HDTenEightyP/NetNews huggingface dataset:
From: n8743196@henson.cc.wwu.edu (Jeff Wandling)
Subject: Re: RULES????? PLAYERS RIGHTS???????
Keywords: players, rules
Organization: Howling Dog
Date: Thu, 21 Jan 1993 21:29:33 GMT

Face up to the truth--

  Players and wizards of muds have no rights what so ever. 
  If you don't like the way the mud treats you, LEAVE.  Mud is not a service
given the population with any guarentees.  And arguing about it will get you
nowhere fast.  And regardless of how much the various mud-admins proclaim
that their mud is fair and have "rules", how many times have you noticed
an even and objective hand when dealing with complaints..  Is anything
absolute in Mud?  Ha, yea right. 

  If you are 'harrased', if you get killed, if you are de-wizzed, tough. Lick
your wounds and get over it.

-- 
jeff wandling <jdw@huxley.wwu.edu)
Newsgroups: rec.games.mud.lp
From: amylaar@mcshh.Hanse.DE (Joern Rennecke)
Subject: Re: Finding memory size of an object
Organization: Point of Presence & MCS Hamburg
Date: Thu, 21 Jan 1993 18:09:40 GMT
Keywords: memory object lpmud

garion@selway.umt.edu (Jason Curnow) writes:

>I'm trying to find some code that will tell me the amount of memory that
>is being taken up by any one object.  It would be (hopefully) for a 
>compat mode LPmud, running a 3.1.2 driver with a standard mudlib.  
>Has anyone ever written anything like this, or even know how I might
>go about doing so?  Thanks.

Try dumpallobj and efun debug_info() .

	Amylaar
Newsgroups: rec.games.mud.lp
From: hoagy@ais.org (Matthew Rupert)
Subject: Re: Valhalla Open House!
Organization: Lobotomies -R- Us!
Date: Fri, 22 Jan 1993 00:25:51 GMT

bab <BAB127@psuvm.psu.edu> did speak previously, and spaked:
>     About the pay to play thing.  This doesn't violate anything that Lars
>or other coders did.  This is because there is nothing left of what they did.
>Fletloss has basically written his own driver.  And yes Fletloss has spoken
>with Lars about this matter.  And just for the record...Valhalla is the
>best lpmud that I have ever come across.
>

	Would lars be willing to admit this on the net?  Will he send
out notarized letters to those who ask?
	Will Fletloss be willing to make this claim under legal
oath?  Will Fletloss be willing to provide a record of monies
received and spent?  Will this record be available to the public?
Will he be willing to list his necessary expenditures for us
before sending in money?  Will he guaruntee the MUD will not go 
after our money is sent in?

Newsgroups: rec.games.mud.lp
From: jblonon@midway.ecn.uoknor.edu (Jason B Lonon)
Subject: clean_up versus swap
Date: Sun, 24 Jan 1993 22:53:25 GMT
Organization: Engineering Computer Network, University of Oklahoma, Norman, OK, USA
Keywords: clean_up, swap

Hello, I fully understand how the clean_up process works in
3.1.2 , but am only semi aware of what the swapping does?
I have also heard that its best to have your clean up time about
twice the duration of your swapping time.. 
The thing is.. in an effort to go as long as possible between
reboots, we hae been setting clean_up time very short, around
1200 .. This would meen swapping time would be around 600 ..
Is this too short? Has anyone every done a study to see how
fast the swapping process (whatever it is) is done?
Also i hear that the sriver calls clean_up before it swaps
it..if so, why is there a seperate clean_up time even defined..
I wait most anxiously on reading a discussion about this topic..
Thanx.
From: guddt@uniwa.uwa.edu.au (David Bennett)
Newsgroups: rec.games.mud.lp
Subject: Re: RULES????? PLAYERS RIGHTS???????
Date: 22 Jan 1993 17:45:23 +0800
Organization: The University of Western Australia
NNTP-Posting-Host: uniwa.uwa.edu.au
Keywords: players, rules
X-Newsreader: NN version 6.4.19 #1

esh144@cck.coventry.ac.uk (Zaimeele) writes:

>  Have people forgotten that one of the many things that make a mud
> successful is the realism element. In real fantasy players will
> kill players and wizards will kill lessers without thinking.

