HDTenEightyP/NetNews huggingface dataset:
From: lewchuk@cs.UAlberta.CA (Michael Lewchuk)
Subject: Re: Wing Commander Anachronisms! -- Solutions
Organization: University of Alberta, Edmonton, Canada
Date: Thu, 13 Aug 1992 15:27:54 GMT

jorourke@ocf.berkeley.edu (Jason O'Rourke) writes:
>As for the dripping bucket---the Tiger Claw is a warship, you know.  Thry
>They happen to get damaged, and a drip is far less a problem than a missing
>shield.  >I think you should play more, think less.  >Jason

Yup, and:
1.	The engines are NON-INERTIAL.  I think they actually say that
	somewhere.  What does this mean?  Throw out Newtonian mechanics;
	the engines do not operate that way.  They keep the ship going towards
	its "front" at the proper speed.  Afterburners are inertial, but
	quickly get compensated for by the engines.  In other words, you
	can't do a continuous afterburn 'cuz your engines are working to keep
	you at your cruise speed.  Sort of like if you had a car with rocket
	power and cruise control, and it slammed on the brakes after you hit
	the rockets 'cuz it knew you wanted to be doing 60, not 90.  And that
	is why you stop when you set speed at 0: the engines work to cut your
	speed.

2.	Flourescent lighting?  Our assumption.  It could be any old type of
	flickering lighing source.  Just because it looks like a long thin
	sausage doesn't mean it's a flourescent bulb.

3.	Air in space?  First of all, you don't need air to slow down.  The
	main engines themselves will let you slow down and turn.  Second,
	about breathing on the flight deck, watch a few old Battlestar
	Galactica reruns (if they ever come back to TV).  They give a good
	example of what a simple force shield system can do on a flight deck:
	keep air in, and keep space out.  And I think the shields on your
	fighters and ships do qualify as force shields, so they certainly	
	do have the technology for it.

					Michael Lewchuk
					lewchuk@cs.UAlberta.CA
Newsgroups: comp.sys.ibm.pc.games
From: ptran@watserv1.uwaterloo.ca (Phat H Tran)
Subject: Re: Flight sim news from CGW
Organization: University of Waterloo
Date: Fri, 14 Aug 1992 06:02:51 GMT

In article <92226.085425U38339@uicvm.uic.edu> ALAN C. FUSCO, Ph.D. <U38339@uicvm.uic.edu> writes:
>I also think that SH has done a good job in fixing Falcon 3- but I do not like
>an attitude that says "this isn't going to work as advertised- it never will
>and if you don't like it - tough!" I did NOT appreciated being a "beta" tester
>and paying for the privledge of finding their bugs. I did NOT appreciate
>buying a program that was more like an alpha stage product. Sure SH has
>gone to great lenghts to "make it right", but it should have been right when
>it was released. I really think that they started a little trend. Look at
>ACES. I really believe that Dynamix looked at SH and said: "Hey they got away
>with it. Why don't we try it?" At least SH released a series of patches to
>get use over the hump. Dynamix is making use wait and wait.
>--Alan

I can see where you're coming from, but you must realize that Falcon 3.0 is
the most complicated game out there.  Programming that much depth means
that elusive bugs will creep in.  I, frankly, enjoyed communicating with
SH, giving them suggestions on what to include in the next patch, etc.

As for Dynamix and Aces... AOTP has nowhere near the complexity of Falcon,
but it was delayed and shipped with bugs and missing features.  Yes, I
guess Dynamix was trying to pull an SH-style fiasco.  However, if they're
trying to be like SH, then at least emulate SH's customer support.

