HDTenEightyP/NetNews huggingface dataset:
From: rlt20429@uxa.cso.uiuc.edu (Robert L. Thomas)
Subject: Re: MUDLOSER RESPONDS!
Organization: University of Illinois at Urbana
Date: Thu, 3 Sep 1992 23:49:48 GMT


Perhaps most people just did'nt care to respond.  The fact that you have
time to post on something which means nothing to you implies that you
are thew3 one who needs to get out, smell the roses, and get laid.

					 Robb
From: parker@ccwf.cc.utexas.edu (Bryan Parker)
Newsgroups: rec.games.mud
Subject: MSDOS clients
Date: 30 Aug 92 19:56:40 GMT
Article-I.D.: ut-emx.78690
Organization: The University of Texas at Austin, Austin TX

Where could I find an MSDOS MUD client?  An LP-MUD client would be nice...
Can anyone suggest a good one?  Please e-mail.
Newsgroups: rec.games.mud
From: jwood@tortoise.cis.ohio-state.edu (joel braden wood)
Subject: Re: Educational MU* Info
Organization: The Ohio State University Dept. of Computer and Info. Science
Date: Sat, 29 Aug 1992 03:54:45 GMT

In article <1992Aug26.051148.2413@decuac.dec.com> mjr@hussar.dco.dec.com (Marcus J. Ranum) writes:
>>Does anyone know of references concerning the educational 
>>virtues of MU*s?
>
>	They're a great way to keep your GPA from getting embarrassingly
>high!
>
>mjr.

	But think about it you are learning how to type fast.  :)
From: florian@wvnvms.wvnet.edu
Newsgroups: rec.games.mud
Subject: Re: XANTH BUILDERS WANTED
Date: 28 Aug 92 08:50:34 GMT
Organization: West Virginia Network for Educational Telecomputing


   Ah..But is it similar in programming style to MUSH/MUSE  Might be
  dificult to get any building done if one doesn't know how.. :)

*******************************************************************************
* Florian A DeRoth     *Florian@Wvnvms.Wvnet.edu *  I am Worzal, and I too    *
* Sci-Fi Writer        *  Cis: [70742,1316]      *   wear the lens!           *
* Extrodinaire         *Can you Guess my Talent? *       -Worzal, Lensman     *
*******************************************************************************
From: jsbell@acs.ucalgary.ca (Joshua Bell)
Newsgroups: rec.games.mud.tiny
Subject: Re: commands in TinyMUSH
Keywords: blocking them out.
Date: 1 Sep 92 21:56:22 GMT
Organization: The University of Calgary, Alberta

In article <Btx1ts.2xn@news.cso.uiuc.edu> sprackle@rel8.ncsa.uiuc.edu (David Spracklen) writes:
>I have been getting some help on blocking out commands for a character.
>I just want to be sure that I don't use a command that I have sworn off (i.e.
>mute characters shouldn't 'say').  I was wondering if anyone would know how to
>do this.  Thanks.

Y'know, I've tried to do this myself. Here's the problem: When
you type a command, it falls through the following checks,
stopping at each level if a match is found, if it makes it all
the way through you get a 'huh?' message: (not this is rough. In
2.0 there's a help entry on this, not sure where)

WHO, QUIT, LOGOUT, etc.
'home'
Exits
Master Room Exits
MUSH commands (eg, say, look, @set, etc)
$commands
Master Room $commands

(There are a few more levels in there, for single-letter
commands, like " \ : ;, and prolly something else I'm forgetting)

The upshot of it is, you _can't_ intercept MUSH commands, except
with exits, and since exits can't handle wildcards, you can't
disable 'say' or something like that. I've used a 'help' exit in
a static location to add a help feature to the room, and you
could have things like that to make custom versions of help
commands for the MUSH in the master room, but thats about the limit.

This may be a good thing. It certainly has advantages, like you
can't trap commands and confuse people trying to @tel somewhere.

Its also got some bad points - if you want to make a 'say'
command with a different string, like '$say*:@emit %N croaks, "%0"'
you can't use the normal MUSH keywords.

I suppose you could suggest a new $-like thing, checked before
exits and MUSH commands, like say #<pattern>:<command_list>, but
I really doubt that'll be added soon-if-ever, for security
reasons.

