HDTenEightyP/NetNews huggingface dataset:
From: jc8o+@andrew.cmu.edu (Jason Stanley Covert)
Newsgroups: rec.games.pbm
Subject: Hel characters
Date: 10 Apr 92 02:25:57 GMT
Organization: Freshman, Civil Engineering, Carnegie Mellon, Pittsburgh, PA

Has evertone that recieved a letter saying that they were signed up for
Hel Pbem also recieved a letter about character generation & short
history of Tiamara?

                                                        -Jason
                                                        (overseer of Hel)
Newsgroups: rec.games.pbm
From: gl8f@fermi.clas.Virginia.EDU (Greg Lindahl)
Subject: Re: Olympia combat
Organization: Department of Astronomy, University of Virginia
Date: Thu, 9 Apr 1992 01:07:31 GMT

In article <1992Apr8.215414.10260@comp.vuw.ac.nz> Bill.Viggers@comp.vuw.ac.nz (Bill Viggers) writes:

>	Perhaps by starting people in small groups (say 4-7), they would
>	be able to band together for protection against some of the
>	more aggressive players.

Newbies in groups just make a better target. At least, I feel like I
still have a bullseye painted on *my* chest.



Newsgroups: rec.games.pbm
From: barry@playfair.Stanford.EDU (Barrett P. Eynon)
Subject: Please include game name here (was: Re: awesome damage)
Organization: Stanford University
Distribution: rec.games.pbm
Date: Thu, 9 Apr 1992 17:33:16 GMT


Could posters on this group please put the name of the game they
are discussing in the Subject? This works well in other groups, and
I'd like to encourage it here. 

Thanks.

--
Barry Eynon
barry@playfair.stanford.edu
From: kanderso@reed.edu (Karl Anderson)
Newsgroups: rec.games.pbm
Subject: Re: Olympia combat
Summary: combat & fortifications
Keywords: olympia
Date: 10 Apr 92 20:14:26 GMT
Article-I.D.: reed.1992Apr10.201426.1569
Organization: Reed College Intellectual Onanism Soc.

It does seem a little strange to have towers walking around within a
location, attacking people.  There I was, innocently shopping for weapons
in Chardia's market, when a rain of arrows fell upon me from Castle
Chardia!

Even more strange was when Castle Chardia attacked the Magicians Tower
in Chardia. "Gee, maybe we shouldn't have built these towers within 100
meters of each other."

I can't think of a good solution to the problem, however.  Perhaps a
stack within a tower must unstack to initiate an attack upon an outsider
unless the two were in combat last turn?

I certainly hope Pain and co. didn't get a bonus for being mounted (not
that it would have made a difference in my case).

k			Mohammed ibn Musa al-Khwarizmi
From: Kevin_Deane@mindlink.bc.ca (Kevin Deane)
Newsgroups: rec.games.pbm
Subject: Martial Arts Simulation
Date: 13 Apr 92 09:55:34 GMT
Organization: MIND LINK! - British Columbia, Canada
Distribution: world

Hello everyone.  I was wondering who would be interested in a Martial Arts
simulator.  I almost have the rules designed, but would like to have a general
idea of how many people I will have.  It will allow the use of weapons and will
have most of the martial arts and different styles.  I hope to hear from you
soon.  My email address above is where I can be reached.  It should read
Kevin_deane@mindlink.bc.ca...somthing like that.
From: skrenta@blekko.rt.com (Rich Skrenta)
Newsgroups: rec.games.pbm
Subject: Olympia combat
Date: 8 Apr 92 15:05:15 GMT

Because of the recent carnage in Chardia, I was thinking
of schemes which would aid players against foes bent
on killing and destruction.

One idea I had was to add an attitude between cooperative
and friendly, which would cause units to comes to the aid
of characters which are attacked.

	friendly	share items
	allied		aid if ally attacked
	cooperative	stack together
	neutral
	unfriendly	bar passage on roads
	hostile		attack on sight if advantageous
					(not implemented yet)

The chief difference is that the units would not need to be
stacked together.  Even cooperative units will fight together,
if they are in the same stack.