Speaking of depth, the other day I had a pretty interesting Red Flag 
mission in Kuwait (with the help of F3Maps).  I started off on the runway
of an enemy base, with allied ground units invading it.  Right from
the start, SAMs were launched all around me, and I didn't even make it 
into the air.  So I hopped into debug mode and roamed the battlefield.
What I saw was so incredible!  There was an allied tank going around blast-
ing the hell out of the Iraqis.  It would select a target, and then close
in.  Once in range, it would start firing.  With each shot, you saw a flash
in its turret and a dirtball in the distance.  A couple misses, then bulls
eye!  The target went up in smoke and debris.  Then the tank would
pivot and seek out another vehicle.  Once, it was attacking a personnel
carrier.  The first two shots were near misses, but the target vehicle
stopped dead in its tracks and soldiers spilled out of it!  I had thought
that Falcon didn't pay much attention to the ground units, because you,
the pilot, surely didn't as you are fighting in the air.  But there is
an actual ground war, with the vehicles and artillery fighting as single
units, and not merely as clumped statistics.  That's pretty amazing.

Phat.
Newsgroups: comp.sys.ibm.pc.games
From: wayne@r-node.gts.org (Wayne)
Subject: Laura Bow: The Dagger of Amon Ra (possible spoilers)
Summary: What do I do now in Act 2?
Keywords:  Act 2, stuck, possible spoilers
Organization: Public Access UNIX Information System
Distribution: na
Date: Thu, 20 Aug 1992 03:12:52 GMT

If you haven't got past Act 2 don't look any further.

Don't say I didn't warn you.


Well I've been stuck in Act 2  at the party for the last while.
Someone has suggested that I have to ask every character about everything. 
Is this true? I have already explored the gift shop and found the unmarked
dagger and listened in to numerous conversations. Right now the only characters 
remaining are Yvette, Carrington, the Countess, policeman and accountant. 

As a side comment if the only way to proceed is to mindlessly ask every
character about every notation in the notebook I will probably just pitch the
game because that seems quite stupid.
-- 
Wayne Dawe
wayne@r-node.UUCP
From: steveg@dowjone.UUCP (Steve Good)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: How long do you stay interested?
Date: 19 Aug 92 15:29:06 GMT
Organization: Dow Jones, Inc., Princeton, NJ

In article <1992Aug15.223505.28890@pasteur.Berkeley.EDU>, c60a-zg@volga.Berkeley.EDU (Martin Guerrero-LabA) writes:
> Being a game player, after a point, you start losing interest in certain
> games and on to new and better ones.
> 
> For most of you out there, about how long does the software you buy
> keep you interested?  What games in particular (or type of games) keep
> you glued the longest, and what type or what particular game gets
> old pretty quickly?
> 
 
The games that I have spent the most hours playing are:
1) Nethack
2) Master of Monsters (Sega Genesis)
3) Warlords
 
Why have I played these games over and over.  Because they are fun, and because
they are interesting.  What make a game fun and interesting over a long period
of time is a subjective thing.  In my opinion I think the following are the
important factors:

1) The ability to grow in power.  It definitely makes a game fun if it can give
you that 'Invisible' feeling.  The Might & Magic series also does an excellent
job of this.

2) The ability to play with or against a friend.  Everyone complains that the
AI in computer games stinks.  For a game to have good AI, the game would have
to be too simple to be interesting.

3) A reasonable level of complexity, but simple enough that you can understand
what is happening and why it's happening.   

4) An element of chance. 

There have been some great games that could have held my interest over a
long period of time but failed for one of the following reasons:

1) Obnoxious copy protection.

2) Computer cheating.  This ruined Civilization for me.  It's ok to give
the computer player the an advantage at the beginning.  After that everyone
should play by the same rules.

3) Slow game play.

4) Puzzle solving.  Solve a puzzle once, why bother to replay it?

> Does buying the game versus Pirating the game affect your overall interest
> in the game?

Yes, every time you play a pirated game you know that you stole it.  For me
it takes the fun out of it.
From: dfh@dwroll.att.com (D461-David_F_Haertig(Dave)83040)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Will Falcon 3.0 work with stacker?
Date: 13 Aug 92 20:35:33 GMT
Reply-To: dfh@dwroll.att.com
Originator: dfh@dwroll

From article <Bsxo5C.8E2@undergrad.math.waterloo.edu>, by rling@cayley.uwaterloo.ca (Robert Ling):
> The 'Subject' heading, about says it all.