I dont think I ever knew that.  People *don't* like muds to be too real.
Muds are an escape.  Appart from the fact that muds are about as real
as a dead fish that has been spray cleaned, players log onto muds to
experience other things.  Do things they couldn't possibly do in real
life.  So...  They are not really after realism.  They are after fun
experiences.

>  Perhaps there could be a compromise. Wizards shouldn't kill off
> players but in real fantasy wizards would (for a good reason) and
> players should be able to kill all players and death would be final.

Real fantasy?  hehhehe.

David.
[DDT] Pink fish forever.
-- 
  David Bennett,  guddt@uniwa.uwa.oz.au | University Computer Club
     Where Pink fish swim backwards.    | c/o Guild of Undergraduates
These words I am singing now mean nothing more than meow to an animal - TMBG
Disclaimer: Any spelling mistakes in this article are all entirly my fault.  Any grammer errors spotted in this article were put there because I could.
Newsgroups: rec.games.mud.lp
From: torh@syma.sussex.ac.uk (Tor Houghton)
Subject: TMI MUD OS
Organization: University of Sussex
X-Newsreader: Tin 1.1 PL5
Date: Thu, 21 Jan 1993 16:13:15 GMT


Hi people,



Where do I beg and grovel to get the latest version of TMI's mudlib?



;)


Cheers,


Tor.

-- 

----------------------------------------------------------------------
email: torh@cogs.susx.ac.uk           "Then we will wonder if machines
                                       will steal each others dreams."
Newsgroups: rec.games.mud.lp
From: whale@leland.Stanford.EDU (Stephen Schmidt)
Subject: Re: TMI MUD OS
Organization: DSG, Stanford University, CA 94305, USA
Date: Thu, 21 Jan 93 20:48:03 GMT

In article <1993Jan21.161315.23754@syma.sussex.ac.uk> torh@syma.sussex.ac.uk (Tor Houghton) writes:
>Where do I beg and grovel to get the latest version of TMI's mudlib?

Well.
There is a beta-release of the MudOS mudlib available from TMI. Connect to
tmi.iastate.edu, port 5554, and look in /pub/mudlibs.

Now the disclaimers.
This release is a beta-release, NOT a finished product. It has bugs in it. We
are posting the bug fixes at TMI but we are not releasing diffs and changelogs
like we will be for the formal release.
We made the beta release because we wanted to try out the lib on a slightly
broader base than TMI, so that we could find problems before we made it
public. It's not something that we intended to give out to anyone other than
our dear friends who test things for us.
Further, the beta release is about a month old. We have made a lot of
additions since then, but haven't updated the BR. This is because, again,
it's not a formal release; it's something we released ONCE, for our own
purposes and not for the public.

However, if you want to get it, go ahead. None of the bugs (that we know about)
are so bad that they can't be fixed in a couple of minutes when you find them.
Also, we'd be happy to have more bugs reports if you find new ones that we
don't know about already. Just bear in mind that it is a beta release, we are
NOT supporting it, and while we'll try to help answer questions, or fix bugs,
we would prefer that you try and wait until the formal release is made. That
will happen in the semi-near future; but not for at least a couple weeks and
maybe longer. If it's going to be a long time we MAY make a second beta release
which will be under the same terms as the first but will incorporate fixes and
additions to date.

Also, the mudlib is public domain and carries a copyleft with it: any software
you produce based on it is to be public domain, and you may not profit from
that software in any way. Etc. Same conditions as on the driver. By downloading
the mudlib you expressly agree to these conditions.

