HDTenEightyP/NetNews huggingface dataset:
From: jblaine@garnet.acns.fsu.edu (Jeff Blaine)
Subject: (EVIL!)Mud is back up 
Followup-To: xibo@fido.econ.arizona.edu 
Organization: Florida State University
Date: Fri, 1 Jan 93 18:10:36 GMT

After a few minor changes (successful?) to the code early this morning,
(EVIL!)Mud is back up and running after a few hours of downtime.

Very sorry to ALL of the players who were unable to get on during this
short period of time. BWAHAHAHAHAHAHAHH

(EVIL!)Mud can be reached at fido.econ.arizona.edu 4201.

Xibo is the resident wiz and all time greatest code slicer and dicer.
Be sure to hassle him.
-- 
-------------------------------------------------------------------------------
J. Blaine			|	jblaine@garnet.acns.fsu.edu
3801 Mission Trace Blvd L-2	|	cblaine@gnu.ai.mit.edu
Tallahassee, FL 32313		| "I'm not GRUMPY, damnit.  What the hell is
Xref: sparky rec.games.mud.tiny:1197 news.admin.policy:1026 rec.humor:37299 alt.fan.furry:2582
From: jfurr@polaris.async.vt.edu (J. Furr)
Newsgroups: rec.games.mud.tiny,news.admin.policy,rec.humor,alt.fan.furry
Subject: Re: Quicksilver virus on furry Muck
Date: 3 Jan 93 17:41:41 GMT
Organization: Virginia Center for Lemur Fandom (subscribe to alt.fan.lemurs TODAY)

In article <1i4ommINNbd7@aludra.usc.edu> rjung@aludra.usc.edu (Robert A. Jung) writes:
>QUICK background. Yozduk@cs.utexas.edu installed a virus on FurryMUCK to
>log people's public and private actions and dialogue. Bad enough, but now
>we have random snide remarks from jfurr@polaris.async.vt.edu about people's
>motivations.
>
>Comments in { } by Yozduk, comments in [ ] by jfurr@polaris, everything else
>from me:

No, sorry, wrong, *bzzt*!  Not _one_ comment in that entire log was made
by me.  I simply crossposted it to a wider audience.  Go back to high
school and bone up on your reading comprehension.  The virus-infecting of
FurryMUCK was a pretty shitty thing to do and I wait eagerly for the
cretins responsible to get their just desserts.
From: mjr@TIS.COM (Marcus J. Ranum)
Newsgroups: rec.games.mud.tiny
Subject: Re: Help with loaddb for Untermud, please!
Date: 31 Dec 92 02:15:15 GMT
Reply-To: mjr@TIS.COM
Organization: Trusted Informations Systems, Inc.

>When I run loaddb, the program just hangs there and I can kill it with
>^C but it only creates the empty files and doesn't seem to be able to
>read in the .oif file.

	loaddb -d -i input.oif

	The '-d' is if the database format is a standard dbm/chunk db.

	I *know* you didn't read DOC/wizard/howtostart, 'cuz I wrote
that myself and it contains the relevant stuff:
>The loaddb command (DB/loaddb) is used for translating raw OIF files into
>whatever databasing format you choose to use. If you're using dbm or ndbm:
>	loaddb -d -i <OIF input file> -f <database name>
>For gdbm, use -g instead of -d, and for hash directories, use -h instead of
>the -d option. This will automatically create database files that UnterMUD
>will happily read. (You need to be sure and tell UnterMUD where your 
>database is called, in DB/config.) 

mjr.
From: pariah@tartarus.uwa.edu.au (Michael Malone)
Newsgroups: rec.games.mud.admin
Subject: Re: Stealing FarSide
Date: 23 Dec 1992 13:49:19 GMT
Organization: The University of Western Australia
NNTP-Posting-Host: tartarus.uwa.edu.au
X-Newsreader: NN version 6.4.19

Without actually getting dragged into this mess, I do
have a couple of questions

a) if Merlinn is the system admin of the site on which
   Farside was running, why weren't there any backups
   of the code.

b) Why havent Merlinn, Melvaig, or any of the other
   witnesses to this dastardly deed entered some point of
   view, or added to the universal damnation of the evil
   dark one.

c) Why werent the local wizards of Farside provided with
   copies of their own files on request to Merlinn. Could
   this have led to the current situation ?

