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[HEA]
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_____________________ ___ _
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|___ ______________| | | | |
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| || | | | ____ _ _ _ _ ______ | |
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| || | | | / __ \ | | / \_/ \ | ___ \ | |
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| || |__ ____ | | / / \ | | /\ /\ \ | | \ \ | |
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| || _ \ | _ \ | | \ \__/ | | | |_|| | | |__/ / | |
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| || | | || |__ | |____________________ | | _
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|__||_| |_|\____/ |________________________| | | |_|
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Lighting Your Apple II Path | |
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-----------------------------------
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>>> WELCOME TO THE LAMP! <<<
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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THE BEST OF THE A2 BULLETIN BOARD ON Syndicomm Online
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AND THE BEST OF THE DELPHI A2 AND A2PRO MESSAGE BOARDS
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"Teaching the Apple II user how to fish since 1998"
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::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
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The Lamp! An Onipa'a Software Production Vol. 7, No. 1
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::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
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Publisher................................Ryan M. Suenaga, M.S.W., L.S.W.
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Editor.....................................................Lyle Syverson
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Internet Email, Publisher.........................thelamp@sheppyware.net
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Internet Email, Editor................................lyle@FoxValley.net
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::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
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TABLE OF CONTENTS
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~~~~~~~~~~~~~~~~~
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January 15, 2004
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HIGH ABOVE THE ROCK RIVER---------------------------------------------[OPN]
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Canned Meat Requires no Refrigeration :)
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A2 FORUM AT Syndicomm Online (A2Central.com) DISTILLATIONS------------[DAS]
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TextEdit Update (or) New Word Processor--------------------------[TEP]
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Gopher Celebrates Birthday---------------------------------------[GCB]
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NDAs to do IIgs Email?-------------------------------------------[TDE]
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Spam, Spam and More Spam-----------------------------------------[SSS]
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KEGS Now Compatible With SIS 1.2---------------------------------[KNC]
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Main Page for The Lamp! Updated----------------------------------[MLU]
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Good Year for Juiced.GS------------------------------------------[GYJ]
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Panther/Bernie Slowdown------------------------------------------[PBS]
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ILLUMINATING THE LAMP-------------------------------------------------[ITL]
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An overview of GEnieLamp A2 and The Lamp!
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Wolfenstein 3D
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ANNOUNCEMENTS FROM SYNDICOMM------------------------------------------[ANS]
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To Sign up for Syndicomm Online----------------------------------[TSU]
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LETTERS TO THE EDITOR-------------------------------------------------[LTE]
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No Letters to the Editor This Month
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An Invitation
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KFEST COMMENTS--------------------------------------------------------[KFC]
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Woz KansasFest - In Apple II History-----------------------------[WKF]
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KFest Endorsed---------------------------------------------------[KFE]
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KFEST 2004------------------------------------------------------------[KFF]
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KansasFest 2004--------------------------------------------------[KF4]
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KFest 2004 Talk--------------------------------------------------[KFT]
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Watch for More Information at the KFest Home Page----------------[VKF]
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EXTRA INNINGS
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About The Lamp! ------------------------------------------------ [INN]
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[*] [*] [*]
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READING THE LAMP! The index system used by The Lamp! is designed to make
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""""""""""""""""" your reading easier. To use this system, load this
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issue into any word processor or text editor. In the index you will find
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something like:
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EXTRA INNINGS
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About The Lamp! ------------------------------------------------ [INN]
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To read this article, simply use your search or find command to locate
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[INN]. There is a similar tag at the end of each article: [EOA].
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[OPN]-------------------------------
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HIGH ABOVE THE ROCK RIVER |
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------------------------------------
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From The Editor
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"""""""""""""""
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by Lyle Syverson <lyle@FoxValley.net>
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Canned Meat Requires no Refrigeration :)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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From High Above The Rock River we can see that the unseasonable warm
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weather has melted most of the snow. Brings to mind hot Summers some sixty
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years ago.
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Now the hot weather was welcome on the farm... "good corn growing
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weather". No electricity... no refrigerator. The ice man stopped by every
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other day. He harvested ice from a nearby lake in the winter and sold ice
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door to door for people's ice boxes. A little boy could depend on a free
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chunk of ice to melt in his mouth... a real treat on a hot summer day.
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(That ice was really refreshing when you didn't stop to think that it was
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from a lake!)
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Since refrigeration was limited to an ice box, people were always on
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the lookout for foods that didn't require refrigeration... canned meats for
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example. One of the products that we used was... uh... Spam.
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We never had any idea that someday this product would lend its name to
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unwanted email.
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Email has been a very useful means of communication. But it has
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become rather tedious to wade through all those unwanted messages and sort
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out those that you want.
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Just think... you can send off for a device that will reduce the
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gasoline consumption of your automobile by 27% or more... and it is easy to
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install... just clamp it on the outside of the fuel line. Duh.
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As you can see in this issue, spam is a topic of conversation in the
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A2 Forum at Syndicomm Online.
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[EOA]
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ASCII ART BEGINS
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_________ _ _ _
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|__ __| | | | | | |
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| | | | | | | |
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| | | |___ ____ | | _____ __ ___ _ _ _____ | |
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| | | ___ \ / __ \ | | /____ \ | v v | | v ___ \ | |
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| | | | | | | /__\ \ | | ____| | | /\ /\ | | / \ \ | |
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| | | | | | | _____| | | / ___ | | || || | | | | | |_|
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| | | | | | | |_____ | |____ | |__| | | || || | | \___/ / _
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|_| |_| |_| \______| |______| \____^_| |_||_||_| | |\____/ |_|
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ASCII ART ENDS
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[EOA]
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[DAS]----------------------------------------------
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DISTILLATIONS FROM The A2 FORUM at Syndicomm.com |
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(A2Central.com) |
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---------------------------------------------------
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by Lyle Syverson <lyle@foxvalley.net>
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[TEP]
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TextEdit UPDATE (or) NEW WORD PROCESSOR
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"""""""""""""""""""""""""""""""""""""""
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If TextEdit was to be updated, the two big things I can think of that would
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be needed are multiple rulers and tables (where anything can go in a cell).
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And it would also be neat if a graphic bitmap could be inserted anywhere in
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the text. All of this would easily increase the HTML rendering of SIS.
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But for a new word processor, I would think the easiest solution is to port
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Open Office Word Processing module over to the IIgs. This isn't a trivial
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task by any stretch of the imagination, but you get the following already
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done for you:
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- standard Word Processing features and tools
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- all the algorithms are already coded
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- standard XML file format
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- import/export of MS Word
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Geoff
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(GEOFF, Cat 8, Top 22, Msg 18)
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[EOA]
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[GCB]
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GOPHER CELEBRATES BIRTHDAY
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""""""""""""""""""""""""""
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Gopher celebrated its 12th birthday yesterday.
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It is amazing to see how quickly a technology provided a wealth of
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information and now is mostly abandoned.
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Geoff
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(GEOFF, Cat 11, Top 5, Msg 1)
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[EOA]
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[TDE]
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NDAs TO DO IIgs EMAIL?
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""""""""""""""""""""""
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I have not yet had a chance to work on my NDA send only email client (aka
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Emily) which I showed at KansasFest 2003 since I got back. All of that
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said. . .
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The modern email client on other platforms is a very complex thing; it
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involves an address book, an editor, a database to store messages in,
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searching and sorting utilities, file encoders and decoders. . . while SAM
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has much of this built in, I'm wondering what folks think of the approach
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of using FExts and NDAs to handle some of the separate duties. For
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instance, having an address book NDA to serve as the address book, or use
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GSCii+ or StolenBase NDA for encoding and decoding.
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Your thoughts?
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Ryan
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(A2.RYAN, Cat 11, Top 21, Msg 18)
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>>>>>
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"""""
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I think the idea of using separate NDAs for the various tasks modern email
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programs perform is a good idea. It saves memory by letting people only
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install the DAs for the stuff they use, and allows for great customization.
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I've been talking to Burger about getting the ContactsGS source so support
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for sending a message to an email program to send a message could be added.
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He's agreed to do it but finding the code may take some time. :)
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Eric "Sheppy" Shepherd sheppy@syndicomm.com
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Owner, Syndicomm http://www.syndicomm.com
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Building communities, bit by bit.
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(SYNDICOMM, Cat 11, Top 21, Msg 19)
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>>>>>
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"""""
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That's what I think too, but I can't conceptualize how to do an email
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reading NDA that makes sense. Email sending, I can see, and will get back
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to working on it soon.
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Ryan
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(A2.RYAN, Cat 11, Top 21, Msg 20)
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>>>>>
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"""""
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There are a lot of different ways to implement the pieces. As discussed,
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having the different pieces available to use by multiple applications would
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be really cool.
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Options include:
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* NDAs - using any number of APIs to transfer data back and forth
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* Control - use the control manager to transfer data
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* Tool set - design your own functions
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* Library - design your own functions
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Each have their own advantages and disadvantages which can be discussed in
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another section if desired.
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I sort of skipped writing an address book interface for SIS so I could
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hopefully leach off of something else. And now there is some mutterings
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that there may be that "something else" :) Having a common database of
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address entries which can be shared across multiple mail clients would be a
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positive user experience.
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Geoff
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(GEOFF, Cat 11, Top 21, Msg 22)
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>>>>>
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"""""
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>> Having a common database of address entries which can be shared across
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multiple mail clients would be a positive user experience. <<
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I think so too.
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I am seeing some light in the time window in March, I'm going to get back
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to work.
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Ryan
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(A2.RYAN, Cat 11, Top 21, Msg 24)
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>>>>>
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"""""
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An email reading NDA, I think, could be done nicely I think. Just set up
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a task that periodically (or on command, I guess) fetches the email and
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parses it out. Maybe use a file format where each mailbox folder gets a
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file in which each message's text goes into a resource, and which maybe has
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its key headers parsed into other resources. Like...
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resource rText(messagenumber) contains the body of the message
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resource rSubjectText(messagenumber) contains the subject of the message
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resource rFrom(messagenumber)
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resource rTo(messagenumber)
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resource rCc(messagenumber)
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And so forth.
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That would make it relatively easy to manage the mailbox using Resource
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Manager calls.
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Eric "Sheppy" Shepherd sheppy@syndicomm.com
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Owner, Syndicomm http://www.syndicomm.com
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Building communities, bit by bit.
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(SYNDICOMM, Cat 11, Top 21, Msg 25)
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>>>>>
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"""""
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I don't like the resource method you are suggesting. It breaks any
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compatibility to access email messages from command line tools.
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I suggest instead to store messages using the standard mdir format (each
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message is a separate file complete with all the headers as retrieved from
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the POP/IMAP/whatever server). But, there should be an indexed database
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which has stored the byte locations of key header lines and the start of
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the body (and I would recommend also tracking the start of the .sig using
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the format suggested by emacs--which coincidently SIS follows :). It even
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makes sense to duplicate some of the key headers (From, To, CC, Subject,
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Date, etc.) to be also stored in the indexed database for quick sorting
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(otherwise you will have to open a lot of mail files to do any sorting or
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header searching). As far as I know, there are no database libraries for
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the GS so that would require some work to implement. I have no idea how
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hard it would be to port newdb.
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And since each message is stored in mdir format, one can use any number of
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existing tools to access the messages to do cool stuff (i.e. spam blocking,
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etc.).
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So Ryan, I'm not sure which aspect of mail reading you have trouble
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deciding how to implement. But I hope this idea helps you in some way.
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Geoff
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(GEOFF, Cat 11, Top 21, Msg 26)
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>>>>>
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"""""
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>> I suggest instead to store messages using the standard mdir format (each
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message is a separate file complete with all the headers as retrieved from
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the POP/IMAP/whatever server). <<
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That's probably a wise idea. mbox format would result in some huge files
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even for the average email user unless they pruned their mailboxes
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extensively.
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>> So Ryan, I'm not sure which aspect of mail reading you have trouble
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deciding how to implement. But I hope this idea helps you in some way. <<
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For me, it's more in the interface concept. I guess something that just
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threw up a database on the screen and allowed for checking would work, then
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if you chose a message to read brought up a reader would work, but that
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sounds kind of big for a NDA to me.