Mobydick@TMI-2
-- 
Steve Schmidt			<><		   whale@leland.stanford.edu
I can no longer sit back and allow Communist infiltration, Communist
indoctrination, Communist subversion, and the international Communist
conspiracy to sap and impurify all of our precious bodily fluids!
Newsgroups: rec.games.mud.lp
From: cogbill@sonata.cc.purdue.edu (Jim Cogbill)
Subject: ftpd and NeXT
Keywords: next ftp ftpd
Organization: MAA (Mud Addicts Anonymous)
Date: Mon, 25 Jan 1993 07:01:25 GMT

Has anyone sucessfully used/is using a mud ftpd server on a NeXT?  I
grabed a file FTPD-CW off on an anonymous ftp site, and its not cooperating
too well.  I run it, but it doesn't ever last very long(like 1 second, tops).
Any help is appreciated.
   -Sakarov @ WanderingMud

.sig not included.  Void where prohibited by law.
From: s13987bl@UMASSD.EDU
Newsgroups: rec.games.mud.lp
Subject: nightmare
Date: 25 Jan 93 21:36:32 GMT
Reply-To: s13987bl@UMASSD.EDU
Organization: UMASS DARTMOUTH, NO. DARTMOUTH, MA.

hi all,
		if anyone out there actually hasn't tried the Nightmare
	LpMud, I advise them to do so immediately!  Although the crashes 
	are frequent, the game system is superb!

						-Pulsar

	The address is 134.181.1.12 2999
Newsgroups: rec.games.mud.lp
From: umrobe57@news.cc.umanitoba.ca (Ken A. Roberge)
Subject: Gateway, and or newest mudlist
Organization: University of Manitoba, Winnipeg, Canada
X-Newsreader: Tin 1.1 PL5
Distribution: World
Date: Fri, 22 Jan 1993 23:10:30 GMT

Hi, I was wondering if someone could tell me if gateway is still around
and if so what is it's address.. and if it is at all possible could
someone send me the latest mudlist in e-mail?
 Thanks


--
Ken Roberge - University of Manitoba: Environmental Science
      T   H   I   N   K     G   R   E   E   N  !!!

Newsgroups: rec.games.mud.lp
From: esh144@cck.coventry.ac.uk (Zaimeele)
Subject: Re: RULES????? PLAYERS RIGHTS???????
Keywords: players, rules
Organization: Coventry University
Date: Thu, 21 Jan 1993 12:44:32 GMT

  Have people forgotten that one of the many things that make a mud
 successful is the realism element. In real fantasy players will
 kill players and wizards will kill lessers without thinking.
 Obviously this won't work in a game but it should.
  Perhaps there could be a compromise. Wizards shouldn't kill off
 players but in real fantasy wizards would (for a good reason) and
 players should be able to kill all players and death would be final.
  Its a shame that this would not work and that players need rights.

  IMHO i think that wiz's dont mess with players is enough and any
 further grivences should be sorted out by the admin as to what is "fair"
 If we get into writing rules we will be banning players who technically
 broke Player Killing Rule Section 23 Subscript 2 (1993 revision) who
 where acting in self defence. Why not log first attack from a command
 soul or something.

  Perhaps there could be a court room written in so players judge players;
 that would be fun having players doing Jury service. All the problems
 can be solved by coding the problems out. Its up to the particular
 mud to sort it out.

 Jon.

 
-- 
*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%
% Jonathan Reynolds       %*%            esh144@uk.ac.cov.cck               %*
*    (Zaimeele)           *%*        this_player->query_sobriety();         *%
%**%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%*%
Newsgroups: rec.games.mud.lp
From: gerstnet@Informatik.TU-Muenchen.DE (Thomas Gerstner)
Subject: Nemesis uptime
Organization: Technische Universitaet Muenchen, Germany
Date: Wed, 27 Jan 1993 13:35:54 GMT

At the moment, Nemesis is only accessible from 6:00 pm - 8:00 am CET for
remote users. This may change again in the future, so stay tuned!

   /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/~\  
  | Thomas Gerstner  gerstnet@informatik.tu-muenchen.de  Junky@Nemesis | X | 
   \____________________________________________________________________\_/
From: N.J.G.Robertson@lut.ac.uk
Newsgroups: rec.games.mud.lp
Subject: Re: Valhalla Open House!
Date: 27 Jan 93 19:32:51 GMT
Reply-To: N.J.G.Robertson@lut.ac.uk (NJR)
Organization: Loughborough University, UK.