Comments?

--
Rich Skrenta <skrenta@rt.com>  N2QAV
Newsgroups: rec.games.pbm
From: Bill.Viggers@comp.vuw.ac.nz (Bill Viggers)
Subject: Re: Olympia combat
Organization: Dept. of Comp. Sci., Victoria Uni. of Wellington, New Zealand.
Date: Wed, 8 Apr 1992 21:54:14 GMT



	Yes, yes, yes.

	Currently everyone (esp newbies) is very vulnerable.  Now that
	people are appearing scattered all over the world, the situation
	is even more drastic, as there isn't a sheriff about to protect
	everyone :->

	Perhaps by starting people in small groups (say 4-7), they would
	be able to band together for protection against some of the
	more aggressive players.

B. [537: Merlinium the grey: "Combat whats that?"]
Newsgroups: rec.games.pbm
From: srt@aero.org (Scott "TCB" Turner)
Subject: Re: Olympia workers and Earning Power
Organization: The Aerospace Corporation, El Segundo, CA
Date: Fri, 17 Apr 1992 16:30:10 GMT

(Jonathan Heidbreder ) writes:
>Also, I think there should be a 'shakedown/street tax' command, where
>you're men just basically go around the province shaking down
>commoners for 'tax money'.

This is a good idea.  Require that the taxing unit be holding a castle
or tower in the province, and make the amount of tax he can collect
dependent on the size of the force doing the taxing.  That will give
people an incentive to "rule" provinces by holding castles and to
build castles and towers in undeveloped provinces.  And have some kind
of "loyalty" rating for a province, so that if it's overtaxed there
will be a peasant revolt.

>Also, how about a 'theft' function for stealth?  Use function I
>mean...

There is one, I think.

					-- Scott T.
From: duggan@ecs.umass.edu
Newsgroups: rec.games.pbm
Subject: Gallactic Battles Returns...
Date: 6 Apr 92 14:55:02 GMT

			=========================
			Gallactic Battles Returns
			=========================

The game is slated to start Late April or Early May. Unless those people who
have had a request for confirmation do not respond in the affirmative that they
are able to play, the game shall have the required number of players.

Therefore this is just a status update sheet for those who SHOULD be in the game
and who SHOULD RESPOND soon so that I do not replace them with someone else.

-------------------------------------------------------------------------------
John F. Duggan                               alias    : Genghis Khan
Engineering Computer Services,               internet : DUGGAN@ecs.umass.edu  
Univ. of Massachusetts, Amherst, MA 01003    Bitnet   : DUGGAN@umaecs
Newsgroups: rec.games.pbm
From: M22367@mwvm.mitre.org
Subject: Global Supremacy
Organization: The MITRE Corporation, McLean VA 22102
Date: Thu, 9 Apr 1992 16:42:28 GMT

I'm an experience PBM and PBeM player. One of my first was a PBM called "Global
Supremacy".  The setting was Earth, post industrial collapse.  Each player
started out with the same tech levels and control of one country (multiple
countries if they were really small - I started with Ghana/Togo/Benin).  You
built industry and military units and tried to take over the world.
 
Turn format consisted of a combination of structured and 'Special' free-form
orders.  Special orders could be anything you wanted, whether the rules
addressed the subject or not.  For example = "Spend 10 Industry Points and
$5million to build an Intelligence agency".  The GM then decided what kind of
effect the action would have - increasing various factors about your Civ.
 
Anyway, I dropped out after several turns got bungled.  At the prices I was
being charged, I figured I deserved better service.
 
THE PUNCH LINE:
---------------
Any netters playing this game now?  Is there a PBeM version or enough interest
in a PBeM version to get one going?  Please post.
 