Yes.  At least Stacker 2.0 (software only version does).  Don't know about
version 1.0 or any of the versions that use hardware.

Dave Haertig
haertig@att.com
Newsgroups: comp.sys.ibm.pc.games
From: jld@datascope.com (Jay L. Davis)
Subject: Re: EOB I and EOB II help please !!
Organization: Datascope Corp.
Date: Mon, 17 Aug 1992 19:11:02 GMT

In article <10741445.1.713400806@eng2.eng.monash.edu.au> 10741445@eng2.eng.monash.edu.au (PAUL TZU WEN) writes:
>Does anybody out there have any hints or solutions to EOB I for an 
>inexperience player. I"m still trap in Level 2 somewhere.
>
>Does anybody know how to fix a problem I'm having with EOB2 - it has been 
>unprotected wrongly and I get a 'divide error' everytime I'm hit by a spell, 
>a fireball, or whenever I cast a Level 4 spell like Ice Storm.
>
>Any help will be appreciated.
>
>Please mail paulyee@yoyo.cc.monash.edu.au

You get what you pay for. If you buy it, you get a map of level 2 (most
of it, anyway). It is a great game and is worth the money.

---Jay Davis
Newsgroups: comp.sys.ibm.pc.games
From: mblum@chaos.cs.brandeis.edu (Cerebus)
Subject: Re: WCII, SO2 (ending) <<<SPOILERS>>>
Organization: Brandeis University
Date: Thu, 13 Aug 1992 14:20:39 GMT

ppugliese@pimacc.pima.edu writes:

><<<<<SPOILERS AHEAD>>>>>

>Well I just flew the last mission in SO2. I killed the first 3 Sabres &
>then I nailed Jazz before I docked with the Concordia. The only problem
>is that I then (after Tolwyn had congratulated me & everything) wound
>up with a scene at the Kilrathi HQ where the Emperor announces he's
>happy with the way things have turned out! It seems to me that , somehow,
>I've lost! I was successful with all but 2 missions in the sequence &
>I only wound up in the 'losing' #5 series for one mission. Does anyone
>know it there's a 'winning' ending? Or is this just a prelude for WCIII?
>Also, does it make any difference if I 'miss' Jazz & then get to fly
>mission 5/D? (as far as the ending is concerned anyway)

>thanks for any info you may have,   PHIL

I flew every mission well, and got that ending.  I noticed at the end
of the credits, after you see the Concordia jump out, the "camera"
pans over and you see Jazz's helmet floating in space.  The credit
sequence said at the end "To be concluded in Wing Commander III," so I
assume the bit with the Emperor was just foreshadowing.  I read
somewhere that in WC3 you defend Earth, so what the Emperor says makes
sense.

-- Matt
+------------------------------+------------------------------------------+
|  Matt "Matt" Blum            | Let's make George Bush the 33rd          |
|                              |     ex-President of the United States!   |
| mblum@chaos.cs.brandeis.edu  |                                          |
|                              | I am not politically incorrect.          |
|  (617)893-2820               | I am politically challenged.             |
+------------------------------+------------------------------------------+

Newsgroups: comp.sys.ibm.pc.games
From: uzun@crash.cts.com (Roger Uzun)
Subject: Dark Queen of Krynn (In Flaming tower)
Organization: CTS Network Services (crash, ctsnet), El Cajon, CA
Date: 18 Aug 92 20:36:20 PDT

I think I am near the end of the game, but I am stuck on level
3 of a flaming tower, where Gnomes in warships (air) and
dragons battle outside.  
I am on level 3, in an area with all flaming walls, and I
can only find an elevator back to level 2, and a shaft
which takes me down to 1.  
Where do I go from here, what do I do in this
tower?
I have already fought 2 groups of Draconians on this level,
there seem to be no more of them.

I am at a loss, pretty much, and just want to finish the
game.