>>>before sending in money?  Will he guaruntee the MUD will not go 
>>>after our money is sent in?
>>
>>And the most important of all, is this "legal" under the guidelines of
>>the Internet usage policies?  I know that business transactions and
>>Internet has always formed a grey area.  Where does this particular
>>instance fall under?
>>
>>-michael
>> Vincent's Hollow
>> (It's still *FREE*)
>
>I can't believe this. You guys are really a bunch of retarded idiots...
>
>Who fucking cares what is done with the money? You pay, the condtions
>of the contract on the help register file are clearly stated (although

etc etc

Maybe I've missed the point but what idiot is going to pay to
play on a mud when there are hundreds if not thousands of others
on the net that are free?

NJR
From: cs90djs2@brunel.ac.uk (Duncan J Stansfield)
Newsgroups: rec.games.mud.lp
Subject: Re: smartmonster, dumb coder
Date: 26 Jan 93 15:41:20 GMT
Organization: Brunel University, Uxbridge, UK
X-Newsreader: TIN [version 1.1 PL8]

chrisopj@acfcluster.nyu.edu wrote:
: Ok, I'm not sure if anyone has experience with this, but hey, here it
: goes:  I am trying to use smartmonster.c, Padrones' very nice new
: improved monster.c.  However, I have a recurring problem the efun
: sizeof() in one of the functions...it gags on the argument, saying "bad
: type."  As far as I can tell, it should be fine, unless there is
: something wrong with a mixed * going thru sizeof().

: Has anybody had any experience with this little doober?  Sorry if this is
: a stupid problem, but I am relatively new still, and smartmonster is
: hairy enough to make it difficult for me to trace type problems. (BTW: 
: there is #pragma strict_types in force, if it matters...does it on
: LPMud?).

: Thanks in advance,
: Zazz on cyberworld; Jeff in real-life.

may or may not be a problem with the type checking not beleiving you.
try explicitly casting it to a mixed*

sizeof((mixed*)variable_name);

just an idea, no guarantees
Newsgroups: rec.games.mud.lp
From: jsjdb@acad1.alaska.edu (Jason D. Bourgoin)
Subject: Re: Status of Overdrive (Site needed)
Summary:  what a joke...
News-Software: VAX/VMS VNEWS 1.41    
Keywords:  blackness, pot, kettle, redundancy
Organization: Alaskan MUD Players
Date: Sun, 24 Jan 1993 02:22:00 GMT

njal@engin.umich.edu (David Schairer) *did* make a cheap shot....

>>for a couple of site problems.  All in all, we've been up a lot more
>>than some muds I wouldn't be crass (Hero) enough to mention :)
>>--Talyessin@Overdrive

BUT, guile@engin.umich.edu (Kenneth K Lee) writes...

>    What the hell is this supposed to mean?  Sure, Hero may not have lived
>as long as many of the muds out there, but it is quite unlikely that any
>mud will ever be as remembered like Hero ever was, and this includes 
>Overdrive.  Do you have something against Hero, or do you like being
>obnoxious for the hell of it?

Don't know about you, but to me at least, this is beginning to sound like
an LPMUD "who's better physically equipped contest" with no clear weiner,
I mean winner *chuckle*

Mail all flames to root@localhost (or SYSTEM, if you're on a VAX/VMS)

Jason D. Bourgoin,
aka "Katmandu"
_____________________________________________________________________________
\   Jason_D_Bourgoin()->return_email("jxjdb@acad1.alaska.edu");             /
/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
\   The opinions/etc expressed herein are my OWN, and do not necessarily    /
/   reflect the views of the University of Alaska, and any affiliates of    \
\   the University, including the University of Alaska Southeast Juneau,    /
/   or the Computer Center and Academic Computing thereof.                  \
\___________________________________________________________________________/