                              - Mike
Newsgroups: rec.games.pbm
From: chuk@giskard.acns.nwu.edu (Chuk Craig)
Subject: Re: Olympia workers and Earning Power
Reply-To: chuk@casbah.acns.nwu.edu
Organization: Northwestern University, Evanston, Illinois
Date: Fri, 17 Apr 1992 03:10:14 GMT

 writes
> If working earned more money, this would be less of a problem, and one 
> would be more able to train larger groups with more diverse skills.
> 
This is your problem.  You haven't yet figured out that working is the most
inefficient way to make money.  Have them perform, or mine gold, or capture
horses, or something with some profit potential.

chuk

Charles E. Craig                           BITNET:  CHUK@NUACC
Academic Computing and Network Services    Internet: chuk@casbah.acns.nwu.edu
Northwestern University                    NeXTmail: chuk@giskard.acns.nwu.edu
From: cedman@714-725-3177.nts.uci.edu (Carl Edman)
Subject: Re: Olympia combat
Newsgroups: rec.games.pbm
Reply-To: cedman@golem.ps.uci.edu (Carl Edman)
Date: 9 Apr 92 01:22:49 GMT

Rich Skrenta writes
> The chief difference is that the units would not need to be
> stacked together.  Even cooperative units will fight together,
> if they are in the same stack.

That is a dandy idea, but please also add a rule so that  
non-cooperative units which happen to be in the same stack (e.g.  
stacking in the same guild tower), do not necessarily get involved in  
other peoples fights. If there had been such a rule my poor BtA[801]  
would probably not have died in the recent rampage.

	Carl Edman
Xref: sparky rec.games.pbm:1021 rec.games.misc:12004 rec.sport.pro-wrestling:6576
From: andra@cs.widener.edu (Robert Andracsek)
Newsgroups: rec.games.pbm,rec.games.misc,rec.sport.pro-wrestling
Subject: Attention WeWFer's!
Followup-To: rec.games.pbm
Date: 9 Apr 1992 20:54:33 -0400
Organization: Widener University Department of Computer Science, Chester PA
Distribution: world
NNTP-Posting-Host: maggie.cs.widener.edu
Summary: New management, title tourney

As Aidan said in the last report, the WeWF is undergoing a management
change.  Among the plans are a World title Tourney involving all
players.  Lower ranked players may have to go through a prelim round.
Seedings will be based on current records and Reps, however, after
this, it's back to square one. (Second time in just over a month!)

Please, all current players, please mail me at andra@cs.widener.edu or
Craig at CRAIG@ukpu.uky.edu, and let us know you're still actively
participating.  Hopefully, we can get the tourney done soon, so
regular action can get underway.

R. Andracsek 
Newsgroups: rec.games.pbm
From: chetl@donald.tamu.edu (Chet Laughlin)
Newsgroups: rec.games.programmer
Subject: Re: play by internet?
Date: 13 Apr 92 03:39:22 GMT
Organization: College of Architecture, Texas A&M University

In article <9APR92.16231988@enh.nist.gov> tjb@enh.nist.gov writes:
>Hi,
>I noticed that some flight simulators allow playing against someone
>else using a modem. I was wondering if it is possible to make
>such a game that would link to the internet and allow many
>players to play at the same time.

There is such a beast that is part of the games package on your 
standard Silicon Graphics machines.  There are several types of
planes one can fly if I remember right.  There is some basic
scenery and an airport also.  I think one can play up to 5 or 6
people simultaneously.  I do know the network traffic can be quite
demanding - there are rumors that a group of grads disconnect some
of the SGI's around here from the main backbone late on weekend nights
to duel it out amoung themselves.  One of the system's programmers 
here seems to be pretty good at it.  I myself can't keep the plane
up, much less release SAMs while performing some exotic manouver.

---------------------------------------------------------------------
| Chet Laughlin                  reply:chetl@archone.tamu.edu       |
| "There is no Computer Science, it is all witchcraft."             |
|                                MIT Math department, 1958          |
| I do not speak for Texas A&M University, and they rarely speak    |
| for me.                                                           |
---------------------------------------------------------------------
~
Newsgroups: rec.games.programmer
Subject: Re: Game Development tools
From: nmspillers@ualr.edu
Date: 16 Apr 92 13:56:16 GMT
Organization: University of Arkansas at Little Rock

In article <1992Apr15.100705.1@ualr.edu>, jabussey@ualr.edu writes:
> Does anyone have ANY game developing tools for the PC? 
> 
> Jacque Bussey
> jabussey@ualr.edu

Hey Jacque,

  What are you looking for?


