HDTenEightyP/NetNews huggingface dataset:
From: gnort@daimi.aau.dk (Lars Balker Rasmussen)
Newsgroups: rec.games.mud.diku
Subject: Re: DIKU-SOURCE CODE: Where can I get it ????
Date: 29 Sep 92 16:18:56 GMT
Organization: DAIMI: Computer Science Department, Aarhus University, Denmark

h8850004@d24.wu-wien.ac.at (Werner Schoenfeldinger) writes:

>Dear prospective DIKU-Programmers,

>Well it's easy to get the diku-sources from a server but, there are
>certain requirements for it:
>1) You will need about 4 MB of disk-space to run DIKU.
Hehe... Unless you grow either big or popular (or both! *shiver*), in which
case you'd need a bit more.

>2) You will need a nice Administrator.
Or be one!

>3) The ultimate Requirement:
>	You need to be an advanced C-programmer !!!!!
>	As I see at the programming questions, the mayority of the 
>	posters do not have at least any idea of C.
>	So if you don't have this ability-------->>>
>	----->>> FORGET IT, or LEARN to program.
While I agree with this in general, let me point out that messing with the
diku code is an excellent way to learn C.. It's ugly, full of bugs, but most
of all, it's VERY accesible.
I didn't have a clue about C when I got code-access to old alfa, mind you
(A bit over a year ago), and I don't consider myself one of the worst coders
reading this group now... 
And you don't really need to be a GOOD C-programmer to make various commands
and simple spec_procs. But, as always, before you do anything, DO please
go out and buy the Excellent C-Bible: Kernighan-Ritchie 2nd Edition (never
leave home without it!), so we can at least be rid about the most inept
questions, which at least you SHOULD know :) 

>-WJS (who knows the diku source by heart)
Which isn't really that amazing a feat :)

>Glossary:

>Advanced C-programmer:
>----------------------
>A person who thinks that the questions about the code here are rather boring
>and redundant.
Ahem. No, that's an Arrogant Person. You got the wrong page. ;)

Gnort
From: matthew@ocf.berkeley.edu (Matthew Tucker)
Newsgroups: rec.games.mud.diku
Subject: SlothMUD ban?
Date: 3 Oct 1992 06:34:55 GMT
Organization: U.C. Berkeley Open Computing Facility
Distribution: na
NNTP-Posting-Host: tempest.berkeley.edu


I used to play on SlothMUD from Berkeley and have now been informed that my
school has been banned because of the actions of some of the local gods.
To me this seems very unfair.
SlothMUD is the most original MUD I have ever seen and was quite fun.

My question is: is their any chance that the ban will be lifted?

A response from a creator or god would be appreciated.

matthew@ocf.berkeley.edu

Newsgroups: rec.games.mud.diku,rec.games.mud
From: jamie@sally.acns.nwu.edu (James R. Groves)
Subject: Source for Diku.
Organization: Black Bag Midwest
Date: Sat, 26 Sep 1992 21:58:04 GMT

Some friends and I are doing some HEAVY DUTY porting and changing of Diku,
and before we DO everything we do, we would like to check out as many server
types as possible. I know about the ones on ucbvax. But I have heard people
mention others as if they are available <ie. Sequent, Epic, etc> if anyone 
knows where to get these or ANY others that are interesting, send me a note.
                                                jamie@sally.acns.nwu.edu

p.s. Anyone running an original mud that wouldn't mind giving out source with
a signed affidavit that it WOULD not appear in recognizable form on the net,
or even ever on the net <s'up to you> also feel free to write.
Newsgroups: rec.games.mud.diku
From: rlt20429@uxa.cso.uiuc.edu (Robert L. Thomas)
Subject: Re: JudyMud/SejNet
Organization: University of Illinois at Urbana
Date: Wed, 30 Sep 1992 18:01:14 GMT

jsgoldma@nyx.cs.du.edu (Jeremy Goldman) writes:

>Someone wanted to know the address to JudyMud so --> 139.102.12.14 2150

>Also, I have heard rumors that SejNet was going back online! I was on
>there and it sure was the GREATEST Mud ever invented.  Unfortunately, ET
>(*Growl*) had to shut it down for some untold reason.  Does anyone know
>why?

