HDTenEightyP/NetNews huggingface dataset:
From: C.Thomas.Eyford.III@dartmouth.edu (C. Thomas Eyford III)
Newsgroups: rec.games.mud.lp
Subject: Re: A comparison of LPMUD vs. TinyMUSH???
Date: 23 Jul 92 15:57:23 GMT
Organization: Dartmouth College, Hanover, NH

I've done a fair bit of coding in both LPC and MUSH/MUSE/MOO/etc., and
basically, I see merits in both ways of doing things.  In regards to 
LPC, it is a very flexible language, indeed a real honest-to-goodness
high-level programming language, and one that a college course could
probably be dedicated to teaching.  It is extremely versatile and 
powerful, but that means that you really have to know what you are 
doing to get it to do what you want it to.  In MUSH, there are a lot 
of things that are already pre-coded for you.  Both are based on C,
only in MUSH, only the directors have access to the source C code. 
It's 
basically designed to be infinitely more user-friendly, defining simple
@create and @desc commands, rather than having to write a whole file,
and defining a short(), long(), reset(arg), init(), and id(str) for
your
object.  
    True, it could be looked upon as a non-programmer's language, but
honestly, I haven't found much I couldn't code in MUSH.  As
non-versatile
as it may seem, it's more powerful than it looks.  Granted it doesn't
have the speed that a LPC-coded object might, it certainly can do the
trick.
And with all the built-in string-handling functions, manipulating
strings
of data is much easier on MUSH - you have to write your own routines in
LPC
to do the same things.  
     The one thing I do miss in MUSH, though, is the ability to set and

retrieve variables.  MUSH doesn't do that very well at all.  The only
way
to do it is to either store it in an attribute (and you can't be sure
if
your next @trigger will come before or after the new value is stored)
or 
keep passing it from @trigger to @trigger, which gets really tedious
and
usually runs really slow.  You can use semaphores to keep the timing 
problem to a minimum, but that could slow it down interminably.
    IMHO, I don't really care what language I code in.  It's the people

I code with, and the people I code for that I concern myself with. 
This 
probably didn't explain a thing, but what the hell.  That's my $0.02.

Larovjad @ plenty of different places
Newsgroups: rec.games.mud.lp
From: live@engin.umich.edu (Catherine R Markle)
Subject: Have Mud -- Will Travel
Date: Fri, 24 Jul 92 02:31:51 EDT
Organization: Never! You can't make me! I'll die first!
Summary: Yet another desperate plea for a site

Greetings one and all!  The LpMud of which I am an admin is nearing the
point at which it would be ready to open to the general public.  
Unfortunately, the higher-ups at our site have decided they didn't want us 
running a mud there after all.  This is bad, thinks I.  Better post to 
Usenet...

We are currently using about 9 MB of disk space, and don't expect to get too
much over 20 MB needed, ever.  As we have never been open to the public, I
can't offer a guess as to memory requirements or network usage.  Since we're
using the MudOS driver, we can run very easily under just about any variety 
of Unix.

If you have a machine that can spare some disk space and CPU cycles for us,
PLEASE contact me ASAP.  A dozen people have 6 months' work riding on this.
If you want to look around it first before offering us a site, a tour can
be arranged.

Thank you very much.

Cathy Markle
Dainia@TMI, Aeron@Igor
live@caen.engin.umich.edu

Newsgroups: rec.games.mud.lp
From: demon@sequent.com (Dave Richards)
Subject: F_REGEXP and F_SAVE_OBJECT in 3.1.2
Organization: Sequent Computer Systems Inc.
Date: Mon, 27 Jul 92 20:33:41 GMT


I have never brought up a MUD before.  I'm interested, however, in playing
with LPC to create my own area.  I took the 3.1.2 source and started building
it.  When I got to interpret.c it said that F_REGEXP and F_SAVE_OBJECT were
undefined symbols.  This is no suprise since I can't find anywhere in the
driver source that defines it.  What am I missing...?

	demon
From: amylaar@mcshh.Hanse.DE (Joern Rennecke)
Newsgroups: rec.games.mud.lp
Subject: Re: HELP ! Completely clueless (secure\master)
Date: 28 Jul 92 10:59:30 GMT
Organization: Point of Presence Hamburg