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This has been a productive discussion so far, let's keep it going :)
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Ryan
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(A2.RYAN, Cat 11, Top 21, Msg 27)
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>>>>>
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"""""
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Well, you'd know better than I about good email formats, Geoff. :)
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At Be, we used individual text files for the messages, with attributes
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attached for easy indexing based on from, to, subject, and so forth, but
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that was very Be specific. Having an index file makes sense.
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Eric "Sheppy" Shepherd sheppy@syndicomm.com
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Owner, Syndicomm http://www.syndicomm.com
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Building communities, bit by bit.
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(SYNDICOMM, Cat 11, Top 21, Msg 28)
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>>>>>
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"""""
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There is no one real good email format. What is considered is a "better
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email format" based on the application.
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I actually prefer the mbox format on the user side. But this really needs
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a fast processor, lots of RAM, etc. to take advantage of efficiently.
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I completely forgot about attachments until you brought it up Sheppy.
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I prefer having attachments as part of the message file just to keep things
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better organized. It just seems cumbersome with some email programs where
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to delete an email, you have to remove the "message part" and then go
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through and remove the "attachment part".
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Of course, you could have message where the MIME parts are like this:
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text
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file
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text
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file
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file
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text
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All of the text segments will need to be displayed in the body of the
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message. And since the attachments can be pretty long, one would need to
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track the start and length of each MIME segment for quicker display and
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attachment handling. That information can be stored in the index database
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as well.
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Geoff
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(GEOFF, Cat 11, Top 21, Msg 29)
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>>>>>
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"""""
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>> For me, it's more in the interface concept. <<
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Let's look at three different styles of how email clients handle the
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reading of messages. There are a few more (and variations), but this will
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help you to get started to think about where to start.
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3-PANE APPROACH
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This is considered the modern the interface for an email client. The email
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window is split into three areas: folder list, message, list, and message
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(or message preview). Typically, the list of folders appear in the left
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window pane, the list of messages in that folder (inbox, outbox,
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to-be-deleted, user-folders) appear in the top-right window pane, and the
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message content in the bottom-right pane.
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Advantages: easy access to all the messages--content is available all in
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one window.
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Disadvantages: lots of scrolling since everything is all in the same
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screen, requires lots of screen real estate which the GS does not have.
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Notes: works great if you have lots of folders, cumbersome if you have lots
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of messages in a specific folder.
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This option is not basically optimal for the GS due to 640x200 resolution.
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You want the width of the screen just to view a message.
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2-PANE APPROACH
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Basically, you have some sort of menu to select which folder you want to
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access (menu bar, select via a dialog box, etc). Once the folder is
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selected, you then display a window with two panes--the top has the list of
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messages and the bottom has the message content.
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Advantages: message content fills the width of the screen, folder content
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is wider so more information can be displayed (from, subject, date, size,
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etc.).
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Disadvantages: Height of panes is very short--around 10-11 lines of text is
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visible in each pane. Requires several steps to switch to a different
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folder.
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This provides the most information based on the GS screen real estate
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space. But how often do you need to be viewing the list of messages in the
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folder at the same time as viewing the message itself?
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TEXT-SCREEN APPROACH
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Depending on which font is used, you typically have less characters
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available on the super hires screen than you do with the Apple II text
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screen. So it may be better to start thinking how text-screen email
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programs operate since they are designed to fit in a 80x24 character space.
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Two feature-rich programs are pine and elm. Between these two, I am more
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familiar with pine.
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It might be better to take a look at something like pine and "Gui-ify" its
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operation for the GS.
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Since you are looking at making an NDA instead of a regular application,
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you could get away without having a menu bar and just have a bunch of
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buttons to navigate among the menus/screens.
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Emulating the pine or elm structure would allow a UNIX Apple II to easily
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adapt to a GS email client.
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The NDA windows will have to be the size of the GS screen anyway--there is
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no point to make it any smaller--you have to assume after a bit of use,
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there will be lots of folders, lots of messages in a folder, and large
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messages to be read.
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If you really want a more Apple GUI look and feel, then you will have to
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look at really old versions of Pegasus, Eudora, etc.
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When the email app starts up, you display a window with a list of folders.
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The user then double clicks on the folder to bring up a new window with a
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list of messages. The user then double clicks on the message to bring up a
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new window with the message content. At this point, there are three
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windows open--all the size of the screen. Things get messy fast once you
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start moving a window so you can see the one behind it and opening
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additional windows. Forcing everything into a single window using a
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text-like-email interface will prevent that from happening.
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There are ways to GUI-ify something like pine or elm to work within a
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single pane and single window interface (menu bar with menus, etc.). But
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I'll let that be an exercise for the student.
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Geoff
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(GEOFF, Cat 11, Top 21, Msg 30)
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>>>>>
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"""""
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>> If you really want a more Apple GUI look and feel, then you will have to
|
|
look at really old versions of Pegasus, Eudora, etc. <<
|
|
|
|
I've been kind of looking at those, as well as thinking that looking at
|
|
other email clients for platforms with small screens (Palm, Newton, maybe
|
|
even something like the Danger Sidekick) might give some ideas.
|
|
|
|
I'm wondering if a GS interface with tabs (pioneered by Geoff Weiss on the
|
|
IIgs :) might be usable in this case.
|
|
|
|
Ryan
|
|
|
|
(A2.RYAN, Cat 11, Top 21, Msg 32)
|
|
|
|
>>>>>
|
|
"""""
|
|
You're ignoring my personally favorite interface for email -- The
|
|
multi-window approach. One window with a list of folders in one pane and a
|
|
list of messages in another, and when you double-click a message, a new
|
|
window opens with that message's content.
|
|
|
|
I think this approach would work the best on the Apple IIgs screen. It
|
|
optimizes the use of the screen for each thing you're looking at.
|
|
|
|
As for attachments, what about creating a structure like this:
|
|
|
|
Mail/
|
|
Inbox/
|
|
Index <-- index of messages
|
|
Message1 <-- text file
|
|
Message2 <-- text file
|
|
Message3/ <-- folder
|
|
Body <-- text file
|
|
Attachment1
|
|
Attachment2
|
|
Message4 <-- text file
|
|
|
|
And so forth. This keeps messages and attachments together and you can
|
|
keep in your index whether or not the message is a text file or a folder,
|
|
and that's also easy enough to determine when reindexing.
|
|
|
|
This would be pretty fast, and it would be relatively efficient.
|
|
|
|
Eric "Sheppy" Shepherd sheppy@syndicomm.com
|
|
Owner, Syndicomm http://www.syndicomm.com
|
|
Building communities, bit by bit.
|
|
|
|
(SYNDICOMM, Cat 11, Top 21, Msg 31)
|
|
|
|
>>>>>
|
|
"""""
|
|
>> I'm wondering if a GS interface with tabs (pioneered by Geoff Weiss on
|
|
the IIgs :) might be usable in this case. <<
|
|
|
|
I'm not sure I see how tabs would work well for an email program. Can you
|
|
expand on that a bit?
|
|
|
|
Eric "Sheppy" Shepherd sheppy@syndicomm.com
|
|
Owner, Syndicomm http://www.syndicomm.com
|
|
Building communities, bit by bit.
|
|
|
|
(SYNDICOMM, Cat 11, Top 21, Msg 33)
|
|
|
|
>>>>>
|
|
"""""
|
|
Well, if, building on Geoff's idea about GUI-izing pine or elm, we took the
|
|
major components of the main menu in pine:
|
|
|
|
Compose message, message index, folder list, address book, setup, and quit
|
|
|
|
then gave each of them (but probably not quit) its own tab on the top of a
|
|
window, that might be a space efficient way to do some of the interface.
|
|
|
|
Ryan
|
|
|
|
(A2.RYAN, Cat 11, Top 21, Msg 34)
|
|
|
|
>>>>>
|
|
"""""
|
|
See, I think all those things should be windows that you can open and close
|
|
independently. Just have a "Window" menu to let you open them as desired.
|
|
|
|
Plus we'd been talking about keeping some of those things as separate DAs
|
|
anyway.
|
|
|
|
Eric "Sheppy" Shepherd sheppy@syndicomm.com
|
|
Owner, Syndicomm http://www.syndicomm.com
|
|
Building communities, bit by bit.
|
|
|
|
(SYNDICOMM, Cat 11, Top 21, Msg 35)
|
|
|
|
>>>>>
|
|
"""""
|
|
>> You're ignoring my personally favorite interface for email -- The multi-
|
|
window approach. <<
|
|
|
|
I mentioned it briefly, concluding that there wasn't enough screen real
|
|
estate for it to be truly functional. For less savvy users, the
|
|
"text-screen" approach will be less confusing to operate and hence, more
|
|
useful. The Apple II population is an aging crowd (with a few exceptions,
|
|
there is no young blood to propagate the youth spirit) so software
|
|
development should be targeted best to how the older crowd wants to use
|
|
software:
|
|
* Avoid confusion.
|
|
* Avoid fanciness.
|
|
* Keep it simple.
|
|
|
|
Even though I can navigate in a windows environment with a lot of windows
|
|
open, I am finding that I operate better with fewer windows open. If I'm
|
|
seeing that change now (and I'm not even at middle-age), then those who are
|
|
older than I am would have feelings even more intense.
|
|
|
|
If you design something which can lead to confusion, then no one will use
|
|
it.
|
|
|
|
I don't claim to be an expert with user interfaces...all I can do is apply
|
|
what people (those who are older) have said in my experience and guess what
|
|
a good compromise would be.
|
|
|
|
Geoff
|
|
|
|
(GEOFF, Cat 11, Top 21, Msg 36)
|
|
|
|
>>>>>
|
|
"""""
|
|
I don't see a problem with a multiwindow approach; you can actively use
|
|
only one at a time, filling the entire screen if you wish. You don't have
|
|
to be able to see both the message and the message/folder lists at the same
|
|
time.
|
|
|
|
Eric "Sheppy" Shepherd sheppy@syndicomm.com
|
|
Owner, Syndicomm http://www.syndicomm.com
|
|
Building communities, bit by bit.
|
|
|
|
(SYNDICOMM, Cat 11, Top 21, Msg 37)
|
|
|
|
>>>>>
|
|
"""""
|
|
>> I'm wondering if a GS interface with tabs (pioneered by Geoff Weiss on
|
|
the IIgs :) might be usable in this case. <<
|
|
|
|
Heh. I was too lazy to draw all the necessary stuff to make it look like
|
|
notebook pages which is what Finder uses (and several other apps at that
|
|
time). I'm still not happy with how it got implemented--a custom control
|
|
would have been better. But it was cool that I could make a passable
|
|
attempt work based on what was available with Spectrum 2.1.
|
|
|
|
Back to the email discussion...
|
|
|
|
There really is no point to make a tabbed interface when a menu bar would
|
|
work better and be more familiar for a GS application. A menu bar and a
|
|
tabbed interface takes the same number of lines so might as well use
|
|
something that is already built in the IIgs toolbox.
|
|
|
|
The only reason to not use a menu bar if you needed the screen real estate.
|
|
That would then force a text-like interface operating much like pine or
|
|
elm.
|
|
|
|
I would argue that a menu bar is pretty much necessary.
|
|
|
|
It should be noted how much vertical screen real estate is already used up
|
|
(assuming the NDA is the size of the desktop):
|
|
|
|
System Menu Bar
|
|
NDA Window Edges
|
|
NDA Window Title
|
|
NDA Menu Bar
|
|
|
|
That gives you about 15 lines of Shaston text to work with. If you decide
|
|
to display emails using Courier, you are down to 12 lines of text.
|
|
|
|
If you want more lines of text, you will have to seriously consider to make
|
|
your email client an application instead of an NDA. And you would only get
|
|
1-2 more lines.
