HDTenEightyP/NetNews huggingface dataset:
From: iav@po.CWRU.Edu (Ian A. Verschuren)
Newsgroups: rec.games.mud.diku
Subject: Depraved Is BACK!!!!!!!!...
Date: 6 Jan 1993 03:35:08 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: iav@po.CWRU.Edu (Ian A. Verschuren)
NNTP-Posting-Host: thor.ins.cwru.edu


Back with a vengeance everyone..Heh heh, we have found a new site and are
up and running..
we are at 
maxwell.bethel.edu 4001
we have a ton of new areas, and a lot of new stuff.. Come check it out..
It is without a doubt the strangest mud you will ever ever see!
check it!
Ionic
Imp.. depraved
-- 
************************************************************************
*(place your own favorite cute sig file here and pretend its mine)     *
*Ian.                                                                  *
************************************************************************
From: pdivine@unixg.ubc.ca (Patrick Divine)
Newsgroups: rec.games.mud.diku
Subject: Generic MUD
Date: 7 Jan 93 02:36:55 GMT
Organization: University of British Columbia, Vancouver, B.C., Canada
NNTP-Posting-Host: unixg.ubc.ca


What's up with Generic?  It appears to be down again .. I was on last
night, and my call cleared and it hasn't been up since.


-- 
|  The Postman Pat Show                featuring  o industrial strength noise |
|  PO Box 75115                                   o clips from all of your    |
|  White Rock, BC                                   favorite tv shows!        |
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Newsgroups: rec.games.mud.diku
From: egl@stacken.kth.se (Gunnar Lindberg)
Subject: Comments about the Merc 1.0 code wanted!
Organization: Royal Institute of Technology, NADA
Date: Fri, 8 Jan 1993 02:14:20 GMT

Hi!

What do you guys out there have to say about the MERC 1.0 code? Is it a good
choice or should we prefer something else? Can anyone give me some pros and
cons about this code please?

-- 
Erik Gunnar Lindberg            egl@stacken.kth.se
P.O. Box 4205			+46 8 27 00 40 (tel)
S-171 04 SOLNA, Sweden		+46 8 27 23 00 (fax)
From: alee@quads.uchicago.edu (Nic Fit)
Newsgroups: rec.games.mud.diku
Subject: Re: Comments about the Merc 1.0 code wanted!
Keywords: merc 1.1
Date: 8 Jan 93 19:20:11 GMT
Reply-To: alee@midway.uchicago.edu
Organization: University of Chicago

People have been talking about the Merc code, and I guess it's time to
post about it. I, along with two other students am setting up a Diku
and Merc came up as one of the suggestions for the base.
Here are some comments about it:

Positive aspects:
o Clean system - not many bugs and such.
o interpreter.c format is concise and inobtrusive.
o Added skills and one may practice to increase attributes.

Negative aspects:
o Player file system is murky - each player has their own file.
  This may be somewhat convienient in a way, however it is really,
  really cumbersome to work with (especially if you have a lot of
  players - no list program to convieniently display characters).
o Experience point system is really screwed - one can get level 20 in
  no problem whatsoever. VERY unbalanced.
o No rent - when you quit, inventory is saved, but if you quit outside
  Midgaard you lose exp - whatever happened to inns in other towns,
  or such? You HAVE to return to Midgaard everytime to avoid exp loss?
o Code is basically a small enhancement of the original Alfa code.
  Just put in some headers in the files, add a bit of code from Generic
  and such and there you got Merc. Even the bulletin board bug is still
  there from Alfa.

Merc may be stable, but put back in the old rent system, old constants.c
for exp levels, old rent system back, and you got a substandard Diku.

