HDTenEightyP/NetNews huggingface dataset:
From: crip@Micor.OCUnix.on.ca (Garth Werner)
Subject: DM:  Here's my thoughts on 3 new teams
Organization: M.B. Cormier INC.
Date: Fri, 22 Jan 93 17:42:53 EST


     Some thoughts on the team roll-ups I had posted a while back. 
Not much surfaced in the way of opinions, but here is what I am
considering doing right now.

     Things Lump Does (DM73)
13-9-14-3-9-10-12 -> 13-9-14-9-15-11-13 Basher  1 or 2 fights max
10-9-16-8-3-12-12 -> 11-9-16-13-9-13-13 Striker  Ditto
11-10-15-6-10-5-13 -> 11-10-15-11-15-5-17 Waste  3-10 fights
4-12-11-12-13-9-9 -> 7-12-11-17-17-9-11 PL or PS
8-13-8-11-5-13-12 -> 8-13-8-17-8-13-17 Aim Blow

     Things George Does (DM54)
14-5-20-6-9-12-4 -> 15-5-20-11-15-13-5 Basher
8-4-21-9-3-16-9 -> 9-4-21-15-3-21-11 Striker
10-5-10-17-10-14-4 -> 10-5-10-21-15-14-9 Striker
9-4-10-9-17-6-15 -> 9-4-10-13-21-6-21 P-Lunge or
                    9-4-10-15-21-8-17 Lunger
                    I prefer the first option
12-10-12-9-13-9-5 -> 12-10-12-15-17-9-9

     Things Overkill Does (DM58)
14-12-11-10-10-4-9 -> 14-12-11-15-15-4-13 Waste
8-9-14-8-17-8-6 -> 8-9-14-13-21-8-11 Lunger
3-13-15-13-16-4-6 -> 7-13-15-17-17-4-11 Parry Strike or
                     3-13-15-17-21-4-11 Total Parry
                    I think I like 2nd one better
12-5-11-5-18-11-8 -> 12-5-11-11-21-13-11 Lunger
9-9-15-13-4-8-12 -> 9-9-15-17-9-8-17 Aim Blow

     Remeber in designing these, I am considering that I am only
guaranteeing the character 1 shot at an arena fight.  Some of
these, if they were replacement characters, I would DA in an
instant, but part of the deal was to run these guys at least once.


     Any comments appreciated,




Crip, mngr of  King's Court(11), Worldwide Gore(26), Otto's
               Mechanics(28), Avid Fans(45), Royal Flush(47), Open
               Sesame (50), Mistaken Identity (59), plus 10
               characters every two weeks in 100,101, and 102.
Newsgroups: rec.games.pbm
From: geoffl@kells.demon.co.uk (Geoff Landergan)
Subject: New inmate looking for help
Distribution: world
Organization: Kells Consultancy
Reply-To: geoffl@kells.demon.co.uk
X-Mailer: Simple NEWS 1.90 (ka9q DIS 1.19)
Date: Tue, 26 Jan 1993 16:54:27 +0000

I have long been an advocate of using email etc for pbm, but have only
just got access to these services.

Can {any,every}body please let me know of games in progress, about to
start, and anything else you think I might like to know.

Please mail or post at your discretion.

Thanks in advance...
-- 
      Geoff Landergan                         geoffl@kells.demon.co.uk
      Mitcham, Surrey, UK
      +44 81 646 2605
From: spxpmf@thor.cf.ac.uk (Phillip Fayers)
Newsgroups: rec.games.pbm
Subject: Legends: Item lists
Date: 22 Jan 93 13:25:57 GMT
Organization: Physics Dept. University of Wales, Cardiff
X-Mailer: Cardiff Computing Maths PP Mail Open News Gateway

Hi All,

	I've heard a mention recently of items lists for Legends games.
Does anybody out there have a list of items they could mail me for
Realms if the Immortals and/or Crown of Avalon and/or The North Island
Campaign. I'm currently playing RotI here in the UK and have friends who
are in Crown. NIC is starting up here sometime after March so I'll be
joinging in with that as well. By the way what is NIC like compared to
RotI ?