-Roger
--------------------------------------------------------------
bix: ruzun
NET: uzun@crash.cts.com
From: geoffs@smoke.brl.mil (Geoffrey Sauerborn)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Can you do this maneuver on Falcon 3.0?
Date: 14 Aug 92 16:41:51 GMT
Distribution: na
Organization: U.S. Army Ballistic Research Laboratory, APG, MD.

In article <1992Aug11.232750.2436@nic.csu.net> jhsiung@Sun4.IS (Jack Hsiung) writes:
>Ok, so it was 130 knots and not 30. I still couldn't get F3 to perform
>the maneuver consistently. What I do is pull the nose up to about 45 deg
								  ^^^^^^^^
>and set the thrust to a little over 60 percent. The air speed slowly...

45 deg??? If the F16 was doing 30 knots forward, than the
angle of attack would be really high.  N'est pas?

				 _
                                |\ 140 knots? in this
                                  \    	  direction
                                   \  Min( stall envelope )
                                             
                                 .
                                  \
                                   \\
                                    \ o
                30 knots <----       \ \
                                      \ \-----
                                       \ \   /
                                        \ \/
                                         \*`

If the stall speed is 140 knots, then
   that makes the angle of climb about 78 degrees.  

BTW: I don't have F3 - and so can't try it out.

-- 
---> geoffs@smoke.brl.army.mil -or- geoffs@smoke.brl.mil -or- geoffs@brl.arpa
Newsgroups: comp.sys.ibm.pc.games
From: jld@datascope.com (Jay L. Davis)
Subject: Re: Harpoon Designers Set (Harppon Bugs)
Organization: Datascope Corp.
Date: Fri, 14 Aug 1992 21:11:22 GMT

In article <1992Aug7.053613.6585@newshost.unh.edu> ggg@kepler.unh.edu (Gregory G Greene) writes:
>>Second problem, running out of memory. This is a problem with DOS. I have
>>hit it with my own scenarios a couple of times. However, you can maximize
>>your current memory. Right now I have about 634,000 bytes available normally
>>with QEMM. With QEMM version 6+, you can use the LOADHI /LINK command
>>to add left-over high memory to the memory pool. This can help a lot, 
>>I use it with Falcon 3 to get full detail. One other option is OS/2.
>>Under OS/2, my DOS programs have about 644000 byes available to it.
>>Since not everything is perfect under OS/2 at the moment I am set up for
>>dual boot. But I play Harpoon under DOS w/ QEMM or OS/2 depending on
>>which ever mode I happened to boot up under. The exception to this is
>>when I am designing a scenario since I like to have the scenario editor
>>running side-by-side with the game itself. Harpoon II should completely
>>solve the memory problem (actually, the more memory you have, the more you use,
>>so you never actually have enough). But everything else should work fine.
>>
>>---Jay Davis
>
>	Have you noticed any slow down in Harpoon when you play it under OS2?
>    I now have my 200 meg HD totally set up for OS2 and harpoon is simply
>    to slow to play anymore.  When my system was DOS 5, Harpoon was screaming
>    fast.  I've tried all sorts of DOS settings, none of them help.  I guess
>    Harpoon just doesn't like OS2.  My system by the way is a 33/486 with
>    16 meg of ram, and a Diamond Speedstar Plus SVGA card.  As much as I don't
>    want to do it, I might have to reinstall OS2.  This time using the boot
>    manager.
>
>							G.Greene
>

I noticed no speed difference whatsoever while running under OS/2.
I only have a 33mhz 386 and 8 Meg of RAM. Perhaps you have something
running on you system that is eating up CPU time. Either that or you
don't have the right combination of DOS settings. I don't have
it here and I don't remember the settings off the top of my head.
The only other possibilty is there is some sort of configuration problem
with your setup that is dragging it down. Maybe if you post your
DOS settings everyone can compare and we might find an optimum
setup.


