HDTenEightyP/NetNews huggingface dataset:
From: lyodav@iastate.edu (Full name [])
Subject: Re: Dumb ogging and a fix idea
Organization: Iowa State University, Ames IA
Date: Wed, 29 Jul 1992 08:31:45 GMT

In <keRWPY_00VotM9t2RZ@andrew.cmu.edu> "Timothy C. Worsley" <tw1r+@andrew.cmu.edu> writes:

>Excerpts from netnews.rec.games.netrek: 28-Jul-92 Dumb ogging and a fix
>idea Leonard Dickens@mimsy.um (1088)

>> Here is an idea to diminish the practice of dumb ogging: make every
>> ship enter with only 1/2 a fuel load, or maybe a flat 4000 fuel, or
>> something like that.

>Hmmmmm. . . would make an interesting test.  I'd like to see it.  It
>MIGHT make ships worth something.  It wouldn't kill dumb Ogging, but
>would cetainly lower it's effective range.

>ZZnew guy

   How about this: Ships enter with MAX(planets+fuelplanets,10)/10*MAXFUEL
So, if a team just had the fuel home planet, each ship would enter with 20%
fuel. I like it. Let's try it. Comments, flames, followups, angry email, votes,
coding, testing? Anything?
--Dave/WeenieBlaster/Ogg_Scum/Armies Die
Member of the 12 Angry Men
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: Captain vs. 6 SBs
Date: 23 Jul 92 12:40:30 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <wePdTAC00awIQccEwu@andrew.cmu.edu> rw2g+@andrew.cmu.edu (Richard Weinstein) writes:
)
)Do you think Guardian (Kj) in a SB could survive at klingus against 
)M5 (Og) and HAL (Ri) ogging?

Of course not; M5 would be Fg and HAL would be Oi.  Of course, you probably
put that in just to see if people read all the way through that article.
 -Tom
Newsgroups: rec.games.netrek
From: adam@research.nj.nec.com (Adam Porter)
Subject: Simple question from a beginner
Originator: adam@acapella
Keywords: configuration
Reply-To: adam@research.nj.nec.com
Organization: NEC Research Institute
Date: Fri, 24 Jul 92 19:22:24 GMT


Sorry to post such a beginner's question in this group, but here goes:

I'm just getting started, and I want to play xtrek locally here to
learn how to play before going out and doing netrek.

Here's the problem:

The cursor color is black against the black play screen and I can't
see it.  I've tried setting cursorColor in .xstart and in .Xdefaults
(loading with xrdb) to no avail.  I can't seem to find a complete list
of resources...(Is there a netrek.cursorColor?  Is the format supposed
to be such-and-such-window.resource-for-that-window?)

Thanks for the help!

-- 
--								-Adam
=====================================================================
Adam Porter:Assistant SysAdmin, NEC Research Institute (609) 951-2568
4 Independence Way  Princeton,NJ 08540       adam@research.nj.nec.com
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: Is there a way to magnify the tactical display?
Date: 22 Jul 92 19:54:48 GMT
Distribution: usa
Organization: Amdahl Corporation, Sunnyvale CA

In article <14euh3INNcha@agate.berkeley.edu> dawson@garnet.berkeley.edu writes:
>I have access to a pretty large monitor.  So I was wondering if
>there were ways of magnifying the tactical display to make use of
>the monitor.  Is there a X tool, or do I need to mess with the
>netrek client?

While it's easy enough to change the scale factors on the display, you
would still be stuck with 20x20 bitmaps, so your sense of distance would be
all screwed up.

My monitor is 1280x1024 (b/w), and I almost fill the screen after I tack on
the player lists and message windows (which I made larger than the spiffy
 .xtrekrc found on the FTP site).  Unless you're talking HUGE you probably
just want to leave the tac map alone and add on more goodies.

What you'd need is something which scales on a pixel-by-pixel level (something
like a reading aid for people with poor vision, a la CloseView), but that
sounds terribly expensive and thus unsuited for arcade-type games.

>Captain Captain

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Wed, 22 Jul 1992 01:48:25 -0400 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Re: Leaving a good one for LPS
	<l6nbb7INNp9e@aludra.usc.edu>
Distribution: usa

	I didn't mean that leaving a BOONIE for last is never a good idea.  I
just meant that a team should realize when it isn't working, and take
the BOONIE before it hurts them.

