HDTenEightyP/NetNews huggingface dataset:
Newsgroups: rec.games.netrek
Date: Fri, 14 Aug 1992 13:31:32 -0400 
From: "Joseph E. Beck" <jb8n+@andrew.cmu.edu>
Subject: Re: Ged. . . how good is he?
	<1992Aug14.080656.13569@dsd.es.com>

> This explains why they do better, because they
>are not at large and nearly all their teams are composed of highly
>skilled players.  Berkeley could field an equivelant team, if they
>really worked at it. 

But...we purposefully try to weaken our teams and have them all be
about as good as each other.  We don't try to get a "killer team"
together.  For the SINL (and I imagine in the fall), they'll be a
draft system again to insure that the best players are distributed.  I
don't think that Berkeley could field an equivalent team, start of
with GBO, and take whatever GB players you want (since GBO beat GB
I'll make the assumption they have better players, no flames please).
Did you still think you could beat any of the CMU SINL teams (assume
the game is at nova so lag isn't a problem)?  I doubt it. 

	joe
	Purple haze
Newsgroups: rec.games.netrek
From: ahabig@bigbang.astro.indiana.edu (Alec Habig)
Subject: At Large Teams
Organization: Indiana University Astrophysics, Bloomington, IN
Date: Sat, 15 Aug 1992 10:38:27 GMT

While at-large teams do need an advantage of some sort to compensate for the
school teams being all in the same room, tiebreaker advantage may not be the
fairest way to do it.  Head-to-head record should be the first tiebreaker.

I think a fair way to deal with at-largeness would be :

1) All games involving an at-large team should be played at a nuetral site (to
minimize lag differences).  This is because there is no way for an at-large
team to ever have a home game (a big disadvantage) - they shouldn't get the
double penalty of giving their opponents the homefield advantage 1/2 the time.
A rule like this would zero out the lag disadvantage of at-largeness.

2) In an at-large vs. school game, the at-large team should get first choice of
race.  There's no good way to totally make up for not having your team in the
same room, but this would help some.

If these rules were made, then the process of figuring out which teams are the
best would occur at the game level, where it should, rather than at the
post-season tiebreaker level, where oddness can occur.

	Entropy

PS - Don't hit me with 12 angry flames - this post is not a comment on the SINL
results, just a suggestion inspired by that discussion.
From: rone@girtab.usc.edu (Ron Echeverri)
Newsgroups: rec.games.netrek
Subject: Re: trouble in the net
Date: 18 Aug 1992 23:53:24 -0700
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: girtab.usc.edu
Keywords: calvin, lag

In article <josh.714185047@mowgli> josh@cqs.washington.edu (Josh Hayes) writes:
>The lag to calvin (usc) was horrible as usual today, so I popped
>out, ran traceroute, and here's what I got:

Lucky you.  Here, traceroute is hidden somewhere deep so the users can't
run it every time their tiny little heart desires...

>11  134.24.99.2 (134.24.99.2)  35 ms  504 ms  188 ms
>				       ^^^     ^^^
>					  yowee!
>One of those nameless nodes....

hang-sdsc.cerf.net
^^^^
appropriately named, eh? :)

>Boy, I'd hate to think I had anything to do with it.... :)

nah.  somehow somehting is wrong with calvin's connections.  connections are
usually low ping but VERY burpy, as in the above example.  Heck, i'm local and
i have to play with state enforced UDP because my links keep getting severed 
every once in a while.  I might as well play across continent.

5150
Organization: Senior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Sat, 15 Aug 1992 20:10:39 -0400 
From: Nanci Ann Miller <nm0w+@andrew.cmu.edu>
Subject: Re: Rules for ALL INL matches
	<1992Aug15.215116.1621@murdoch.acc.Virginia.EDU>

Excerpts from netnews.rec.games.netrek: 15-Aug-92 Rules for ALL INL
matches William Thang Katz@luca. (4664)

> So why even HAVE a home field advantage?  Why not play all games
> (regardless of whether you are school team or at-large team) at
> some neutral server with comparable ping times? 

