HDTenEightyP/NetNews huggingface dataset:
From: terence@bronco.ece.cmu.edu (Terence Chang)
Subject: Re: Normalizing Stats
Summary: don't panic
Organization: Carnegie Mellon University
Distribution: rec
Date: Mon, 27 Jul 1992 22:30:58 GMT

In article <1992Jul27.143721.681@bnlux1.bnl.gov> kidwell@bnlux1.bnl.gov (Christopher Kidwell) writes:
>OK, let me start the flames rolling on the merger with discovery...
> [ grumble grumble grumble ]

What you saw was actually an unsuccessful test of a merge of 2500
characters onto discovery.  Why the discovery motd touts this as a
completed merge, I'm not sure.

There were bugs in the version of mergescores used.  These have been
corrected.  Ratings/hours/DI *and* rank will preserved by mergescores.

Terence

-- 
"People who get nostalgic      |  Terence Chang:
 about childhood were          |    e-mail: terence@bronco.ece.cmu.edu
 obviously never children."    |            or an acceptable facsimile thereof
       -- "Calvin and Hobbes"  |            (subject to change w/o notice)
Newsgroups: rec.games.netrek
From: ahabig@bigbang.astro.indiana.edu (Alec Habig)
Subject: Re: Bronco update
Organization: Indiana University Astrophysics, Bloomington, IN
Date: Wed, 22 Jul 92 11:42:51 GMT

The two different people with the same name cwould be a problem for me,
actually.  On most servers, I'm Entropy, but that name was already taken on
Bronco and Bezier, so I'm Muon there.  Thus, there's me and some primordial
Entropy who might be merged somehow.  Could be weird.

	Alec

Newsgroups: rec.games.netrek
From: splash@jhunix.hcf.jhu.edu (Jon Rothstein)
Subject: Location and Rules help
Organization: HAC - Johns Hopkins University, Baltimore
Distribution: rec
Date: Thu, 30 Jul 1992 19:50:08 GMT


Greetings:
	
	The subject says it all.  Can anyone email me information about
how to get involved with netrek or ftp sites for the rules, that kind of
thing.  I am familiar with the Mac version and having been following this
group for awhile.  I would like to try my hand at this sort of thing, so
information would be greatly appreciated.  

Newsgroups: rec.games.netrek
From: fortony@sonne.cso.uiuc.edu
Subject: Re: SB vs 6 Captains
Originator: fortony@murphy
Organization: University of Illinois at Urbana
Date: Wed, 22 Jul 1992 07:41:58 GMT

tw1r+@andrew.cmu.edu (Timothy C. Worsley) writes:

>Theories:
>1) 6 Captains can easily Ice any SB.
>2) a mondo SB can easily Ice 6 Captains
>Test:
>Set up 6 Captains and a SB on some server.
>Problems:
>Moriarty has a lot of Lag.  So does Flint.  These, were, therefore, the
>obvious choices for this test.

>Results:

>Lag sucks.  Whoever doesn't have it wins.  Wheeee!

Actually, Results: 6 Captains can easily ice any SB.

Evidence: 5 Captains, most of the time, took an average of slightly
under two waves to ice a reasonably good SB, even when he was at
vega.  These Captains, as they were not including myself, were clearly
not the best Captains around.

Everyone gets lag at Moriarty.  It is the pit of ineffable evil,
the accursed lair of the damned.  Since the SB and the Captains
got equal lag, this test was as conclusive as anything involving
six or more human beings is gonna be.

In fact, I strongly believe that lag favors the starbase, especially
server lag.  There's something about being able to lazily float your
mouse button over to the slowly uncloaking cruiser and mail off the
"phaser pressor torp torp torp" order that makes starbases live longer.