Yet another golden sejnet diku post.  These have been out since it closed
in Jan (or was it feb).  Say I played there, the code was awesome, but
I don't think its ever comming back.  Rummor has it that it was some sort
of commercial testing endevor, which is why the code will never be released.
From: as173@cleveland.Freenet.Edu (Thomas Edward Minchin)
Newsgroups: rec.games.mud.diku
Subject: Suggestions wanted for Gothic Theme Diku
Date: 1 Oct 1992 15:00:37 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: hela.ins.cwru.edu


 
Reply-To: tas@deakin.oz.au
 
I'm interested in setting up a DikuMud with a Gothic horror theme.
 
What I need are:
 
- Ideas and descriptions of what people would like to see in this
  type of mud. IE. What character classes? Spells, if any? Skills?
  Differences from a stock Diku? Modes of transport? Monster 
  abilities? Weapons.. firearms? ARMOUR.. does it exist?
 
- People to create areas for the mud.
 
 
Currently I have a fairly capable server. It has most of the bells
and whistles seen in DikuMuds these days, plus a few twists not
commonly found.
 
Note the Reply-To: line, use it.
 
Thanks.
 
-- 
 /\\\\   /\\\\   /\\\\  as173@cleveland.freenet.edu   \\\\   ////\   ////\
///\\\\ ///\\\\ ///\\\\  In Real Life (when innocent): \\\\ ////\\\ ////\\\  /
//  \\\//// \\\//// \\\\  Tom Minchin                   \\\\/// \\\\/// \\\\//
/    \////   \////   \\\\  Art/Science Student at A.N.U  \\\\/   \\\\/   \\\\/
Newsgroups: rec.games.mud.diku
From: kenji@netcom.com (Kenji Hubbard)
Subject: SlothMUD Berkeley siteban
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Distribution: usa
Date: Sun, 4 Oct 1992 00:10:44 GMT

matthew@ocf.berkeley.edu (Matthew Tucker) writes:

> I used to play on SlothMUD from Berkeley and have now been informed that my
> school has been banned because of the actions of some of the local gods. To
> me this seems very unfair. SlothMUD is the most original MUD I have ever
> seen and was quite fun. 
> 
> My question is: is their any chance that the ban will be lifted? 
> 
> A response from a creator or god would be appreciated. 
> 


	Matthew, you could e-mail the head implementor, Geddy, at the email
address: s438@cs.utexas.edu and complain.  This applies to anyone else that
muds on Sloth from Berkeley and wants to protest.  After all, the two gods
from Berkeley can still get on SlothMUD if they want to anyway, it doesn't
really make sense does it? :P

	As for "unfair actions," hmm how do you think the local gods feel,
when they have been told that they were deleted for basically being more
popular than the implementors and being opinionated on issues?  After all,
isn't the mark of intellectual honesty the solicitation of dissenting opinions?
But it's their MUD, not a democracy, and if you don't like their way of running
things you can only go so far with complaining:  you either move on to a
different mud or you're forced to move on.

> matthew@ocf.berkeley.edu

kenji@netcom.com

Newsgroups: rec.games.mud.diku,rec.games.mud
From: rr@wasp.eng.ufl.edu (Robbie Roberts)
Subject: Re: Announcing Worlds of Carnage
Reply-To: rr@wasp.eng.ufl.edu (Robbie Roberts)
Organization: U of Florida Engineering Comuputing Services
Date: Sun, 4 Oct 92 21:01:21 GMT

>>               /      \                    /  \
>>               \  /\  /                   |
>>                \/  \/  O R L D S   O F    \__/ A R N A G E
>>
>>		   bigguy.eng.ufl.edu	128.227.116.14

     Hmm, left off the darn port number.  Try bigguy.eng.ufl.edu 4000. :)