ZZnew guy
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: Scumming as Third Race?
Date: 24 Jul 92 20:59:24 GMT
Organization: Amdahl Corporation, Sunnyvale CA

In article <1992Jul23.101735.9928@news.cs.indiana.edu> mvanheyn@whale.cs.indiana.edu writes:
>Yeah, but you don't get DI for bombing a race with just 1 player, do you?

Yes, you do.  PLCHEAP only affects planet taking.  So long as t-mode is in
effect, it doesn't matter how many players are on the other team.

(This is for a scam-based server; other servers may be different.)

>Marc VanHeyningen     mvanheyn@whale.cs.indiana.edu     MIME accepted

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
From: mlm@tardis.msu.edu (Michelle L. Morin)
Newsgroups: rec.games.netrek
Subject: Doorstop address
Date: 21 Jul 92 18:14:00 GMT
Reply-To: mlm@tardis.msu.edu
Organization: Michigan State University

I must have missed the statement which defined what the numeric address
of doorstop.design.iastate.edu is.   My version of xtrek.exe will only
accept the numeric version.  Would some kind soul please tell me the
numeric address to this server... I'd like to check it out.


Thanks,

Michelle 
(zydeco)
From: tw1r+@andrew.cmu.edu (Timothy C. Worsley)
Newsgroups: rec.games.netrek
Subject: Re: Fooling the into thinking you have a clue.
Date: 27 Jul 92 22:15:05 GMT
	<l77ufaINNofj@sahara.cs.utexas.edu>
Organization: Carnegie Mellon, Pittsburgh, PA

>But if you do everything ZZnew guy suggests, won't you then, sort 
>of, well, "have a clue"??  :-)

That was sort of the point.  Someone sent me mail aking if there was a
way to scum for clue, and I sort of elaborated.

ZZnew guy

PS.

WOW!  Someone got my name right!
From: mehlhaff@soda.Berkeley.EDU (ERic Mehlhaff)
Newsgroups: rec.games.netrek
Subject: Re: Cloaker info
Date: 23 Jul 92 01:37:43
Organization: The U.C. Berkeley Open Computing Facility
NNTP-Posting-Host: soda.berkeley.edu
In-reply-to: jb8n+@andrew.cmu.edu's message of 22 Jul 92 21:59:47 GMT

In article <EePRdHy00VpZ05FpFN@andrew.cmu.edu> jb8n+@andrew.cmu.edu (Joseph E. Beck) writes:

   Is the client aware of the identification of cloakers, or is it only
   told whether the cloaker is friendly or hostile?   Basically what I'm
   asking is whether a borg can be certain of who you are even if you
   were never uncloaked while in scanner range.

Until someone fixes the server to scamble cloaked ship slots, the answer 
to your questions are 'yes'.  for more information, read the bloody source.

ERic mehlhaff, netrek hacker
From: boutell@cshl.org (Tom Boutell)
Newsgroups: rec.games.netrek
Subject: Re: Doorstop address
Date: 21 Jul 92 20:10:16 GMT
Organization: Cold Spring Harbor Laboratory

In article <1992Jul21.181400.16041@msuinfo.cl.msu.edu> mlm@tardis.msu.edu writes:
>I must have missed the statement which defined what the numeric address
>of doorstop.design.iastate.edu is.   

I was unable to reply to your message by email; I got a "host unknown"
message from the mail delivery system. Looks like your return address is
messed up.

You can find out the numeric address of any location by using telnet
to connect to that machine; you won't be able to log in, but the numeric
address gets printed out before the login: prompt. Comes in handy for
me when I have the same problem.

>
>Thanks,
>
>Michelle 
>(zydeco)

No problem, O Fellow Bagel.

-- 
My return address now works!
Believe it or not there is life after college. At least if you live
near NYC.
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Tue, 21 Jul 1992 21:29:37 -0400 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Re: Golden Bears vs. Lagg U
	<59102@mimsy.umd.edu>

Excerpts from netnews.rec.games.netrek: 20-Jul-92 Re: Golden Bears vs.
Lagg U Stephen Joseph Smith@cs. (2755)

> In the worst case, the away team's choice is a clear disadvantage.
> Imagine, if you will, that Earth, Orion, Klingus, and Romulus are all
> AGRI; as well, Beta Crucis, Cassiopeia, Andromeda, and Capella are all
> AGRI.  Now if the away team chooses Fed, the home team will choose
> Ori; away Ori, home Kli; away Kli, home Rom; and away Rom, home Fed.
> The away team will always have a front-line AGRI, and the home team
> never will.