>ZZnew guy

>"I'm an Admiral, so shut up." -- Hell Peacock
-- 
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: pmartz@dsd.es.com (Paul Martz)
Subject: Re: Is there a way to magnify the tactical display?
Reply-To: pmartz@dsd.es.com (Paul Martz)
Organization: Evans & Sutherland Computer Corp., Salt Lake City, UT
Distribution: usa
Date: Wed, 22 Jul 92 22:42:41 GMT

In article <df6k03Mm40.E00@amdahl.uts.amdahl.com>, fadden@uts.amdahl.com (Andy McFadden) writes:
> 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.

Not to mention, anything that scales bitmaps will result in ugly
aliasing artifacts. Best way for this to work would be to store all
the stuff that is now bitmaps as vector data; on startup of the
client, determine scale factors and rasterize all the vector data
accordingly. Store these rasterized images in a cache and use them
during client execution. This way you incur the cost of scaling them
once, at startup, where you can afford to do it.

No, I don't volunteer to do this. 
-- 

   -paul	pmartz@dsd.es.com
		Evans & Sutherland
Newsgroups: rec.games.netrek
From: jrichard@cs.ulowell.edu (John 'MacGyver' Richardson)
Subject: Re: NBR : server comments, client RFD.
Organization: /usr/ug/1993/jrichard/.organization
	<MEHLHAFF.92Jul8015539@soda.soda.Berkeley.EDU>
	<32903@cbmvax.commodore.com> <1992Jul13.021716.271231@cs.cmu.edu>
	<33003@cbmvax.commodore.com>
Date: Tue, 21 Jul 1992 19:31:15 GMT


I hate to beat this to death but...

In article <33003@cbmvax.commodore.com> jesup@cbmvax.commodore.com (Randell Jesup) writes:

   jch+@cs.cmu.edu (Jonathan Hardwick) writes:
   >jesup@cbmvax.commodore.com (Randell Jesup) writes
   >> (BTW, the diffs for __volatile__
   >> in the netrek info-server at CMU are wrong: they define a lot a volatile
   >> _pointers_ to non-volatile memory, instead of non-volatile pointers to
   >> volatile memory...).
   >
   >I'll remove them from the archive unless Randell is proven wrong
   >(copies of K&R at 10 paces).  I don't pretend to understand all the
   >server hacks, I just archive them :)

	   I double-checked: struct foo volatile *bar is a volatile pointer
                             ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
   to a non-volatile object, and struct foo * volatile bar is a non-volatile
   ^^^^^^^^^^^^^^^^^^^^^^^^      ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
   pointer to a volatile object.  In practice, for most cases and most compilers,
   ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
   the current way will stop shared-mem problems, but only at the cost of
   continually reloading the pointers into registers for every access of a
   shared structure.  I'd say leave it, but add a note that the volatiles should
   be _after_ the *'s.


Ok, I've actually looked this up in the book now.  It says to read the
declaration backwards (like I and the original creater of the diffs
thought).  So

	int * const foo;      /* foo is a const pointer to a char */
	const int *foo;       /* foo is a pointer to a const int  */
	int * volatile foo;   /* foo is a volatile pointer to an int */
	volatile int * foo;   /* foo is a pointer to a volatile int  */	

furthermore

	int const *foo;       /* foo is a pointer to a const int */

so it seems that the diffs are correct.  I even went around asking
other people in the building to make sure I didn't remember this
wrong... 

I do hope that the code will get cleaned up though.  NBR people need help?


John 'MacGyver' Richardson |"sun dogs fire on the horizon        \ \   \
jrichard@cs.ulowell.edu    | meteor rain stars across the night   * *   \   /\
jrichard@duck.ulowell.edu  | ...the spark still flies                /\  * /  \
                           | reflected in another pair of eyes." /\ /  \/\/
                                                           ------  \   / /
From: trust@sweetpea.jsc.nasa.gov (Jason Trust 283-4077)
Newsgroups: rec.games.netrek
Subject: Re: On a lighter note
Date: 30 Jul 92 14:18:46 GMT
Organization: McDonnell Douglas Space Systems Company

>One more item:  Once I was asked to help test out a new server, AIX.RPI.EDU,
>this server prevented torpedos from passing through planets (allowing
>planets to be used as a form of cover).  Have any other servers implemented
>a modification like this?