	Thanks
	
-- 

Phillip Fayers                      email: fayers@cardiff.ac.uk
Sun admin/support/programming       phone: 0222 874000 x 5282 (UK)
Newsgroups: rec.games.pbm
From: cjwein@watcgl.uwaterloo.ca (Chris J. Wein)
Subject: Re: DM: Random character/endurance
Organization: University of Waterloo
Date: Sun, 24 Jan 1993 21:15:49 GMT

In article <k80VXB1w165w@Micor.OCUnix.on.ca> crip@Micor.OCUnix.on.ca (Garth Werner) writes:
>cjwein@watcgl.uwaterloo.ca (Chris J. Wein) writes:
>
>> In article <1993Jan22.115431.3237@cnsvax.uwec.edu> leeme@cnsvax.uwec.edu writ
>> >In article <9F3qXB5w165w@Micor.OCUnix.on.ca>, crip@Micor.OCUnix.on.ca (Garth
>> >> 
>> >>         No math talk you babbling weeeeeen.
>> >>
>> >
>> >That's it, Garth! I'll have to come back to Primus and pound on King Key
>> >again! Calling other players weeeeeens! Maybe you can post your column from
>> >Primus from a year ago? The one with multiple choice answers....
>> 
>> Uh, thanks for leaping to my defense over Garth calling me a weeeeeen but
>> it's just a nickname (a play on my last name).  Keep in mind it has nothing
>> to do with "wiener" or "weenie" or all the other wonderful variations
>> that I heard from about Grade 1 up.
>> 
>        What, don't I get any thanks for including the precise number of 
>'e's?  
>

Actually I think that Weeeeeeeen of Team Ween had 8 e's in his name and
yours only had 6.  Thus I would think that you used the shortened version
with 6 much like you call Thomas Tom...

(and that pretty much wraps it up for this thread...)

-- 
==============================================================================
 Chris Wein                           | cjwein@watcgl.uwaterloo.ca
 Computer Graphics Lab, CS Dept.      | 
 University of Waterloo               | (519) 888-4548
From: ma_blase@csd.uwe.ac.uk (Fox)
Newsgroups: rec.games.pbm
Subject: Re: FOX, read this please
Date: 21 Jan 93 14:24:11 GMT
Organization: University of the West of England, Bristol
X-Newsreader: Tin 1.1 PL5

Greg Lindahl (gl8f@fermi.clas.Virginia.EDU) wrote:
> In article <1j4a8fINNo11@serifos.csd.uch.gr> chrysop@serifos.csd.uch.gr (Chrysopoulos Marios 484) writes:
> 
> >Ok, finally i can reach your address. It seems that this name is only known
> >to mailers and as for other processes (ping, telnet, etc.) you need to use 
> >another name...
> 
> This is well-known by most folks but it bears repeating: there are
> many, many hosts on the Internet which you can send email to but
> cannot ping or telnet. Always send email to test email.

Listen to the man, he knows what he's saying.

Mail is all that we can receive here at the moment so don't try anything 
else.

Oh, and for the third time, THE GAME IS NOW FULL!!!!

Fox
-- 
 |\_/| F  "The only way to hold onto something is with a closed fist so
 \O O/ O   no theiving git can nick it.  A shotgun helps too..."
  \o/  X					     - Ebeneezer Goode
Newsgroups: rec.games.pbm
From: cjwein@watcgl.uwaterloo.ca (Chris J. Wein)
Subject: Re: Slasher Designs
Organization: University of Waterloo
Date: Thu, 28 Jan 1993 14:32:29 GMT

In article <21885@ucdavis.ucdavis.edu> itlm013@dale.ucdavis.edu (Captain Caveman) writes:
 [deleted]
>I don't like Decis early in life.  Slashers run hot anyway, so going with
>a 10 offensive effort, unmodified, seems to get them off to a pretty good
>start.  Besides, Decis completely screws up their attack.  I keep the 
>Activity Level middlin' in order to control their wildness, and keep the
>Kill Desire around 6 or 7, so they don't try to kill with each swing.
>
>>So, what do you all have to say?
>
>Despite some minor points, I pretty much agree with you.  In fact, I've got
>a SL now named "Tower of Power" who I'm quite proud of. :)  SZ 18 wonder.
>
I have a Slasher designed with similar theories 13-6-18-17-6-17-7 who
is also named The Tower (0-1).  In his first fight he went 10-6-6 
(pretty reasonable to me) but jumped by an 0-0 waste who took me down
quickly.  He did start expert Init though...I do think he was unlucky
though - very little hit points and only great damage :-(  Next turn
it is all out 10-10-7 Dec in order to understand how an 0-0 waste
jumped this guy.