-- 
NFS server wakinyan not responding still trying  NFS server wakinyan not resp
NFS server wakinyan not responding still trying  NFS server wakinyan not resp
NFS server wakinyan not responding still trying  NFS server wakinyan not resp
From: un020227@wvnvms.wvnet.edu
Newsgroups: rec.games.mud.diku
Subject: Re: Return of Apocalypse III
Date: 12 Jan 93 13:04:36 GMT
Organization: West Virginia Network for Educational Telecomputing

Mark posts:

I just tried to post to the given address and connection is being refused.

================================================================================

No, Apocalypse is not having trouble with the new code.  You have to
expect that the very FIRST day a mud is up, it will either be shutdown
bye the imps for a few minutes (to make quick adjustments) or it may
in fact have a crash or two.  We had one crash.  Not bad.  No need to
assume the worst.  We are having a great time indeed! :) 

Its's very good to be back.

Destiny of Apocalypse
Newsgroups: rec.games.mud.diku
From: kdelgado@loligo.cc.fsu.edu (Kevin Delgado)
Subject: Re: Sourcecode
Organization: Florida State University Computing Center
Date: Wed, 6 Jan 93 03:37:45 GMT

In article <79182@hydra.gatech.EDU> gt9699a@prism.gatech.EDU (fromper) writes:
>Using information in some recent posts to this group, I found the source code
>for dikumuds, and I was just wondering what the different types of source codes
>are. There seems to be quite a few different source codes for dikumuds, and if
>I do start a mud (if I can), I wouldn't know which one to ftp and use. I 
>was just wondering if someone could give me some information concerning the
>different codes. I just want to know what the differences are and why there are
>so many. Thanks in advance.
>
>-- 
>"If all the students who slept through lectures were laid end to end,
>they'd all be a lot more comfortable."
>
>Richard "blue ghost" "fromper" "E.B." Becker         gt9699a@prism.gatech.edu


Well, there are several different base codes out there. Copper, Sneezy, Silly,
and Sequent are the more popular and common versions. Copper is probably the
easiest to find, but I don't recommend its use (I just don't like the code
personally...just my opinion). The best code of those mentioned that *I* have
personally seen and used is the Sequent II code. It's very nice and well
programmed, but you may have trouble finding it anywhere. Also Duke, the 
creator (?) of the code, may have problems with you using it. It all boils
down to you picking up a bunch of the codes and running them yourself to see
what you like the best (or better yet, just play on muds that already exist
with these various codes). Then get the base code, modify it to your personal
desires, add the desired areas, get permission from you sysadmin to run it
(sorry, had to put that one) and run that puppy.

Kevin

Newsgroups: rec.games.mud.diku
From: hintonj@inga1.StOlaf.edu (Mode)
Subject: re: sloth
Organization: St. Olaf College, Northfield, MN USA
Distribution: rec.games.mud.diku
Date: 8 Jan 93 13:23:51


exec < flames > hintonj@stolaf.edu 2>&1  	# mail me flames

i know a whole lot of people are upset by what happened, but i dont
personally understand those people who say they wont play sloth now because
their character has been erased. true, you spent alot of work and time making
him/her what he/her was, but then making a new char on sloth will be no difft,
in fact easier, that ever starting on any other new mud. you know the areas,
the people, so getting a higher level there should be alot easier than it
would anywhere else. besides, with new areas constantly popping in, its kinda
nice to have to start over... maybe well get some more demands for low level
areas then ;). ive been on sloth almost since it began under various names,
and it'll take more than one wipe to get me to stop there. its still alot more
stable than many other muds.

** NOTE:
** i am comonly called a 'low level lover', as most of my chars get to level 10
** before I of my own choice make new ones and delete the old. obviously my
** ideas and views are not shared by many other mudders.