Newsgroups: rec.games.mud.lp
From: hoagy@ais.org (Matthew Rupert)
Subject: Re: Summoning guards
Organization: Lobotomies -R- Us!
Date: Tue, 26 Jan 1993 07:31:24 GMT

sass@elf.etsu.edu (Mark Sass) did speak previously, and spaked:
>  Someon said something about a global variable to count how many guards
>have been summoned...no need to do that since there are some neat efuns like
>all_inventory.  You take the inventory of the room; parse it for all guards(give
>them a special id to separate them), and return an integer for the number of
>guards in the room.  Easy enough.  If you dont have 3.* or better, you wont
>have all_inventory unless you added a simul_efun, so you will have to use
>first_inventory and next_inventory:(
>


	I'd like to thank those who responded.  Over 50 of you by
email alone.  Almost everyone said "redefine hit_player".
Very inconvenient.
	This method above doesn't cut it as short and to the point.
I used:

heart_beat() {
 object ob;
 int x;
 ::heart_beat();
  ob = present("guard",environment(this_object()));
   if(!ob) {
    say("The King summons guards to his defense!\n");
    while(x < 2) {
     move_object(clone_object("foo"),environment(this_object()));
     x += 1;
     }
   }
 }


....and it works like a charm!  Thanks for the suggestions!
Newsgroups: rec.games.mud.lp
From: stephenk@syma.sussex.ac.uk (Stephen Kendrick)
Subject: Using VI instead of ed.
Organization: University of Sussex at Brighton
X-Newsreader: TIN [version 1.1 PL8]
Date: Thu, 28 Jan 1993 13:45:39 GMT

Partly as an intellectual excersise and partly to stop myself getting bored I
have been looking at hacking VI into the mud driver instead of ed.

Firstly can VI work through telnet?
Presumably as long as telnet is in single character mode everything should work
ok.

Security issues. The VI that is running will be owned by the owner of the mud
process and so the version of vi will have to be restricted to stop people 
merrily mucking around with any file they feel like.
This shouldn't be too hard. Public domain vi clones exist which can be hacked
about.

Can it be done?
At the moment I think it can. Once in vi the mudlib should be set to isolate 
the wiz from the rest of the mud, but thats ok. The command passing code 
might be a pain but not too hard. On the surface it doesn't look too hard
to plop vi into the mud src.

Ok. Am I going to be wasting my time with this thing? I am not an expert but I 
am learning fast. What I can't handle is if its so easy how come someone else
hasn't already done it? Is there something blindingly obvious which I have
missed?

Any comments/suggestions/help would be extremely appreciated.

Thanks,  
--
INSSOMNIAK


 
 
Newsgroups: rec.games.mud.lp
From: torh@syma.sussex.ac.uk (Tor Houghton)
Subject: What is MTP?
Organization: University of Sussex
X-Newsreader: Tin 1.1 PL5
Date: Wed, 27 Jan 1993 21:27:33 GMT

And where can I get it from? ;)

Tor.


-- 

----------------------------------------------------------------------
email: torh@cogs.susx.ac.uk           "Then we will wonder if machines
                                       will steal each others dreams."
From: beesonm@helium.gas.uug.arizona.edu (Mark R Beeson )
Newsgroups: rec.games.mud.lp
Subject: Re: After Hours?
Date: 27 Jan 93 16:33:31 GMT
Organization: University of Arizona, Tucson

In article <1993Jan27.103259.24329@syma.sussex.ac.uk> torh@syma.sussex.ac.uk (Tor Houghton) writes:

>"Goonsquad" in the Spies network was hacked, and they decided to pull
>down, amongst other things, After Hours (other things included BBS's
>etc).

Again, that's not exactly true.  AH continues to exist, although they are
working on it.  (yes, that hack message appeared in like october, but the
game has continue to run.)