3.0.45 has no simul_efun object. Get a newer version.

	amylaar
Newsgroups: rec.games.mud.lp
From: anipa@cs.tut.fi (Niilo Neuvo)
Subject: Re: Lag
Followup-To: rec.games.mud.lp
Organization: Tampere U of Technology, Finland
Date: Thu, 23 Jul 1992 00:52:28 GMT

besler@geop.ubc.ca (Steve Besler) writes:
> 	What causes "net lag" ?  Is it really just that it is "far away" on
> the net?  Or is it just that the mud is slow?  Will a mud seem to be
> way faster to people who make a more direct connection to the mud?

The amount of netlag also depends on the speed of the connections to
the mud. When Iceland had their crummy 9600bps only one person could
play Nameless at the time succesfully. Now that they have the faster
link it's almost bearable (not that I can play there any more).

This is the way you can identify the type of lag. This is not
foolproof, but you can think about it when you wait for your commands
to get thru:

 Netlag:

Responses come in bursts. The incoming text (if long) can have pauses
in places where you wouldn't expect to have them (like the middle of a
long description). You also can send many consecutive commands to the
mud and they are executed rather fast even if the responce comes slowly.

 Mudlag:

Everything is slow. No matter how many commands you send it still
takes ages to do. The responses come slowly, but they seem to be cut
off at logical places (usually between commands).

 Both:

All above effects combined.

This is from my personal experience.

++Anipa
--
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-- 
Newsgroups: rec.games.mud.lp
From: navarrer@bionette.CGRB.ORST.EDU (Roy Navarre)
Subject: How to code this?
Organization: Biological Computing Consortium, OSU, Corvallis, OR.
Date: Sat, 25 Jul 1992 00:09:45 GMT

Can someone suggest the best way to make a room and monster so that help
will be summoned if more than X players attack the monster? Ie if 5 players
are beating on a poor little monster how to summon help?

I suspect this should be fairly simple, but I am having trouble with it
nevertheless *grin*

Thanks!

Roy
From: amylaar@mcshh.Hanse.DE (Joern Rennecke)
Newsgroups: rec.games.mud.lp
Subject: Re: allocation of arrays in LPC
Date: 28 Jul 92 13:18:47 GMT
Organization: Point of Presence Hamburg

rossw@ccu1.aukuni.ac.nz (Ross Williamson) writes:


>    OK probably a stupid question but is there any way of having
>reallocated arrays in LPC.  Other than the painful way of copying data
>allocate a new array copy back ????

>    The allocate function doesn't keep the information that was in 
>the old array.

>    Reallocation you come back here RIGHT NOW  :)

To increase the size of array_x by y, just do:
array_x += allocate(y);

	amylaar
Xref: sparky rec.games.mud.lp:2416 rec.games.mud:8040 alt.mud.lp:323
Newsgroups: rec.games.mud.lp,rec.games.mud,alt.mud.lp
Subject: Some clarification on my last post (3.1.1 installation...)
From: z_beddoerj@ccsvax.sfasu.edu
Date: 21 Jul 92 02:35:49 CST
Organization: Stephen F. Austin State University

Hmm....from one of the replies I've recieved, I think I need to clarafy my
position/status just a tad. :)

First off, I'm not trying to "set up, run and open" a MUD to the public
and be "king of the hill."  

All I'm doing this for is so that I, ande some freinds of mine, who are
experienced LPC coders, will have some local place to do some coding and
experimentation.  The simple fact is, the machine won't support the
numerous users opening to the public would mean....so I won't be
"getting your players." :)

And I'm not a total newbie...I have some knowledge of UNIX, C and other 
languages and operating systems.  Granted, I don't have tons of knowledge
of "real" C, but that's what I'm trying to learn.

Sorry for any confusion....

What I'm asking for is help.  Several people have reponded to my cry, and
they have been helpful, except for one person, who more or less told me
that I was in over my head, and to get out.  I'm afraid that I flamed him 
pretty hard, without meaning to, and yes, I apologised.