I know nothing about this whole scenario, other than watching
the very readable posts of the army for the forces of good
versus the absolutely inane, totally illiterate postings
of that other evil dude.


------------------------------------------------------------------------
for (i=0;i<8;P("\n"),i++)
  for(j=0;j%6?(i>3?P(" "):(j==i||j==6-i?P("#"):P(" "))):P("#"),j<7;j++);

Please, dont expose our children to C ...
Newsgroups: rec.games.mud.admin,rec.games.mud.diku,rec.games.mud.misc
From: michael@jarthur.claremont.edu (Michael Elkins)
Subject: What happened to SLOTH DikuMUD?
Organization: Harvey Mudd College, Claremont, CA 91711
Distribution: usa
Date: Sat, 2 Jan 1993 01:18:39 GMT

Hi.

Sloth has been down for the past two days.  Anyone know why?

Thanks!

me
From: lwl@eniac.seas.upenn.edu (Lydia Leong)
Newsgroups: rec.games.mud.admin
Subject: Re: Myth MUSH, Asprin, Site/Needed
Date: 30 Dec 92 03:38:52 GMT
Organization: Evil Geniuses for a Better Tomorrow

In article <C00Iyo.D1v@feenix.metronet.com> jbh@feenix.metronet.com (Justin B Harvey) writes:
>Is anyone interested in helping me find a site for Myth MUSH?  It
>is a comedy MUSH based on the best selling books by Robert Asprin.
>Is anyone willing to help with this?

Just to make things clear:

This is not in any way related to the original MythMUSH, which ran
from around August '91-January '92 (hpb.cis.pitt.edu 4000). It might 
be a good idea to use a different name, just to avoid confusion.

  -- Amberyl (former MythMUSH wizard, and not involved in this 'new' one)
Newsgroups: rec.games.mud.admin
From: jbh@feenix.metronet.com (Justin B Harvey)
Subject: Myth MUSH, Asprin, Site/Needed
Organization: Texas Metronet Communications Services, Dallas TX
Date: Tue, 29 Dec 1992 08:44:47 GMT

Is anyone interested in helping me find a site for Myth MUSH?  It
is a comedy MUSH based on the best selling books by Robert Asprin.
Is anyone willing to help with this?

Justin Harvey
From: jremer@ua.d.umn.edu (Jeremy Remer)
Newsgroups: rec.games.mud.admin
Subject: MUD SITE NEEDED
Date: 30 Dec 1992 03:47:32 -0600
Organization: University of Minnesota, Duluth
Distribution: world
NNTP-Posting-Host: ua.d.umn.edu

New mud in the making, and need a site.
Any help is obtaining mudsite is appreciated.

E-mail jremer@ub.d.umn.edu 

Jeremy

-- 
Jeremy Remer                     | jremer@ub.d.umn.edu  |    - _____ - 
Computer Science Major           | jremer@va.d.umn.edu  |   |/|_____|\|
University of Minnesota, Duluth. | jremer@nyx.cs.du.edu | __|/|     |\|__ 
Newsgroups: rec.games.mud.admin
From: kjt001@dunix.drake.edu (Devil Bunny!)
Subject: Any admin/arch want a battletech area in your mud?
Organization: Drake University, Des Moines, Iowa, USA
Date: Tue, 22 Dec 1992 04:13:15 GMT

I've created a battletech area on a mud, but due to quite a few factors,
I want to either move it to another mud, or duplicate it on another mud
(i'd probably put it on another mud, then decide if i want to maintain
it on the one it's on right now)


anyway, i've put quite a bit of work into the area, and it's quite
detailed.  I get quite a few compliments from the users as well.