---Jay Davis


Newsgroups: comp.sys.ibm.pc.games
From: mxl@cbnewsg.cb.att.com (marc.a.levy)
Subject: Re: Question about the other episodes of wolf3d
Organization: AT&T
Distribution: usa
Date: Thu, 20 Aug 1992 12:26:23 GMT

In article <1263@niktow.canisius.edu> setlik@niktow.canisius.edu (ebbhead) writes:
>Hi out there.  I am seriously considering buzzing Apogee and ordering the
>complete 6 missions of wolf3d.  However, before I plunk down my $50 and
>change, I'd like to know from some people who have them if they are
>definitely worth the money and possibly a little bit about the quality of
>the other missions.
>

I was going to buy it, but when I found out that the editors,
and map generators do not work with the new levels, I decided
not to buy it, because it bothers me that Appogee made those
programs un-usable.

Marc.
From: ma90dts@brunel.ac.uk (David T Smith)
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Unreal demo sound cuts out...?
Date: 20 Aug 92 13:07:37 GMT
Organization: Brunel University, Uxbridge, UK
X-Newsreader: Tin 1.1 PL3

thompson@kuhub.cc.ukans.edu writes:
: I just downloaded the unreal.zip demo from wuarchive (uploads).  I set 
: the sound to Soundblaster 20mhz (I have a PAS-16).  It is fine until
: the third section starts (Rollerballs).  Here the sound cuts out, but
: the graphics continue.  Is this a problem with the demo, or is my
: PAS-16 not working properly?  Anybody had this problem?
: 
: Thanks,
: 
: 
: -- 
: ------------------------------------------------------------------------------
: |  Charles A. Thompson               |  thompson@ukanvm.cc.ukans.edu         |
: |  University of Kansas              |  thompson@ukanvax.cc.ukans.edu        |
: |  _Avid_ SkiBum                     |  OS/2 2.0 is for YOU!!!               |
: ------------------------------------------------------------------------------
: |  Look for Recipe Pro(tm), an interactive recipe database, coming soon...   |
: ------------------------------------------------------------------------------


 I have exactly the same problem although I have a soundblaster 2 card, the only
 way around it,that I've found is to run each part seaperatly at least that way
 you get the music. Other than that it is a great demo especialy the world vector
 demo.
From: cxc4107@hertz.njit.edu (Christopher Lee Cavender)
Newsgroups: comp.sys.ibm.pc.games
Subject: ANACREON
Date: 21 Aug 92 05:21:32 GMT
Distribution: comp
Organization: New Jersey Institute of Technology, Newark, N.J.

Has anyone heard of this game? You start off with a few planets and have to
expand to conquer the galaxy. It comes with 6-7 scenarios that you can play.
My question is is this game shareware, freeware or what? I got a copy from 
a friend and all it says is something about version 1.1. I don't have any
documentation and have had to figure out most of the rules by guesswork.
Can anybody put me on the track of the programers or however propageted this game?
						Chris
Newsgroups: comp.sys.ibm.pc.games,comp.sys.ibm.pc.games
From: tmkk@uiuc.edu (Khan)
Subject: Re: Dell video incompatibilities with Wolf3d ?
Organization: University of Illinois at Urbana
Date: Fri, 21 Aug 1992 15:26:46 GMT


In article <1992Aug20.205508.3947@icd.teradyne.com> brinton@icd.teradyne.com (Chris Brinton) writes:
>
>I have a friend that is having a problem with Wolf3d (I dont know if its
>1.1 or 1.2) he has a Dell 486 D50 with 8MB and Dell vga w/512k.
>
>Heres the problem: when the screen says Get Psyched! there are verticle bars
>across the words and during game play some of the status info (like your 
>face and your weapon) are behind these same bars.
>
>Does anyone know what the problem is? Does Dell have some kind of vga 
>incompatibility or does Wolf use some non-standard tricks?