- Mode, Kafir, Kyllen, Fenris, and now Phough (on sloth)




--

====================================================================
|         //////| //////|   //////\    //////\\    //////\         |
|        //////||//////||  //////\\\  ||||||\\\\  ||||||\\\        |
|       //////||//////||| //////\\\\\ ||||||\\\\\  \\\\\\          |
|      //////||//////|||| \\\\\\///// ||||||/////  //////          |
|     //////||//////|||||  \\\\\\///  ||||||////  ||||||///        |
|    ////// |////// |||||   \\\\\\/    \\\\\\//    \\\\\\/         |
====================================================================
    A little nonsense now and then is relished by the wisest men

			hintonj@stolaf.edu
From: knighton@oswego.Oswego.edu
Newsgroups: rec.games.mud.diku
Subject: Epic??
Date: 4 Jan 93 16:00:28 GMT
Reply-To: knighton@oswego.Oswego.edu ()
Organization: Instructional Computing Center, SUNY at Oswego, Oswego, NY
Originator: knighton@gidney.oswego.edu

Ok, where is epic?  Is it coming back up anytime soon?  Has it moved?
Please, I need my epic fix! :)

Robert.
Newsgroups: rec.games.mud.diku
From: kdelgado@loligo.cc.fsu.edu (Kevin Delgado)
Subject: Re: Eltanin
Organization: Florida State University Department of Know-it-alls
Date: Sat, 9 Jan 93 01:58:20 GMT

In article <1ikubfINN880@gap.caltech.edu> kychen@cco.caltech.edu (Kay-Yut Chen) writes:
>Does anyone know what happen to Eltanin? Did i get the right address?
>Is it still 140.211.111.23 4000
>
>It was down since i came back from Xmas vacation.
>
>Kay Chen

Queue has apparently NOT gotten back from his vacation. At this point, the
game is still down (well, the computer it runs on anyway) since the last
major crash. The thing cannot be restarted untill someone is available to do
it manually (unfortunately). I don't know when Q will be back from his
vacation, so I don't know when it will go back up--though presumably it will
be this month sometime.

Kevin (Terror)

Newsgroups: rec.games.mud.diku
From: lescanec@athena.mit.edu (Robert L Lescanec)
Subject: DarkShadow
Organization: Massachusetts Institute of Technology
Date: Thu, 7 Jan 1993 02:48:06 GMT

It may be out of line to post this directly as I was merely a player at 
Dark Shadow, but be that as it may....

I spoke with hoa who informed me that Mud may be down and out.  The machine
admins are debating currently whether or not to continue with the mud and it 
seems likely that the answer will be no, they do not wish to keep DarkShadows
up and running.  
 
I have always enjoyed playing at Dark Shadows and will miss it a great deal.
Any suggestions on where to play next? ;)
 
Huk the aged
Hitite the indominatable
  
Newsgroups: rec.games.mud.diku
From: brumleve@iboga (Dan Brumleve)
Subject: Re: My suggestion...
Organization: University of Illinois at Urbana
Date: Fri, 8 Jan 1993 03:08:52 GMT

imajica@hardy.u.washington.edu (Tchaikovsky's little brother Ned.) writes:

>Try out the mud I play on... it's been running strong for 6 months now, and
>is constantly growing and improving... 
> 
>Renegade Outpost
>                                   louie.cc.utexas.edu 4000
> 
>It is a very nice mud, with very good players and immortals, and has been
>proven time and time again.
> 
>------------------------------------------------------------------------------

NO!  NO!  NOT AGAIN!  *GROAN*
From: imajica@hardy.u.washington.edu (Tchaikovsky's little brother Ned.)
Newsgroups: rec.games.mud.diku
Subject: My suggestion...
Date: 8 Jan 1993 02:21:16 GMT
Organization: University of Washington, Seattle
NNTP-Posting-Host: hardy.u.washington.edu

Try out the mud I play on... it's been running strong for 6 months now, and
is constantly growing and improving... 
 
Renegade Outpost
                                   louie.cc.utexas.edu 4000
 
It is a very nice mud, with very good players and immortals, and has been
proven time and time again.
 