Let me know if you'd like this sort of area on your mud.  I think it's
likely to attract lots of players, given the space to grow (I've had
lots of players tell me the area is a major reason for playing the mud)


Let me know if you'd like to look at the area, too.  (respond by e-mail,
please)


-- 
___________________________________________________________________________
|                        Kevin Tieskoetter                                |
|   kjt001@acad.drake.edu                     kjt001@dunix.drake.edu      |
|                               Drake University                          |
Newsgroups: rec.games.mud.admin
From: hhelanto@vipunen.hut.fi (Henri R Helanto)
Subject: Re: Character names and memory
Organization: Helsinki University of Technology, Finland
Date: 22 Dec 92 01:45:52 GMT

In <1992Dec20.035053.22288@fy.chalmers.se> jacob@fy.chalmers.se (Jacob Hallen) writes:

>This is unbelievably ugly. How do you see from the outside that someone is
>a thief? And what is the number doing there? Also, if someone tries to
>steal something from you, you should have a chance to see who did it,
>based on his thieving skill and your detection ability.
>But that stuff is so basic that it surprises me that it surfaces in the
>debate.

	But, if you have for example, an invisible thief. Catching
	that 'someone' may be a bit hard, even if you know his 'name'.
	Catching one with a name only describing his looks would be
	almost impossible even if you quaffed a potion to see invisible
	(or whatever). Finding out who stole from you is a big problem
	according to my experiences, mostly on DikuMUDs.

>In conclusion: We exist, we have lots of players, the system works very well.

	You got me, I simply _can't_ argue with that.. :-)

-Henri
-- 
Henri Helanto - SysOp
hhelanto@vipunen.hut.fi m40176m@puukko.hut.fi
Call MyBBS (+358-0-485067/485068/485968/485918/488139, 24h) !
From: menta@solace.hsh.se (Dan Solli)
Newsgroups: rec.games.mud.admin
Subject: Battlemechs
Date: 25 Dec 92 03:36:40 GMT
Organization: Solace Computer Club, Sundsvall, Sweden

About this battlemechs. I have some further info about them, both positive and
negative.

Negative first:

- They (still) are buggy, not much, but enough for me to dislike them.
- They are (in the mud where they are) rather unbalanced (Which of course not
  are the coders fault, but the arches).
- They eat quite a bit of Cpu, not so much that it is disturbing, but still 
  it can cause problems to small machines.

Positive then:

- They actually are quite funny for those who like battlemechs.
- They MIGHT attract players, but not that many as the author mentioned.
- They work.

Summary:

- I am one of those who dislike it on the mud it is on, mostly because I am 
  not so fond of them in the mud, as I think they don't quite fit in in the 
  world and the environment. 

- They have had a funny bug which caused a small line to 
  appear on the wizline. 

- The creator and me has been having lotsa argues about this and I still think
  that if more time was spent on checking the code, where it bugs, how it works
  and other small changes it would be wonderful for those who are in the busi-
  ness, and you should at least try it... 
    (Then remove it from our mud, as I think there won't be a great loss of 
     players :)

menta@Ancient Anguish, AbacusMud, SvenskMud and Knights of Light 

-- 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SnailMail:               | Email:
Dan A Solli              | menta@solace.hsh.se 
Vaestra Vaegen 56        | - Darling... Are you asleep?
Newsgroups: rec.games.mud.admin
Subject: Re: Character names and memory
From: jamie@kauri.vuw.ac.nz (Jamieson Norrish)
Date: Tue, 22 Dec 1992 09:05:04 GMT
 <BzB5vn.44K@brunel.ac.uk><hhelanto.724741001@vipunen.hut.fi><1992Dec20.035053.
 22288@fy.chalmers.se><hhelanto.724988752@vipunen.hut.fi>
Organization: /u/student/jamie/.organization

In article <hhelanto.724988752@vipunen.hut.fi> hhelanto@vipunen.hut.fi
(Henri R Helanto) writes:

	   But, if you have for example, an invisible thief. Catching
	   that 'someone' may be a bit hard, even if you know his 'name'.
	   Catching one with a name only describing his looks would be
	   almost impossible even if you quaffed a potion to see invisible
	   (or whatever). Finding out who stole from you is a big problem
	   according to my experiences, mostly on DikuMUDs.

Why? If that description string was unique, where's the problem? It's
just like a long name. Also, if it is possible to set names for
everyone you meet, then you can set everyone to be a single letter, so
that it's not too difficult to recognize people.