Great Idea!!!!!!!!!!!!

Jason
TAMU
Newsgroups: rec.games.netrek
From: petonak@chem.psu.edu (Paul Petonak)
Subject: Re: Bronco and Rwd4
Distribution: rec
Date: Thu, 30 Jul 1992 17:39:14 GMT

In article <RWD.92Jul30104828@ERNST.MACH.CS.CMU.EDU>, rwd@CS.CMU.EDU (Randall Dean) writes:
|> 
|> Well, with bronco about to go offline, rwd4 will become the last bastion
|> of CMU arrogance.  Starting Aug1, rwd4 will have the bronco database
|> merged in and will go almost entirely borgless.  New borg hours will
|> be 9am-1pm monday thru friday.  All other times will be blessed clients
|> only.
|> 

Yay! Although I do feel somewhat sorry for borgs.

|> Knock yourselves out.

Will do.
Newsgroups: rec.games.netrek
From: chee@news.cis.ohio-state.edu (kungnee chee)
Subject: Question
Organization: The Ohio State University Department of Computer and Information Science
Date: Thu, 23 Jul 1992 12:48:59 GMT

Hi,
Can any body tell my how to get help document from the ftp sites?
You answer will be greatly appriciated. Thanks.
Newsgroups: rec.games.netrek
From: dlogcher@cs.ulowell.edu (Dan Logcher)
Subject: Scws9 Harvard Down Time
Followup-To: No Need To Followup!
Summary: Play it.  Don't spray it.
Keywords: Netrek, Server, what more do you want?
Organization: University of Massachusetts at Lowell Computer Science
Date: Thu, 23 Jul 1992 15:24:46 GMT


	During the downtime of the Harvard run server, scws9.harvard.edu, 
the Bigmax server is still available.  Its info is as follows:

host: bigmax.ulowell.edu
port: 2592
type: Bronco style, and INL server

	We, the people of Ulowell and players of netrek would like to see many
more using this fine server.  As, we need the practice.  





      Dan Logcher -  aka Zeke
      dlogcher@cs.ulowell.edu

::::::::::::::::::::::::::::::::::::
    \ nnn/>   GasHouse Gorillas      
     \UUU/     The Meanest!!!
      | |      The Baddest!!!
      /_\      FED Bashers!!!
::::::::::::::::::::::::::::::::::::
-- 



Dan
Newsgroups: rec.games.netrek
From: oneill@cs.ulowell.edu (Brian 'Doc' O'Neill)
Subject: Re: scrimmage results: Gashouse Gorillas sneak past 12 Angry Men
Organization: University of Massachusetts at Lowell Computer Science
Distribution: rec
Date: Thu, 30 Jul 1992 01:56:04 GMT

In article <fortony.712447085@murphy> fortony@sonne.cso.uiuc.edu writes:
>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.
>

No, tell me how you _really_ feel...

I get the feeling he's sorry he missed it...

Doc, GasHouse Gorillas

=======================================================================
Brian O'Neill - Systems Manager, Computer Science 	 (508) 934-3645
University of Massachusetts at Lowell
Internet: oneill@ulowell.edu		Moderator, comp.binaries.ibm.pc
Newsgroups: rec.games.frp
From: cmarsigl@silver.ucs.indiana.edu (Klif Marsiglio)
Subject: Re: Nicknames
Organization: Indiana University
Date: Fri, 31 Jul 1992 05:19:02 GMT

In article <1992Jul16.070931.18159@nmsu.edu> oroboros@acca.nmsu.edu (The Wyrm Ouroboros) writes:
>Getting an account with your 'signature' on it is a common way of getting
>people to associate you with that name; while I was utilizing other person's
>accounts and posting from them, I often was referred to by their name.  As
>
>Precisely,
>Ouroboros
>The Wyrm of the .Net