Again, sorry for any confusion...and thanks for the help!


 
Ja ne,
"Crusher" Joe.

  *-----------------------------------------------------------------------*
  |   "Crusher" Joe Beddoe * President, Shampoo International Fan Club    |
  | Moderator, shampoo-l; Nightrock! DJ, KSAU 90.1 FM; blah, blah, blah...|
  *-----------------------------*-----------------------------------------*
  |  crusher@calvin.sfasu.edu   |           "Sh...Shampoo..."             |
  | z_beddoerj@ccsvax.sfasu.edu |    --Ranma, "Ranma 1/2 Nettouhen" #3    |
  *-----------------------------*"Shampoo, what are you doing riding your |
  |    Shampoo fans, unite!     |         bicycle on the roof?!"          | 
  |   Subscribe to shampoo-l!   |"Don't worry about small details, Ranma!"|
  |  shampoo-l@calvin.sfasu.edu |  --Ranma and Shampoo, "Ranma 1/2 Movie" |
  *-----------------------------------------------------------------------*
 "Now Joe, you can't have your Kei...and Yuri, too!" -Lauren "Kei" Forrester
From: uekleinf@mcs.Drexel.edu (Erik Kleinfelder)
Newsgroups: rec.games.mud.lp
Subject: Re: A comparison of LPMUD vs. TinyMUSH???
Date: 25 Jul 92 05:40:59 GMT
	<1992Jul24.124205.23069@fy.chalmers.se>
Organization: Drexel University

>>>>> On 24 Jul 92 12:42:05 GMT, jacob@fy.chalmers.se (Jacob Hallen) said:

Jacob> To implement the MUSH coding style in LPC would be a rather simple task.
Jacob> To implement LPC in a MUSH would be close to impossible.

     Ok, First off, you are probably right.  But I would definately say it
would be in no way simple.  I don't play on any MUSH or code on any MUSH, but
one of my fellow God's at Dragon's Den(an LP) does and has been for a very
long time.  I have seen the style of "coding" if that is what you want to
call it, and there would be some serious difficulties in simulating it.
Granted you could have permanent objects using save_object() (that's if you
have a hellof a lot of disk space) and also implement semaphores, but let me
input one tiny little thing.  LPC is intended to stay in the "C" style coding
with "reset()" and memeroy cleanup.  To write a driver (basically what you are
saying) in LPC you better have a psychotically fast machine.  On many LP's
I have played on they are slow from normal objects.  You would be looking at
probably the slowest MUSH around, just the semaphore waiting times would be
redictulous.  This is not a flame, but I really don't think this would be a
very reasonable task to set for oneself.

Erik (Gunther God@Dragon's Den -- 129.25.7.111 2222)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gunther GOD@Dragons_Den          |  Erik Kleinfelder uekleinf@mcs.drexel.edu 
God of Destruction               |  Undergraduate Computer Science
(Record : 43 Crashes in 2 mins)  |  Drexel University
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"A truly wise man never plays leapfrog with a unicorn."
"Nothing cures insomnia like the realization that it's time to get up."
"It's not a BUG, it's a FEATURE"
                    -All Unknown
Newsgroups: rec.games.mud.lp
From: anipa@cs.tut.fi (Niilo Neuvo)
Subject: Re: Functions not found in player.c and living.c
Organization: Tampere U of Technology, Finland
Date: Tue, 21 Jul 1992 13:35:50 GMT

rossw@ccu1.aukuni.ac.nz (Ross Williamson) writes:
> Has anyone else outhere had problems with functions disappearing 
> on and off.  Like the destruct command  one second it's there and 
> the next it's not..... werid...
> We running game driver 3.1.1  and    mudlib 2.4.5  in compat mode
> any hints as to what this **very** annoying error/problem could be.

The function that is called by add_action is declared static:
	add_action("cmd_destruct","destruct");
	...
	static cmd_destruct(arg)
	^^^^^^
I have no idea why this is happening, but removing the static keyword
helps. I would understand if it did it all the time, but the behaviour
seems to be rather random. Seems to be a bug in the game driver.