Because its not that black and white.  It is hard enough just to get 16
people to agree on a time, and get a server set up (which in most cases,
one of those 16 players can manage) without introducing a third party
who would have to set up the server at the right time and make sure
everything is working correctly.  You would also have to ensure that the
lag between the sites and this neutral site is about even for both
teams.  No point in having a "neutral" server if its not neutral, now is
there?  And there's not that many reliable servers that have really good
net connections with flexible server gods.

A different solution would be to have each game played twice, once at
each site.  This way each team has one home game and one away game for
each team they play.  The problem with that is that it is hard enough to
get all the games played... if we double them, it will be even worse!  

In short, I think a "home field advantage" is rather unavoidable without
causing equal or greater difficulties.  I think that as long as the
teams have an equal number of home and away games, that is the best we
can do until netrek has enough money to fly all teams to the same
site.... :-)

Nanci


This is not really a .sig.  It's all a figment of your imagination.  You
see, you are just a brain in a vat in our lab here and.... oh never mind.
Newsgroups: rec.games.netrek
From: cmlee@cory.Berkeley.EDU (Tom Chen-Ming Lee)
Subject: Re: SINL finals
Organization: University of California, at Berkeley
Date: Sat, 15 Aug 1992 14:22:34 GMT

In article <16iuhgINN12m@agate.berkeley.edu> tom@soda.berkeley.edu (Tom Holub) writes:
>In article <713875790.18575.0@borman.res.andrew.cmu.edu> stimpy+@cmu.edu (Rick) writes:
>)
>) [ !@#$%^&*() ]
>)
> [ !@#$%^&*() ]
>
>Do whatever you want.  I will do whatever I can to make sure that
>no more than one CMU team (or from any other school, for that matter)
>makes the playoffs in the fall.  This is total bullshit, for the second
>time in a row (Hi Akira).

NO!  NO!!  NO!!!  You can't let them get away with this coz it'll set a 
bad precedence for future INLs.  The League is more important than any
individual team.

I think you've got to do what you've got to do -- take the trophy and
shove it down AA's ... (obvious).

> -Tom

Say, you're not the dreaded 13th Angry Men are you?


- Iolo the Bard
From: tw1r+@andrew.cmu.edu (Timothy C. Worsley)
Newsgroups: rec.games.netrek
Subject: inoffensive INL change
Date: 16 Aug 92 22:07:46 GMT
Organization: Carnegie Mellon, Pittsburgh, PA


	I would like to suggest that the INL change its name to the
INTERNATIONAL NETREK LEAGUE.  This would not only suggest that people
other than collage students play, but also encourage play from abroad.

ZZnew guy
Newsgroups: rec.games.netrek
From: rhodesia@wixer.cactus.org (Felix S. Gallo)
Subject: Re: Tiebreakers in the INL
Followup-To: rec.games.netrek
Reply-To: rhodesia@wixer.UUCP (Felix S. Gallo)
Organization: Real/Time Communications
Distribution: rec
Date: Sun, 16 Aug 92 18:14:59 GMT

"Joseph E. Beck" <jb8n+@andrew.cmu.edu> writes:
>
>Sunscreamer: 
>>What makes Team CP better than
>>us playoff-wise, except for the fact that they're from CMU?
>
>1:  CP was winning when the ghostbusts began.
>2:  12 AM were genocided by AA, and CP lost to AA by 12-8 2 (i
>     think)
>
>any other questions?

Yeah.  Where do you get your facts?  The game against CP was plagued
from the very beginning by unplayable lag.  We mentioned this, they
told us to play, we got ghostbusted en masse after waits as long as
30 seconds.  At no point was it a 'game of netrek'.

Despite these problems, we had come back to 7 planets after being down
to 5 when the ghostbusts began.  On a regular server, I have no doubt
that we wouldn't have been knocked down to 5 so early.

Moreover, AA, in the playoffs, was not able to genocide a 12AM team
which was missing (it is said) its three best players, including its
regular captain and the two people who actually are able to sit next
to each other during a game.  Nice try, though. :)
>
>	joe
>	Purple haze
From: botelle@pixmap.seas.upenn.edu (Justin Botelle)
Newsgroups: rec.games.netrek
Subject: Re: Ged. . . how good is he?
Date: 15 Aug 92 02:46:38 GMT
Organization: University of Pennsylvania

In article <BszE9H.43q.2@cs.cmu.edu) hill@norman.VI.RI.CMU.EDU (Robert Hill) writes:
)Michael Moore writes

)Who are you referring to?  I don't think that the top 5 netrek players are  
)from CMU.  I think most of the top 10 players are from CMU.  Most of the  
)top 15 players are from CMU, and most of the top 20 players are from CMU.   
)There are some really great players out there.  I won't mention names, but  
)I do think most of the most skilled netrek players are currently at CMU.