Newsgroups: rec.games.mud.diku
From: jsgoldma@nyx.cs.du.edu (Jeremy Goldman)
Subject: JudyMud/SejNet
Organization: Nyx, Public Access Unix (sponsored by U. of Denver Math/CS dept.)
Disclaimer1: Nyx is a public access Unix system run by the University of
Disclaimer2: Denver for the Denver community.  The University has neither
Disclaimer3: control over nor responsibility for the opinions of users.
Date: Tue, 29 Sep 92 23:38:10 GMT

Someone wanted to know the address to JudyMud so --> 139.102.12.14 2150

Also, I have heard rumors that SejNet was going back online! I was on
there and it sure was the GREATEST Mud ever invented.  Unfortunately, ET
(*Growl*) had to shut it down for some untold reason.  Does anyone know
why?

Newsgroups: rec.games.mud.diku
From: morgoth@daimi.aau.dk (Claus Brauer Danielsen)
Subject: Re: Mud Review: Perilous Realms
Organization: DAIMI: Computer Science Department, Aarhus University, Denmark
Date: Sun, 4 Oct 92 18:44:50 GMT

Well, so far, I can only say that PR is THE greatest mud that
I've ever been on.
The city is actually not that hard to navigate, if you just
spend the time (about an hour) to learn it, and the thing
with hunger/thirst..well..that's NOT the hardest thing to
learn to quench  ;-)
Anyways...Try it out...I loved already when I made my char!

Ulster The Mad Hatter
From: h8850004@d24.wu-wien.ac.at (Werner Schoenfeldinger)
Newsgroups: rec.games.mud.diku
Subject: Re:Re: How to make spec_procs on diku easier. from James D Levino
Date: 29 Sep 1992 12:34:56 GMT
Organization: Wirtschaftsuniversitaet Wien
Distribution: world
NNTP-Posting-Host: d24.wu-wien.ac.at

He writes:
>In handler.c (at least that is where it is on jedi), there is a function
>that assigns all the mobs to their special routines at boot and zone
>resets. In here is where you will find the "Non-existant mobile" message
>code.  The way I took care of this (and it was sorely necessary to find
>the damn mobs that were causing the problems) was to replace the
>non-existant message with "<mob-name> (<virtual number>) is trying to
>call spec_assign.c"  Thus I knew exactly what, when and where the
>problem.......




That's very nice what you have done but it wouldn't solve the problem.
I think you didn't understand what I have meant.
It's not for to find a wrong mobile, it's really for to make spec_programming
easier !!!!


-greets WJS
From: gaynor@inferno.rutgers.edu (silver)
Newsgroups: rec.games.mud.diku
Subject: Re: Eltanin!
Keywords: Eltanin!, caltech, diku
Date: 30 Sep 92 11:11:25 GMT
Organization: Rutgers Univ., New Brunswick, N.J.

Eltanin!

Only YOU can prevent the soon-to-come senseless slaughter of Ice Giants!
Sell me an Icy Girth (or other big acapp waist) and save an Ice Giant today!
It's on YOUR head.  Here's a quarter -- get a conscience.

Eltanin!  Eltanin!

Heh.

Eltanin!

Eltanin!

Regards, [Ag]

ps  Eltanin!
From: gnort@daimi.aau.dk (Lars Balker Rasmussen)
Newsgroups: rec.games.mud.diku
Subject: Re: Diku II
Date: 29 Sep 92 16:10:23 GMT
Organization: DAIMI: Computer Science Department, Aarhus University, Denmark

dead@mindvox.phantom.com (Bruce Fancher) writes:
>Does anyone know when Diku II is scheduled to be released publicly?
>Is it ever?

Well, there IS no present schedule yet (not that I've been told anyway :),
and that's solely down to the fact that we want to be able to say that what
will be released is a finished version. 
As I've stated before in one of these groups, we don't want to repeat the 
version 1 failures, as we consider ourselves able of learning from misstakes.
V1 was originally given to any number (well, almost) of people who aired an
interest in the source, while the authors were still working on the code.
This of course lead to quite a few different and still buggy/unfinished
versions out there, causing any number of clones, plus of course criticism
of the authors for realeasing (!) a version so full of bugs.
Now we hope that when the time comes when v2 will be released, it will be
a strong enough server for people to concentrate their powerson producing
world (rooms, objects, spec_procs etc) and NOT hacking in bad/uselss server
code, generally leading to a multiple of kludges, totally uncompatible with
eachother and with eyeboggling inefficient code.

