:38:28 GMT
Organization: Amdahl Corporation, Sunnyvale CA

In article <1992Apr10.183623.1685@wuecl.wustl.edu> meb2@cec2.wustl.edu (Mark Edward Bradley) writes:
>My suggestion for the visible t/p beams is to use dotted lines.  In X
>you can set a gc's line style to be dashed.  Make the lines so that you
>get one white pixel to four black pixels, and you can now tell who's
>tractoring who and your vision isn't obscured.  Keep the tractor icon
>on your ship at the same time for when you are in close. And only make
>your beams white, everyone else's should be team colors.

Better, but it still obscures things.  Some of us don't have color, either.

>I really do think visible t/p beams are necessary, as long as we can
>keep them useful and unobtrusive.  As it is now, tractoring and pressoring
>can be a hell of a guessing game.

Yes, but the T/P icon fixes that.

>                                   If you don't agree, think of a galaxy
>where there are no visible phasers.

Oh don't start. :-)

Try to get a phaser lock on a cloaker without seeing the beam.  There IS
a different between tractor/pressor and phaser.  Besides which, your phaser
beam goes away.

I think the big problem is that there's simply too much obstructing your
view.  A single phaser beam is about the maximum that you can have in your
way and still be able to see the enemy torps (especially on a B/W screen).

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

Makes the robots somewhat hard to kill...

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

Only if you're in a BB.  Not only do you need enough fuel to fire them, you
need to be able to fire enough.  I mean, you could sit right on top of the
person, but you won't be able to dish out enough before you die horribly.

Still, being able to hit somebody 3 or 4 times and blow up on top of them
without them ever seeing you or being able to pressor you off is a bit nasty.

[...]
>                                                        Hell, with only
>one good machine gunner on the planet, spreading and detting his torps,
>any cloaker will be revealed, and even the clueless ones hanging around will
>fire at him.

Were you there for the "synchronized detting" a while back?  Making cute
patterns in space with SB torps (which are tracking, but only go warp 2 or
so).

>Mark Bradley        | "Rescue Rangers, AWAY!!"
>meb2@cec2.wustl.edu |                      --Chip 'n Dale's Rescue Rangers

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
From: ds50+@andrew.cmu.edu (Donald Alan Sutton)
Newsgroups: rec.games.netrek
Subject: Re: sfop vs the world
Date: 17 Apr 92 02:52:10 GMT
	<1992Apr16.223348.138361@cs.cmu.edu>
Organization: Senior, Electrical and Computer Engineering, Carnegie Mellon, Pittsburgh, PA

First off I couldn't win a dogfight against an sfop.... and if I did I
was soo hurt as to be totally useless.  My strategy when near earth was
to crash into them without killing them.  Either me or another player
would then scum the kill.  Plan 2 waas let them run outa fuel and then
tractoc/phasor them.  Plan 3 was sit at a planet with armies and just
wait for them to come to me cloaked!  FUN FUN FUN.... However if had
better be a fuel planet because often you got 3 of them!

In a couple of instances if was really fun to watch 4 or 5 sfops
following me around the board while my teammates did whatever they
wanted....  Just grab a couple of kills and fly near their home space...
They follow you!

Agri softening was stupid.  Softening a planet INSTEAD of taking the
independant planet RIGHT next to it was also dumb.
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Tue, 14 Apr 1992 20:28:22 -0400 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Re: Empire
	<1992Apr14.214428.18741@m.cs.uiuc.edu>

>6. (IMHO) less direct teamwork. Most players
>play on their own workstations, so it's hard to
>get a gang of people in the same room playing.
>Also, there's not much game team loyalty or
>identification, i.e. players don't consider
>themselves "Roms" or "Feds".


Better dead than Fed.  Roms use VMS.  Orions suck plasma.