If you want to win, you will pick Fed or Rom, whichever has an advantage
over the other.  If your opponents take Ori or Kli, just pick up thier
free planets and eat their soul.

ZZnew guy
From: jerryw@cs.umd.edu (Jerry Wieber)
Newsgroups: rec.games.netrek
Subject: Re: Iggy SB's....
Date: 29 Jul 92 04:43:48 GMT
Organization: U of Maryland, Dept. of Computer Science, Coll. Pk., MD 20742

In article <1992Jul27.205538@tiger1.prime.com> jasonp@tiger1.prime.com (Jason Pascucci) writes:
>GRRRRRRRRRRRR.
>
>This is the SECOND time I've watched an Iggy SB completely screw
>up (in my opinion) a perfectly good game.

I may point out that this game may have been good, but it wasn't
particularly clueful.  My chief objection to Iggy is that he is
boring.  His behavior is completely predictable, and after a while
becomes no more threatening than elevator music.

Here's how you kill him, for the Nth time:

Approach an undamaged (i.e., not in runner scum mode) Iggy at low warp
(in CA, my ship 'o' choice).  Constantly change course.  You should get
little to no damage by the time you get into tractor range.  Iggy will
then tractor you.  Repeat the favor, add phasors and torps to taste.
It's rewarding when his explosion kills you, but more often your explosion
kills him.  Same difference, except for the extra .10 kill....

As previously noted, Iggy does not play a very good SB.

-Jerry  <Stress> <Dogmeat>  SINL: <Big Bird>
-- 
                                                           __________ 
 UUCP:     uunet!cs.umd.edu!jerryw   SPOKEN: Jerry Wieber  |/ `-.    | U of Md
 INTERNET: jerryw@cs.umd.edu                                     \_|.|-,  
                                                                    ` -
From: rone@nunki.usc.edu (Ron Echeverri)
Newsgroups: rec.games.netrek
Subject: Re: IGGY is a FREE KILL
Date: 31 Jul 1992 03:12:21 -0700
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: nunki.usc.edu

In article <1992Jul29.182119.67872@cs.cmu.edu> hill@norman.VI.RI.CMU.EDU (Robert Hill) writes:
>Guys,
>     Terence, iggy was a great addition to the game.  You must learn how  
>to use iggy.  What I like to do is this:

[iggy ideas deleted]

So basically, Iggy is a crutch with which you can hide your incompetence if 
you aren't an accomplished player already, so long as you know what to do with
him.

Iggy is a waste of code.  Nuff said.  If i want to play with robots, i go to
chaos.

5150
of COURSE you're not incompetent, Rob, but you know what i meant
Newsgroups: rec.games.netrek
From: petonak@chem.psu.edu (Paul Petonak)
Subject: Re: Helping new players get clued
Date: Tue, 21 Jul 1992 17:15:39 GMT

In article <14fijjINNt41@network.ucsd.edu>, earharta@sdsc.edu (Alan Earhart) writes:
|> 
|> After following this group for a few weeks I finally got
|> down to seriously learning how to play.  I anon. ftp'd
|> the info from the archive source and poured over all the info.
|> 
|> Last Wed. night on newton.physics.ucla.edu was my first time and
|> words like "Cool!" and "Wow!" jumped into my head as I started to
|> fumble around.  Also, the phrase "Now I know why I will be going to
|> grad. school, to have access to a workstation and play netrek!" kept
|> coming to mind.
|> 
|> Now, here is my point:
|> 
|> While I was just hangin' around figuring out what keys did what and
|> how to send messages, a ship appeared next to me.  Since I couldn't
|> figure out how to send/read messages ( I determined later that I had
|> Spiff's keymap from the .xtrekrc archive, yucko ;-) ) I got photon-fever
|> and sent a deadly barrage.  I felt pretty stupid when I finally
|> read his messages!  That person probably thought, "Another clueless jerk".
|> 
|> Ok, here is my real point:
|> 
|> Why not schedule newbie-training times?  I keep reading about how
|> people want more clued games and this would be a way to do it.
|> I was very lucky in that a person logged on and was very patient with
|> me in showing me some basics ( ychang at newton, e-mail me if you read
|> this :) ).  I think the overall clue level would rise if this was
|> implemented.
|> 