Hope you see what I mean ;)

>Bruce Fancher -+- dead@phantom.com

Gnort @ { Duke | Austin | Igor | Alex }
From: matthew@ocf.berkeley.edu (Matthew Tucker)
Newsgroups: rec.games.mud.diku
Subject: What happened to SlothMUD?
Date: 2 Oct 1992 06:50:05 GMT
Organization: U.C. Berkeley Open Computing Facility
Distribution: na
NNTP-Posting-Host: whirlwind.berkeley.edu


Does anybody know what happened to SlothMud?  For the
past few days I have been able to connect but then the 
connection has been immediately closed.

Any info would be appreciated.

matthew@ocf.berkeley.edu
a.k.a. splurg the Great Death Donkey
From: csteiner@oucsace.cs.ohiou.edu (Christopher M. Steiner)
Newsgroups: rec.games.mud.diku
Subject: I'm thinking of starting a diku...
Date: 3 Oct 92 07:42:24 GMT
Organization: None to speak of :)


   Is there an ftp sight where i can pick up a source code?  Or if not,
how can i get hold of one?

                                                Melchi the White 
                                         csteiner@oucsace.cs.ohiou.edu 
Newsgroups: rec.games.mud.diku,rec.games.mud
From: rr@wasp.eng.ufl.edu (Robbie Roberts)
Subject: Re: Announcing Worlds of Carnage
Reply-To: rr@wasp.eng.ufl.edu (Robbie Roberts)
Organization: U of Florida Engineering Comuputing Services
Date: Sun, 4 Oct 92 19:52:20 GMT

In article <1992Oct4.194649.8724@eng.ufl.edu> rr@wasp.eng.ufl.edu (Robbie Roberts) writes:
>                                            __
>               /      \                    /  \
>               \  /\  /                   |
>                \/  \/  O R L D S   O F    \__/ A R N A G E
>
>		   bigguy.eng.ufl.edu	128.227.116.14

     Since I've seen a few requests here for MUDs that allow player killing,
I thought I'd point this out in particular:

     Those of you that are interested in player killing, check out our 
player-vs.-player guild system.  >:)

     Those of you that are tired of being player killed, our guild system
also PREVENTS you from being player killed. :)

Newsgroups: rec.games.mud.diku
From: exel@netcom.com (Frederick Myers)
Subject: Re: TNG DikuMud opend
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Date: Sat, 3 Oct 1992 22:22:56 GMT



ok, lets see. i get in the mud today and a bunch of people are telling
  me to go read the news groups because some fool (their words, not 
  mine) decided to post some flames about hopper (tng) diku.
ok, well lets see.

1) the prompt -- well if you have bothered to look, the prompt
   offers the options of having the scroll bar or not ( in either
   graphic or ascii) or if you want it to be the standard command
   line prompt (what a lot of diku currently use). so if your
   computer pukes on the idea of the scroll bar, you 
   do not have to use it. and there is also a 'cls' command.
2) using midgaard -- yeah, we tossed around the idea of
   zapping midgaard. well, we decided not to because midgaard
    serves as a good 'ol familiar' to alot of players. if you
    would have bothered to look, there is also another
    town (guernica) that for the time is a little trivial to
    most players ountil the southern continet is done.
3) the say command -- yeah, that space is a toughie. how can
    you judge a mud bassed on having to type a space after 'say'.