Chris Wein

ps. And hi from Steve Daughney who is looking over my left shoulder as
I type...
-- 
==============================================================================
 Chris Wein                           | cjwein@watcgl.uwaterloo.ca
 Computer Graphics Lab, CS Dept.      | 
 University of Waterloo               | (519) 888-4548
From: Siegrist@elde.epfl.ch
Newsgroups: rec.games.pbm
Subject: pbem-game
Date: 27 Jan 93 12:06:43 GMT
Organization: CRPP-EPFL


    RMPM is a game where players wander around a 25 by 25 board, trying
to land on a space occupied by another player. There is no luck involved;
everything is based on your skill at planning your attack and avoiding others.
 
The second phase of the game involves setting up businesses that affect
the game on spaces where you have had encounters. Businesses can do
anything you can get the other players to agree on, at any price that
they are willing to pay.

   Interested?
   
   Send an e-mail to siegrist@elde.epfl.ch for more information
Newsgroups: rec.games.pbm,alt.games.vga-planets
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Re: High tax rates in Vga Planets
Organization: University of Illinois at Urbana
Date: Fri, 22 Jan 1993 02:55:04 GMT

I noticed in these futuristic conquer the universe type games and other
simulations, a 'reasonable tax rate' is less than 10%.  However, in the
real world, we pay much more than that for our income tax.

I get taxed about 20% of my income, and my parents get taxed 30%.  If this
happened on VGA Planets or Sim City, the citizens would revolt.  In addition
to that, we have to pay certain other taxes, like sales tax 5-10%, and taxes
on items we may purchase such as cigarettes and alcohol, not to mention
taxes on many imported items.

I'm always surprised when I set the tax rate to about 20% in these type
of games and everyone revolts.  I played a game which was a simulation of
ancient China, and set the tax rate at 20%.  Eventually, the ingrates
became unhappy and revolted!  Get real!  In ancient China, the peasants
were taxed for nearly ALL of their goods... That's why they were peasants!
Sheesh... If you can't get rich in a fictional game, what's the point of
playing it? :)

I guess we should revolt since our taxes are so high.  Or maybe game
designers are just universally clueless about the real world.
-- 
Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
If you have nothing good to say, sit down, shut up, and post to USENET.
Newsgroups: rec.games.programmer
From: stoned@wimsey.bc.ca (Darren Stone)
Subject: Re: Novell-Network Games: How to program?
Organization: Wimsey Information Services
Date: Fri, 22 Jan 1993 00:47:24 GMT
X-Newsreader: Tin 1.1 PL5

sn (sn@plato.chemietechnik.uni-dortmund.de) wrote:
: We have a new Novell (3.11) Network at our university, and
: I'd like to program some multi-user games taking advantage
: of the network. Where can I get information about how to
: do the communication-routines? Do I have to buy a book about
: this or are there some text files available via FTP?

I had the same problem.  I wanted to do multi-user stuff over Novell,
without even having to worry if the server itself was up or if users
were logged into it.  If you want to do this, you want to learn IPX/SPX
programming.  This is peer-to-peer communication.  It's not too bad
(there's about a dozen or less routines you need to use).