I 'ran' a basing/ogging base training camp about a week ago on moriarty. It
was announced here. Things were, I think, helpful/instructional at first as
Grey Elf ran a base and we (myself and a bunch of what I will call post-newbies)
practiced ogging him. At the very least I hop people got a feel for coordination
in ogging and how to uncloak/tractor/phasor/torp/blow-up-on the base. 

Like I said, things were good for a while, until we ran into some server
problems. For example, non-infinite # of bases during t-mode. Things got
chaotic at this point, I now understand how a bar room brawl breaks out.....
I talked to the server god and we can eliminate the t-mode problem. However,
some other problems would exist if we were to do it again. Such as how we
would avoid to many people on one side. 8 oggers vs. 7 escorts and a base sounds
like a slaughter, and I'm not sure how realistic it would be. If we could do
2 sets of 4 vs 4  that might be better. I.e. feds vs roms at same time as kli vs 
ori. Does anyone know if this is possible? 

At any rate, a friend and myself were considering having another one of thses
soon. Is there any interest? Things will have to be much more ORDERED and
less chaotic next time. 

Lastly, I never thanked those clueful players who did show up. So my thanks
goes out to Grey Elf and Gadfly (who kpet killing all  the p-newbies) for 
providing targets and instruction.

|> Alan Earhart

Paul
From: aqw@cs.bham.ac.uk (Andy Williams)
Newsgroups: rec.games.netrek
Subject: New netrek server available...
Keywords: udp, server, new, uk
Date: 22 Jul 92 16:00:44 GMT
Organization: School of Computer Science, University of Birmingham, UK

There is a new server in the U.K. available as follows...

netrek.cs.bham.ac.uk
port number: 2592
Server source: Modified Bronco.
UDP: version 1.0
Hours: 5PM to 8AM British Summer Time Monday-Friday, all day on weekends.
T-mode: 4 on 4.
Cyborgs: Discouraged.
Maintainer: A.Williams@cs.bham.ac.uk

If this server could be included in the METASERVER, I would be most grateful.

Many thanks to Steve Johnson for his help.

Andy.
-- 
-------------------*   Alatar the Blue Wizard    *--------------------
"We're sorry, but the reality you have dialed is no longer in service.
Please check the value of pi, or see your SysOp for assistance."
----------------------------------------------------------------------
From: hunterkiller@terminator.api.org (Ig)
Reply-To: hunterkiller@terminator.api.org
Organization: Automated Psychopaths, Inc.
Newsgroups: rec.games.netrek
Date: 29 Jul 92 17:04:31 GMT
Subject: It's 11:54am, time to die.

Ged is a weenie.

PBPBPBPBBPBPBTHTPT!!
From: mvanheyn@silky.cs.indiana.edu (Marc VanHeyningen)
Newsgroups: rec.games.netrek
Subject: Re: Scumming as Third Race?
Date: 23 Jul 92 15:17:01 GMT
Article-I.D.: news.1992Jul23.101735.9928
Reply-To: mvanheyn@whale.cs.indiana.edu
Organization: Computer Science Dept, Indiana University
X-Quoted: 83%

Thus said fadden@uts.amdahl.com (Andy McFadden):
>In article <1992Jul20.232629.78801@cs.cmu.edu> jch+@cs.cmu.edu (Jonathan Hardwick) writes:
>>sherod@news.Colorado.EDU (Scott Herod) writes
>>> So what would you call someone who remains on a server as a third
>>> race player after t-mode begins?  
>>
>>"Ogg bait"
>
>This happens a lot on calvin (if I remembered his name I'd abuse him in
>public).  Basically the guy is a planet scum; he figures he can slide in in
>his DD after the other team has bombed his victims flat.  Once you nail him
>he's done for, but since his primary goal is to stay alive you need to tie up
>two or three players to get him.
>
>Of course, if you're bombing-scum you'll be delighted because you can bomb
>an entire race flat with no opposition and no pesky robots.