------------------------------------------------------------------------------

Newsgroups: rec.games.mud.diku
From: rwatkins@cmcvx1.claremont.edu
Subject: Re: Comments about the Merc 1.0 code wanted!
Organization: Claremont McKenna College
Date: 7 Jan 93 21:46:31 PST

In article <1iivonINNg40@shelley.u.washington.edu>, scythe@stein.u.washington.edu (The Grim Reaper) writes:
> In article <egl.726459260@sune.stacken.kth.se> egl@stacken.kth.se (Gunnar Lindberg) writes:
>>Hi!
>>
>>What do you guys out there have to say about the MERC 1.0 code? Is it a good
>>choice or should we prefer something else? Can anyone give me some pros and
>>cons about this code please?
>>
> 
> It looks like very good code to me.  It's mostly Sequent code I believe,
> with various skills and stuff from Alfa/Silly(?)/Fajita(?) or something
> like that thrown in.  It's definitely worth getting, and its probably the best
> standard code available. (Watch me get flamed for that)

From what i understood, it was a combination of the sources available at
ucbvax, and mainly Copper II source.  I never really played Sequent much, but
from what I remember there was little, if any sequent code in Merc.  Also, I 
dont think there was any actual Fajita code either.  Fajita probably had a bit 
of influence, as the Imps of Merc used to play Fajita regularly.  Most, if 
not all sources are credited in the title screen, including Aod of Generic.

I think they have made a number of improvements over the "plain vanilla" code,
but there are a number of spells that dont work, and lack documentation.  I
also do not like the direction this code was moving in.  They removed the need
to buy recall scrolls, they removed the rent system, and your items decay with
the PC corpse.  The system is very unbalanced, and a player can make Lv 25 of
its 30 level system in under 30 hours very easily.

All considered, its probably a good code to start from, much better than
some, but it should still require some serious revisions.  Dont just take it 
and put it up as is.

:: Ryan L. Watkins :::::::::::::::::::::::: "people need to be shocked" dan ::
:::: rwatkins@cmcvx1.claremont.edu ::::::::::::: "lord in a bucket" melissa ::
:::: vamp@seanews.akita.com ::::::::::::::::::::::::::::::::: "woosh!" nina ::
:::"Forever a Fajitian" ::::::::::::::::::::::::::::::::::::::::::::::::::::::
From: un020227@wvnvms.wvnet.edu
Newsgroups: rec.games.mud.diku
Subject: Return of Apocalypse III
Date: 11 Jan 93 04:30:33 GMT
Organization: West Virginia Network for Educational Telecomputing

First I have to say that I have just finished reading the posts in response
to the statement of:  'there will once again be a playable diku on the net.'
I state here that Pestilence nor I made that post.  Therefore keep in mind
that all posts you see regarding a specific mud, necessarily reflect the
sentiments of the implementors of said mud.  Having said that:

I am very please to announce the re-opening of:

               APOCALYPSE  III
               ~~~~~~~~~~  ~~~
                   DikuMUD

                 running at:
         peabrain.humgen.upenn.edu 4000
         ~~~~~~~~ ~~~~~~ ~~~~~ ~~~ ~~~~
              128.91.3.201 4000
              ~~~ ~~ ~ ~~~ ~~~~


The former player file is intact.  The game will restart with a complete 
object reset instead of using the old player files.  I know this may
disappoint some of you, but we changed some of the attributtes on some
items, and decided it best to start everyone out fresh. (especially since
your former characters and levels are still there.)  Please be sure to
READ THE NEWS as soon as you log back on.  Many changes have been made
that you'd want to be aware of, hopefully ones you will be pleased with.

The new god on the block is Plague, who is the system administrator of the
new machine we are currently running on.  We are very fortunate to have
found him, with the help of Apocalypse player Etienne.  Thank you both!

During our downtime, I have spent my MUD time on Renegade Outpost, as
Passion and would like to say I have had a wonderful time there.  It
is a very fun mud even if it is competition!  Hope to see you all again
there as soon as things settle down at Apoc.