  By the way, since when are doing pc development?

nate
From: marauder@diku.dk (Stephan Dahl)
Newsgroups: rec.games.programmer
Subject: Re: Program to create fantasy words?
Date: 6 Apr 92 11:09:39 GMT
Organization: Department of Computer Science, U of Copenhagen

steve@oceania.com (Steve Dakin) writes:

>In article <1992Mar27.064240.29696@acsu.buffalo.edu> fly@acsu.buffalo.edu (Paul  
>D. Fly) writes:
>> 
>> I've been thinking of, and coding a little, a program to generate words
>> in a fantasy language.

>There was an article I read recently in the Journal of Computer Game Design  
>where the author took a large set of words and formulated relationships between  
>each letter and the letters that followed it.  Then by picking a random number  
>and using it as an index into a percentage chart for each letter, a following  
>letter can be determined.  Two other considerations were word length and  
>testing for expletives.  The algorithm worked quite well once the letter  
>associations were set up.  If you get a parser working, you can feed in any  
>language and essentially 'teach' the system what language you want it to  
>'speak'.  The algorithm was further improved by using longer than single letter  
>associations, but this begins to get complicated.

>If anyone's interested in the article, email me and I'll see if I can dig up  
>the issue it's in.

>Steve

Also, try Rick Decker: 'Data Structures' (don't remember year'n'stuff);
There's a long chapter devoted to the TRAVESTY program, which takes any text
as input and generates nonsense that 'feels' right out of it. Good Read.

-- Stephan Dahl -- (marauder@freja.diku.dk) -- Look Ma! One line .sig! --
From: thaco@Lise.Unit.NO (Eirik Milch Pedersen)
Newsgroups: rec.games.programmer
Subject: PC:  Please help me with a test!
Date: 8 Apr 92 16:48:09 GMT
Organization: Norwegian Institue of Technology

This request is PC/VGA spesific, so if you don't have such a card, please jump
to the next posting.

As I was hacking through the (S)VGA card i did notice a undocumented a option 
setting of the Clock-select bits in the Miscellaneous Output Register. 
As I hav noticed this setting isn't valid for all VGA cards (perhaps only for
SVGA ones).
What want is that as many people as possible to try the program enclosed at 
their computer, and email me the result.

What I want you to do:
  (1) Uudecode the GRAFTEST.COM file at the end of this posting,
      or assemble the sourcecode enclosed (in case you would be sure that the
      program dosn't contain a VIRUS, that it of cource doesn't have)
  (2) Run GRAFTEST on you computer.
  (3) Send a mail to

        thaco@lise.unit.no

      answering the following questions:
       a) Do you see any colors at your screen?
       b) Does the computer 'hang'?
       c) What kind of graphic-card are you using?
       d) What kind of monitor are you using?
       e) Any comments?

NB:   This program could 'hang' your computer, so be prepared!
NBB:  It's normal to have a fuzzy picture on the screen.
NBBB: Please use the email address specified and NOT solan.unit.no.
      (I don't want to get my usual mailbox filled with 10.000 mails
       concearning this test.)


Thank you in advance!

 _/_/_/_/_/  _/    _/   _/_/_/     _/_/_/    _/_/_/
     _/      _/    _/  _/    _/   _/    _/  _/    _/
     _/      _/    _/  _/    _/   _/        _/    _/
     _/      _/_/_/_/  _/_/_/_/   _/        _/    _/
     _/      _/    _/  _/    _/   _/        _/    _/
     _/      _/    _/  _/    _/   _/    _/  _/    _/
     _/      _/    _/  _/    _/    _/_/_/    _/_/_/

+----------------------+----------------------------+
| Eirik Milch Pedersen |    thaco@solan.unit.no     |
|       Stp. 153       +----------------------------+
| 7000 TRONDHEIM - NTH |   "The summer is gone,     |
|        NORWAY        | and we are yet not saved!" |
+----------------------+----------------------------+
   