Yeah, but you don't get DI for bombing a race with just 1 player, do you?
-- 
Marc VanHeyningen     mvanheyn@whale.cs.indiana.edu     MIME accepted
<various ranks Ensign-Commodore> Mostly Harmless
Yet another brilliant strategy:  deciding which planet to leave for last
while they still have 9 left.
From: rone@alcor.usc.edu (Ron Echeverri)
Newsgroups: rec.games.netrek
Subject: Re: INL "game": The Good, the Bad, and the Oggly at Muppet Attack!!!
Date: 24 Jul 1992 01:56:38 -0700
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: alcor.usc.edu

In article <59206@mimsy.umd.edu> sjsmith@cs.umd.edu (Stephen Joseph Smith) writes:
>Because I am really tired, this is just a quick summary of the relevant
>events of the day.
>I PASSED MY ORALS!!! [X10]

About time.  Be sure you wipe properly :-)

>In other news, we played a game at home versus The Good, the Bad, and the
>Oggly.  They were up about 15-5 when the massive ghostbust occurred and,

AHEM. 17-3 is more like it.

>although trying to match them one quit for one ghostbust, we eventually
>gave up when it got down to 1-on-1.

Mr. Boffo and I were goin' at it, but it got boring cuz i had to haul my butt
over to his space and try to ogg him when he was carrying, but since he just
had to pickup at Earth (which was agri) to take over Vega and Altair, it got
tiresome and futile...

>Apparently Stanford was the problem,
>and it eventually let The Good, the Bad, and the Oggly back in the game,

I think i'll just distribute my password to the team so they can all play off
my acc't on different machines... (U$C has its own main gateway to the outside
world so we don't have to worry about people from UCI or UCLA clogging our
net connections...)

>but it was far too late then as some of my team had already gone home to
>bed.  We decided to re-schedule.  (Mail is coming soon...)

To bed???  Heathen scums.  The mouse pad makes an excellent pillow.

5150
sheesh, talking about going to bed... gnight
Newsgroups: rec.games.netrek
From: fortony@sonne.cso.uiuc.edu
Subject: Re: scrimmage results: Gashouse Gorillas sneak past 12 Angry Men
Originator: fortony@murphy
Organization: University of Illinois at Urbana
Distribution: rec
Date: Wed, 29 Jul 1992 21:58:05 GMT

rg@msel.unh.edu (Roger Gonzalez) writes:

>For the history books:

>Gashouse Gorillas beat 11 Angry Men (sans "sunsqueamer") by 
>1.5 planets during sudden death overtime.

You will be slain and your fields will be slashed, burned and
sown with salt.  Your tongue will be torn from your severed
head and buried with the corpse of a mutant cow.  Your family
name is hereby accursed, your children shamed, and your dull-eyed
people declared abominations.

>Roger Gonzalez   -  rg@msel.unh.edu

pope sunscreamer
(but you can call me "most holy")
minister of truth, TWELVE ANGRY MEN
-- 
a b c d e f g h i j k l m n o p q r s t u v w x y z
Felix Sebastian Ortony	fortony@murphy.gis.uiuc.edu
Newsgroups: rec.games.netrek
From: Marc VanHeyningen <mvanheyn@silky.cs.indiana.edu>
Subject: Re: ogging carriers
X-Quoted: 27%
Reply-To: mvanheyn@whale.cs.indiana.edu
Organization: Computer Science Dept, Indiana University
Date: Mon, 27 Jul 1992 15:13:57 -0500

Thus said btd@IASTATE.EDU (Benjamin T Dehner):
>	When playing on a team that doesn't have a lot of clue/isn't very
>well organized, is it a good idea to ogg the opponent carriers?  I'm not
>real great at ogging, and usually end up running out of fuel or getting blown
>up by escorts whenever I try chasing down a carrier by myself.  Should I keep
>trying, or wait untill I can get help, or just keep an eye on him (or her)
>until they go for a planet?