Joshua
+      "Each woman is a promise that she can't keep that appeals to           +
|  a hope you can't control." - joe theseus, Deadface: Earth Water Air Fire   |
|                                                                             |
+ jsbell@acs.ucalgary.ca   Academic Computing Services, University of Calgary +
From: vega@server.uwindsor.ca (VegaMUSE)
Newsgroups: rec.games.mud.tiny
Subject: TINi & SCIFIMUSH
Date: 4 Sep 1992 06:08:15 GMT
Organization: University of Windsor, Ontario, Canada

For those who can not find reality in themselves it is an imposible task
I have seen what I must see, I have done all that  I can do.
Now I must leave.
Good-bye
TINI

ScifiMUsh was fun. it is gone, as so will I.
TINI
s1kt6@starburst.uscolo.edu


Newsgroups: rec.games.mud.tiny
From: fihsu@athena.mit.edu (Hsu I-wei)
Subject: Re: Building on TinyMUCK
Organization: Massachusetts Institute of Technology
Date: Wed, 26 Aug 1992 03:26:54 GMT

This article was probably generated by a buggy news reader.
From: johnm@cajal.uoregon.edu (John Martin)
Newsgroups: rec.games.mud.tiny
Subject: Anyone runnning TinyMUSH pl7?
Date: 2 Sep 92 21:15:05 GMT
Article-I.D.: nntp.1992Sep2.211505.11686
Reply-To: johnm@cajal.uoregon.edu
Organization: Institute of Neuroscience, University of Oregon


I have been having a couple of interesting problems installing
TinyMUSH, pl7. We are upgrading from pl6, running on a Sparcstation 2.

Our problems, briefly are that when converting the db, non-standard
object attributes do not make it to the v6 db (they are in the flat
file, though). Also, a number of flags and functions seem to be
nonexistent, according to the log file (including flags that are in pl6,
such as "startup".

Has anyone installed pl7 and *not* found these problems?  Anybody have
any advice/solutions? We are anxious to take advantage of the new
features in the upgrade!!

I just tried installing pl7, obtained from caisr2.caisr.cwru.edu, stamped
with today's date (9/2/92). The pl6 we are upgrading *from* was obtained
from the same site.

BTW, just to fend off the obvious questions, yes, I checked the +V line at
the head of the flat file, and it is correct, and I also followed the README
instructions to the letter, 3 times (just to be sure :-).

Thanks for any help anyone can offer!

-- 
John Martin                                        johnm@cajal.uoregon.edu
Institute of Neuroscience,   University of Oregon,    Eugene, OR,    97402
Newsgroups: rec.games.mud.tiny
From: sprackle@rel4.ncsa.uiuc.edu (David Spracklen)
Subject: Re: commands in TinyMUSH
Organization: ncsa
Date: Tue, 1 Sep 1992 23:46:50 GMT
Keywords: blocking them out.

In article <Btx1ts.2xn@news.cso.uiuc.edu> sprackle@rel8.ncsa.uiuc.edu (David Spracklen) writes:
>>I have been getting some help on blocking out commands for a character.
>>I just want to be sure that I don't use a command that I have sworn off (i.e.
>>mute characters shouldn't 'say').  I was wondering if anyone would know how to
>>do this.  Thanks.

[portion deleted]

The upshot of it is, you _can't_ intercept MUSH commands, except
with exits, and since exits can't handle wildcards, you can't
disable 'say' or something like that.Joshua

[portion deleted]

>+      "Each woman is a promise that she can't keep that appeals to           +
>|  a hope you can't control." - joe theseus, Deadface: Earth Water Air Fire   |
>|                                                                             |
>+ jsbell@acs.ucalgary.ca   Academic Computing Services, University of Calgary +

Thanks, Joshua.  Never a more complete and understandable answer have I ever seen.
(or prompt, either).

Dave
From: valerie@ucsd.edu (Valerie E. Polichar)
Newsgroups: rec.games.mud.tiny
Subject: New mailing list for discussion of TinyMU* building issues
Date: 2 Sep 1992 23:55:53 GMT
Organization: UCSD Network Operations
Distribution: inet
NNTP-Posting-Host: bigblack.ucsd.edu

In article <9209020750.AA00329@news.cis.ohio-state.edu>, FURRJK@vtvm1.cc.vt.edu writes: 
> Does anyone out there have the wherewithal to start up a mailing list? 
> I'd like to get a mailing list going on the subject of building on tinyMU*'s
> but don't have the capability (I think) to do it myself.

Sure.  I've set up the mailing list
             tinybuild@ucsd.edu

To subscribe to the mailing list, send mail to
             listserv@ucsd.edu
with the single line
             sub tinybuild yourinternetaddress

This should be operational starting at 7 p.m. PST tonight.
From: ecovingt@sdcc13.ucsd.edu (Maiko Covington)
Newsgroups: rec.games.mud.tiny
Subject: Re: Building on TinyMUCK
Date: 27 Aug 92 17:53:36 GMT
Organization: Under Construction, San Diego