Once again, I promised we'd be back, and back we are!  The MUD is better
than ever before.  We strive for quality as always. Questions regarding
the mud may be addressed to: apoc@peabrain.humgen.upenn.edu.  I'll look
forward to seeing all of the former players as well as many new faces.

-Destiny of Apocalypse
From: spacefox@acs.bu.edu (Godfrey Degamo)
Newsgroups: rec.games.mud.diku
Subject: Area editors
Date: 10 Jan 93 06:58:19 GMT
Organization: Boston University, Boston, MA, USA

Readers,

     Hello.  Recently, someone requested about area mud editor.
Someone replied about an editor costing $20.  I would like to know
more about this commercial editor in these terms:

     -portability     (if none, what operating system does it run on,
                          mem requirements, etc...)
     -modifiability   : is it easy to change to meet the needs of
                             future changes to mud rooms?  is it easy
                             adapt to current mud room construction?
     -learning curve  : how easy is it to learn?  does it come with an
                             on-line help explaining terms?  any
                             manual on changing? modifying?

(actually most of these side comments are on the assumption that the
user has access to the source code.)

     -error handling  : how does the program handle user's errors?
                             are error messages clear and intuitive or
                             cryptic  (i.e. segmentation faults)
     -bugs            : are there any?
     -time saved      : what percent of time do you cut down as a
                             result of using this editor as compared
                             to using a text editor like emacs?
     -creativity      : does the design and procedure of using this
                             editor hinder the type of spatial areas you can
                             create?  For example, do you feel less
                             inclined to create an area like arachnos?
                             Or, the program encourages 2-dimensional
                             areas ONLY? 
     -value           : is it really worth $20 dollars when there are
                             other free editors out there?  Following this,
                             how does it compare to the other editors?

     -if you have any other note worthy comments, please include them
in your response.


Why all these criterions?  Why not?  If it's commercial software, it should
address all these issues and perhaps more.  Please mail me your
evaluations.  Even better, post them here to inform others.
I'd like to hear from a few and not just the author(s).  Please no
comments like "Mr. Degamo is a moron to think he could get all that in
twenty dollars."  Or, "Yes, it's wonderful, buy it!"  Give me some details.
Good day to you.


                                     -G. Degamo,
                                      spacefox@acs.bu.edu
From: snake@kuhub.cc.ukans.edu
Newsgroups: rec.games.mud.diku
Subject: Re: Sloth
Date: 7 Jan 93 22:53:23 CST
Organization: University of Kansas Academic Computing Services

In article <86308@ut-emx.uucp>, geddy@ccwf.cc.utexas.edu (lives at /dev/null) writes:
> Sloth dikumud has been moved to huey.cc.utexas.edu 4000 for a while until
> my old account can be restored. All the player files were deleted, so we
> decided the time was right for a player reset. We apologize that we were
> not able to announce this previously, but it is due to circumstances beyond
> our control.
> 
> geddy
> 
I would like to hear from other sloth players about this
Pleas send mail to snake@kuhub.cc.ukans.edu 
(by the way, i was Jake on sloth)  so any and all of my friends
from sloth send me a note......bye-- Brian Hayward...

|\/\/\/\/\/\/\/\/\/\/\/\/\/|\
| snake@kuhub.cc.ukans.edu |  \
| cn038@hela.ins.cwru.edu  |   |----------------------------->>>>>>>>
| beh@oread.cc.ukansedu    |  /
|/\/\/\/\/\/\/\/\/\/\/\/\/\|/
Newsgroups: rec.games.mud.diku
Subject: Re: DarkShadow!?!?!????
From: rstolle@eis.calstate.edu (Randy W. Stoller)
Date: Sun, 10 Jan 1993 07:01:42 GMT
Organization: Calif State Univ/Electronic Information Services

I'm worried too..  And I was on when it went down too so I'm worried about
losing my items..  It just had to go down after all these great changes..