ZZnew guy
Xref: sparky rec.games.netrek:726 comp.sys.next.misc:14161
From: nweaver@ocf.berkeley.edu (Nicholas Weaver)
Newsgroups: rec.games.netrek,comp.sys.next.misc
Subject: Re: New version of Netrek for the NeXT!
Date: 15 Apr 1992 03:56:41 GMT
Organization: U.C. Berkeley Open Computing Facility
NNTP-Posting-Host: plague-ether.berkeley.edu

In article <1992Apr15.014851.8176@usenet.ins.cwru.edu> mcn@b62103.student.cwru.edu writes:
>  For all the hordes of people who've swamped me with mail asking for an  
>improved colormap and support for the new UDP protocol in the blessed binary,  
>it's here!!! Available through anonymous FTP to:  
>b62103.student.cwru.edu:/pub/games/netrek
>in the file 'x11netrek'.
	{Feature list deleted}
>--
>Mike Neuman                mcn@b62103.student.cwru.edu
>			   NeXTmail accepted!!!
>"To make a machine that will be proud of us." - Thinking Machine's motto


	First, from all the Nettrek addicts out there: Thanks.
(Now all I need is a net connection for my machine  :)

	But this is what would REALLY be cool.  NeXTstep interface,
not X11.  Blessed, selectivly.  Allows addition of borg "Modules" to
the program, by draging and dropping compiled code snibbits
or whatever.  When borg code is included, becomes non-blessed automatically.
WOuld be really hot!  Just would have to amke sure that it 
does not get past a blessing check and then institutes the borg modules.
Maby by only allowing borg inclusion before connecting.  Also, it should,
when opened, display a list of servers, and prompt th user what
to connecxt to. 

	I love to dream.

-- 
                       Nicholas C. Weaver
nweaver@ocf.berkeley.edu                nweaver@soda.berkeley.edu
        It is a tale, told by an idiot, .signifying nothing.
Organization: Junior, Electrical and Computer Engineering, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Fri, 10 Apr 1992 14:42:40 -0400 
From: "Ray R. Lieu" <rl2j+@andrew.cmu.edu>
Subject: Re: THE HORSEMEN ARE....
	<73452@netnews.upenn.edu>

Hey guys,

I just want to say...

I talk a lot of talk, because I KNOW I can walk the walk....

and you guys are REAL IGNORANT if you think you can challenge us,
hear us say we'll thrash you, and then say you're bored of the whole
thing and blow it off.....

So Hector, Chalk this up as a lesson learned, son:

DON'T PLAY WITH THE BIG BOYS!!!!! 
before you're ready cause you'll look DUMB!!!!

Yippeeeee-Kai-AAAA Mother F*cker!!!!!!!!!!!!!!

Yo! I die harder than Bruce Willis, 
			-The Wise Ice-T

Come and get it....
-Ray


P.S. - This message designed to be as insulting as possible so these
chumps cannot walk away from it while keeping some shred of
self-respect!!!

See you on the net!!!! 
Newsgroups: rec.games.netrek
From: archmage@hardy.u.washington.edu (Michael Bakkemo)
Subject: Re: UDP and regions
Organization: University of Washington, Seattle
Date: Fri, 10 Apr 1992 04:45:43 GMT

In article <1992Apr8.080802.22594@wuecl.wustl.edu> von@wucs1.wustl.edu (Steve Von Worley) writes:
>
>Bears at Team :) will be interesting.  I, for one, think we have a very 
>good chance of winning, especially since we are hosting.  

a decent chance if you're good and there is lagg.

>I also think Wizard at Bears will be a genocide for Wizard.

No. This is the height of east coast netrek bias (Pac10 rules :)

In reality, I would state a "No chance of a genocide of the bears at the bears"
Wake up. Really.

>Sandia - Ogglomaniac - Stress Puppy - Bloated Cow - Scum
>
On another note, the horsemen left bezier to play Duck(the oggmeister) and
the masters at bigdog. What happened? Inquiring minds want to know.

-mb


Newsgroups: rec.games.netrek,alt.slack
From: jch+@cs.cmu.edu (Jonathan Hardwick)
Subject: Re: UPENN and BoB: The Satanic Connection
Date: Sun, 12 Apr 92 03:03:13 GMT
Organization: School of Computer Science, Carnegie Mellon

sfd@bezier.berkeley.edu (Scott Drellishak) writes:
> I object to the name of this article.  The only player in netrek who has
> *any* slack (and he has yours...) is the Stark Fist of Proctology.

Ahem.  Of course, after the Stark Fist has his evil way, his victim
has *plenty* of slack.  Enough slack to never need a laxative again.

> Tremble in Fear.