Jamie
Newsgroups: rec.games.mud.admin
Subject: Re: Character names and memory
From: jamie@kauri.vuw.ac.nz (Jamieson Norrish)
Date: Tue, 22 Dec 1992 09:00:12 GMT
 <BzB5vn.44K@brunel.ac.uk><hhelanto.724741001@vipunen.hut.fi><1992Dec19.080447.
 5381@leland.Stanford.EDU><hhelanto.724987620@vipunen.hut.fi>
Organization: /u/student/jamie/.organization

In article <hhelanto.724987620@vipunen.hut.fi> hhelanto@vipunen.hut.fi
(Henri R Helanto) writes:

	   Well, all right, that sounds like the same in rl., someone
	   grabs your wallet/purse/briefcase and runs like hell and
	   you have no idea who that was... EXCEPT: you probably see
	   his/her face, clothing etc.!  That's what names are useful
	   for, in MUDs. You can identify him/her afterwards.

Sure, *if* you see them, which would happen when they stole from you.
then you would look, and the person with the same description is the
one who stole from you. So what's the problem?

	   That makes sense. One problem is, after years of running 
	   a mud with the same playerfile, the amount of numbers 
	   there will be. How about 'Fighter17063' ?
	   On my opinion, the problem is to remember all the numbers.
	   (And calling someone '6882' sounds ridiculous... or like
	   implementors have watched 'BRAZIL' too many times... :-)

ARGH! Why this obsession with Diku systems of Thief34?? Why not a
simply short description, or a name which each player sets for
everyone else. There is no need for the completely artificial (and in
a non-class based system, absolutely pointless) system as you mention
above. 

	   Ah, too difficult, how about sticking with the names? :-)

Quite; which is exactly what I have been suggesting! A system whereby
everyone has a default physical description, and each player can set
every other person's name to be whatever they want.

Jamie


Xref: sparky rec.games.mud.admin:1035 rec.games.mud.diku:1245 rec.games.mud.misc:1758
From: jremer@ub.d.umn.edu (Jeremy Remer)
Newsgroups: rec.games.mud.admin,rec.games.mud.diku,rec.games.mud.misc
Subject: Re: What happened to SLOTH DikuMUD?
Date: 2 Jan 1993 02:17:16 -0600
Organization: University of Minnesota, Duluth
Distribution: usa
NNTP-Posting-Host: ub.d.umn.edu

In article <1993Jan2.011839.12872@muddcs.claremont.edu> michael@jarthur.claremont.edu (Michael Elkins) writes:
>Hi.
>
>Sloth has been down for the past two days.  Anyone know why?
>
>Thanks!
>
>me

I would like to know too.  I thought it was a computer crash, but 2 people
are logged into the system, so it must be a network crash.  There was a minor
network problem while the mud was going before....might be also that nobody
wants to allow port systems/programs running while most system operators are
on vacation...though I would think SOMEONE keeps an eye on their
system....besides mudders ;-)

Jeremy


-- 
Jeremy Remer                     | jremer@ub.d.umn.edu  |    - _____ - 
Computer Science Major           | jremer@va.d.umn.edu  |   |/|_____|\|
University of Minnesota, Duluth. | jremer@nyx.cs.du.edu | __|/|     |\|__ 
Newsgroups: rec.games.mud.admin
From: hhelanto@vipunen.hut.fi (Henri R Helanto)
Subject: Re: Character names and memory
Organization: Helsinki University of Technology, Finland
Date: 22 Dec 92 01:27:00 GMT

In <1992Dec19.080447.5381@leland.Stanford.EDU> whale@leland.Stanford.EDU (Stephen Schmidt) writes:

>Well, hey, that's what the real world is like. If you're standing in a
>bus station and someone steals your wallet, do you instantly become
>gifted with knowledge of his name so you can report him?  I appreciate
>that this may be less of a problem in Finland than it is here in the
>States.... :)

	Well, all right, that sounds like the same in rl., someone
	grabs your wallet/purse/briefcase and runs like hell and
	you have no idea who that was... EXCEPT: you probably see
	his/her face, clothing etc.!  That's what names are useful
	for, in MUDs. You can identify him/her afterwards.
	But the problem isn't with 'who' -command but in 'look'
	-command. In 'who' command you _should_ only see a short
	description of players (like 'Thief 68') but when you're
	in the same room, you should see his/her _name_ as an
	identification. 
	(I don't know about the States nowadays but pick-pockets
	aren't a problem in Finland :-)