---------------- GRAFTEST.ASM ------------------
model small
codeseg
org 100h
start:
  mov ax,013h
  int 10h

  mov dx,03C2h
  mov al,06Fh
  out dx,al

  mov  ax,0A000h
  mov  es,ax
  mov  di,0
  mov  cx,7D00h
@@10:
  mov  al,cl
  and  al,1Fh
  stosb
  loop @@10

  in   al,60h
  mov  ah,al
@@20:
  in   al,60h
  cmp  al,ah
  je   @@20

  mov  ax,3h
  int  10h

  mov  ax,4C00h
  int  21h

end start
---------------- END -----------------------------



------------- CUT HERE ---------------------------
begin 644 graftest.com
MN!,`S1"ZP@.P;^ZX`*".P+\``+D`?8K!)!^JXOGD8(K@Y&`ZQ'3ZN`,`S1"X
$`$S-(1"Z
`
end
From: pol-in01@oswego.Oswego.edu (Brandon W. Hockle)
Newsgroups: rec.games.programmer
Subject: Pinouts for SNES controllers
Date: 4 Apr 92 17:28:45 GMT
Reply-To: pol-in01@oswego.Oswego.edu (Brandon W. Hockle)
Organization: Instructional Computing Center, SUNY at Oswego, Oswego, NY
Originator: pol-in01@gidney.oswego.edu


	Does anybody out there have the pinouts for the Super Nintendo control
pads?? I need them for a little project I'm working on. I am trying to make a 
workable mouse/controler combo for games that are menu intensive. eg. SimCity
Populous. Any information would be greatly appriciated!

-------------------------------------------------------------------------------
Abiguity is the Devil's volley ball - Emo        |Brandon W. Hockle just a guy@
"SpAcE CaBbAgE...Juss how yew like it!"          |pol-in01@gidney.oswego.edu
                         -  Ren & Stimpy         |pol-in01@penelope.oswego.edu
SUPER NOFRIENDO! I BOUGHT IT FOR THE COOL EJECT BUTTON SO SHOULD YOU!!!!!!!!!!
-------Sig File Straight From the Intellectual Cauldron @ S.U.N.Y. OSWEGO------
From: warwick@cs.uq.oz.au (Warwick Allison)
Newsgroups: rec.games.programmer
Subject: Re: Bitmap Rotation/Scale
Date: 9 Apr 92 06:59:14 GMT
Reply-To: warwick@cs.uq.oz.au

rjwalsh@maths.tcd.ie (Robert Walsh) writes:

>       ----
>      /    \
>      /    \
>      ------

>then I should get a bitmap appearing to hover in three space. The
>bitmap should be scaled squashed at the top and fatter down towards
>the bottom. If I map it onto a square, it should be an exact scale
>replica of the original bitmap.

This is asking for something completely different.

Assuming you meant this sort of thing:

       ____ 
      /    \
     /      \
    /________\

This can be thought of as either a square with the top squashed in
(so you just do a normal resize, but a different size for each line),
OR it could be as you suggest, a 3D inclined plane - the same as
the above, but with the vertical density of lines decreasing towards
the "front", or "bottom" of the trapezium.

>Extending the above further, I should be able to map the bitmap onto
>something like this:

>      /\
>     /  |_
>    /     |
>    \______\

>and have it scaled properly all across it.

"properly"?

>Am I asking to do something that only a Cray could manage in realtime? Is
>this feasible on a 33Mhz 386?

The first to can often be done in real time, since they are just minor
variations on normal rescale algorithms, but a general techniue, using
some set of constraints about how to "fit" an image, would be more
difficult.  I doubt you'd need a Cray for that sort of thing, unless
you want a fair few of these fitted shapes, all large.