"Stark Fist?  That's a bunny rabbit, you stupid basta... <thwock> YEARGHHH"
Newsgroups: rec.games.netrek,alt.games.xtrek
From: solaris@IASTATE.EDU (Roger A. Wong)
Subject: Re: Really strange server fix
Reply-To: solaris@IASTATE.EDU (Roger A. Wong)
Organization: Iowa State University
Date: Tue, 7 Apr 1992 19:30:32 GMT

Phaser locks have improved. I'm getting scared. My scout can only
take so many close ranged phaser bursts. I can't cloak and dance
around everyone cackling gleefully. I tried my old bronco client.
Argh. It was horrible. I'd click my mouse, and my torps wouldn't
fire. I'd push my keys, and my shields wouldn't raise. I have a
greater advantage using UDP, but so does everyone else.

Oh, and yeah. Never stop reading the net for two months. It takes
forever to wade through all the stuff you missed that you should
know about. 

--
Roger A. Wong			  
Ex-CS Major (due to netrek), Iowa State University	  
I-net:  solaris@iastate.edu	  
Voice: (515) 294-4006    Linden 241 Merrill, Ames, IA  50013
Xref: sparky rec.games.netrek:671 alt.games.xtrek:3742
From: tw1r+@andrew.cmu.edu (Timothy C. Worsley)
Newsgroups: rec.games.netrek,alt.games.xtrek
Subject: Re: PLEASE answer these non-newbie questions.
Date: 13 Apr 92 22:17:22 GMT
 <epa.702691053@aleph.cis.ksu.edu> <2316@news.duke.edu><1992Apr11.183107.139311@cs.cmu.edu>
Organization: Carnegie Mellon, Pittsburgh, PA

Bert Enderton
>Nobody should play without a borg on a
>borgs-allowed server, except to see how well
>they can do unassisted against them.  It bugs
>me to see all the clueless players playing
>blessed clients on borg hours.

I used to bich a lot about this.  In general, I still think that the
smoking/non-smoking analogy is pretty good.  I don't smoke, and I don't
use borgs.  If I still in the smoking section, or play during borg
hours, I'll keep my mouth shut.
	Now, if you are the only smoker or the only 'borg, then is is polite
for you to quit for the comfort of those arround you, but they have no
right to complain.

Kudos for Streaker for quitting out and joining is as StreakerII because
people asked him (or demanded from him. . .) that he play a non-borg. 
Wheather he's as awesome a player as his team says or not, he has my
respect as a human being.

ZZnew guy
From: ladykilr@sam.ksu.ksu.edu ()
Newsgroups: rec.games.netrek
Subject: Re: CLASH OF THE TREK-TITANS '92
Date: 8 Apr 1992 17:23:30 -0500
Organization: Kansas State University
Distribution: world
NNTP-Posting-Host: sam.ksu.ksu.edu


>fuel isn't infinite.  Besides, THIS ISN'T STAR TREK, THIS IS NETREK.  Reality
>has *nothing* to do with the game.

Reality? Did someone refer to Star Trek as reality? What century do YOU live in?
In mine, ST is merely a fantasy, granted a fascinating one, but a fantasy.

Reality check anyone?

^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~
Shaun M. McGee     ladykilr@cis.ksu.edu   Riff-raff@Rocky.Horror.Picture.Show
<aka: Predator, Fedboy, SuperScout, Leisure Suit Ladykilr, Commander Guest>
"...law was what men had built to protect themselves from the predators..."
	-Tom Clancy, _Clear_and_Present_Danger_
"Oh **** it's bav! HEL--"*BOOM* -everybody
Xref: sparky rec.games.netrek:257 alt.games.xtrek:3691
From: tundra@doc.ksu.ksu.edu (Daniel Gene McDaniel)
Newsgroups: rec.games.netrek,alt.games.xtrek
Subject: Re: Ogging for the wrong reasons
Date: 7 Apr 1992 15:07:27 -0500
Organization: Kansas State University
Distribution: world
NNTP-Posting-Host: doc.ksu.ksu.edu



Hmmmpht!! I wish I was there it would have been joyish
to blow this slime to dust as he tried to ogg you.
"Boy don't you just love the fire works!"
Nanner Nanner...