|
|
|
|
The menu bar approach is more intuitive then a bunch of tabs. The trick
|
|
comes down to what you use for the menus and menu items. The approach I
|
|
would take is look at the different versions of Eudora from 1.x to the
|
|
latest. See what was added, removed, changed, etc. Compare it to other
|
|
email applications such as Netscape, Outlook Express, etc. Make sure you
|
|
look at systems other than Macs too--looking at Palms and other PDAs is
|
|
good, but also other mainstream Operating Systems too (don't forget to look
|
|
at SAM too). Compared to PDAs, you have a lot of horizontal space so make
|
|
sure you take advantage of that (assuming 640 mode--you might not want to
|
|
support 320 mode).
|
|
|
|
But at this point, menu design is less important considering the list of
|
|
features need to be decided on. Modern-day email clients are much more
|
|
feature-full than older ones--all those features take time to implement.
|
|
For example, right clicking on an email address may throw a pop-up menu
|
|
where one of the options is to add that address to the address book. That
|
|
doesn't have to be implemented when the user can easily copy the address,
|
|
select a menu option to add an address, paste the address in a field and
|
|
click an add button. This is much simpler development and you can consider
|
|
adding user interface shortcuts in later releases.
|
|
|
|
Trust me on this, you will have a difficult enough time parsing MIME
|
|
encoded messages that you don't want to get bogged down with too much user
|
|
interface implementation.
|
|
|
|
Geoff
|
|
|
|
(GEOFF, Cat 11, Top 21, Msg 38)
|
|
>> As for attachments, what about creating a structure like this <<
|
|
|
|
Lets look at the operations needed to be written:
|
|
|
|
- add message to folder
|
|
- delete message to folder
|
|
- move message to another folder
|
|
- read message in folder
|
|
- save attachment
|
|
|
|
With my proposed solution, this is what has to be written (order of
|
|
operations aren't necessarily correct here):
|
|
- add message to folder.
|
|
- write message to disk.
|
|
- parse message for headers and MIME segments.
|
|
- add to index. add headers and MIME segments to index.
|
|
|
|
- delete message.
|
|
- delete file.
|
|
- remove item from index.
|
|
|
|
- move message.
|
|
- write file to new folder.
|
|
- delete old file.
|
|
- delete old index entry.
|
|
- write new index entry (may need to parse message again if it wasn't
|
|
saved).
|
|
|
|
- read message.
|
|
- read index entry.
|
|
- read file (may be multiple operations if multiple text segments exist).
|
|
- write to screen.
|
|
|
|
- save attachment.
|
|
- pull start and length of attachment from index.
|
|
- read and write bytes.
|
|
|
|
With your proposed suggestion:
|
|
- add message.
|
|
- write message to disk (do you really want to assume there is enough
|
|
memory to download a large message. Remember, this is a NDA and there
|
|
could be a memory-hog application running).
|
|
- parse message for headers and MIME segments.
|
|
- if multiple segments, rename file, create a directory.
|
|
- create new segments of the message and write those files.
|
|
- delete the original file.
|
|
- add to index. add headers, MIME segments, MIME segment file names,
|
|
etc. to index.
|
|
|
|
-move message
|
|
- you get the picture.
|
|
|
|
- delete message.
|
|
- if a file, delete file, delete index entry.
|
|
- if a directory, delete files, delete directory, delete index entry.
|
|
|
|
- read message.
|
|
- exercise left to the reader. More steps needed.
|
|
|
|
- save attachment
|
|
- read filename from index
|
|
- read and write bytes.
|
|
|
|
I just see that your proposed solution is more complicated and longer to
|
|
write which results in more debugging time.
|
|
|
|
I think using a standard format such as mdir would allow existing
|
|
applications to access the content of the email messages (as suggested
|
|
before, such as spam filtering). There is no need to reinvent the wheel.
|
|
|
|
Geoff
|
|
|
|
(GEOFF, Cat 11, Top 21, Msg 39)
|
|
|
|
>>>>>
|
|
"""""
|
|
OK, point taken about the mdir format. I was just kicking ideas around. :)
|
|
|
|
As for user interface... here's a weird idea, but bear with me.
|
|
|
|
The GS screen is roomier horizontally than vertically. What about creating
|
|
a vertical menu bar along the left edge of the NDA window? Use bitmaps of
|
|
sideways text for each of the menu titles, and use a custom menu, or a
|
|
custom control that pops up menus, whatever, to bring up popups off them.
|
|
|
|
_________________
|
|
| || Mail NDA
|
|
+----------------
|
|
| |
|
|
|M |
|
|
|e |
|
|
|n |
|
|
|u |
|
|
|s |
|
|
| |
|
|
|
|
Like that, except with the text of the menu titles rotated 90 degrees.
|
|
|
|
It would be unusual, but it might be a better layout for a program that
|
|
needs the vertical space.
|
|
|
|
Eric "Sheppy" Shepherd sheppy@syndicomm.com
|
|
Owner, Syndicomm http://www.syndicomm.com
|
|
Building communities, bit by bit.
|
|
|
|
(SYNDICOMM, Cat 11, Top 21, Msg 40)
|
|
|
|
>>>>>
|
|
"""""
|
|
Human interface guidelines generally say that is a Bad Thing for many
|
|
reasons (at least for English text--see
|
|
http://www.cblt.soton.ac.uk/design/pdf/ChinoMenu.pdf as an example).
|
|
|
|
There are much better user interfaces to consider, but would take much
|
|
longer to develop. And considering Ryan's programming depth of knowledge
|
|
(I'm assuming he's still doing all the work, right?), it's probably a good
|
|
idea to keep things simple from a programming perspective too. Based on
|
|
development time alone, it is well worth taking around 5% of the screen
|
|
space and allocate it for a menu bar which we all know how to use.
|
|
|
|
I know I sound pretty negative with my replies in this thread. It should
|
|
be interpreted as an exercise of caution, not to discourage innovation.
|
|
|
|
Geoff
|
|
|
|
(GEOFF, Cat 11, Top 21, Msg 41)
|
|
|
|
>>>>>
|
|
"""""
|
|
I'll be the first to admit I'm not a programming expert, but this
|
|
discussion's purpose (since I was the one who started the thread) was not
|
|
so much to figure out what I'm going to work on (since I know I have
|
|
limited time and even more limited ability) as much as to generate some
|
|
discussion on the topic. While SAM is a full featured (but script based)
|
|
email client, there are limited other choices (SIS can send mail, for
|
|
instance), and email is still a very basic and needed function on any
|
|
platform. It's pretty clear that even our "star" programmers have their
|
|
hands full with other projects, so others need to help out where they can
|
|
|
|
More choices for email and perhaps a DA based FTP client would really push
|
|
the TCP/IP applications along on the IIgs.
|
|
|
|
>> I know I sound pretty negative with my replies in this thread. It
|
|
should be interpreted as an exercise of caution, not to discourage
|
|
innovation. <<
|
|
|
|
Largely taken as that, by me, anyway.
|
|
|
|
Ryan
|
|
|
|
(A2.RYAN, Cat 11, Top 21)
|
|
[EOA]
|
|
|
|
|
|
|
|
[SSS]
|
|
SPAM, SPAM AND MORE SPAM
|
|
""""""""""""""""""""""""
|
|
Bush signs anti-spam bill
|
|
|
|
Tuesday, December 16, 2003 Posted: 2:23 PM EST (1923 GMT)
|
|
|
|
WASHINGTON (AP) -- President Bush signed legislation Tuesday meant to stem
|
|
the flood of unwanted e-mail pitches, a problem he believes is hurting the
|
|
economy.
|
|
|
|
Story continues at
|
|
<http://www.cnn.com/2003/ALLPOLITICS/12/16/bush.bills.ap/index.html>
|
|
|
|
(KGAGNE, Cat 11, Top 26, Msg 93)
|
|
|
|
>>>>>
|
|
"""""
|
|
Nice to see something's being done, but I'll be pretty surprised if we can
|
|
legislate Spam to death.
|
|
|
|
Ryan
|
|
|
|
(A2.RYAN, Cat 11, Top 26, Msg 94)
|
|
|
|
>>>>>
|
|
"""""
|
|
>> Bush signs anti-spam bill <<
|
|
|
|
I understood that this was being described as the CAN-SPAM bill, as it puts
|
|
the end recipient in an opt out position on spam, rather than an opt in.
|
|
|
|
The UK press has been calling the bill an open charter for the spammers,
|
|
which will actually increase dramatically the amount of spam being sent, as
|
|
the spammers can now legally send it out unless you ask them to stop.
|
|
|
|
It may seem easy to respond to a message asking them to stop, but you would
|
|
have to respond to hundreds of messages a day to achieve anything, and it
|
|
would probably not make any difference at all to the amount of spam you
|
|
receive.
|
|
|
|
I do hope I have got this wrong, but fear I have not.
|
|
|
|
In the EU, we have taken a different approach, and so it is now illegal to
|
|
send SPAM at all from within the EU, whether a recipient has opted out or
|
|
not. However welcome such an approach is, it will not stop the avalanche of
|
|
spam that we now expect to emanate from the US! Not forgetting the various
|
|
other countries round the world who do not care about it.
|
|
|
|
There may of course be a side effect, and we shall see more and more
|
|
servers being blacklisted. Already in the UK we are getting genuine servers
|
|
being regularly blacklisted by others, and genuine mail not getting
|
|
through.
|
|
|
|
I think the future is as black as it has ever been.
|
|
|
|
Ewen Wannop - Speccie - Sun 21 Dec 2003 - 212 days till KFest '04
|
|
Delivered without using a IIgs by Spectrum v2.5.3 & SOAR 1.0b11
|
|
Setup: IIgs running at 95Mhz thanks to Bernie ][ the Rescue 3.0
|
|
http://www.ewannop.btinternet.co.uk/
|
|
|
|
(CONDUCTOR, Cat 11, Top 26, Msg 95)
|
|
|
|
>>>>>
|
|
"""""
|
|
The CAN-SPAM law actually establishes rules and standards for emailed
|
|
commercial mail that make it work essentially the same as physical snail
|
|
mailed commercial material.
|
|
|
|
The material may not be fraudulent. It must provide valid contact
|
|
information to let the sender know you don't want to get any more, and that
|
|
must actually work. No pornographic material can be sent without being
|
|
requested. The subject must not be misleading; it must not pretend to be a
|
|
personal message. The headers may not be forged.
|
|
|
|
In addition, it has a provision that allows the FCC to establish a
|
|
do-not-spam list similar to the new do-not-call list, although this has not
|
|
been done yet.
|
|
|
|
And the penalty for violating this law involves massive fines and even
|
|
prison time.
|
|
|
|
Eric "Sheppy" Shepherd sheppy@syndicomm.com
|
|
Owner, Syndicomm http://www.syndicomm.com
|
|
Building communities, bit by bit.
|
|
|
|
(SYNDICOMM, Cat 11, Top 26, Msg 96)
|
|
|
|
>>>>>
|
|
"""""
|
|
Thanks for the detailed explanation, it has made the law clearer to me.
|
|
|
|
However I still do not see how this is actually going to stop the flood of
|
|
spam in the long run. Certainly you should now be able to opt out of spam
|
|
emanating from the US, but are the spammers going to pay any attention to
|
|
those receiving their spam who live outside of the US? The US law does not
|
|
apply to us.
|
|
|
|
The new EEC law only applies to spam originating in the EEC and being sent
|
|
to recipients in the EEC. It does not apply to spam being sent from the EEC
|
|
to the US. So you may well get new spam coming from over this direction
|
|
that cannot be opted out from.
|
|
|
|
Unless every country that has Internet mail servers outlaws spam
|
|
completely, I see the situation as being exactly as it was before, except
|
|
that it is now legitimate to send spam from the US. Unless we laboriously
|
|
trawl through the spam, and reply to each message that we want to opt out,
|
|
I see it just the situation to be exactly the same as it was, except it is
|
|
now legal to send unsolicited mail.
|
|
|
|
I would suggest that only a central opt out list being held somewhere by a
|
|
government agency, would actually stop you getting unwanted spam in the
|
|
first place. Local lists held by each spammer, would certainly not be cross
|
|
referenced to other spammers.