4) about use being lazy and not doing anything-- yeah whatever.
    you are right, we have not put anything to the mud. it is all
    generic diku release. NOT. and i think that the commands or
    whatever else we have put in ( a totally re-written crash and
    renting code, fixing the game loop, etc etc) are a little bit
    more than 'bells and whistles'. we take many of the suggestions
    that are given to us by the players, and try to put as 
    many in as possible. we run the game to make others happy
    obviously.
4) about having no creativity -- once again i say 'whatever'.
    yeah, everything on our mud can be seen on other muds.
    uh huh. yeah, nah, we have no areas that are just on our mud.
    we have no things (such as the prompt) that are tng only.
    NOT AGAIN.

by no means do i claim tng to be the best. by no means at all.
   i do not think that any mud can honeslty 100% call itself the
   best.

we try to mke it the best we can. and if you do not like it
   you do not have to play. there is nothing else to say.

i just suggest that people come on and see what it is like b4
   judging it based on someones uninformed judgements.


just a side thought --  i was reading the flame on deth's mud on this
   news group too. i dunno'. i think muds such as deth's, ours and
   some other muds out there are out there and making diku a little
   bit more interesting by creating new and innovative ideas instead
   of just adding the same old stuff. 



reni (co-imp of tng diku, and proud of it)
From: WCHE@vm.poly.edu
Newsgroups: rec.games.mud.diku
Subject: Re: : Client Question...?
Date: 6 Oct 92 17:19:21 GMT
Article-I.D.: vm.16878AD4A.WCHE
Organization: Polytechnic University


 
   Are there any diku clients for VM?   I'd get a unix account here in my
univ., but I can't Telnet or FTP from it.   :(   Don't ask me, it's a
long story.     Anyway, if there is a diku client out there, please post
or e-mail me how to get it.   Thanx.
 
--
.     *        .        .          * .    .        . .        .        *
William Che     .    *       ________________ _      .    ____      *
Polytechnic University   .  <-_______________|*) .  ___==/    \==___
Internet: WCHE@VM.POLY.EDU   ~.      *   | |  ~  --==================--
Bitnet: WCHE@POLYVM.BITNET      .      . | |  *  /  ^/  --=====--
    .     .     .         .        ______|_|____/___/     .        .
  .   *  .           .      ()   . ==__        ....^T/_      .
      .      .   *          .    .     --___________|\~  .     *.    .
.    .       .  .     *         .     .    *     .         .
"Every child is an artist.  The problem is how to remain an arist when
you grow up."   -Pablo Picasso
From: BSA104@psuvm.psu.edu
Newsgroups: rec.games.mud.diku
Subject: Re: Client Question...?
Date: 5 Oct 92 15:47:31 GMT
 <Bvn1DF.FxI@news.cso.uiuc.edu>
Organization: Penn State University

I was interested just like Rob...If someone could send me a copy of a client
i would be really appreciative.  Thanks
                Brian
     bsa104@psuvm.psu.edu
From: h8850004@d24.wu-wien.ac.at (Werner Schoenfeldinger)
Newsgroups: rec.games.mud.diku
Subject: RE: DIKU-SOURCE CODE: Where can I get it ????
Date: 29 Sep 1992 12:43:56 GMT
Organization: Wirtschaftsuniversitaet Wien
Distribution: world
NNTP-Posting-Host: d24.wu-wien.ac.at

Dear prospective DIKU-Programmers,

Well it's easy to get the diku-sources from a server but, there are
certain requirements for it:

1) You will need about 4 MB of disk-space to run DIKU.

2) You will need a nice Administrator.

3) The ultimate Requirement:
	You need to be an advanced C-programmer !!!!!
	As I see at the programming questions, the mayority of the 
	posters do not have at least any idea of C.

	So if you don't have this ability-------->>>

	----->>> FORGET IT, or LEARN to program.

-WJS (who knows the diku source by heart)


Glossary:

Advanced C-programmer:
----------------------
A person who thinks that the questions about the code here are rather boring
and redundant.
From: jhosee@zeus.calpoly.edu (Jeffrey Yang Ho-See)
Newsgroups: rec.games.mud.diku
Subject: Diku Source Code -- Where can I get it?
Date: 27 Sep 92 06:41:29 GMT
Distribution: usa
Organization: California Polytechnic State University, San Luis Obispo

This must have been answered a million times, but I was wondering where
I could get a copy of the Diku source code. Thanks...