Although I do think ogging for this reason is uneffective,
and tasteless.  An a good way to boost your kill ratio.


--Tundra/Dan (Space Dabree)
  --Tis Not how you get the DI but how much you can get...
       Tundra/Dan 1992
  --Scum rises to the Top.... Slime sinks to the bottom...
       Camel 1992
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Minor scanning beam bug
Date: 17 Apr 92 20:52:16 GMT
Reply-To: fadden@amdahl.uts.amdahl.com (Andy McFadden)
Organization: Amdahl Corporation, Sunnyvale CA

Minor bug in ntserv/phaser.c: I forgot to check and see if you have enough
fuel.  As a result it's possible to scan yourself into negative fuel...

The solution is to insert:

    /* ship in range, try to scan */
+   if (me->p_fuel < myship->s_phasercost/4) {
+       warning("Not enough fuel for phaser");
+       return;
+   }
    me->p_fuel -= myship->s_phasercost / 4;


By the way, THANK YOU TERENCE for the italic (and bold) fonts.  It's bad
enough playing without color; I've been playing without boldface all this
time, and forgot what it was like to have it.

The italic (underline) font is a little annoying, but it's certainly more
visible than a truly italic 6x10 font would be.

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
From: mmoore%peruvian.utah.edu@cs.utah.edu (Michael Moore)
Subject: Re: Penn and the INL
Date: 9 Apr 92 11:14:41 MDT
Organization: University of Utah CS Dept., Salt Lake City

In article <1992Apr8.230740.3577@wuecl.wustl.edu> von@wucs1.wustl.edu (Steve Von Worley) writes:
>
>This is interesting.  Team :) genocided UPenn in a scrimmage.  Wizard
>nearly genocided Team :) in a INL match (down to 1 planet).  Therefore...
>
>I also think you have a few good players, but you seem to be 
>underestimating the power of Team Wizard.  I predict a genocide.
>
>Sandia
>

	Are you folks trying to tell me that Team Wizard can genocide an
organized, cluefull team?  

	If not, sorry!

	If so, I disagree whole-heartedly.	



	-Michael





 ----------------------------------------------------------------------
| Michael Moore (mmoore@peruvian.utah.edu)  Phone : (801) 359-6552     |
|          University of Utah, Computer Science Department             |
 ----------------------------------------------------------------------
Newsgroups: rec.games.netrek
From: cmlee@cory.Berkeley.EDU (Tom Chen-Ming Lee)
Subject: Shooting Down Plasmas
Organization: University of California, at Berkeley
Date: Thu, 16 Apr 1992 08:11:58 GMT


Has anyone ever shot down 2 plasmas (or more!) with one single phaser?


- Iolo the Bard
From: jl8e+@andrew.cmu.edu (Julian D Lighton)
Newsgroups: rec.games.netrek
Subject: Re: Team Wizard (was Re: Penn and the INL)
Date: 11 Apr 92 16:25:47 GMT
	<73685@netnews.upenn.edu>
Organization: Freshman, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA

paulsen@eniac.seas.upenn.edu (Brian Paulsen ) writes:

>In article <Adtd8Gi00WBOQ6yh1R@andrew.cmu.edu> >cm5m+@andrew.cmu.edu
(Ceri Alun Morgan) writes:
>>If I remember correctly, In Team Wizard's tourney against Team :), Quar
>>and Spaceace! took earth with Balton "escorting" them in a SB. That was
>>impressive! Under the right circumstances, I can see this startegy
>>working against almost any team. 
>>comments?
>
>My only guess is that Team :) was experiencing enough lag that they couldn't
>hit cloakers effectively.  I've never had this strategy work against a team I
>was on.  Nor do I see how it could really work too well.
>
>There just are too many times when the people who have kills aren't near, but
>the base is.  The base then dies...  I am really confused on how Team :) got
>genocided...  Their team has many clueful AND skilled players.  Also, Team :)
>has amazing coordinating abilities for not being in the same room.

We didn't get genocided, although it got awfully close a couple of
times. As for the coordination, while we're not all in the same place,
most of our team is either at CMU or Brown.

By the way, I haven't seen a write-up of the game posted. Did I justy
miss it, or hasn't there been one?

paranoid
member of team :)