Two good books on this are:

Programmer's Guide to Netware, McGraw Hill
Network Programming in C, Que

- Darren
  stoned@wimsey.bc.ca
  Xanth Software F/X
From: 00jcreidy@leo.bsuvc.bsu.edu
Newsgroups: rec.games.programmer
Subject: Beta-Tester Questions- need help
Date: 21 Jan 93 21:18:40 GMT
Organization: Ball State University, Muncie, In - Univ. Computing Svc's

Hello programmers, I have a question.  I have petitioned a software company
to be selected as a Beta-tester for a game they are shortly to release.  It's
a IBM/DOS game, not Mac.  My question is what do I need to look for if I am
offered to be a Beta-tester?  I have never done it before and would appreciate
any help in this matter.  Forgive my ignorance on the subject, but hey, that's
why I'm asking!  Thanks in advance, 

				Chris
Newsgroups: rec.games.programmer,comp.os.msdos.programmer
From: nbb3647@ultb.isc.rit.edu (N.B. Bast)
Subject: Re: Graphics Library for the SpeedStar 24X?
Organization: Rochester Institute of Technology
Date: Fri, 22 Jan 1993 19:05:29 GMT

RE: person who said SpeedStar 24X used S3 chip...  (I screwed up the
post, and it didn't quote in right...)

	The SpeedStar24X uses a Westen Digital chip, not S3.  the 24X is
minutely faster than a Tseng 4000 card in DOS, and has gotten better
winmark ratings than S3 based cards in the same machine...  (this is
highly based upon Drivers though...)  the 24X is also much cheaper than
most S3 cards.  i.e. why buy S3?
					Noah

-no .sig
From: Eric.Kjellman@njackn.uucp (Eric Kjellman)
Newsgroups: rec.games.programmer
Subject: Nintendo Monitors
Date: 27 Jan 93 03:52:22 GMT


 JD> Reply-To: disbrow@skipper.dfrf.nasa.gov

 JD> We're just about to purchase a super Nintendo and I was wondering
 JD> if I can use an old commodore color monitor instead of a TV.
 JD> Any info would be appreciated.

 JD> Thanx in advance,
 JD> -- 

Yeah, you can. My friend had his set up that way, and it actually worked much better than a TV...

I'm not SURE how this is done, but, if I'm not mistaken, there are two plug in places in the front for "Audio" and "Video" cables. the SNES comes with the appropriate adapter to hook it into those two hole (whatever)

Hope this helps.


 * Origin: NineJackNine (1:121/99)
From: d91-sjd@tekn.hj.se (DANIEL SJBERG)
Newsgroups: rec.games.programmer
Subject: Re: VGA Palette flicker
Date: 25 Jan 93 11:09:33 GMT
Organization: H|gskolan i J|nk|ping

> I've got some code for cycling the VGA palette, but I have problems with
> flicker. The main problem is that I can't disable interrupts during the
> "rep outsb" (did I mention I was using the 286 instructions?) because I've
> flickerover the top quarter or so of the screen.

> Does anyone know a cure for this?

Which IRQ does the player use.   

When you know which IRQ you just:     Mov al,11111111b  ; Set the IRQ number 
							  for the player to
							  zero in al and the
							  rest to 1 while you
							  you're setting the
							  palette
				      Out 21,al
				rep   outsb
				      xor al,al		; Turn on all IRQ's
				      out 21h,al

/Daniel,    Member of The Yellow Ones

E-Mail: D91-SJD@TEKN.HJ.SE
Newsgroups: rec.games.programmer
From: thomase@extro.ucc.su.OZ.AU (Thomas Esamie)
Subject: Request
Organization: /etc/organization
Date: Thu, 28 Jan 1993 11:41:53 GMT


	Perhaps I asked for too much. Could somebody please just give me a  
couple of hints, pointers, references, ftp sites, anything regarding games
programming. A source for something would be useful, I'll take what I can get.

	Thanks again,

			Thomas the Tank Engine
			aka Algor

+--------------------------------------+--------------------------------------+
| Email : thomase@extro.ucc.su.oz.au   | The only way to deal with temptation |
|    or   ak586@cleveland.freenet.edu  | is to give in to it.                 |
+--------------------------------------+--------------------------------------+
From: d91-sjd@tekn.hj.se (DANIEL SJBERG)
Newsgroups: rec.games.programmer
Subject: re: xlib04.zip is on NIC.FUNET.FI
Date: 23 Jan 93 16:38:49 GMT
Organization: H|gskolan i J|nk|ping

Hi!