- Jeffrey
From: pjunold@daimi.aau.dk (Peter Joachim Unold)
Newsgroups: rec.games.mud.diku
Subject: Re: Client Question...?
Date: 5 Oct 92 06:51:10 GMT
Organization: DAIMI: Computer Science Department, Aarhus University, Denmark

pheonix@engin.umich.edu (Douglas John Seman) writes:

>I just got the client TinTinII working...well, sort of.
>The text that I am typing jumps around as the prompt is 
>scrolled down by incoming messages.  It will either type
>at the beginning of a blank line, or spaced over to follow
>my prompt.  This makes it impossible to type in a busy 
>area or during a busy time.
Weeeeeelllllll. Impossible?? You must still be a newbie... ;)

>Is this a terminal problem?  I'm using an Appolo UNIX
>workstation.  Is this a client only problem (should I 
>get a different client)?  Or is there some other solution
>???

I guess you're having the same kind of problems, that you have
when using 'telnet' for mudding. When you recieve text from a 
MUD, the text you're just typing will scroll up. It's not a 
terminal problem. It's just the way tintin2 is coded. tintin3
wont fix this problem either. I'm considering coding a version
of tintin, running under X and featuring full splitscreen. 

 regards
    peter unold - pjunold@daimi.aau.dk
Newsgroups: rec.games.mud.diku
From: atk@tigger.cs.Colorado.EDU (Alan Krantz)
Subject: Re: Icy Girths and stuff
Keywords: Eltanin! ARGH! WHERE THE HECK IS IT!?!?
Organization: University of Colorado, Boulder
Date: Fri, 2 Oct 1992 16:39:05 GMT

In article <1992Oct02.040630.143345@zeus.calpoly.edu> jhosee@zeus.calpoly.edu (Jeffrey Yang Ho-See) writes:
>In article <1992Oct1.112420.25666@galileo.cc.rochester.edu> jjm4_ltd@uhura.cc.rochester.edu (Why not?!) writes:
>>In article <Sep.30.07.11.24.1992.23443@inferno.rutgers.edu> gaynor@inferno.rutgers.edu (silver) writes:
>>>Eltanin!
>>>
>>>Only YOU can prevent the soon-to-come senseless slaughter of Ice Giants!
>>>Sell me an Icy Girth (or other big acapp waist) and save an Ice Giant today!
>>            ^^^^^^^^^                                        ^^^^^^^^^
>>just for the heck of it i thought id point out that the icy girth
>>doesnt come from an ice giant. it comes from The Ruler of the Water Elementals
>>:)
>
>I was going to mention it to gaynor@rutgers... BUT, he seemed so sure
>of the girth originating from the giants, I thought I was wrong thinking
>they come from the ruler.
>
>- Jeffrey

[ 3] an icy girth                  - worn by [water elemental ruler]


Hey - you're right it does come from the water elemental ruler....

atk

Newsgroups: rec.games.mud.diku
From: gnort@daimi.aau.dk (Lars Balker Rasmussen)
Subject: Re: How to make spec_procs on diku easier. ONLINE CODE?
Organization: DAIMI: Computer Science Department, Aarhus University, Denmark
Date: Tue, 29 Sep 92 18:02:49 GMT

GRS00037@APPSTATE.EDU (Blackie) writes:

>Has anyone written code that alows implemeontors to write online special 
>processes?
>						Blackie
>						Armageddon

This is already technically possible on diku2 :) 
(ie: it'd take a 10 minute hack from one of us.)

The reason we're not already rushing to our emacs and doing it is that the
language you'd write it in is PAIN, a true unique experience :)
(machine code meets basic), but we're working on a VERY intuitive language,
which compiles directly to pain. The idea is that pain is online compiled,
meaning it'd be possible to write a piece of code on a note, and give it to
a mobile, who'd then start following the orders. We have not yet decided on
this possibility...

Gnort, Hopefully Making Your Mouth Water.