Warwick
--
  _-_|\      warwick@cs.uq.oz.au            / eastings genistas /
 /     * <-- Computer Science Department,  / giantess seatings /
 \_.-._/     University of Queensland,    / teasings tsiganes /
      v      Brisbane, Australia.        / -------- -------- /
Newsgroups: rec.games.programmer
From: dme21270@uxa.cso.uiuc.edu (David M. Erazmus)
Subject: Re: Linear VGA RAM possible?
Organization: University of Illinois at Urbana
Date: Fri, 17 Apr 1992 02:26:40 GMT

jdl47513@uxa.cso.uiuc.edu (Jason Lowe) writes:

>I believe this may actually be possible.  I was programming SVGA assembly
>code a while back, and I do remember reading something about the Tseng Labs
>ET4000 chip set (SpeedStar I believe uses these) can map its address space
>into higher memory.  I am pretty sure the ET4000 is the only Tseng chip that
>claims to do this.  Ahh, here I found the text I read this from:

>Excerpt from _Programmer's Guide to the EGA and VGA Cards, Second Edition_
>by Richard F. Ferraro:

>(page 932)
>The [Tseng Lab ET4000] can be configured to access memory in a linear or in a
>segmented fashion through the SLS field.  This linear addressing mode forces
>all display memory to be continuous. ....  If the SLS Field is 1, this linear
>mapping scheme is enabled.  If 0, the standard VGA segmented memory mapping
>scheme is enabled.  ....it is possible to place the VGA into high memory where
>there is room to place one Megabyte of display memory into a contiguous
>address space.  This allows the ET4000 to ignore the bank selection registers.

>[text goes into more detail..]

The chip may be capable of linear addressing, but it's still up to the card
manufacturer to support this feature.  With an ISA card, I don't think it's
possible due to the fact that the ISA bus does not support 32-bit addressing.
If there is a video system that does this, chances are it is either for the
MCA, EISA, or is a motherboard implementation.

I believe Ferraro mentions the advantage of using an ET4000 on the motherboard.
It would simply use the motherboard's 32-bit memory bus and I suspect it would
really cook!


"More than 64K!  Who could possibly want more than 64K!?!"
- an IBM engineer.

					Dave Erazmus
					Champaign, IL
From: abraham@iesd.auc.dk (Per Abrahamsen)
Newsgroups: rec.games.programmer
Subject: Re: comp.sys.ibm/clone.programmer
Date: 2 Apr 92 04:14:41 GMT
Organization: HUGIN Expert A/S


>>>>> On 31 Mar 92 14:02:06 GMT, jas37876@uxa.cso.uiuc.edu (John A.
>>>>> Slagel) said:

John>     There is an alt.msdos.programmer, but it is usually overrun with
John>     not-so-interesting articles. Graphics on an IBM does pertain to
John>     game programming, and besides people asking, "how do I write a game"
John>     or "How do I do fast graphics on an IBM," there isn't hardly any
John>     traffic here. I'm sure that if this group started to get more traffic
John>     that all IBM people would move, gladly. But...

rec.games.programmer used to be an interesting low volume group.

Maybe it is time for rec.games.programmer.not-ibm-pc or maybe even
comp.sys.ibm.pc.games.programmer.
From: exuhag@exu.ericsson.se (James Hague)
Newsgroups: rec.games.programmer
Subject: Re: The Journal of Computer Game Design
Date: 14 Apr 92 13:46:21 GMT
Organization: Ericsson Network Systems, Richardson, TX

Oh, a few people asked me about foreign subscriptions.
Unfortunately, the subscription info doesn't mention
anything about this.  I'd recommend writing a letter
to Chris Crawford and asking about it.  There may not
any additional cost (because the Journal is overpriced
as it is) but I can't guarantee this.

And I should add that I am not affiliated with
JCGD in any way, nor have I ever written for them.

[BTW, anyone who is remotely interested in the
computer game industry should check out the "Repent!
The End is Near!" article in the current issue.]
--
James Hague   
exuhag@exu.ericsson.se
From: neacsu@ncsc.org (Michael Neacsu)
Newsgroups: rec.games.programmer
Subject: Tierra FTP Site?
Date: 6 Apr 92 21:36:46 GMT
Organization: NC Supercomputing Center

Where is the ftp site for TIERRA?

Thanks in advance,
Michael