|
|
|
|
Interestingly, my ISP applies spam filters at their POP3 servers, so
|
|
probably a hundred or more spam messages each day never make it to my
|
|
computer. This is a good thing obviously, but I never then see those
|
|
messages so I have the chance to opt out of them. These messages are
|
|
probably going to continue to increase clogging the Internet arteries, as
|
|
spammers can now legally send me spam, but the spam they will be sending
|
|
will just go into thin air. Only a total ban on spamming can stop that flow
|
|
and clear the net of useless garbage...
|
|
|
|
Ewen Wannop - Speccie - Mon 22 Dec 2003 - 211 days till KFest '04
|
|
Delivered without using a IIgs by Spectrum v2.5.3 & SOAR 1.0b11
|
|
Setup: IIgs running at 95Mhz thanks to Bernie ][ the Rescue 3.0
|
|
http://www.ewannop.btinternet.co.uk/
|
|
|
|
(CONDUCTOR, Cat 11, Top 26, Msg 97)
|
|
|
|
>>>>>
|
|
"""""
|
|
It seems that the amount of spam I receive has increased since the bill was
|
|
signed.
|
|
|
|
>> I still do not see how this is actually going to stop the flood of spam
|
|
<<
|
|
|
|
I agree with Ewen. Spammers don't care about laws anyway.
|
|
|
|
Cindy
|
|
|
|
(CINDYADAMS, Cat 11, Top 26, Msg 98)
|
|
|
|
>>>>>
|
|
"""""
|
|
Ewen,
|
|
|
|
>> Only a total ban on spamming can stop that flow and clear the net of
|
|
useless garbage... <<
|
|
|
|
Or an enhancement/replacement for SMTP, such as the ePrivacy Group's
|
|
proposed new standard for e-mail called TEOS: Trusted E-mail Open Standard,
|
|
an add-on to SMTP using cryptography which will verify the sender's
|
|
identity and categorize the type of message that is being sent.
|
|
|
|
http://www.eprivacygroup.com/teos
|
|
|
|
-Ken
|
|
|
|
(KGAGNE, Cat 11, Top 26, Msg 99)
|
|
|
|
>>>>>
|
|
"""""
|
|
Well, CAN-SPAM only got signed six days ago, and I don't think enforcement
|
|
has begun. I expect it will take some time to have any effect, and even
|
|
then, we'll see how effective it is.
|
|
|
|
However, if they can send a few of the worst spammers to prison, that may
|
|
scare off the rest of them.
|
|
|
|
As for ISPs blocking spam, Syndicomm is one of them -- we filter spam as
|
|
best as we reasonably can.
|
|
|
|
For the week ending December 13, for example, Syndicomm's servers processed
|
|
146,939 email messages. Of those, 47,267 were either rejected as spam or
|
|
were tagged with the "{Spam?}" header before being delivered. A few
|
|
hundred more had viruses stripped off of them. 73,735 messages were
|
|
delivered to the recipient without a spam or virus warning attached. Just
|
|
over 39% of the messages received were handled as either spam or a likely
|
|
spam candidate.
|
|
|
|
Eric "Sheppy" Shepherd sheppy@syndicomm.com
|
|
Owner, Syndicomm http://www.syndicomm.com
|
|
Building communities, bit by bit.
|
|
|
|
(SYNDICOMM, Cat 11, Top 26, Msg 100)
|
|
|
|
>>>>>
|
|
"""""
|
|
>> Or an enhancement/replacement for SMTP, such as the ePrivacy Group's
|
|
proposed new standard for e-mail called TEOS: Trusted E-mail Open Standard,
|
|
an add-on to SMTP using cryptography which will verify the sender's
|
|
identity and categorize the type of message that is being sent. <<
|
|
|
|
I went through the PPT show and still don't understand it. Does it mean I
|
|
have to buy a license to send email?
|
|
|
|
Carl Knoblock - Telephone Tech - Mon 22 Dec 03 11:15:59 pm
|
|
cknoblo@cox.com - Via Spectrum v2.5.3 & SOAR v1.0b10
|
|
KFest 2004, July 20-25, 2004 - 211 days till KFest
|
|
On cable via LANceGS & Marinetti 2.0.1 - Thank you, Richard.
|
|
A2 RTC Staff - Sunday Night House Party - carlk@syndicomm.com
|
|
|
|
(CARLK, Cat 11, Top 26, Msg 101)
|
|
|
|
>>>>>
|
|
"""""
|
|
That proposed standard does require that ISPs get a secure certificate to
|
|
process secure email, but individual users I don't think would have to.
|
|
I may be wrong.
|
|
|
|
Eric "Sheppy" Shepherd sheppy@syndicomm.com
|
|
Owner, Syndicomm http://www.syndicomm.com
|
|
Building communities, bit by bit.
|
|
|
|
(SYNDICOMM, Cat 11, Top 26, Msg 102)
|
|
|
|
>>>>>
|
|
"""""
|
|
It's January 1. Do you know where your Spam is?
|
|
|
|
So far, CAN-SPAM hasn't seemed to have made a dent.
|
|
|
|
Ryan
|
|
|
|
(A2.RYAN, Cat 11, Top 26, Msg 104)
|
|
|
|
>>>>>
|
|
"""""
|
|
I was offline from Christmas until yesterday. I had 319 email messages, and
|
|
only 1 of those was legit. Most were marked as spam.
|
|
|
|
Cindy
|
|
|
|
(CINDYADAMS, Cat 11, Top 26, Msg 105)
|
|
|
|
>>>>>
|
|
"""""
|
|
I get about half my real mail through Syndicomm, and the tagged spams
|
|
usually amount to 3 or 4 a day. My total Spam has been over 100 lately.
|
|
|
|
Carl Knoblock - Telephone Tech - Fri 2 Jan 04 9:23:25 pm
|
|
cknoblo@cox.com - Via Spectrum v2.5.3 & SOAR v1.0b10
|
|
KFest 2004, July 20-25, 2004 - 200 days till KFest
|
|
On cable via LANceGS & Marinetti 2.0.1 - Thank you, Richard.
|
|
A2 RTC Staff - Sunday Night House Party - carlk@syndicomm.com
|
|
|
|
(CARLK, Cat 11, Top 26, Msg 106)
|
|
|
|
>>>>>
|
|
"""""
|
|
The worst thing about spam is getting stuff that's so offensive or gross
|
|
that you wonder how any human being could be willing to send it when they
|
|
know it could be going to a kid.
|
|
|
|
My niece had her own email address for about two days before her parents
|
|
had to take it away because she was getting pornographic spam.
|
|
|
|
That's just awful.
|
|
|
|
Eric "Sheppy" Shepherd sheppy@syndicomm.com
|
|
Owner, Syndicomm http://www.syndicomm.com
|
|
Building communities, bit by bit.
|
|
|
|
(SYNDICOMM, Cat 11, Top 26, Msg 110)
|
|
|
|
>>>>>
|
|
"""""
|
|
Sadly, they don't care.
|
|
|
|
It makes a very useful tool into something close to useless nowadays.
|
|
|
|
Ryan
|
|
|
|
(A2.RYAN, Cat 11, Top 26, Msg 111)
|
|
|
|
>>>>>
|
|
"""""
|
|
>> It's January 1. Do you know where your Spam is? So far, CAN-SPAM hasn't
|
|
seemed to have made a dent. <<
|
|
|
|
If anything a steady increase of SPAM is arriving in my mailboxes. The flow
|
|
will not stop until it is illegal to send the stuff, in the way it is now
|
|
illegal to send it in Europe.
|
|
|
|
Ewen Wannop - Speccie - Thu 8 Jan 2004 - 194 days till KFest '04
|
|
Delivered without using a IIgs by Spectrum v2.5.3 & SOAR 1.0b11
|
|
Setup: IIgs running at 95Mhz thanks to Bernie ][ the Rescue 3.0
|
|
http://www.ewannop.btinternet.co.uk/
|
|
|
|
(CONDUCTOR, Cat 11, Top 26, Msg 112)
|
|
|
|
>>>>>
|
|
"""""
|
|
>> The flow will not stop until it is illegal to send the stuff, in the way
|
|
it is now illegal to send it in Europe. <<
|
|
|
|
I'm unconvinced legislating it to be illegal will stop it. It would also
|
|
take substantial enforcement.
|
|
|
|
None of the Spam I've received since CAN SPAM has come into effect has been
|
|
legal under the new law. The law is useless without enforcement.
|
|
|
|
Ryan
|
|
|
|
(A2.RYAN, Cat 11, Top 26, Msg 113)
|
|
|
|
>>>>>
|
|
"""""
|
|
>> If anything a steady increase of SPAM is arriving in my mailboxes. The
|
|
flow will not stop until it is illegal to send the stuff, in the way it is
|
|
now illegal to send it in Europe. <<
|
|
|
|
Sadly, the new law makes Spam legal, as long as it follows certain rules.
|
|
Some kinds of Spam are not allowed at all. So far, I see nothing following
|
|
the rules, and no reduction of the illegal stuff. Only vigorous prosecution
|
|
of violators will make a change. Every day that goes by without news
|
|
reports of arrests is another day of growing Spam.
|
|
|
|
Carl Knoblock - Telephone Tech - Thu 8 Jan 04 10:39:04 pm
|
|
cknoblo@cox.com - Via Spectrum v2.5.3 & SOAR v1.0b10
|
|
KFest 2004, July 20-25, 2004 - 194 days till KFest
|
|
On cable via LANceGS & Marinetti 2.0.1 - Thank you, Richard.
|
|
A2 RTC Staff - Sunday Night House Party - carlk@syndicomm.com
|
|
|
|
(CARLK, Cat 11, Top 26, Msg 114)
|
|
[EOA]
|
|
|
|
|
|
[KNC]
|
|
KEGS NOW COMPATIBLE WITH SIS 1.2
|
|
""""""""""""""""""""""""""""""""
|
|
Move over Bernie, KEGS can now be added to the list as a compatible
|
|
emulator for SIS 1.2. After setting my system up for a Marinetti TCP/IP
|
|
connection, I could browse the Web just like a real IIgs. You are still
|
|
limited by the speed of the serial port (or serial communication device),
|
|
but the rest of SIS is very speedy. I'd be interested if anything runs too
|
|
quickly in a hyper-accelerated environment that an emulator provides.
|
|
|
|
Geoff
|
|
|
|
(GEOFF, Cat 11, Top 36, Msg 13)
|
|
[EOA]
|
|
|
|
|
|
[MLU]
|
|
MAIN PAGE FOR The Lamp! UPDATED
|
|
"""""""""""""""""""""""""""""""
|
|
Well, it took a heckuva lot longer than two weeks, and it's not exactly
|
|
thrilling to look at, but the main page for The Lamp! over at
|
|
http://lamp.a2central.com/ has been updated. No more broken links, Lynx
|
|
friendly, and even has a banner ad.
|
|
|
|
The color needs to be changed, though. . .
|
|
|
|
Ryan
|
|
|
|
(A2.RYAN, Cat 20, Top 20, Msg 112)
|
|
[EOA]
|
|
|
|
|
|
[GYJ]
|
|
GOOD YEAR FOR Juiced.GS
|
|
"""""""""""""""""""""""
|
|
Well, my Christmas is finally complete. I've subscribed to Juiced.GS 2004.
|
|
It's my gift to myself.
|
|
|
|
Here's to yet another year:)
|
|
|
|
Dain Neater
|
|
|
|
(A2.DAIN, Cat 23, Top 2, Msg 504)
|
|
|
|
>>>>>
|
|
"""""
|
|
Should be a good year -- to those of you who haven't renewed yet, don't
|
|
forget! :)
|
|
|
|
Eric "Sheppy" Shepherd sheppy@syndicomm.com
|
|
Owner, Syndicomm http://www.syndicomm.com
|
|
Building communities, bit by bit.
|
|
|
|
(SYNDICOMM, Cat 23, Top 2, Msg 505)
|
|
[EOA]
|
|
|
|
|
|
[PBS]
|
|
Panther/Bernie SLOWDOWN
|
|
"""""""""""""""""""""""
|
|
I think that I have discovered the Panther/Bernie slowdown--
|
|
|
|
In Bernie Preferences on Bernie 2.6, I changed "Bypass Quickdraw when
|
|
Possible" so it's now -unchecked-. It's supposed to be faster checked, but
|
|
it seems now to be actually usable unchecked and not very usable checked.
|
|
|
|
It then appears I have to quit Bernie and restart it for this to make a
|
|
difference.
|
|
|
|
Ryan
|
|
|
|
(A2.RYAN, Cat 29, Top 21, Msg 141)
|
|
|
|
>>>>>
|
|
"""""
|
|
Thanks for the great tip, Ryan! Bernie is now usable for me with Panther.
|
|
|
|
Tony Ward
|
|
|
|
(A2.TONY, Cat 29, Top 21, Msg 142)
|
|
[EOA]
|
|
|
|
|
|
|
|
[ITL]------------------------
|
|
ILLUMINATING THE LAMP |
|
|
-----------------------------
|
|
|
|
An overview of GEnieLamp A2 and The Lamp!