Obviously, you've forgotten about the Hector clones :)

)Rob
)aka Spaceace!

Justin
Newsgroups: rec.games.netrek
From: rjones@itchy.dsd.es.com (Ray Jones - Perp)
Subject: Re: the endless quest for the perfect keymap
Keywords: keymap
Organization: Design Systems Division, Evans & Sutherland, SLC, UT
Date: Thu, 20 Aug 92 04:18:52 GMT

In article <fortony.714262107@murphy> fortony@sonne.cso.uiuc.edu writes:
>mmoore@itchy.dsd.es.com (Michael Moore) writes:
>
>>	I like tractor pressor on the home row because they are the keys
>>I use the most.  I try not to fire torps with the keyboard because at work
>>we have a problem that firing with the keyboard doesn't work.  Anyway,
>>I fire all my weapons from the mouse so that sort of helps to localize things.
>
>Space bar as pressor is the One True Keymap.  Especially in light ships,
>where you really don't want to be any closer than you have to.  I think
>I snagged this habit from Spiff or Red Shirt, one of whom sent me his
>keymap when I was a wee lad.

Lies!  Blasphemy!  And from a SC bomber, no less.  

Space Bar is and shall always be MAX WARP.  Especially for SCs, where
pressoring and tractoring only differ in that one puts a 'P' and one puts a
'T' in your status bar.

>>moore@dsd.es.com
>
>Felix
>-- 
>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


--
                                          rjones@dsd.es.com
From: rjones@itchy.dsd.es.com (Ray Jones - Perp)
Subject: Re: the endless quest for the perfect keymap
Keywords: keymap
Organization: Design Systems Division, Evans & Sutherland, SLC, UT
Date: Fri, 21 Aug 92 04:32:36 GMT

In article <171d9pINNdor@agate.berkeley.edu> dawson@garnet.berkeley.edu () writes:
>In article <1992Aug20.230345.23826@dsd.es.com> rjones@dsd.es.com writes:
>>In article <fortony.714334246@murphy>, fortony@sonne.cso.uiuc.edu writes:
>>>rjones@itchy.dsd.es.com (Ray Jones - Perp) writes:
>>>
>>>>In article <fortony.714287599@murphy> fortony@sonne.cso.uiuc.edu writes:
>>>
>[back and forth mail messages]
>
>Just 'shift-K'.
>

Hmmm.. the local client to E&S sends a "Kill <player>" team message when
you hit K, but I didn't think it would be useful to know for anyone but E&S
people, so I took it out of the keymap I posted...  

So why'd you bring it up?


--
                                          rjones@dsd.es.com
From: jjudy@argon.berkeley.edu (Jack W. Judy)
Newsgroups: rec.games.netrek
Subject: FOR NEWBIES ONLY!
Date: 20 Aug 1992 03:49:41 GMT
Organization: University of California, Berkeley
Distribution: world
NNTP-Posting-Host: argon.berkeley.edu

If you are a total newbie and you want a decent .xtrekrc file
mail me jjudy@bsac.berkeley.edu and I will send you one.

I just didn't want to post the whole thing here and start a
"search for the greatest .xtrekrc file" thread.

-Jack (LURI)
Newsgroups: rec.games.netrek
From: hoswell@tramp.Colorado.EDU (Old Nick)
Subject: Re: One nagging question (tbird)
Keywords: stick with this post, it gets interesting
Organization: University of Colorado, Boulder
Date: Mon, 17 Aug 1992 15:58:11 GMT

sherod@newton.Colorado.EDU (Scott Herod) writes:

>Oh but don't you love the tasty little scouts that everyone
>seems to fly there?  It's the only place I regularly fly a BB.