I have access (at best) to about 15 accounts on various machines.
However, as god hates me, I can usually only access a few of them on any
given day, so I am forced to post from different accounts.  The only way
to tell who I am is by my sig (-TD1, or The Dark One).  I do* have an
acount with that name (10, in fact), none of which I can access right
now (IU doesn't want me to call Purdue anymore, sniff).  If there are
those who have trouble figuring out who someone truly is from their sig,
I hope you will learn, instead of telling us to get a different account
(I only wish* I could change the acount name I use at UFL).

-TD1
-The Dark One

PS> Congrats, Dodger!



Newsgroups: rec.games.frp
From: insanity@jhuvms.hcf.jhu.edu (Terry Trimble)
Subject: Re: SRUN: Inquiries from the Half-Man-Half-Bull
Followup-To: rec.games.frp
News-Software: VAX/VMS VNEWS 1.41    
Organization: The Johns Hopkins University - HCF
Distribution: usa
Date: Thu, 23 Jul 1992 00:34:00 GMT

In article <54542@mentor.cc.purdue.edu>, mancinis@mentor.cc.purdue.edu 
(Steven Mancini) writes...
> [much deleted]
> 
> Okay now to physical adepts....I was wondering if anyone has come up with
>	other skills they allow autos in? How about new powers?
> 
Here's two ideas that GMs I know have introduced to liven up phys adepts.

1)  Physical adepts, by focusing their magic inwards on their body, can cause 
minor shapechanging within themselves.  The power costs 1 or 2 points of magic,
(choose which ever you feel comfortable with), and must also be accompanied by
a shapechanging skill.  Succeesses=relative level of success, and really complex
changes require high target numbers.  Possible uses include altering facial 
features as a disguise, increasing the ability to hold one's breath, etc.
Adding things like bat wings should _not_ be within the bounds of this power,
unless the GM would like to create a 2nd level of shapeshifting, with twice
the cost in magic.  Warning:  this 2nd level has GREAT potential for abuse
by munchkin-players.

2)  Martial arts.  The only ways to possibly approximate the martial arts 
within SR are the grappling rules and killing hands, neither of which are
terribly effective.  GMs who know a good deal about various martial arts
might try adapting several forms of martial arts into SRun, and allowing
magic points to buy specialized attacks.  (I.E., a ninja might be able
to hit the right nerve point and thus deliver a Deadly Stun to his opponent,
a Boxer might have a chance at the k.o., etc.)  I know one GM who has developed
such a system; if I receive a decent level of interest, I'll ask him if he 
minds if I post his rules on the subject.

Disclaimer:  My opinions are NOT my own, I'm actually under a Control Thought 
spell.

Replies, shouts of approval, donations, assasination attempts, and propositions
may be directed to:
INSANITY@JHUVMS.HCF.JHU.EDU
From: millerl@wharton.upenn.edu
Newsgroups: rec.games.frp
Subject: Re: AD&D
Date: 26 Jul 92 06:18:31 GMT
Organization: Newt World Order

Try rec.games.frp.dnd for those hardcore ad&d players.