My Dell 486 has the same symptoms. The problem lies in the fact that
different VGA cards implement VGA in slightly different ways. When
programs bypass the card's BIOS and access the hardware directly, they run
the risk of being incompatible with some cards. If I were really into
Wolf 3D (which I'm not), I'd demand that Dell swap my VGA card out with
one that is more compatible (or perhaps upgrade the current card, if an
upgrade is available and the upgrade cures the problem).
From: slp66@cc.usu.edu
Newsgroups: comp.sys.ibm.pc.games
Subject: U7:  Need help with Dungeons *spoilers*
Date: 14 Aug 92 10:18:44 MDT
Organization: Utah State University

Ok, here are a couple of questions:

1)  I've got the etheral ring and it's enchanted.  Now I think that the dungeon
is on an island somwhere, but which island.  

2)  There is an island south of Moonglow with a BIG building and no apparent
entrance...how do I get in?  (It's on the island just south of Moonglow)

3)  Where is the time Lord's dungeon?  I.E. the dungeon he wants me to enter
and get the generator?

4)  Where is the magic carpet?

5)  BIG QUESTION:  My mark and recall spells aren't working.  How come?  I
swiped the runestones from the musuem and have been casting mark on them at,
say, Empath Abbey.  Well, I'll be in Britian and wanna go back and I'll cast
Recall on the same stone...but no luck!!

Thanks for your help.

Matt

 -- 

       **********************************************************
       ******          Stranger In A Strange Land          ******
       **********************************************************
Newsgroups: comp.sys.ibm.pc.games
From: jwilbur@iat.holonet.net (Jay Wilbur)
Subject: Re: Secret Doors under Wolf3d?
Organization: HoloNet (BBS: 510-704-1058)
Date: Thu, 20 Aug 1992 14:17:47 GMT

What I tried to type was secret door can make that hollow sound for two
reasons:

1. The door opens in the other direction.

2. A guard blocks the door.


-- 
/-------------------------------------------------------------------------\
| Jay Wilbur  | jwilbur@orac.holonet.net | CIS: 72600,1333 |   Fidonet    |
| Id Software | AOL: Id Softwr           | GEnie: jjj      |  1:124/6300  |
\-------------------------------------------------------------------------/
From: mcsdc1jcwj@dct.ac.uk
Newsgroups: comp.sys.ibm.pc.games
Subject: Re: Stunts WEIRD behaviour!
Date: 21 Aug 92 13:35:23 BST
Organization: Dundee Institute of Technology

For extra laughs , when editing . You can set up extra trck sections that 
don't touch the main loop . As long as there is one complete loop available ,

it ignores all the rest . Use this to test out jump lengths . 

Build a ramp at the top of a hill . Get a double ramp for your troubles .

Build a series of ramps and drive along in the indy . Ramps have no gaps in the
middle , just constant W action . If the car lands back wheels first , it's
flying time . I have managed a fifty second air .
-- 
 ______________________________________________________________________________
|     __________                                                               |
|    /__     __/ _____    _    __  at the wonderful DIT . Yeah . Call me on    |
|       /  /   / _   /  /  |  / /         mcsdc1jcwj@vaxb.dct.ac.uk            |
|  ___/  /   / /_/ /  / /| |/ /__  for a barrage of expletives .               |
| /____/   /_____/  /_/  |__/ /_/  My guitar wants to kill your mama           |
|Whatever I say is not the view of the college . Even if it is . So don't think|
|otherwise . It's not big and it's not clever .                                |
|______________________________________________________________________________|
Newsgroups: comp.sys.ibm.pc.games
From: root@itnsg1.cineca.it (Valter Cavecchia)
Subject: Re: Wolf3d: Episode 4 Level 10
Organization: Laboratorio di Fisica Computazionale, INFM. Trento Italia
Date: Fri, 21 Aug 1992 08:39:58 GMT

marshall@tfh.enet.dec.com (Hunting the Snark) writes:


>Has anyone managed to complete this level? Not only is there a truckload of
>"white guys" and almost no really defensible position, it also exhibits some
>really "spooky" behavior.

The only way I found to survive this level was to run as fast as possible
to the exit elevator (which I found using a mapping program....)
	valter
Newsgroups: comp.sys.ibm.pc.games