Speaking of popcorn...  Anyone seen that Scout Popcorn of past 'most
improved' fame?  Kinda miss the guy ;-)

On scouts - and sturgeon...  Was bored and tried it out.  Anyway, I worked
my way up to about 20 kills, and decided to refit into an AS an buy a ton
of engines... the result: a maxwarp 13 'sc' bomber that can still carry
9 armies.  Not bad - needed that against RS.

Old Nick
-- 
||      -=> Old Nick <=-	 |	  <<<<=- "Dial a cliche" -=>>>>      ||
||  hoswell@tramp.Colorado.EDU	 |   					     ||
|| or hoswell@yoda.hao.ucar.EDU	 |    A cynic knows the price of everything  ||
||       Think Clearly! 	 |          and the value of nothing.        ||
From: bharat@shadow.Eng.Sun.COM (Bharat Mediratta)
Newsgroups: rec.games.netrek
Subject: Re: Frequently Offered Clever Suggestions List
Date: 14 Aug 92 02:25:35 GMT
Reply-To: bharat@shadow.Eng.Sun.COM
Organization: Sun Microsystems
NNTP-Posting-Host: shadow

In Article 689, Andy McFadden sez:
>20) Credit kills appropriately
>
>Problem:
>The person who causes deaths doesn't always get the credit (e.g. F1 fires
>torps at R2; R2 dets; F0 dies from the detted torps.  Credit should go to
>R2 who did the detting, but currently goes to F1 who fired the torps.)
>
>Proposal:
>Implement some fixes to make it work out right.
>
>Why Not:
>This is actually a pretty good idea.  It won't affect the game much, and
>it makes things fair.  However...
>
>It will change the game.  There were be situations where people who should
>have had kills will not got them, and vice versa.  Exact impact on the game
>needs to be better understood.
>
>Also, this is a non-trivial modification.  I think Sturgeon II had it (though
>it isn't on the list), but exactly WHO gets credit WHEN needs to be clearly
>defined.
>
>If you would like to take it upon yourself to define a clear-cut set of rules
>AND modify a server, test it, AND THEN provide diffs for the rest of the
>world, you will probably see this change happen.  However, it's probably
>more than your average server diety wants to deal with.
>

I seem to remember this being implemented at Panther, and as I recall I liked
it a lot.  Maybe the server diety over there would like to post the diffs...?

---
    /\        Bharat Mediratta
   \\ \       Graphics Continuation Group
  \ \\ /      
 / \/ / /     
/ /   \//\    SUN Microsystems, Inc.	
\//\   / /    Mailstop: MTV18-218
 / / /\ /     2550 Garcia Avenue, Building 18
  / \\ \      Mountain View, CA 94043
   \ \\       Phone:  (415)336-4347, FAX:(415)336-5471
    \/        Email:  bharat.mediratta@eng.sun.com
Newsgroups: rec.games.netrek
From: fortony@sonne.cso.uiuc.edu
Subject: Re: Sound in the client
Originator: fortony@murphy
Organization: University of Illinois at Urbana
Date: Mon, 17 Aug 1992 09:14:42 GMT

sfd@neuromancer.metaphor.com (Scott Drellishak) writes:


>Here is the list of sounds, and when they are played:

And here are my official suggestions for what they should sound like.

>TORP_FIRE	a torpedo is fired on your tactical map.  Currently nothing

clearly, the sound of someone saying 'bang!'

>TORP_EXP	a torpedo explodes on your tactical map.

The death sound from Robotron.

>MY_PHASER_FIRE	you fire your phasers, and miss.

The 'wah wah wah waaaaah' loser sound from the Price is Right.

>MY_PHASER_HIT	you fire your phasers, and hit.

Sulu screaming, "Locked on, Captain"

>PHASER_FIRE	somebody else fires their phasers on your tactical map,
>		and miss.

'nyuk nyuk nyuk'

>PHASER_HIT	somebody else fires their phasers on your tactical map,
>		and hit.

the PING from 'the hunt from red october'.

>PTORP_FIRE	a plasma torpedo is fired.  Currently nothing.

an air raid siren, preferably with screaming citizens

>PTORP_EXP	a plasma torpedo explodes on your tactical map.

"SMACK!"

>SHIP_EXP	a ship explodes on your tactical map.