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
By Steven Weyhrich
|
|
|
|
|
|
DER FUEHRER'S FACE - Wolfenstein 3D
|
|
|
|
We are going to diverge this month from our regularly scheduled review
|
|
of The Lamp! for 1999. Instead, I want to focus on the story of Wolfenstein
|
|
3D, which has been mentioned several times in this series so far. This
|
|
time, the information I can share is gathered from sources other than the
|
|
Lamp publications, so I will be indeed "illuminating" the Lamp. Previously
|
|
you have heard bits and pieces of the tale; but you've never heard the
|
|
entire story before now. Consider it a sidebar off of the last column.
|
|
|
|
The story will be presented in four major parts. The first looks at
|
|
Castle Wolfenstein, the game that inspired it all; the second deals with
|
|
the PC development of Wolf 3D on the PC; the third with the Apple IIGS
|
|
development; and the fourth with comments about the game itself.
|
|
|
|
|
|
THE SAGA BEGINS
|
|
|
|
The games you play when you first learn how to use a computer are
|
|
sometimes the ones that stay with you the longest. They may have been
|
|
simplistic, stupid, or even annoying by your standards of today, but they
|
|
were special to YOU, because you spent hours and hours playing them and
|
|
learning about your computer, sometimes by hacking them. This is especially
|
|
the case for those who were introduced to a computer while they were in
|
|
school, and "grew up" with it. And if you started with your Apple II in the
|
|
early 1980's, you had some great games on which to spend your time.
|
|
|
|
One of the pioneering Apple II companies that provided games for the
|
|
platform was MUSE Software. Founded in 1978 by Silas Warner and Ed Zaron,
|
|
they got their start by selling software on cassette tape for the Integer
|
|
BASIC-only Apple II. As the technology advanced, they moved on to
|
|
disk-based and assembly language programs. Several key events occurred in
|
|
the early 1980's that had an impact on what was to come later.
|
|
|
|
In the area of sound, two significant things happened. First, MUSE
|
|
released a program called "The Voice", which allowed the recording and
|
|
playback of sound on an Apple II. It was very low quality, since the
|
|
speaker on the Apple II could produce 1-bit sound (clicked "on" or "off"),
|
|
but the results were intelligible. At about the same time, the company had
|
|
been able to improve the production of their software cassettes by making
|
|
use of Flight 3, a professional recording studio. This studio had developed
|
|
techniques of enhancing the audio signal for MUSE's data cassettes by
|
|
running it through a graphic equalizer. This improved the tapes so much
|
|
that MUSE advertised them as "Super-Load" cassettes.
|
|
|
|
Hi-resolution graphics had been part of games produced by MUSE
|
|
software from the very beginning. One of their non-entertainment products
|
|
was a word processing program called "Super-Text", which as a text-based
|
|
program was limited to the 40-column resolution inherent to the Apple II
|
|
and II Plus. As a possible enhancement, Warner had designed a hi-res
|
|
character generator to allow 70 columns of upper and lowercase text to be
|
|
displayed on the graphics screen. Unfortunately, the hi-res screen took up
|
|
8K of RAM, nearly one fourth of the available RAM on a disk-based Apple II,
|
|
and so this plan was abandoned.
|
|
|
|
Finally, MUSE had worked on some new techniques to access data on an
|
|
Apple DOS disk more rapidly than was typically possible.
|
|
|
|
In early 1981, at the time these technologies had been completed and
|
|
were available at MUSE, Silas Warner visited his local 7-Eleven one
|
|
evening. There, he saw for the first time a new Williams Electronics arcade
|
|
game, "Robotron: 2084". This color game had the player running around a
|
|
two-dimensional field, shooting in any of eight directions at robots that
|
|
were threatening the world's last family of humans. As he looked at the
|
|
Robotron game,
|
|
|
|
"...[I] realized that this would do really nicely if
|
|
I built it with the hi-res character generator. But
|
|
it was such a cliche' ... just robots and science-fiction
|
|
gadgetry and all the trappings of that era. The whole
|
|
concept of the game was just a big cliche'. And I
|
|
wondered, 'what else could you do with it?' And then
|
|
I saw 'The Guns Of Navarone' and realized what you
|
|
COULD do with it."
|
|
|
|
The 1961 World War II movie, "The Guns Of Navarone" involved the use
|
|
skill and cunning for an elite force to break INTO a heavily guarded Nazi
|
|
fortress; Warner's game would require use of strategy to break OUT of a
|
|
heavily guarded Nazi prison. The player could shoot (in eight different
|
|
directions) at Nazi soldiers, or hold a gun on them and interrogate them,
|
|
or even go though the pockets of a dead soldier to look for loot. It was
|
|
not necessarily the point of the game to shoot at everything that moved to
|
|
successfully complete it.
|
|
|
|
Warner put everything into the game. The hi-res character generator
|
|
was used to manipulate the graphics; the new disk routines helped speed up
|
|
disk access; and "The Voice" was used to make guards that actually spoke to
|
|
(or yelled at) the player when spotted. To create the voices used in the
|
|
game, he went to the same recording studio that recorded their "Super Load"
|
|
cassettes, and spent a morning saying phrases like "Achtung!" into a
|
|
microphone. Six months later, MUSE released Castle Wolfenstein.
|
|
|
|
The resulting game was unique in several ways. Softalk magazine made a
|
|
brief first comment on the game in the September 1981 issue: "Castle
|
|
Wolfenstein from Muse (Baltimore, MD) combines an arcade-type game with a
|
|
more complex adventure/fantasy game. Scenario puts the player in the role
|
|
of an Allied soldier as World War II rages across Europe. Player is
|
|
captured but must find the Nazi war plans and escape from the castle. Sound
|
|
effects include guns firing and Nazis shouting -- in German." Their later
|
|
more comprehensive review was enthusiastic about the game, and it soon
|
|
appeared at the top of the Softalk Top 5 Strategy list at the end of each
|
|
issue, right ahead of Warner's other popular game, Robot War. Their brief
|
|
description of the game when the top software of 1981 was listed mentioned
|
|
that it was the first game to successfully fuse strategy, home-arcade, and
|
|
fantasy. That description also mentioned that the room layout would change
|
|
with each new game. It was simply a great game idea that had not yet been
|
|
tried, and it resulted in a best seller that MUSE later translated to
|
|
several other platforms, including the Atari 800, Commodore 64, and the IBM
|
|
PC.
|
|
|
|
As with many hit games (or books or movies), Castle Wolfenstein
|
|
spawned a sequel. In 1984, MUSE released "Beyond Castle Wolfenstein", which
|
|
Warner helped design but did not directly write. The premise of this game
|
|
was not significantly different from the first, although this time the goal
|
|
was to infiltrate Hitler's headquarters, plant a bomb, and then escape
|
|
before it went off. More strategy and stealth was needed than in the first
|
|
game; it was necessary to collect security passes and bribe guards to
|
|
progress through the game. Doing TOO much shooting would draw attention and
|
|
increase the odds that you would be caught and arrested. It was also
|
|
possible to search a guard at gunpoint, rather than killing him. (Strategy
|
|
features like this have unfortunately NOT survived to the present day.)
|
|
|
|
|
|
FAST FORWARD
|
|
|
|
MUSE Software did not survive past 1987, mainly due to management
|
|
problems that resulted in the loss of the company's marketing department.
|
|
As time passed, players moved on from the two Wolfenstein games and on to
|
|
the next big thing. Nevertheless, a good concept is always ripe for another
|
|
sequel, and this did eventually come about. When it did appear, the
|
|
programmers again demonstrated break-through concepts.
|
|
|
|
John Romero got his start writing Apple II software, which he
|
|
submitted to Nibble, inCider, and A+ Magazine. He badly wanted to work with
|
|
a company in the computer industry, and eventually managed to get jobs
|
|
first at Origin (the company that produced the Ultima series of games),
|
|
then Inside-Out Software, and eventually at Softdisk. Although he did have
|
|
some submissions of games for the Apple II edition of Softdisk, he told the
|
|
owner that he wanted to learn how to program for the IBM PC (since the
|
|
Apple II platform was dying out), and so worked on their disk magazine,
|
|
"Big Blue Disk", and later helped start another disk publication, the
|
|
"Gamer's Edge".
|
|
|
|
Working with Romero at Softdisk was John Carmack, who had likewise
|
|
previously written programs for the Apple II before starting at Softdisk.
|
|
Both were focused primarily on game playing and design. However, the work
|
|
they did for Gamer's Edge eventually began to feel restrictive. They wanted
|
|
to create games for the PC that were more complex, games that had better
|
|
graphics and sound. Unfortunately, it was necessary in writing for Gamer's
|
|
Edge to program for the lowest common denominator computer that most
|
|
subscribers owned, which precluded writing games that made use of the
|
|
latest video and sound cards and computer power. Doing work on their own
|
|
terms began to be an attractive option.
|
|
|
|
Apogee was a small shareware software company that created games more
|
|
advanced than those Romero and Carmack could do at Softdisk. They used a
|
|
unique concept in selling their games, one in which the game was written as
|
|
three large parts or chapters. The first part was completely unlocked, not
|
|
crippled in any way, and was freely available for download from the
|
|
thousands of computer BBS systems across the country (and the world). To
|
|
play the second and third parts and complete the game required payment of a
|
|
shareware fee. This method made it possible for potential customers to get
|
|
a good feel for the game play and to spur the desire to buy the rest of the
|
|
game and finish it. (Like a good multi-part story, the end of one part of
|
|
the game often involved a crisis that required the playing the next part to
|
|
resolve.) The success of this method resulted in good sales for Apogee and
|
|
good royalties for its programmers.
|
|
|
|
Romero and Carmack, under the name of "id Software" (a company that
|
|
didn't yet officially exist), sold a successful shareware game in 1990
|
|
through Apogee called "Commander Keen: Invasion Of The Vorticons". Starting
|
|
in 1991, they made the company name official, and continued to write games
|
|
that they sold through Apogee using its shareware model. For a while, they
|
|
had to continue to help with Softdisk, while new programmers came up to
|
|
speed on taking over the Gamer's Edge (which Romero and Carmack had
|
|
started). They created several side-scrolling games, including Dangerous
|
|
Dave (first on the Apple II and then later a conversion to the PC) for
|
|
Softdisk, and the Commander Keen series for Apogee.
|
|
|
|
With the help of Tom Hall and Adrian Carmack (no relation), who also
|
|
had worked at Softdisk, Romero and Carmack began to work on an entirely new
|
|
concept. They had previously done games that involved moving through a 3D
|
|
environment (Hovertank and Catacombs 3D), but they wanted a more exciting
|
|
game, one that involved using the 3D environment to shoot at enemies.
|
|
Viewing the screen would be like looking through the eyes of the player;
|
|
turning to the left or the right, or moving forwards or backwards would
|
|
cause things to move in perspective as it would in real life. Additionally,
|
|
the ability to move would also allow aiming at an enemy. After tossing
|
|
around various ideas, they decided to reach back to their Apple II roots
|
|
and do Silas Warner's Castle Wolfenstein in 3D. They conceived a game that
|
|
had the same premise as the original game, escaping from a Nazi stronghold.