You can find XLIB04 somewhere on NIC.FUNET.FI

Try  /pub/msdos/graphics

/Daniel
From: reaper@tiger.WPI.EDU (Daniel M Afonso)
Newsgroups: rec.games.programmer
Subject: Re: int 33h (mouse) services question
Date: 26 Jan 93 20:12:51 GMT
Organization: Worcester Polytechnic Institute, Worcester, MA 01609-2280
NNTP-Posting-Host: tiger.wpi.edu
In-reply-to: mucds@uxa.ecn.bgu.edu's message of 21 Jan 1993 18:57:41 -0600


	I'd recomend going out and getting a book on interrupts in general.
The mouse interrupt has so much stuff stuffed into it, it really makes program-
ming with it a breeze. Try _Dos Interrupts_, or _PC Intern_. The latter
has complete mouse routines in it, just copy the code from the disk to
your program, or make a library, or a unit (Pascal). Hope this helps.
		Dan 
Xref: sparky rec.games.programmer:5505 comp.os.msdos.programmer:12385
From: mudrc@uxa.ecn.bgu.edu (Daniel Crowson)
Newsgroups: rec.games.programmer,comp.os.msdos.programmer
Subject: Re: Graphics Library for the SpeedStar 24X? (VESA)
Date: 23 Jan 1993 18:19:44 -0600
Organization: Educational Computing Network
Distribution: world
NNTP-Posting-Host: uxa.ecn.bgu.edu

In article <21JAN199320343834@rosie.uh.edu> st1lv@rosie.uh.edu (McLeod, Stephen) writes:
>Given the great price for 24 bit color I am considering buying a Speedstar
>but a friend told me I should not do so unless there is something called a 
>VESA driver for it.  He says if there is not, I might be able to use a paint
>program but never any games and so on.  Is there a VESA driver for the 
>Speedstar 24X?  

  Yes, there's a VESA driver with it as with most other SVGA cards.


---------------------------------------------------------------------------
        Dan Crowson                     |    mudrc@uxa.ecn.bgu.edu       
        Computer Science Student        |    crowsond@vax3.siue.edu     
        Western Illinois University     |    Hacker --> IRC             
From: Brian.Ostergren@njackn.uucp (Brian Ostergren)
Sender: FredGate@njackn.uucp
Newsgroups: rec.games.programmer
Subject: blocking out walls
Date: 22 Jan 93  22:57:34 EST

        To add yet another question about Wolf3d games: Has anyone got a good algoritm for eliminating walls that you couldn't see(wall behind other walls). I have tried having it check the tiles in a line between you and the tile in question and haven't had very much success. It may be because I had some errors in my algorith, but I wanted to see if anyone else had a better idea. Also about those pesky wall sections that you can only see part of, is it easiest just to print ther closer one last or is ther

e a better way?


 * Origin: NineJackNine (1:121/99)
Newsgroups: rec.games.programmer,alt.msdos.programmer
From: hallch@CS.ColoState.EDU (christopher hall)
Subject: Game Publishing Questionaire
Date: Tue, 26 Jan 1993 04:49:19 GMT
Organization: Colorado State University, Computer Science Department


Hello,

     Some peers and I have worked together on a computer RPG.  When we finish
the game (many months from now) we would like to be able to publish it.  Below
are some questions that have popped into my mind that I really don't know the
answer to.  Please feel free to answer any or all of the questions but don't
flame other people for any comments or suggestions that they give.

     Ok.  Here are the questions (and I am sure that I am not the only person
who wonders about some of this stuff...)

   1)  Currently the game is still in its earlier stages of development.  We
       have not yet decided how we will distribute the game but let's assume
       that we will publish it commercially.  What is the best way to get
       our game into a market?  Should we find a distributor, sell the
       rights to a company, what?

   2)  Assuming that we have decided work out a contract with a distributor
       to sell our game.  What sort of contract should we negotiate?
       Should we ask for royalties, a flat sum, a combination of both, or
       what?