-- 
whoah,
+++++++++++++++++++++++23
Loren Miller                           internet: MILLERL@wharton.upenn.edu
The more corrupt the government, the greater the number of laws -- Tacitus
From: stas@soda.berkeley.edu (Stan Malyshev)
Newsgroups: rec.games.frp
Subject: Re: best fantasy system: The Fantasy Trip
Date: 24 Jul 92 08:54:03 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <1992Jul22.010652.4807@mnemosyne.cs.du.edu> swoodcoc@nyx.cs.du.edu (Steven Markus Woodcock) writes:
>In article <peters.711759135@physics.ubc.ca> peters@physics.ubc.ca (Dan Peters) writes:
>><34ZBTXQ@CMUVM.CSV.CMICH.EDU> writes:
>>
>>>  TFT is a pretty archaic system. For one thing, the idea of using ST as hit
>>> points results in characters with ridculous lifting abilities after a very
>>> short period of time.
>>
>>This (more or less) was my major gripe with TFT - the more experienced 
>>characters became superhuman in terms of ST, DX, IQ, rather than more
>>*skilled*. OK, the increased IQ score allowed you more "talents", but this
>>was a relatively minor effect.... The way that "experience" translated into
>>"amazing body/mind development" just doesn't correspond with reality. (Better
>>than AD&D, though!)
>>
>   I agree with you up to a point, but it never became a real problem for
>our group (in which we ran a campaign of over 7 years game time).  As
>characters developed they were usually retired as NPCs (especially as
>players rotated in and out of the group) or, in the case of the three
>'core' characters, became very involved in politics, 'huge' adventures,
>etc.  Our solution to powerful characters was simply to get them more
>involved in the world of Cidri, which proved to work quite well.  I don't
>think this is a TFT problem; it's one that all systems have sooner or
>later.

How about this (in the GURPS system):

Let stats be increased only if certain skills are practiced.  Thus, if one
practices the sciences, philosophy, etc, his IQ will increase.  So, studies
in relevant skills will increase stats, not simply point allocation.

A "genetic limit" on stats can be imposed.  The GM can roll this and record
it somewhere.  This tactic would reduce superhuman potential.  This came to
through some bodybuilding analogies - I think most bodybuilders agree that
it is not possible to develop beyond a certain "plateau".  People who
build for decades seem to reach a maximum point.  While this point is
stellar compared to the average net.user, it is not superhuman per se.
It is thought that genes and not sub-optimal training/nutritional techniques
are to blame for the plateau.

Stan  (should I shorten the sig?)
-- 
|---------------------------|							| Stan Malyshev             |  The rule is simple:  Suspect, only suspect.	| stas@soda.berkeley.edu    |  You can read subtexts even in a traffic sign	|                           |  that says 'No Littering.'		
|                           |  - Of course.  Catharist moralism.  The horror	|                           |    of fornication.				|---------------------------|              Umberto Eco, "Foucault's Pendulum"
From: vhspet01@uctvax.uct.ac.za (Peter van Heusden)
Newsgroups: rec.games.frp
Subject: Stormbringer Rules Query
Date: 23 Jul 92 17:14:52 GMT
Article-I.D.: uctvax.1992Jul23.151452.202097
Organization: University of Cape Town

Are there any of you aout there playing Stormbringer 4th Ed? I have 
skimmed through the rules, and they look ok. How do they work in 
practice? 

Also, what rules supplements are available? And where?

Peter
 
*******************************************************************************
Peter van Heusden              "She was screaming as she fell
UCTVAX, Cape Town                But I never heard her hit"
vhspet01@uctvax.uct.ac.za                                  Violent Femmes
*******************************************************************************
From: derlith@wuntvor.norman.ok.us (August Derlith)
Newsgroups: rec.games.frp
Subject: Rifts.
Date: Thu, 30 Jul 92 02:20:47 CDT
Distribution: world
Organization: The Eternal Apprentice BBS, Norman, OK

        The ratio of 1:10 to Mega-Damage is a great idea, IMHO.  Here's 
and idea to kick around, think about, and accept or reject.

        Three Damage Classes:  

                S.D.C.  These are for the weapons normally listed for 
                        such.  (Axes, knives, fists.)

                M.D.C.  (10 S.D.C. per point.)  These are for Handguns,
                        Vibro-Swords, and other hand-held (insert joking 
                        tone) "small-arms".

                H.D.C.  (Heavy Damage Class, 100 S.D.C. per point)  This 
                        class can be used for the weapons mounted on 
                        vehicles, built into robots, and other generally
                        "heavy weapons".