A heartrending scream

>BASE_EXP	a starbase explodes on your tactical map.

an extra-game-awarded CRACK from some nice loud pinball machine

>MESSAGE_YOU	you receive an individual message.

the monty python "IT'S..."

>So, what other messages should their be?  What other features should
>this sound thing have.

Their?

How about cloaking?   "DIVE, DIVE, AOOGA AOOOGA"!  Armies spilling
out into space (thin screams)?  Bombing ("so the mailman walks
into this bar, see...")? 

But semi-seriously, it'd be cool to have all these things for
PEOPLE_AT_PEACE and PEOPLE_AT_WAR.  If someone at war uncloaks
on my screen, I want a "SURPRISE!" noise.  I don't think I need
it for my friends.  Also, enemy starbases blowing up should be
really GREAT noises, while yours blowing up should be the ultimate
in degrading audiovisual experiences.

There needs to be THEME MUSIC THAT IS PLAYED CONSTANTLY DURING
THE SELECTION WINDOW.  I SEE A GREAT NEED.

Also, music playing while I'm cloaked.  Ride of the Valkyries.  Yeah.

There also *really* needs to be genocide/you'vebeengenocided
music.  Might I humbly suggest Holst's Mars on one hand and
the mickey mouse clubhouse theme on the other?
>--
>/--------------------------------------------------------------------------\
>| Scott Drellishak   sfd@neuromancer.metaphor.com                          |
>|         "It's Log!  It's Log!  It's big, it's heavy, it's wood!          |
>|          It's Log!  It's Log!  It's better than bad -- it's good!"       |
>\--------------------------------------------------------------------------/
-- 
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
From: botelle@widget.seas.upenn.edu (Justin Botelle)
Newsgroups: rec.games.netrek
Subject: Re: the endless quest for the perfect keymap
Date: 21 Aug 92 19:44:06 GMT
Organization: University of Pennsylvania

In article <714270723.756.0@typhoon.ucc.andrew.cmu.edu) stimpy+@cmu.edu (Rick) writes:
)What I meant was, those were all the admirals I could think of whose
)keymaps I could get because they have accounts on 'andrew.cmu.edu'
)I got them all from 'cat ~userid/.xtrekrc |grep keymap'
)Actually, I forgot Admiral Black Reaver (Val Ckurai  )

yeah, so did I.. When did he do it.  I'll have to ogg him more.

)Once again, I must say that my keymap is the best. I never have to look
)at the keyboard. 

It is the best:  for you.. The perfect keymap is unique to you.  I took
jch's keymap, but have made several changes to it.  It was a good place
to start, for me.  I never look at the keyboard.  Of course as long as
I have everything reachable with my left hand (not incl numbers -- I hate
those :), I'm fine.  I don't how others are, since I have rather long fingers
and can type 70wpm.


)to have a shields up and a shields down key. In my keymap, a puts them
)down, and s puts them up. That way, you can hit s a few times to make
)sure they go up.

Yeah, I made this exact change.  Nothing sucks more than two s packets 
leaving your shields down on an ogg.

)Also, Beck has had Admiral Vodkan for at least six months, he just
)rarely plays that character. (like Admiral Ream 'em, Admiral The
)Tempest, Admiral Cronus...)

Had to stick tht last one in there, eh?
But you play that character a lot, and have not had it for six months, so
why the include :)

)(Now I have "Admiral Bug in the Code" on doorstop...:)

Sounds fun

)--Rick
)"Bronco Netrek Server. You will never find a more wretched hive of
)scum and villainy." -- Admiral Kenobi (aka Terence Chang)

Justin
Newsgroups: rec.games.netrek
From: wk5w@mtaac.bme.Virginia.EDU (William Thang Katz)
Subject: Re: AA vs 12AM
Originator: wk5w@mtaac.bme.Virginia.EDU
Organization: University of Virginia
Date: Sat, 15 Aug 1992 05:41:13 GMT

>  D'Spayre (Oa) with 2 planets and 6 armies.

This puzzled me when I saw this at then end of the match.  In the first
minute of the game, I was the sole bomber for Org (?), and I reduced it
from 25+ to 4 and dropped 3 more on it.  That alone is greater than 21
bombed armies.  Towards the end of the game, my client died for some
reason and I had to restart it.  Does this reset stats or is the army
bombed counter busted?