|
|
During the game, it was necessary to collect weapons and kill bad guys
|
|
(Nazis), while trying to stay alive by finding food and ammunition. Because
|
|
their new game added a weapon at the bottom of the screen pointing forward
|
|
with the movements of the player, id created the genre of the "first person
|
|
shooter". (They had also considered adding features from the original
|
|
Castle Wolfenstein, such as opening chests and capturing guards, but
|
|
eliminated them as it slowed down the pace of the game.)
|
|
|
|
The programmers contacted Silas Warner, and he did give permission to
|
|
use the Wolfenstein concept in a game. id Software was ready to release
|
|
"Wolfenstein 3D" in 1992, after six months of game development (oddly, the
|
|
same time as it took Warner to create the original game). As with most of
|
|
their other games, it was written to run under MS-DOS on Intel-based PCs.
|
|
Following their desire to make games that pushed the frontiers of
|
|
computing, Wolfenstein 3D was more hardware intensive than previous games
|
|
they had written. For best game play it required a fairly fast PC and
|
|
capable video card; in fact, it is likely that games like Wolfenstein 3D
|
|
and its successor, DOOM, were responsible for motivating PC users to
|
|
upgrade their machines in order to get best game play.
|
|
|
|
The game was a very popular download, and quite profitable for id; at
|
|
one point, it was bringing in $120,000 a month in shareware fees.
|
|
Additionally, people learned how to hack into the game and create their own
|
|
levels that could be used with the original game "engine", extending the
|
|
game play further and enhancing its popularity. Building on the first
|
|
person shooter concept, Romero and his partners pushed it further with
|
|
their next hit game. In DOOM, it was possible for rooms be nearly any shape
|
|
(Wolf 3D required all rooms to be composed of right angle corners) and
|
|
allowing multiple floors in a single level (although it was not possible to
|
|
cross underneath or over an area). DOOM II added new weapons and the
|
|
ability to play competitively or cooperatively with other players on a
|
|
network. They then used their growing expertise to write a new, more
|
|
powerful 3D game engine for "Quake", which increased the complexity of the
|
|
virtual world and of the game play, as well as improving network play.
|
|
|
|
|
|
RETURN TO THE APPLE II
|
|
|
|
As with the original Castle Wolfenstein, the popularity of Wolfenstein
|
|
3D and its descendants from id Software resulted in requests for
|
|
conversions to enable the games to play on other platforms. Even console
|
|
game manufacturers were interested in having it ported to their machines.
|
|
In January 1994, a company called Imagineer released (under license) a
|
|
version of the game for the Super Nintendo (SNES). However, Nintendo
|
|
insisted on removal of the Nazi references, blood (which was changed to
|
|
sweat), and rabid dogs (changed to rats). The 16-bit graphics available on
|
|
the SNES also decreased the quality of the appearance of the game. In
|
|
August, a version for the Atari Jaguar was released, in which the graphics
|
|
were much improved. By October 1994, MacPlay released a conversion for the
|
|
Macintosh. As versions of the game appeared on these other platforms, and
|
|
the knowledge that the SNES ran on the same 65816 processor as did the
|
|
Apple IIGS, it was speculated that a IIGS port was entirely possible. By
|
|
mid-to-late 1994, rumors were surfacing that this was actually going to
|
|
happen. The production of this IIGS version of Wolfenstein 3D did not come
|
|
easily, however.
|
|
|
|
Vitesse, an Apple II software company that had produced several
|
|
utilities for the Apple IIGS, had also begun to publish games. In August
|
|
1994, Vitesse released "Ultima I GS", a conversion and enhancement of the
|
|
older Apple II DOS 3.3 classic. They had announced and promised two other
|
|
games, "Mind Shadow" and "Tracer Sanction" for the IIGS for 1995 (but never
|
|
actually released them). But the one game that they hoped would be a huge
|
|
seller for them was a IIGS port of Wolfenstein 3D. To bring this about,
|
|
Vitesse contacted id Software and asked them for a license to do a port of
|
|
the game.
|
|
|
|
This part of the story gets somewhat complicated. Interplay had
|
|
handled some of the Wolf 3D conversions for id Software, and assigned
|
|
"Burger" Bill Heineman to do the Super Nintendo version of the game.
|
|
Heineman actually used an Apple IIGS to do his SNES development, and so was
|
|
simultaneously doing work that would allow a IIGS port to be done in the
|
|
future. Unfortunately, he and Interplay disagreed with this parallel work,
|
|
and he was dismissed from the company. Heineman and Steve Parsons then
|
|
founded a new company, Logicware, to do similar work.
|
|
|
|
At this point, Heineman's Logicware, Vitesse, and id together agreed
|
|
to allow Logicware to work on a IIGS port of Wolf 3D, which Vitesse would
|
|
market. However, the agreement apparently did not involve a significant
|
|
monetary compensation for Logicware up front, and after he had completed
|
|
about ninety percent of the game conversion, other better paying projects
|
|
began to demand his attention.
|
|
|
|
By this time, a post made by Lowell Erbe of Vitesse in December 1994
|
|
had generated considerable excitement. He stated that an Apple IIGS
|
|
conversion of the hit Wolfenstein 3D was soon to be released. He stated,
|
|
"We're just wrapping up Wolfenstein 3D and should begin shipping within the
|
|
next two weeks." (This confident statement was likely made based on a
|
|
progress report from Heineman.) A pre-release price of $39.95 was offered
|
|
if ordered before January 1, 1995, with a price increase to $49.95 after
|
|
that date. Vitesse was also at that time struggling to get a IIGS fax
|
|
program, Faxination, completed and shipped, but that had been falling
|
|
behind schedule and did not appear until March 1995, and that as a
|
|
less-than-full release version (v0.1.5).
|
|
|
|
Scott Everts worked at Interplay, and had previously done the artwork
|
|
for the Macintosh version of Wolf 3D. He was a big fan of the Apple IIGS,
|
|
and really wanted the company to do a IIGS version of the game. After
|
|
Heineman began the IIGS version, Everts worked during his Christmas holiday
|
|
in 1994, downsampling the Mac version's artwork from 128x128 pixels to
|
|
64x64 pixels and 16 colors for the IIGS. He made a number of posts on GEnie
|
|
about the coming game; he confirmed in January that Bill Heineman was the
|
|
programmer doing the conversion, and that this port of Wolfenstein 3D was
|
|
based on the Macintosh "Third Encounter" version of the game. Because the
|
|
game play and graphic manipulation was highly processor-intensive, an
|
|
accelerator was STRONGLY recommended. He also promised that the IIGS
|
|
version would be true to the original PC game, and would not be like the
|
|
Super Nintendo "sanitized" version that had been so disappointing to fans
|
|
of the game. It was to be as much like the original as was technically
|
|
possible.
|
|
|
|
The various previous translations of the game that had appeared had
|
|
not necessarily included the same levels as were in the original PC game.
|
|
The Super Nintendo and Jaguar versions came with thirty levels that were
|
|
MODIFICATIONS of levels in the original game. The Macintosh version of the
|
|
game used these thirty modified levels, plus the original sixty PC levels.
|
|
In fact, the Macintosh release of Wolfenstein 3D came in three different
|
|
flavors: One with three levels (the shareware trial), one with thirty
|
|
levels, and one with all ninety levels. It was planned that the Apple IIGS
|
|
conversion of the game would include ALL of these levels, the sixty levels
|
|
of the original PC game (divided into six missions of ten levels each), and
|
|
the thirty modified levels that appeared in the Super Nintendo, Jaguar, and
|
|
Macintosh shareware versions.
|
|
|
|
Customization of the game was, as mentioned above, a popular feature
|
|
for PC gamers. These level files (which contained the maps, items, and
|
|
artwork for a series of levels) would have a quite different format on the
|
|
IIGS than it had on the PC, and so it was not possible to play existing
|
|
customized PC Wolf levels. However, Everts said that Heineman was including
|
|
in the IIGS version the ability to load new levels, if a programmer created
|
|
them (although a level editor was not planned for the final release).
|
|
|
|
Soon after Everts made his post, Lowell Erbe of Vitesse again posted a
|
|
promise that the game release was imminent: "We're working out some final
|
|
details and a few bugs." He could not promise a specific date it would be
|
|
available, but hoped to begin shipment of it by February 1995.
|
|
|
|
|
|
DELAYS, DELAYS
|
|
|
|
In February, posts began to appear indicating that there were problems
|
|
with the conversion process. It appeared that the sixty additional levels
|
|
were causing problems. There was also mention of a dispute of some sort
|
|
regarding that contract for the game, a dispute that was contributing to
|
|
the delay. This problem was still ongoing in April. Heineman himself posted
|
|
a message on GEnie in May to explain part of what was going on. He said
|
|
that there was a disagreement between he and his former employer, problems
|
|
that required involvement of lawyers and the need for him to at least
|
|
temporarily stop working on Wolf 3D (it was indirectly involved in this
|
|
legal matter).
|
|
|
|
No further posts about this appeared on GEnie until August; Vitesse
|
|
then claimed that they were still waiting for Heineman to fix bugs, and
|
|
this was holding up the game release. By September, Everts again came
|
|
online stating that he had heard that if Heineman didn't get the game
|
|
completed by the end of the month, Vitesse planned to cancel the project
|
|
and refund those who had pre-paid for it. He also expressed frustration
|
|
about having done work on the art of the game, and then to learn that it
|
|
would not be shipped. A later post by Everts in November reiterated that
|
|
statement that Vitesse was NOT to blame for the cancellation of the
|
|
project, and "they have been doing everything possible to get Bill to
|
|
finish it."
|
|
|
|
Then in December 1995 it was announced that Vitesse was contacting
|
|
customers who had earlier paid in advance for Wolfenstein 3D for the IIGS,
|
|
asking if they were still interested in the game. A representative of the
|
|
company had gone to far as to (again) predict a release date (unofficial),
|
|
this time for late January 1996. However, after two days of making these
|
|
phone calls, Vitesse had to stop the process and rescind the predicted
|
|
January date. The reason given was that a different programmer had been
|
|
contacted to complete Wolf 3D, and that id Software now insisted on a new
|
|
contract.
|
|
|
|
|
|
SHEPPY TAKES OVER
|
|
|
|
Eric Shepherd had a reputation as a talented programmer for the Apple
|
|
IIGS, and had released a number of utilities, under his shareware name
|
|
"SheppyWare" as well as with Softdisk G-S. He began to work with Logicware
|
|
in September of 1995, when rumors were still flying about whether or not
|
|
the IIGS conversion of Wolfenstein would ever be completed. At this time
|
|
Heineman had his hands full of projects that Logicware had been contracted
|
|
to do, beside the IIGS Wolf 3D project. He was completing work on
|
|
translation of Wolf 3D for the 3DO game console, and then had to move on
|
|
immediately to create a version of DOOM II, also for the 3DO.
|
|
|
|
Vitesse's contract with id Software had expired by this time.
|
|
Logicware managed to get a new contract with id, but the new contract did
|
|
not allow them to sell the game, but rather stated that Logicware had to
|
|
make it available as freeware. The reason for this odd change was likely
|
|
what happened in August, 1995. At that time, id Software uploaded to
|
|
CompuServe the source code for Wolfenstein 3D (not including the graphics
|
|
or the code for the levels). It would not have then been appropriate to
|
|
allow Logicware to make the game for sale.
|
|
|
|
Sheppy volunteered to take over the project near the end of 1995. What
|
|
had already been completed was getting the 3D game engine functional, and
|
|
it was thought that all that was necessary to complete it was to make the
|
|
game save function and the sound work. Since the game could not be sold and
|
|
would therefore not generate any revenue, it was moved to a low priority
|
|
level, and was worked on amidst as many as four other paying projects.