>On the other hand, think about what a "name" is: it's a unique string
>of characters that identifies a player. There's no difference between
>saying "Fred Smith" and saying "Thief 68", as either one uniquely
>identifies the other character, except for a little ambience. What you
>should realy do, as was suggested, is have a description, where the
>description can be up to a couple lines long and doesn't have to be
>unique... although the player probably should not be able to alter it
>at will either.

	That makes sense. One problem is, after years of running 
	a mud with the same playerfile, the amount of numbers 
	there will be. How about 'Fighter17063' ?
	On my opinion, the problem is to remember all the numbers.
	(And calling someone '6882' sounds ridiculous... or like
	implementors have watched 'BRAZIL' too many times... :-)

	The name-based system should be in use with all the players
	you've once grouped with. Or... imagine: you play your 
	character beyond level X and you become a wiz. Then you
	start over with another character and have hard time 
	finding all the people you've grouped with, using your
	previous character. 

	Ah, too difficult, how about sticking with the names? :-)

-Henri
-- 
Henri Helanto - SysOp
hhelanto@vipunen.hut.fi m40176m@puukko.hut.fi
Call MyBBS (+358-0-485067/485068/485968/485918/488139, 24h) !
From: meulenbr@ce.philips.nl (Frans Meulenbroeks)
Newsgroups: rec.games.int-fiction
Subject: Re: Bureaucracy Hint Request(SPOILER)
Date: 24 Dec 92 13:47:50 GMT
Organization: Philips Consumer Electronics, Eindhoven

jennings@halcyon.com (James Jennings) writes:
>Did someone finish the game without tipping either of the food service
>people?

Yes, I did. I just ran out of the place without paying.
I got a message from the waitress later on, but I forgot what it was.
Anyway, I was able to finish the game.
--
Frans Meulenbroeks		Philips Research Laboratories
preferred email address: 	meulenbr@prl.philips.nl
Newsgroups: rec.games.int-fiction
From: positron@engin.umich.edu (Jonathan Scott Haas)
Subject: Re: Kings Quest VI query
Date: Tue, 22 Dec 92 16:52:43 EST
Organization: University of Michigan Engineering, Ann Arbor
Keywords: hint


Spoilers for KQ6 follow.


In article <daz.725002224@murillo> daz@mullian.ee.mu.OZ.AU (Darren Primm) writes:

>
>i cannot get past the stone archer, 

You need the shield. I forget where you get it, but it's not until
way later.

>or onto the chessland,

You don't need to get onto the chessland.

>or past the cliff on The Isle of the Sacred Mountain, 

That, my friend, is the copy protection. If you bought this game, look
in your Guide to the Green Isles. If you didn't, shame on you.

>or figure out what to do with the spider. 

Pull on the strand of her web that is dangling down. When she runs down
to fix it, snatch the scrap that's caught in the web.

-- 
__/\__  Jonathan S. Haas         | Jake liked his women the way he liked
\    /  University of Michigan   | his kiwi fruit: sweet yet tart, firm-
/_  _\  positron@engin.umich.edu | fleshed yet yielding to the touch, and
  \/                             | covered with short brown fuzzy hair.
Newsgroups: rec.games.int-fiction
From: positron@engin.umich.edu (Jonathan Scott Haas)
Subject: Re: Bureaucracy Hint Request
Date: Wed, 23 Dec 92 01:56:35 EST
Organization: University of Michigan Engineering, Ann Arbor

In article <1992Dec22.083917.6282@nwnexus.WA.COM> jennings@halcyon.com (James Jennings) writes:

[most of form deleted]

Someone already told you what to do in the Persecution Complex (if you're
still stuck, ask again and I'll tell you), so I'll just answer this part
of your request:

>I just want to know if it's possible to tip the waitress. 

Nope. In fact, you can't even pay for your hamburger. Don't worry about it.