Also, could the statistician send me the win/loss/DI info for the game
so we can use it for Fall planning.  Thanks in advance.

-D'Spayre/Unknown Ogger
Newsgroups: rec.games.netrek
From: rjones@itchy.dsd.es.com (Ray Jones - Perp)
Subject: Re: SINL playoffs
Organization: Design Systems Division, Evans & Sutherland, SLC, UT
Date: Mon, 17 Aug 92 21:55:40 GMT

In article <fortony.714083158@murphy> fortony@sonne.cso.uiuc.edu writes:
>The brutally elite raging force that was 12AM at the end of the regular
>season could have cold-cocked Team CP and handed them their internal
>organs, still steaming but freshly labelled, on a silver platter.  They
>could have playing with curses clients and gotten a fifteen minute
>genocide.  They could have entered an hour and a half into the match
>and scout-taken the last three agris for the win.  They could have
>played the RUN AWAY Gambit and still gotten the genocide accidentally.
>12AM would have stomped Team CP into the asphalt so hard their
>girlfriends would have had to scrape them up, sobbing, with spatulas.
>12AM was the canonical irresistable force.  Team CP would offer as
>much resistance to 12AM as a soaked kleenex would to a 88mm howitzer.
>Team CP would have required INTENSIVE PSYCHOLOGICAL COUNSELING after
>a game with 12AM.  First, we would have destroyed all their little
>ship icons, then all their little planet icons, and then we would have
>gone after their FAMILIES.  Their pathetic conduct in a game with 12AM
>would so embarrass their university that they would be placed on
>academic probation.  Their DOGS would not look them in the eye.
>We would have torched their dwellings and sown their fields with salt.
>Their children and their children's children would be accursed,
>filthy pariahs of society, living in abject squalor with but the
>memory of greatness.

Two things:

	1- this is my favorite posting this week.
	2- I'm damn glad sunscreamer was on my team.

>rear ensign sunscreamer
>minister of truth, TWELVE ANGRY MEN (at-large playoff team)
>-- 
>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

Ray Jones
rjones - deposed dictator of 12AM
--
                                          rjones@dsd.es.com
From: kumeda@beach.csulb.edu (ANDY KUMEDA)
Newsgroups: rec.games.netrek
Subject: The BEST in the WORLD!!!
Date: 21 Aug 92 17:31:46 GMT
Organization: Cal State Long Beach

I was just wondering who everyone thought the BEST players in the world
of Netrek were in the following categories:

  * Best planet-taker
  * Best dog-fighter in 
      SC
      CA
      AS
      DD
      BB
  * Best SB
  * Best SC bomber
  * Best ogger
  * Best * scum 
  * Best overall player

Andy Kumeda (^C)


-- 
new .sig under construction
From: rwd@CS.CMU.EDU (Randall Dean)
Newsgroups: rec.games.netrek
Subject: Re: the endless quest for the perfect keymap
Date: 19 Aug 92 16:54:19 GMT
	<86523@netnews.upenn.edu>
Reply-To: rwd+@CS.CMU.EDU
Organization: School of Computer Science, Carnegie Mellon University
Originator: rwd@ERNST.MACH.CS.CMU.EDU

I assume you got the non existand keymaps from the bronco database.  Here
is mine.  I really do have one.  The only top class player I know w/o one
is gc00.  He is crazy.

keymap:			sd uaDQqq6w7e8r@RrQQtTEepEdtfpgfhR/hBBVVIIWwOObb11223344556677889900@@!!llLLiixxzzccPP

This keymap is also used by a number of the Pig team players.
From: rone@alcor.usc.edu (Ron Echeverri)
Newsgroups: rec.games.netrek
Subject: Re: SINL playoffs
Date: 14 Aug 1992 00:53:18 -0700
Organization: The Good, The Bad, and The Oggly
Distribution: world
NNTP-Posting-Host: alcor.usc.edu


Er, do tell, Mojo.  Why are _we_ the #1 seed?  According to the statpeoples'
stats, we were #3.  Also, why is 12AM charted?  I thought they had already
agreed to drop out.

5150
conf00zd d00d