|
|
|
|
At the time Shepherd took on the Wolfenstein 3D project, he stated on
|
|
GEnie, "Keep in mind that the last 10% of a program requires 90% of the
|
|
work. Although Wolf 3D for the IIGS is nearly finished, the part that's
|
|
left to do is the hardest part -- making sure it works flawlessly and as
|
|
fast as possible. That's my job here." He also asked to NOT be contacted
|
|
with e-mails asking about the game or about progress on it, as responding
|
|
to them would take away from time he could be working on programming.
|
|
|
|
Much of Sheppy's development work was done on a Macintosh running an
|
|
Apple IIGS emulator, first Gus and later Bernie ][ The Rescue. The primary
|
|
reason for doing the work had to do with the time needed to compile the
|
|
source code. On a 10 MHz accelerated IIGS, Wolf 3D took over 90 minutes to
|
|
compile; when running on the Gus emulator on a 120 MHz PowerPC 604 Mac, it
|
|
would compile in only 15 to 20 minutes. From the start of the 1996 until
|
|
spring, he worked (intermittently) on the sound and music drivers, fixed
|
|
cosmetic bugs and speed problems, and optimized the code. In June he
|
|
started adding the music to the game, and began to quietly seed beta
|
|
versions of the game to select testers.
|
|
|
|
|
|
FINE TUNING
|
|
|
|
The music presented a particular problem in making this conversion.
|
|
The first music that they worked with was that used in the Macintosh
|
|
version of the game, translated into synthLAB format for the IIGS. However,
|
|
Interplay (not id Software) held the copyrights for this particular music;
|
|
and since Logicware did not have a license from Interplay for the music, it
|
|
could not be used. A further problem was that the music slowed down the
|
|
game play too much. As a result, Sheppy removed the music that played
|
|
during the game, and then accepted an offer by Tony Gonzales to have new
|
|
music created for the game introduction. (Gonzales had done music for other
|
|
games Heineman had written).
|
|
|
|
At this point the game was sufficiently functional to allow a
|
|
demonstration to be given at KansasFest 1996. It was announced at that
|
|
conference that open beta testing would begin on Genie "in a few weeks",
|
|
and that the final version of Wolf 3D would be released as freeware, which
|
|
had not previously been publicly announced.
|
|
|
|
Beta testing of Wolfenstein 3D for the IIGS was announced during
|
|
September 1996. An FAQ posted on the Logicware web site at that time stated
|
|
that a pause mode had been added, the sound effect player was being
|
|
replaced by a more efficient one, music had been added, and new art work
|
|
had been added. Sheppy even went so far as to predict that it would be
|
|
ready for release by Christmas 1996. This testing progressed to the point
|
|
that a more general beta release was announced for November.
|
|
|
|
By this time, however, Sheppy had realized that not only the music but
|
|
also the sound effects they were using in the game were owned by Interplay.
|
|
These also could not be used. Furthermore, when he examined the sounds used
|
|
in the original PC version, he did not feel that their quality was very
|
|
good. Therefore, the sounds were completely removed from the demo before it
|
|
was released.
|
|
|
|
The general beta was released on November 17, 1996. This beta/demo
|
|
version included the first three levels of the game, did not include the
|
|
ability to save a game in progress, and of course did not have any sound
|
|
effects. As on the PC version, the game pushed the computer to its limits,
|
|
and required an Apple IIGS with a hard drive having at least 2 MB of free
|
|
space, 4 MB of available RAM, as well as the strong recommendation for an
|
|
accelerator.
|
|
|
|
The December 1996 issue of GenieLamp A2 included a review by editor
|
|
Doug Cuff of this beta version of the game. He awarded the game "five
|
|
lamps", the highest rating a reviewed product could be given. He pointed
|
|
out that without an accelerator, significant slowdowns would occur; this
|
|
was especially noticeable especially during combat, when shooting would be
|
|
delayed.
|
|
|
|
To solve the problem with the sounds, Sheppy accessed the Logicware
|
|
stock sound library, found some appropriate for the game, and installed
|
|
them. With that problem taken care of, it would seem that not much was left
|
|
to complete the game. But then more contributions appeared from a European
|
|
source.
|
|
|
|
|
|
NINJAFORCE
|
|
|
|
When the first screen shots of Wolf 3D for the IIGS appeared on the
|
|
Internet during 1996, members of a German Apple IIGS programming group
|
|
named Ninjaforce saw how the artwork had changed from the 256 color
|
|
originals in the PC version of the game, to the 16 color versions that
|
|
could be used on the IIGS. One of the Ninjaforce team, known as Clue, felt
|
|
that he could do better, and so contacted Bill Heineman to ask if he could
|
|
work on that part of the project, work that he would do for free. By the
|
|
time he got an initial approval from Heineman, Sheppy had taken over, and
|
|
Clue had to repeat the process with him. This would be a problem because
|
|
the original artist, Scott Everts, would likely not be happy about having
|
|
his work replaced. Additionally, Sheppy knew that it would be a lot of work
|
|
to make the changes.
|
|
|
|
Initially, Clue sent Sheppy new artwork for the menus in the game. The
|
|
quality of the work impressed him. Clue then asked permission to re-do that
|
|
artwork throughout the game. He sent some samples to try, and although
|
|
Sheppy was not enthusiastic about it initially, he found the improvement in
|
|
the appearance of the game to be amazing. After the decision was made to
|
|
make these changes, the promised release in December 1996 had to be
|
|
delayed.
|
|
|
|
For a game that was to be available in December, every month of delay
|
|
seemed interminable. Clue would respond to Sheppy's pleas for final artwork
|
|
that, "It's not perfect yet!" Part of this delay had to do with the process
|
|
of needing to pixel-edit nearly every graphic in the game, after making a
|
|
conversion from the original PC art. Finally, by the spring of 1997, this
|
|
large task was complete.
|
|
|
|
Another part of the game that Ninjaforce impacted was the spoken
|
|
voices and some of the sound effects in the game. Since the Ninjaforce
|
|
programmers were from Germany, they were eminently suited to speak the
|
|
German phrases that appeared in the game. In fact, some of the phrases in
|
|
the original PC version of the game didn't even make sense. In one place, a
|
|
guard shouts, "Haben Sie Fhrerschein?" which means "Do you have driving
|
|
license?" One of Ninjaforce's members, Dreamer, asked his grandfather to
|
|
speak the phrases that were wanted for the game. These were recorded in
|
|
April 1997, and appeared in the final version. As a result, the IIGS
|
|
version of Wolf 3D is the only version in which AUTHENTIC German voices and
|
|
pronunciations were used in the game.
|
|
|
|
|
|
MORE DELAYS
|
|
|
|
So the new artwork was done, the sounds were fixed; why didn't the
|
|
summer of 1997 see the release of Wolf 3D? According to Sheppy, he and
|
|
Logicware had "an artistic dispute on another project", and he was fired
|
|
from the company. For several months, he did not do any work on Wolfenstein
|
|
3D. By fall of 1997 he arranged with Heineman to resume work on it. At this
|
|
point, Sheppy had moved several hundred miles away, and was working for Be,
|
|
Inc.
|
|
|
|
As he resumed work on it, the major concern was performance. In an
|
|
online chat on Delphi, programmer Nathan Mates suggested a different
|
|
technique of graphic rendering; when Sheppy tried it, the speed increase
|
|
was dramatic. He also implemented additional features, such as the
|
|
preferences screen, and the Open-Apple-number key combinations to change
|
|
the screen size (helpful for those with slower processors that needed a
|
|
smaller screen to update).
|
|
|
|
Further mention of the game in The Lamp! did not appear until January
|
|
1998, when the final, true release date was announced: Valentine's Day,
|
|
February 14, 1998. Then even at this late date, the game almost didn't make
|
|
it out the door. At 2:30 pm on February 13th, beta tester Tony Diaz found a
|
|
major bug that would cause the game to crash. Sheppy worked throughout the
|
|
rest of the day to find and fix the bug. He sent a release build of the
|
|
game to his testers at 10:00 pm, asking them about whether it should or
|
|
should not be released. He finally got approval from them all, got the
|
|
final release packaged up, and uploaded it at 11:58 pm on February 13.
|
|
|
|
|
|
THE FINAL PRODUCT
|
|
|
|
The result of all of the work and the delays was a much better game
|
|
than would have appeared if it had followed the original timeline that
|
|
Vitesse had wanted back in 1994 and 1995. Rather than simply being done to
|
|
make a profit, Sheppy and his team of beta testers worked on it as a labor
|
|
of love, trying to create the very best game they could.
|
|
|
|
Earlier concerns about the game not working with an AppleDesign
|
|
keyboard on a IIGS turned out to be incorrect. The game had been so greatly
|
|
anticipated that even the Apple IIGS emulator Bernie ][ The Rescue was
|
|
modified in such a way as to make it possible to play the game. Sheppy
|
|
sweetened the deal further by releasing a Wolfenstein 3D Scenario
|
|
Converter, making it possible to play custom levels that had been designed
|
|
for the Macintosh version of the game.
|
|
|
|
A feature that didn't appear in the original documentation file for
|
|
the game was the ability to capture a screen shot of the current game
|
|
screen and save it in the Wolfenstein 3D game directory.
|
|
|
|
The original game by id Software included some special codes
|
|
("cheats") that made it possible to get help if you were in trouble. This
|
|
attribute was carried through even into the translations that were done for
|
|
the Super Nintendo, 3D0, and Jaguar, and of course for the Apple IIGS
|
|
version. These codes included some "Easter eggs" as well:
|
|
|
|
SARAH Get 100 health back
|
|
IDDQD Toggle "god" mode on and off
|
|
BURGER Set max ammo to 999 instead of 99, and gives 999 ammo
|
|
WOWZERS Get all weapons and max ammo
|
|
LEDOUX Get both keys and god mode
|
|
SEGER Gives you both keys
|
|
MCCALL Immediately jump to next level
|
|
APPLEIIGS Make secret doors visible on automap (shows player's head)
|
|
SHEPPY Get an extra life
|
|
GETAJOB Replaces certain Hitler portraits with Steve Jobs
|
|
BARBARIAN Replaces certain Hitler portraits with Bill Gates
|
|
HARDWIRED Replaces certain walls with Tony Diaz
|
|
LIBRARIAN Replaces certain walls with Tony Ward
|
|
MEIJERDUDE Replaces certain walls with Dave Miller
|
|
DONHO Replaces certain walls with Ryan Suenaga
|
|
|
|
(By the way, the appearance of the player in "god" mode is more cool on the
|
|
IIGS than on the other platforms. On the IIGS he is wearing sunglasses; on
|
|
other platforms, he has shining red eyes.)
|
|
|
|
|
|
SQUASHING BUGS
|
|
|
|
A maintenance update to version 1.0.1 appeared shortly after Wolf 3D's
|
|
original release. In March 1998 a patch program was available to download,
|
|
which fixed a crash occurring in certain low memory situations, and
|
|
changing the startup music to continue playing while a scenario was being
|
|
selected.
|
|
|
|
In April, Wolfenstein 3D players began to mention that their systems were
|
|
becoming unstable after playing Wolfenstein 3D. Sheppy eventually tracked
|
|
down the problem to a bug in the system software that is triggered only
|
|
when applications attempt to patch the system software following the rules
|
|
documented in Apple's Technical Notes. Wolfenstein 3D uses a Toolbox patch
|
|
to work around another system software bug. Sheppy fixed this problem by
|
|
changing his code to not follow Apple's own rules, but use a different
|
|
patching method that is more transparent to the operating system. The
|
|
version 1.1 update that fixed this was released on May 1, 1998, and
|
|
included a completely rewritten sound code section (which allowed more
|
|
sounds to be played at once), increased keyboard configuration options.
|
|
|
|
|
|
AFTERMATH
|
|
|
|
To say that Wolfenstein 3D for the Apple IIGS was "popular" would be
|
|
an understatement. It even became an event at KansasFest 1998, with a
|
|
"KFest Shootout" planned as a contest. In January 1999, Ryan Suenaga listed
|
|
it as one of the two best freeware products of 1998, tying with Kelvin
|
|
Sherlock's "GShisen".