++Anipa
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NNNNNNNN  NN   NN  NN   NN
--
From: erik@csa.bu.edu (Erik McCormick)
Newsgroups: rec.games.mud.lp
Subject: Re: Lag
Date: 29 Jul 92 01:18:22 GMT
Organization: Computer Science Department, Boston University, Boston, MA, USA

In article <1992Jul22.223352.5993@unixg.ubc.ca> besler@geop.ubc.ca writes:
>
>	What causes "net lag" ?  Is it really just that it is "far away" on
>the net?  Or is it just that the mud is slow?  Will a mud seem to be
>way faster to people who make a more direct connection to the mud?
>
>	What's the scoop?
>
>Steven Besler  

Well, I am currently working on a mud located in the same town.  The
machine is actually about 3 miles from teh system I telnet from.  I
have had days where people from England have had less lag than I.  It
can be one or a combination of things.  The machine you are telnetting
from may have a high load at some point causing your connection to be
slow.  The network itself has a tendency to be slow even if neither the
remote host or your system are slow.  I don't know whether or not this
is caused by high use or what.  Also, the remote host (your mud) system
can be heavily used.  All of these things will contribute to the heinous
LAG!


-Erik
From: stoddart@garnet.berkeley.edu ()
Newsgroups: rec.games.mud.lp
Subject: Re: Repost of Clueless...
Date: 29 Jul 1992 23:29:44 GMT
Organization: University of California, Berkeley
NNTP-Posting-Host: garnet.berkeley.edu
Keywords: LPC, driver, lpmud

In article <7172@ds5000.DAC.Northeastern.edu> wdell@ds5000.DAC.Northeastern.edu (Chilly) writes:
>Ok let me explain this with my purpose. My purpose of being hidden from
>these calls (find_player, find_living, users) is to monitor anyone
>even wizzes of any illegal activity. Just being invis only works with
>players but not wizzes. And after looking over the driver code,
>I'm too inexperienced to define new efuns or even modify them.

First of all, you're really too paranoid for your own good...for the most
part, you catch people when they get careless, and mainly what one does by
spying on people all the time is get them really pissed with you.  That
point aside, blocking users() _requires_ changing the game driver; 
find_living and find_player can probably be blocked by changing id() and
using set_living_name() to make sure your name isn't listed.
From: doug@abby.chem.ucla.edu
Newsgroups: rec.games.mud.lp
Subject: RE: Overdrive... where has it moved?
Date: 24 Jul 92 15:46:00 GMT
Reply-To: doug@abby.chem.ucla.edu
Organization: Department of Chemistry, UCLA

Thanks to all the people who responded!  I've gotten plenty of replies...

Hope to see you there soon,
-Doug Gibson
 doug@abby.chem.ucla.edu

Neither UCLA nor the National Science Foundation has a clue what I am doing.
They just pay me to do it.

"We have to tear you to shreds because we care." - EAC
Newsgroups: rec.games.mud.lp,alt.mud.lp
From: smneyln@ariel.lerc.nasa.gov (Michael Neylon)
Subject: Re: A comparison of LPMUD vs. TinyMUSH???
News-Software: VAX/VMS VNEWS 1.41    
Organization: NASA Lewis Research Center
Date: 22 Jul 1992 08:24 EST  

In article <1992Jul22.120200.9124@uwm.edu>, rick@ee.ee.uwm.edu (Rick Miller) writes...
>After "programming" a bit on a TinyMUSH, it occurred to me that there
>ought to be a more reasonable way to go about it... then I heard of LPC.
> 
>Can anyone (who has *been* there) tell me what the differences are
>between LPMUD and TinyMUSH?  What might the advantages of LPMUD be?
> 

If you are comparing the lp language to object @creation and other things
like that, there the difference is in approach to the programming.  In LP,
a varient of C, objects are stored as structures, and all actions
access parts of these structures.  Furthermore, you are not limited by 
how many commands there are: you can create whatever you need.  Several
times when I program a MUSH object, I really wish there was a command
that would greatly improve the performance, but that is not implemented.
In LP, one can create these commands.