Ogging when they go for a planet usually doesn't work; they'll cloak,
scream past you, and leave you sitting out there trying to slow down and
turn around while they hit the "x" key.  Screaming in and trying to
defend the planet can work, particularly if you can get away with
locking on to the carrier just before it cloaks.  Then you'll be pointed
right at it, and it's not too hard to phaser.  (You'll get a dialogue
like:

Dead_Carrier->You    [ 5 spaces ]
Dead_Carrier->You  Are you using a borg?
You->Dead_Carrier  No
Dead_Carrier->You  Liar!  You phasered me first time!
You->Dead_Carrier  If you don't believe my answer, why did you ask?

great fun.)

However, after a little while, the enemy will realize you're a full time
ogger, and start responding accordingly; always watching the galactic
for you, having people intercept you and damage you, etc.  Then you often
must start doing something else or be ineffective.

>	Also, I seem to have noticed I'm best at avoiding oggs when I have lots
>of kills but am not carrying any armies.  Guess the extra weight from the
>armies
>messes up your maneuverability :(.

It can be fun to be a deliberate ogg decoy, running away from ??s (just
a little) even though you have no armies, and imagining the look on
their faces when they finally do kill you and see what you had...
-- 
Marc VanHeyningen     mvanheyn@whale.cs.indiana.edu     MIME accepted
<various ranks Ensign-Commodore> Mostly Harmless
Nothing quite beats the thrill of successfully killing 2 AS carriers in
a Scout.  (no, not by sitting on a fuel planet either)
Newsgroups: rec.games.netrek
From: rwd@CS.CMU.EDU (Randall Dean)
Subject: Re: Bronco=Rwd4
Date: Fri, 31 Jul 92 19:23:11 GMT
Organization: School of Computer Science, Carnegie Mellon University
Reply-To: rwd+@CS.CMU.EDU
Originator: rwd@ERNST.MACH.CS.CMU.EDU

Just to continue the CMU arrogant line...

Can't you dumb f*cks read the motd on rwd4?  It is only
rear heatup and vector torps during BORG HOURS.  Human
hours are pure bronco bliss.  If you were literate you
wouldn't have to ask these stupid questions.

Crack Pot
Newsgroups: rec.games.netrek
From: josh@cqs.washington.edu (Josh Hayes)
Subject: Re: Fooling them into thinking you have a clue.
Organization: University of Washington
Date: Mon, 27 Jul 1992 21:43:46 GMT

Another fun thing to do if you have fifteen minutes to kill
or so is to get into a moderately clueful game as "guest".
I'm not sure why this is, but although in character my ratio
is a little under 1, defense around 0.7-0.9, and rank around
captain (in other words, I'm perfectly normal....but die fast) -
when I'm "guest" I typically wind up with a ratio around 3,
defense around 2, and I'm captain guest. In an hour, maybe...

Do people just assume that guests are idiots? They certainly
fall for all the little tricks like the "oh, I only have enough
fuel for one little torp....whoops, I seem to have enough for
about THIRTY OF THEM HAHAHAHAHAHAHA!" trick, and the "oh, I'm
so damaged I can only fly warp 2 -- OR WARP TEN DOWN YOUR THROAT
HAHAHAHAHAHAHA!" trick. I make a point of checking the login
id of "guest" on most games, and when it's Spiff or Loki or
somebody, I then immediately understand why I'm consistently
being toasted by this "newbie".

BTW, the "HAHAHAHAHAHAHA!" part is mandatory. Doesn't work
without it.

doctor

--
Josh Hayes, Quantitative Sciences HR-20 U of Washington
josh@mowgli.cqs.washington.edu             206 685-2793
Exclaimer: Hey!           Plan: Birth School Work Death
From: rwd@CS.CMU.EDU (Randall Dean)
Newsgroups: rec.games.netrek
Subject: Re: Multiprocessors and shared memory bug
Date: 22 Jul 92 16:58:48 GMT
	<JRICHARD.92Jul22082459@cs.ulowell.edu>
Reply-To: rwd+@CS.CMU.EDU
Distribution: rec
Organization: School of Computer Science, Carnegie Mellon University
Originator: rwd@ERNST.MACH.CS.CMU.EDU

I have not seen this on rwd4 because I do not use the sysV
shm code.  For shared memory, I used the Mach Netmemoryserver
and Netmsgserver.  The code I added has correct semantics
regarding two processes starting up deamons at the same time.
I never noticed the problem in the existing code.

-rwd