--Erusg of Clann Silverwolf
Organization: University of Maine System
Date: Friday, 8 Jan 1993 02:37:09 EST
From: Wendell G. Wren <WENDELL@MAINE.MAINE.EDU>
Newsgroups: rec.games.mud.diku
Subject: Re: Sloth

Sigh...   just get a character or two to the point where they're interesting,
and now we gotta go through all the boring low levels again...  is there some
cosmic program where MUDs crash at this point?  I wanna get at that code!

                                       Wendell G. Wren
                                       Wendell@Maine.Maine.Edu
                                       02:38:22 Friday, 8 Jan 1993
From: jbassett@koko.csustan.edu (Zeke the Highlander)
Newsgroups: rec.games.mud.diku
Subject: Re: WANTED: DIKU area creation programs
Date: 4 Jan 93 09:39:47 GMT
Organization: CSU Stanislaus

In article <1993Jan3.231032.1@cmcvx1.claremont.edu> rwatkins@cmcvx1.claremont.edu writes:
>I am looking for any programs that I might be able to use to create areas for
>DIKU muds.  Currently I am using Muditor v0.50, which is only able to create
>.wld and .mob files, and only with a few different flags.  I understand that
>there was a v1.0 of Muditor, but havent seen it.  I have also seen DikuEd that
>is supposed to be able to write .obj files, but I havent been able to get it to
>run.
>
>ANY information on other editors would be greatly appreciated.
>ANY ftp sites where I might look for DIKU related files would also be
>appreciated.
>
>- Ryan

Ok, for starters, Muditor v1.0 is out- but you have to buy it from the authors.
As for DikuEdit, ive never gotten it to work either. which leaves a few 
options. a> you can continue to use mud v0.50 to write the mobs and wld files,
then tweak them by hand, and do the obj and zon files by hand. b> shell out
however much the muditor people want for v1.0 c> do the whole thing by hand. 
you can get the docs on diku areas from berekeley.edu or coyote.cs.wmich.edu
i have seen them in both places. both have anonymous ftps, so its easy to get.
i cant rember seeing any at wmich, but i know there are some public areas
on berkeley.edu: ftp them and use them as examples- it makes the docs clearer
when you have something to compare them with. 

Zeke the Highlander
     Viva La Wayne's World, soon to return!!
From: gt9398b@prism.gatech.EDU (Christopher R. Boggs)
Newsgroups: rec.games.mud.diku
Subject: Re: Should this be in a FAQ somewhere?
Keywords: Where is Apoc? *whimmper*
Date: 6 Jan 93 23:13:12 GMT
Distribution: usa
Organization: Georgia Institute of Technology

In <6JAN199314050849@utarlg.uta.edu> b645zau@utarlg.uta.edu (The Brothers Grimm (Wayne and Ez-E)) writes:

>Some of us are kinda/sorta still patiently awaiting ApocII's return to life.
>Any information on its progress or regress? (8

    Apoc III will be up this week hopefully. Destiny emailed me saying that the
new site is up and running and that Pestilence is working on getting it running
as I post this. I would expect a day or so to get things running right, a day
or so to test things out with a few informed testers, and then it'll open up
again.

    I have seen the news file containing lotsa new changes. When Apoc returns,
expect a MUCH more balanced and challenging diku. Its gonna be awesome! I know
Pestilence finished the specials for my new zone as well....So at least one
new zone will be opening.

    Its gonna be a brand new mud almost......But dont worry, the playerfile is
intact from what I have been told. I'm looking forward to getting Skurge and
Balstaff back out for miscellaneous carnage.
 

> -Bach, Imprimis, the Mad Streaker  

-[Red Aura] Chris' Evil Twin

-- 
[]==========================================================================[]
 |     Christopher R. Boggs, MGT Major, Georgia Institute of Technology     |
 |    "Death is life's way of telling you that you've been fired." -Anon    |
[]==========================================================================[]
Newsgroups: rec.games.mud.diku