-- 
__/\__  Jonathan S. Haas         | Jake liked his women the way he liked
\    /  University of Michigan   | his kiwi fruit: sweet yet tart, firm-
/_  _\  positron@engin.umich.edu | fleshed yet yielding to the touch, and
  \/                             | covered with short brown fuzzy hair.
From: fuentesp@JSP.UMontreal.CA (Fuentes Pablo)
Newsgroups: rec.games.int-fiction
Subject: Re: Please send me S301 walkthrough
Date: 22 Dec 92 22:41:30 GMT
Organization: Universite de Montreal

In article <BzMpoA.EJ@cantua.canterbury.ac.nz> cctr120@cantua.canterbury.ac.nz (Brendon Wyber) writes:
>Howdy,
>
>  Could some kind soul please send me the walk through for
>SpellCasting 301: Spring Break.
>
>Thanks in advance...
>
>Be seeing you,
>
>Brendon Wyber                     Computer Services Centre,
>b.wyber@csc.canterbury.ac.nz      University of Canterbury, New Zealand.
>
>"Ph-nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn."
>

I would REALLY appreciate a S301 Walkthrough also, PLEASE!

   PABLO FUENTES    fuentesp@jsp.umontreal.ca




-- 
      ___                      |   Name   :  Pablo Fuentes (Chilenito)  
     /   )     /   /           |   e-mail :  fuentesp@jsp.umontreal.ca     
    /___/__.  /_  / _          |   At     :  Universite de Montreal, Canada    
   /    (_/|_(__)(_(_)         |   Home   :  (514) 495-3577             
Newsgroups: rec.games.int-fiction
From: cgordon@vpnet.chi.il.us (gordon hlavenka)
Subject: Re: Bureaucracy Hint Request
Organization: Vpnet Public Access
Date: Tue, 22 Dec 1992 22:19:55 GMT

I'm not sure if the following should be considered a spoiler, since I'm
stuck in the same place...

There's a modular jack in the Persecution complex.  Can you think of
any use you might have for a modular jack?

Like, maybe, something you could connect to it?

Like, say, a computer?

(This _might_ be a spoiler...)

You're probably carrying something with a computer password written on
it.

That's as far as I'll take you right now.  I still haven't figured out
what to _do_ with this thing, but I can log in.

-- 
----------------------------------------------------
Gordon S. Hlavenka           cgordon@vpnet.chi.il.us
Vote straight ticket Procrastination party Dec. 3rd!
Newsgroups: rec.games.int-fiction
From: blasius@gmd.de (Volker Blasius)
Subject: Re: ITF 4.01 patched source available (ftp site wanted)
Organization: GMD, Sankt Augustin, Germany
Date: Mon, 21 Dec 1992 20:06:38 GMT

>Surprising, it doesn't seem like anyone else has made available a patched
>version of the source code anywhere. So I've got the patched source.  If
>anyone wants to point me to ftp sites interested in the patched source (I'm
>calling it itf4.01-pl2-src since it has both of the patches made available
>by the ITF team installed in it), I'll be happy to upload it to those sites.

Please upload it to ftp.gmd.de, directory /tmp/if-uploads.  I will then make 
it available in directory /if-archive/infocom/interpreters/itf.

(Right now I only have version 4.01 and some email describing problems and 
how to fix them.)

Thank you

Volker

---
Volker Blasius
Senior Doorstop, Gesellschaft fuer Mathematik und Datenverarbeitung
---
Origin: a maze of twisty little passages, all different (2:243/50.37)
Newsgroups: rec.games.int-fiction
From: jennings@halcyon.com (James Jennings)
Subject: Re: Bureaucracy Hint Request(SPOILER)
Organization: The 23:00 News and Mail Service
Date: Thu, 24 Dec 1992 11:02:50 GMT

positron@engin.umich.edu (Jonathan Scott Haas) writes about tipping the
waitress:
> It's not even possible to pay for your hamburger. 

I have paid for my hamburger and tipped the waiter. (Not the waitress.)
The waiter actually thanked me, although it wasn't easy for him. <g>

The waitress called me later and said that I should have given the money
directly to her. So naturally I wondered how.

Did someone finish the game without tipping either of the food service
people?

Thanks.
James

Newsgroups: rec.games.int-fiction