   3)  Now lets assume that we have negotiated a contract that will benefit
       both companies the most (ours and the distributor).  How much money
       can we hope for?  How long will it take for the cash to really
       start flowing (assuming the product is successful)?  How long will
       the cash continue to flow?

     Thank you for taking time to read this far.  If you have answers to any
of these questions please post a follow up reply.  If the discussion is
successful I will try to summarize all of the postings and post that summary
in about two weeks (unless someone else would like to take on the
responsibility).

                                                        Cheers,
                                                        Chris Hall

/--------------------------------------------------------------------------\
|    The world cannot end today because it is tomorrow in Australia...     |
|                                                                          |
|       |________          Chris Hall                                      |
| ||OOO||________>         hallch@handel.colostate.edu                     |
|       |                                                                  |
\__________________________________________________________________________/
Newsgroups: rec.games.programmer
From: jas37876@uxa.cso.uiuc.edu (John A. Slagel)
Subject: Re: PC Graphics (animation)
Organization: University of Illinois at Urbana
Date: Thu, 21 Jan 1993 17:53:58 GMT

   Well, you're headed in the right direction...

   I will post some C code in the next day or so to take care
   of multiple keypresses with no typomatic stupid repeat. However,
   this code is in Microsoft C with inline assembler, so if you 
   are using something else, it might take some effort... I also
   have the code in Pascal that someone posted a while back.

   To take care of flicker... Use the XLIB04 package.  Set up two
   virtual screens.  Then, you can draw on one while viewing the
   other.  Then, after you're done drawing on the hidden page,
   make the hidden page visable, and then wait for verticle retrace
   and then begin drawing on the now-hidden previous page that was shown.
   Keep looping...  Another good thing to do is to use 3 pages... one
   for the background and 2 for page flipping.  Then, whenever you need
   to erase a "sprite" you can just use a fast display memory to display
   memory copy from the background page on top of the sprite you need
   to erase, and wala, the background is restored!  All the routines
   that you need to do this are in the XLIB04 library.  For three pages,
   you'll need to use 320x200 mode. 320x240 only gives ~2.4 pages or 
   something like that.

   Good luck.

-- 
-----------------------------------------------------------------------------
 John A. Slagel              "My old man used to tell me, before he left this
 j-slagel1@uiuc.edu           shitty world, never chase buses or women- you
 (217) 337-7930               always get left behind." -The Marlboro Man
Newsgroups: rec.games.programmer
From: cat@wixer.cactus.org (Dr. Cat)
Subject: Re: Questionnaire.  Please look at it!
Organization: Real/Time Communications
X-Newsreader: Tin 1.1 PL5
Date: Thu, 28 Jan 1993 03:57:41 GMT

   If you're doing a "conquer the galaxy" type game, you should take a look
at Spaceward Ho for ideas.  (The name of the publisher eludes my memory, I'm
afraid.)
Newsgroups: rec.games.programmer
From: tjg2946@ritvax.isc.rit.edu
Subject: Re: 3D driving games
Reply-To: tjg2946@ritvax.isc.rit.edu
Organization: Rochester Institute of Technology
Date: Thu, 21 Jan 1993 15:50:40 GMT

Tell your friend to not waste his time in a ground-based racing game.  
You should get him to do something rare:  Air-based racing game or space
based.  Instead of worrying about the vector graphics in the background in
space, you can just create an corrior (?) track (confine the driver in the
3-d space.  Make this track 3-d.  Up, down, left, right, all around.  You can
make the boundaries sligtly transparent so the driver can see if there is a
big turn coming up.  If you want to stay on earth, just create a large amount
of mountain range and restrict height to a certain limit and let them go
in a race-plane.  Finally if you must stay on the ground, don't waste the
time on something that World Circuit can beat, just go futursic (?) and create
a F-zero clone (the one on the SNES).  And instead of limiting to just 13
tracks they provided, you can create a lot more.  You don't have to worry about
the outside effect for the earlier version, just make something that
would simulate a real 'hovercar'.  I hope you will follow these advices and
we will have a lot of fun on these and a lot of registration  $$$ will roll
in.

Newsgroups: rec.games.programmer