MUSH is based off object oriented design, with objects having so many
variables and such.  MUSH is favored by the non-programmer, because 
he/she only needs to learn a small and flexable language to 
@create objects, as opposed to dealing with pointers, functions, 
structures, and the like....

Mike Neylon          aka Masem the Great and Almighty Thermo GOD
  // Only the | Univ. of Toledo - Chemical Engineering - Senior
\X/   AMIGA!  |   NASA Lewis Research Center - Summer Intern
\_____________|_____smneyln@ariel.lerc.nasa.gov________________/
       -+ How do YOU spell 'potato'?  How about 'lousy'? +- 
      "Me and Spike are big Malcolm 10 supporters."-J.S.,PLCL
From: gea4@quads.uchicago.edu (gerardo enrique arnaez)
Newsgroups: rec.games.mud.lp
Subject: GETTING A LIST OF MUDs WHAT TO DO
Date: 23 Jul 92 01:52:10 GMT
Reply-To: gea4@midway.uchicago.edu
Organization: University of Chicago Computing Organizations


	
	
	TO get a list of muds go to nemesis at 131.159.8.67 2000 and ask players where the mud list is and read it and print it.
From: madmax@cellar.org (Alex Strumpf)
Newsgroups: rec.games.mud.lp
Subject: Re: <None>
Date: 25 Jul 92 05:28:07 GMT
Organization: The Cellar BBS and public access system

dali@hardy.u.washington.edu (Lance J. Jensen) writes:

> 
> > a
> 
> b?

no, c. :-P

madmax@cellar.org
PREFERRED mailpath: madmax%cellar@tredysvr.tredydev.unisys.com

"There's no point in being grown up if you can't be childish sometimes."

Doctor Who, ROBOT
Newsgroups: rec.games.mud.lp
From: bds@occs.cs.oberlin.edu (NullSet)
Subject: LRMUD
Organization: Oberlin College Computer Science
Distribution: rec.games.mud.lp
Date: Wed, 29 Jul 1992 21:18:04 GMT
X-Posted-From: occs.cs.oberlin.edu
X-Posted-Through: sol.ctr.columbia.edu

Ok, I tried to post this before, but my local network died, and I have
NO idea what went through, so I'll try it again.

This post is about a MUD called "LRMUD"..perhaps I should start by
explaining what LRMUD is:

LRMUD started out as a kind of "jokeMUD" on a MUD called Scattered
Realms, which is really many MUDS (or domains) on one site, all of
which are interconnected and intermud communication is possible.  I
got together a small team, and I soon found LR evolving into something
much larger than what SR can accomidate, as LR will require several
mudlib patches.  We originally had a seperate site, but we lost it do
to some circumstances.

Yes, that's what this is, yet another wizard asking for a site.
However, this MUD is a *lot* different from your average LPmud.  It's
based upon exploration and interaction, rather than the simple
hack-n-slash that most MUDS have.  This post would become *very* long
if I tried to explain every aspect of this, however, If you want more
information my email address is bds@occs.cs.oberlin.edu, or you can
find me on TMI as Forlock (I'm also on Genesis, Igor, and various
other MUDS).

Basically, if you have a spare site, and want to see a *really* neat
MUD put on it, contact me.  Things have already been coded, and the
team is already asembled, all we need is a place to put it!

Thank you for your time,
Ben
(Forlock@TMI and Igor and genesis and Orlith and Phoenix and other
MUDS :) )
Oh, and special thanks to "Buddha" (Adam)@TMI for helping us get this
MUD started.
From: n8743196@henson.cc.wwu.edu (Jeff Wandling)
Newsgroups: rec.games.mud.lp
Subject: Re: Clueless...
Keywords: lpmud, LPC, driver
Date: 28 Jul 92 22:19:47 GMT
Article-I.D.: henson.1992Jul28.221947.6645
Organization: Howling Dog

alcaman@opal.cs.tu-berlin.de (Alexander Weidt) writes:

>wdell@ds5000.DAC.Northeastern.edu (Chilly) writes:

>>Ok. I'm in need of some assistance. I would like to know if there is a way
>>to "hide" yourself [as if] I weren't in the game.
>>This can be particularly useful especially if you're an admin or a god on
>>an lpmud.