        In my campaign, this keeps the "big guns" big, without giving the 
PCs the power to wipe out a Semi with a laser pistol.  It does require 
the GM to use a little arbitration on what is H.D.C and what is M.D.C., 
but isn't arbitration what GMs are for?

                                                                Derlith
        (Give it a try.  It's worked for me for almost a year now...)

=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=
/  August Derlith  /     "No...  one's....  Slick like Gaston!        /
\  Vampire at Large\      No one's quick like Gaston!                 \
/  Lover of Night  /      No one's neck's as incredibly thick as 
\  Wronger of Rights\               Gaston's!!!!!!!!!                 /
=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=
Newsgroups: rec.games.frp
From: overlord@wam.umd.edu (Identity Unknown)
Subject: Re: Missile weapons 4 Krynn knights?
Organization: University of Maryland, College Park
Distribution: na
Date: Thu, 30 Jul 1992 12:34:10 GMT

In article <15830mINN3p2@agate.berkeley.edu> cgeorges@cory.Berkeley.EDU (christoph georges) writes:
>
>I am playing a Knight of Solamnia in a krynn campaign, and my DM has
>ruled that knights cannot use missile weapons such as a bow because they
>are "dishonorable."  Does anyone know if this is an official rule?  In
>any case, it seems unreasonable to me because it would render knights useless
>and unable to attack in many situations--consider a flying dragon against
>a group of knights for instance.  Any comments?
>
>chris

IMHO, I think that your DM is right in making this decision.  One, it is
your DM's world and if he/she thinks that is the way a Knight of Solamnia
should be played, then that is the way it is going to be played.  And knights
must be played with "honor" and all that type of stuff.  You can't attack an
unarmed opponent, kill anything that you're not supposed to, etc...  unless
you want to lose your knighthood.  If you are proficient in bow, when are
you going to use it, unless you are fighting dragons or some other flying
creature?  And even though you aren't proficient in a bow, you can still
pick one up and use it, yes you will have negatives, but you can still use
one in unusual circumstances(fighting mystical dragons, I think is a very
unusual circumstance).  In first addition AD&D, paladins weren't allowed
to even use two handed swords because they were too long, at least that was
what I was told when my paladin looked into using one.  It's just a 
restriction that you have to live by in your DM's world.

Newsgroups: rec.games.frp.dnd
From: culverma@milton.u.washington.edu (Real life? Yeah right!)
Subject: PBeM Adventure
Organization: University of Washington, Seattle
Date: Thu, 30 Jul 1992 23:08:42 GMT

Well, the subject says it all.  I'm starting a play by email AD&D
adventure and I need players.
	General Guudelines:
	   * 2nd Edition rules
	   * Please only one character per person
	   * Clerics-If you wish to play one, tell us the attributes/
	      personality/sphere of your chosen deity and we'll tell
	      you who the corresponding deity in our world is.
	   * All standard races and classes allowed.  1st level only.
	      Multi-class ok.
	   * Must be able to post twice per week
	   * No magical weapons/potions/etc. for starting charcters.
	      Only normal adventuring equipment will be allowed.  If
	      you want something unusual, give me a GOOD reason and
	      an explanation of how you character might have gotten
	      his/her hands on it, and maybe I'll consider it =)
	   * DM's ruling is final-I'll listen to any complaints but
	      Once I've decided, it stands. (Had a real problem with
	      this in one group =()
	   * Have fun =)

Those interested will be sent a description of the world we'll be gaming
in, with further instructions, and guidlines (if needed).
	Send character sheets and backgrounds by replying to this post,
or mailing culverma@u.washington.edu, or uther@u.washington.edu
Good Luck!


Brian Culver 				"Only by attemping the absurd,
culverma@u.washington.edu	           can we achieve the impossible"
Newsgroups: rec.games.frp.dnd