|
|
|
|
The Wolfenstein 3D Scenario Converter, a casualty of falling shareware
|
|
payments in the Apple IIGS community, was changed from a $5 fee to freeware
|
|
in September 1999.
|
|
|
|
It is safe to say that the game as it was finally released was a far
|
|
better conversion than would have appeared if it had stayed the commercial
|
|
product that Vitesse had originally wanted it to be. Certainly, Bill
|
|
Heineman is an excellent programmer, and would have come up with a great
|
|
game if he had been able to apply the time to it. However, when Sheppy took
|
|
over the project and continued to plug away at it even after there was no
|
|
longer any chance of financial compensation for all of his work, it became
|
|
a matter of making it PERFECT. Wolfenstein 3D on the IIGS is one of the
|
|
most complex and demanding games that ever appeared for that computer, and
|
|
a credit to the dedication to the platform demonstrated by Sheppy and his
|
|
contributors.
|
|
|
|
|
|
THAT'S THE WAY I LIKE IT
|
|
|
|
Next month we will return to the Lamp yearly review, as I have no
|
|
further side stories that are just itchin' to be told. Until then, pull out
|
|
your copy of Wolf 3D and blast some bad guys!
|
|
|
|
|
|
References:
|
|
|
|
-----. "A Funny Thing Happened...." The Lamp!: Feb through Dec 1998.
|
|
|
|
Beerman, Marcel 'Doc'. "Q&A with John Romero about DOOM (III) Part I".
|
|
PROJECT DOOM. http://www.projectdoom.com/romero.html (Dec 2003).
|
|
|
|
-----. "Beyond Castle Wolfenstein". HOME OF THE UNDERDOGS.
|
|
http://www.the-underdogs.org/game.php?name=Beyond+Castle+Wolfenstein (Dec
|
|
2003).
|
|
|
|
-----. "Castle Wolfenstein". WOLFENSTEIN.ORG.
|
|
http://wolfenstein.org/fanclub/castle_wolfenstein.phtml (Dec 2003).
|
|
|
|
Cuff, Douglas. PD_QUICKVIEW, "Wolfenstein 3-D IIGS (Demo)". GENIELAMP A2,
|
|
Dec 1996.
|
|
|
|
Kai, Satoshi. "Wolfenstein Fundamentals: The History Of The Game
|
|
Unprecedented". THE WOLFENMANIA CHRONICLE.
|
|
http://www1.linkclub.or.jp/~clubey/Mac%20Wolf/fundamentals.html (Dec 2003).
|
|
|
|
-----. "Hey Mister Postman". GENIELAMP A2, Jan through Dec 1995, Jan, June,
|
|
July, and Oct 1996.
|
|
|
|
-----. "Hey Mister Postman". GENIELAMP A2, Apr 1997.
|
|
|
|
-----. "Marketalk News". SOFTALK, Sept 1981:32.
|
|
|
|
-----. "The History Of John Romero And John Carmack". MICRO MART.
|
|
http://www.micromart.co.uk/content/features/default.asp?Category=Article&ID
|
|
=1376 (Dec 2003).
|
|
|
|
-----. MOBY GAMES. http://www.mobygames.com (Dec 2003).
|
|
|
|
Ninjaforce. "Haben Sie Fhrerschein?", Feb 13, 2000. NINJAFORCE WEB SITE.
|
|
http://www.ninjaforce.com/html/special_wolf_interview.html (Dec 2003).
|
|
|
|
-----. "Interview with Daikatana Creator John Romero". PRIMA GAMES.
|
|
http://www.primagames.com/news/interview/921/ (Dec 2003).
|
|
|
|
Romero, John. "John Romero's Dangerous Dave Page". PLANET //ROME.RO.
|
|
http://rome.ro/article_saga_dave.htm (Dec 2003).
|
|
|
|
Shepherd, Eric. Email, Dec 2003.
|
|
|
|
Tommervik, Margot. "Marketalk Reviews: Castle Wolfenstein". SOFTALK,
|
|
October 1981: 55-58.
|
|
|
|
[EOA]
|
|
|
|
|
|
|
|
[ANS]-------------------------------
|
|
ANNOUNCEMENTS FROM SYNDICOMM |
|
|
------------------------------------
|
|
|
|
by Lyle Syverson <lyle@foxvalley.net>
|
|
|
|
[TSU]
|
|
TO SIGN UP FOR SYNDICOMM ONLINE
|
|
"""""""""""""""""""""""""""""""
|
|
Please visit our web site at http://www.syndicomm.com for information or to
|
|
sign up!
|
|
|
|
(Logon message)
|
|
[EOA]
|
|
|
|
|
|
|
|
[LTE]-------------------------------
|
|
LETTERS TO THE EDITOR |
|
|
------------------------------------
|
|
|
|
NO LETTERS TO THE EDITOR THIS MONTH
|
|
"""""""""""""""""""""""""""""""""""
|
|
The mail box for Letters to the Editor remained empty this month.
|
|
[EOA]
|
|
|
|
|
|
AN INVITATION
|
|
~~~~~~~~~~~~~
|
|
Express your opinions about the comings and goings in the world of the
|
|
Apple II computers.
|
|
|
|
Send your comments to Lyle Syverson, Editor <lyle@FoxValley.net>
|
|
|
|
The Editor reserves the right to edit any material submitted.
|
|
|
|
The Editor reserves the right to reject any material he considers
|
|
unsuitable for publication in _The Lamp!_.
|
|
[EOA]
|
|
|
|
|
|
|
|
[KFC]------------------------------
|
|
KFest Comments |
|
|
-----------------------------------
|
|
|
|
[WKF]
|
|
Woz KansasFest - IN Apple II HISTORY
|
|
""""""""""""""""""""""""""""""""""""
|
|
So, six months or so later. . .
|
|
|
|
where does the Woz KansasFest fall into Apple II history?
|
|
|
|
Ryan
|
|
|
|
(A2.RYAN, Cat 2, Top 15, Msg 30)
|
|
|
|
>>>>>
|
|
"""""
|
|
He appears at an awful lot of events; it's not exactly historic. But I
|
|
think it holds a special place in our hearts. I still hope he comes again,
|
|
as a regular attendee.
|
|
|
|
Eric "Sheppy" Shepherd sheppy@syndicomm.com
|
|
Owner, Syndicomm http://www.syndicomm.com
|
|
Building communities, bit by bit.
|
|
|
|
(SYNDICOMM, Cat 2, Top 15, Msg 31)
|
|
|
|
>>>>>
|
|
"""""
|
|
He does appear at a lot of events (more now than he used to), but I think
|
|
it's a little more significant than any other event, when more than a
|
|
quarter century after its debut, he spends a few hours at the event at the
|
|
center of the Apple II universe.
|
|
|
|
While I don't think there was anything totally new in his keynote address,
|
|
it was a fascinating speech.
|
|
|
|
Ryan
|
|
|
|
(A2.RYAN, Cat 2, Top 15, Msg 32)
|
|
[EOA]
|
|
|
|
|
|
[KFE]
|
|
KFest ENDORSED
|
|
""""""""""""""
|
|
The absolutely best place to meet Apple II enthusiasts is at KFest in July.
|
|
A lot of old timers, programmers and venders are there both US and
|
|
international. Absolutely the greatest bunch of people you'd ever want to
|
|
meet. New products are unveiled.
|
|
|
|
For the rest of the season join A2Central.com.
|
|
|
|
Sandy
|
|
|
|
(Sandra Warnken, comp.sys.apple2.marketplace)
|
|
[EOA]
|
|
|
|
|
|
|
|
[KFF]------------------------------
|
|
KFest 2004 |
|
|
-----------------------------------
|
|
|
|
[KF4]
|
|
KansasFest 2004
|
|
"""""""""""""""
|
|
KansasFest 2004 is planned for July 20-25, 2004 at Avila University in
|
|
Kansas City, Missouri.
|
|
|
|
(Heading: Cat 5, Top 22)
|
|
[EOA]
|
|
|
|
|
|
[KFT]
|
|
KFest 2004 TALK
|
|
"""""""""""""""
|
|
I recently read on CNN.com about "Camp Foo", an annual camping trip for
|
|
geeks.
|
|
|
|
http://www.cnn.com/2004/TECH/ptech/01/09/bus2.feat.geek.camp/index.html
|
|
|
|
It sounds remarkably like another event we all know of...
|
|
|
|
(KGAGNE, Cat 5, Top 22, Msg 6)
|
|
|
|
>>>>>
|
|
"""""
|
|
Doesn't it? :)
|
|
|
|
Eric "Sheppy" Shepherd sheppy@syndicomm.com
|
|
Owner, Syndicomm http://www.syndicomm.com
|
|
Building communities, bit by bit.
|
|
|
|
(SYNDICOMM, Cat 5, Top 22, Msg 7)
|
|
|
|
>>>>>
|
|
"""""
|
|
I'm as much an outdoors guy as just about anyone, so I bet that would be a
|
|
ton of fun. OTOH, doing camping outdoors in the K.C. summer would suck
|
|
suck suck
|
|
:)
|
|
|
|
Ryan
|
|
|
|
(A2.RYAN, Cat 5, Top 22, Msg 8)
|
|
|
|
>>>>>
|
|
"""""
|
|
..as someone who has camped in the general area of Kfest in July, I would
|
|
advise against camping as your form of residence for Kfest. First of all
|
|
you'd miss all the insanity of the dorms, second of all a low temperature
|
|
at night in the lower 80's F is about the opposite of fun...
|
|
|
|
Any more words on Kfest 2004 been said officially?
|
|
|
|
Dain
|
|
|
|
Kfest...Disneyland for Apple ][ers.
|
|
|
|
(A2.DAIN, Cat 5, Top 22, Msg 9)
|
|
|
|
>>>>>
|
|
"""""
|
|
I guess I can speak officially -- today I finally received the contract
|
|
from Avila! We will start registrations as soon as we know how much
|
|
insurance costs have risen since last year.
|
|
|
|
The Big Cheese
|
|
|
|
(CINDYADAMS, Cat 5, Top 22, Msg 10)
|
|
[EOA]
|
|
|
|
|
|
[VKF]
|
|
WATCH FOR MORE INFORMATION AT THE KFest HOME PAGE
|
|
"""""""""""""""""""""""""""""""""""""""""""""""""
|
|
KFest Home Page
|
|
http://www.kfest.org/
|
|
[EOA]
|
|
|
|
|
|
|
|
[INN]------------------------------
|
|
EXTRA INNINGS |
|
|
-----------------------------------
|
|
About The Lamp! The Lamp! is published on the fifteenth of every month on
|
|
""""""""""""""" the WEB at: http://lamp.a2central.com/
|
|
|
|
This publication produced entirely with real or emulated Apple II computers
|
|
using Appleworks 5.1 and Hermes. Apple II Forever!
|
|
|
|
* The Lamp! is (c) copyright 2004 by Ryan M. Suenaga, M.S.W. All
|
|
rights reserved.
|
|
|
|
* To reach The Lamp! on Internet email send mail to
|
|
thelamp@sheppyware.net
|
|
|
|
* All issues of The Lamp! are available at The Lamp! Home Page,
|
|
http://lamp.a2central.com/
|
|
|
|
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
|
|
Opinions expressed herein are those of the individual authors, and do not
|
|
necessarily represent the opinions of A2Central.com, Delphi Online
|
|
Services, Syndicomm, Ryan M. Suenaga, or Lyle Syverson. Forum messages are
|
|
reprinted verbatim and are included in this publication with permission
|
|
from the individual authors. A2Central.com, Delphi Online Services,
|
|
Syndicomm, Ryan M. Suenaga, and Lyle Syverson do not guarantee the accuracy
|
|
or suitability of any information included herein. We reserve the right to
|
|
edit all letters and copy.
|
|
|
|
Material published in this edition may not be reprinted without the
|
|
expressed written consent of the publisher. Registered computer user
|
|
groups, not for profit publications , and other interested parties may
|
|
write the publisher to apply for permission to reprint any or all material.
|
|
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
|
|
|
|
[EOF]
|