>Hiho..
>  this can be done to a reasonably degree of effectiveness in LPC, and the
>folks that know how to get around it probably won't be those that you wish
>to elude in any case.  If you *really* want to hide from your folks, then
>you will have to implement it in the driver, but I bet I still could find
>you if I tried.. ;)

>  As for the LPC solution, just define your own find_player(), users() etc
>simul_efuns which call the real efun, but manipulate the result.

Well, unless you put it in master.c and were 98% sure that was secure
this will not be a solution. The best all around solution is in the
driver. 

>  However, I really don't understand why you would want to do this, if your
>wizards keep pestering you after you have in some way made it clear that
>you do not wish to be disturbed, then you have attracted the wrong crowd
>to your mud and should look to other means to solve those problems.

True. Wouldn't the wizards who continue to pester be the lot who wouldn't
know how to seek you out?

>happy hacking, demos.
>--
>Use the Force, read the source.

Exactly.
-- 
      Jeff Wandling   <jdw@cmns.think.com>
Newsgroups: rec.games.mud.lp
From: kjetilho@ifi.uio.no (Kjetil Torgrim Homme)
Subject: Re: Darker Realms -  The Mudlib
Organization: Dept. of Informatics, University of Oslo, Norway
Date: Fri, 31 Jul 1992 10:23:27 GMT
Originator: kjetilho@holmenkollen.ifi.uio.no

In article <1992Jul31.031519.22953@ccu1.aukuni.ac.nz> rossw@ccu1.aukuni.ac.nz (Ross Williamson) writes:

> I run a LP down in New Zealand and we don't have any rooms and also
> are a just learning LPC :(

If you don't know LPC, you shouldn't be running a mud. Do your time as
a beginning wizard on a mud where you can get help. It is also very
healthy to look at as many different mudlibs to see different
solutions to problems if you intend to write your own mudlib (from
scratch, even).

It's nothing wrong with beginners, they just shouldn't be running
muds.


Kjetil T. (aka Tenghil)
--
	``so you can make me cum that doesn't make you Jesus'' - Tori Amos
From: amylaar@mcshh.Hanse.DE (Joern Rennecke)
Newsgroups: rec.games.mud.lp
Subject: Re: How to code this?
Date: 26 Jul 92 10:16:52 GMT
Organization: Point of Presence Hamburg

navarrer@bionette.CGRB.ORST.EDU (Roy Navarre) writes:

>Can someone suggest the best way to make a room and monster so that help
>will be summoned if more than X players attack the monster? Ie if 5 players
>are beating on a poor little monster how to summon help?

>I suspect this should be fairly simple, but I am having trouble with it
>nevertheless *grin*

>Thanks!

>Roy

I think that the actual number of attackers is hard to define, because some
might attack and stop in short intervals, or apply special magic or explosives.
A more pragmatic approach to determine if you need help is to calculate the
max/avererage received damage per heart_beat.

	amylaar
Newsgroups: rec.games.mud.lp
From: toby@cix.compulink.co.uk (Toby Simpson)
Subject: LP-Mud 3.0
Cc: toby@cix.compulink.co.uk
Reply-To: toby@cix.compulink.co.uk
Date: Fri, 31 Jul 1992 11:15:38 +0000


Help!

Could someone tell me please where I can get a decent 3.0 mudlib please for
my A-Mud?

I am currently using compatibility mode and running a 2.4.5 I think mudlib.
I would like to use a more up to date one. 

Also, I cannot compile A-Mud (Although I do have working executables)
because I am missing a bundle of include files, notably the arpa/* and
telnet/* files.

Does anyone know where I can get hold of this information?

Cheers,

toby

--
InterNet: toby@cix.compulink.co.uk          |  Toby Simpson,
          toby@alien.demon.co.uk            |  Assembly Language Programmer.
Usenet:   {uunet}{rutgers}!cbmvax!cbmehq!.. |  
        ..cbmuk!logotron!tobyb2             |  I am frequently very scared
CompServe:100021,3451   BIX:toby   CIX:toby |  indeed and I kill plants.