Mark Beeson
Madman


--
***************************************************************************
* "You're perfect, yes it's true.    *PearlJamSoundgardenTheJesusAndMaryCh*
*  But without me, you're only you." *ainMinistryFaithNoMoreAliceInChainsP*
*             - Faith No More        *ixiesNirvanaNineInchNailsHooDooGurus*
Newsgroups: rec.games.mud.lp
From: spierce@wam.umd.edu (Stephen Pierce)
Subject: Re: Valhalla Open House!
Organization: University of Maryland, College Park
Date: Fri, 22 Jan 1993 04:32:25 GMT

In article <C18Bv6.Cqr@ais.org> hoagy@ais.org (Matthew Rupert) writes:
>bab <BAB127@psuvm.psu.edu> did speak previously, and spaked:
>>     About the pay to play thing.  This doesn't violate anything that Lars
>>or other coders did.  This is because there is nothing left of what they did.
>>Fletloss has basically written his own driver.  And yes Fletloss has spoken
>>with Lars about this matter.  And just for the record...Valhalla is the
>>best lpmud that I have ever come across.
>>
>
>	Would lars be willing to admit this on the net?  Will he send
>out notarized letters to those who ask?

  There is more to this than just LP driver code. This mud is a 
"derivate work", and one of the several things that is covered
under copyright. LP restricted our rights not to make a profit
off of LPmud, this includes "deriviate works." Even if you trashed
all his code, it's still derived from LPmud, and it is copyrighted. And
LP restricted our liscence to free-use only. 
  I would suggest that the operator of the mud (unless he is 
independantly wealthy) not to charge for the mud. Especially if
it's on the net. LP COULD sue you, and in my opinion, has a good
chance of winning. So get his permission in WRITING (not in e-mail)!
Do or die! 

Steve

Newsgroups: rec.games.mud.lp
From: ssj@ais.org (Stephen S. Johnston)
Subject: Re: Heromud Status
Keywords: needed muds, complacent wizs
Organization: UMCC
Distribution: world, usa
Date: Sat, 23 Jan 1993 05:29:10 GMT

In article <1jng1vINNfjp@darkstar.UCSC.EDU> brandon@ucscb.UCSC.EDU (Brandon Joseph Dudley) writes:
>
>	I know, it's time for the quarterly question: Where is Heromud? What
>is the status thesedays? Why am I not getting the mailing list thingie anymore?
>Can anybody answer any of this for me?
>
>(sob)
>
>Brandon: formerly Peril@Heromud, Madwand@cyberworld&others
>


Well, Heroine (Hero II) is being rewritten again.  It's been converted 
from lpmud 3.x to mudos and there still seems to be quite a bit 
of work to do.  I logged on tonight for the first time in a few 
weeks, and it looked like Qixx has been working hard.  When will it 
open?  Who knows.  But, it hasn't been forgotten or tossed aside.  
As to the mailing list, I don't know much about it.  Shadowjack 
was handling it and I haven't talked to him in at least a month 
(of course, I haven't been very accessible myself lately).  Someday 
Heroine will open (I hope). 
Bluefront
From: cs90djs2@brunel.ac.uk (Duncan J Stansfield)
Newsgroups: rec.games.mud.lp
Subject: Re: attacking a monster
Date: 25 Jan 93 11:10:50 GMT
Organization: Brunel University, Uxbridge, UK
X-Newsreader: TIN [version 1.1 PL8]

Matthew Rupert (hoagy@ais.org) wrote:

: 	I need a way to do the following:

: 	attack(creature) {
: 	   if(creature == "king") {
:             summon some guards to fight for him
: 		}

: I can get kill defined, but at the same time, a fireball will totally
: ignore the 'kill' command and no guards will be summoned.  I need
: a way to define ALL attacks versus add_action'ing them all.

I am presuming that you are putting this code in player.c so following
comments follow this assumption.

Why not put this special code in the "king" file instead.

find the function within the monster.c file that catches damage
(might be called "hit_me(int damage)") then place the same named
function within the "king.c" file.

******************
inherit "/obj/monster.c";

private static int already_summoned;

/* the usual info (function name is probably "create" or */
/* something other than "init_monster" */
void init_monster() {
	/* the monster init stuff */
}

void hit_me(int damage) {
	if(!already_summoned) {
		already_summoned = 1;
		summon_guards();
	}
	/* this then calls the standard "hit_me" in the inherited */
	/* file. could also use "monster::hit_me(damage)" */
	::hit_me(damage);
}
*******************

duncan
Xref: sparky rec.games.mud.lp:5017 rec.games.mud.misc:2086 rec.games.mud.diku:1507 rec.games.mud.admin:1203