One of my favorite things to do when building a room is to have
things just mentioned in the description you get when entering the
room be able to be looked at in detail, although they are not
actually separately existing objects. For example, I might have a
room where the description mentions that it has been made by having
a tree grow to the shape of the room. Entering such a room, I as a
person would want to take a closer look at the walls. Describing
them in the normal room desc would make the desc too long.
Similarly, having objects in there called "walls" is lame because
they show up when you enter the room as separate objects.
	So, I will make exits called "walls", "floor", "bathtub" or
whatever else of note there might be, lock these to me&!me so that
they are impassable, and then set the fail messages and the
descriptions of the exits to be the more detailed explanation of the
item. 
	This makes the process of building the room quite slow, but
when it is done it makes the place much more realistic, I think. I
like to be able to take a closer look at details in a room. Also, I
can build a room and call it more or less "done", and continue to
add on these special descs as I think of them. Often I will leave a
note asking people to send me mail  if there is something they would
like a closer look at that is not already described.


I would really appreciate a text on building myself. Thanks for the
efforts!
		Maiko Covington	  ecovingt@sdcc13.ucsd.edu

Newsgroups: rec.games.mud.tiny
From: cpcheney@eos.ncsu.edu (CHRISTOPHER PAT CHENEY)
Subject: question about a site?
Originator: cpcheney@c00076-100lez.eos.ncsu.edu
Reply-To: cpcheney@eos.ncsu.edu (CHRISTOPHER PAT CHENEY)
Organization: North Carolina State University, Project Eos
Date: Fri, 28 Aug 1992 18:26:46 GMT


Can anyone tell me if they are having trouble getting into the teeny-mudd site 
	
	ThreadWay        cs.pdx.edu, jove.cs.pdx 131.252.20.12,   4201   up 
I was on then our server went boom and now can't connect?

				Chris-NCSU
Newsgroups: rec.games.mud.tiny
From: FURRJK@vtvm1.cc.vt.edu
Subject: mailing list
Organization: The Ohio State University Department of Computer and Information Science
Date: Wed, 2 Sep 1992 07:49:04 GMT

Does anyone out there have the wherewithal to start up a mailing list?

I'd like to get a mailing list going on the subject of building on tinyMU*'s
but don't have the capability (I think) to do it myself.
Newsgroups: rec.games.mud.tiny
From: sprackle@rel8.ncsa.uiuc.edu (David Spracklen)
Subject: commands in TinyMUSH
Organization: ncsa
Date: Tue, 1 Sep 1992 20:20:14 GMT
Keywords: blocking them out.

I have been getting some help on blocking out commands for a character.
I just want to be sure that I don't use a command that I have sworn off (i.e.
mute characters shouldn't 'say').  I was wondering if anyone would know how to
do this.  Thanks.

Dave
From: mojo@reed.edu (The Man Who Lived On Top Of The Sun)
Newsgroups: rec.games.mud.tiny
Subject: Re: Building on TinyMUCK
Date: 29 Aug 92 08:33:57 GMT
Article-I.D.: reed.1992Aug29.083357.16082
Organization: not a ghost bloodied country all covered with sleep

In article <37403@sdcc12.ucsd.edu> ecovingt@sdcc13.ucsd.edu (Maiko Covington) writes:
>	A request: Besides a guide for building on the TinyMUCK,
>does anyone know of a manual for MUF programmiing, with examples?

Long ago (coupla years) there was such a document floating around the
canonical FTP sites.  In addition, someone (Lachesis?) gave an introductory
lecture on Islandia, of which a lot of people kept transcripts...

I trashed my copies of both the above long ago, unfortunately.  But they
exist.

>I'd really love to get into programming. I can do basic C, Pascal,
>and M68000 stuff.

Forth (obviously) and PostScript (of all things) are more closely related...
-- 
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
\A tautology is a thing   \ Nathan Tenny            /  The opinions expressed/
/which is tautological.   / ...tektronix!reed!mojo  \  may not even be mine. \
\/\/\/\/\/\/\/\/\/\/\/\/ FLAMES ANSWERED WITH NAPALM /\/\/\/\/\/\/\/\/\/\/\/\/
Xref: sparky rec.games.mud.tiny:257 rec.games.mud.admin:344 rec.games.mud:8570
From: lwl@stipple.seas.upenn.edu (Lydia Leong)
Newsgroups: rec.games.mud.tiny,rec.games.mud.admin,rec.games.mud
Subject: Mailing list for MUSH
Date: 1 Sep 92 21:15:02 GMT
Followup-To: rec.games.mud.tiny
Organization: Evil Geniuses for a Better Tomorrow


There is now a mailing list for people interested in PennMUSH.
Its purpose is similar to the "mushhacks" mailing list for 
TinyMUSH 2.0; the new list is for discussion of the PennMUSH
1.50 server.

If you wish to subscribe, send mail to lwl@eniac.seas.upenn.edu
or quark@med-itvax1.bu.edu.  People running PennMUSH 1.50 servers
are _strongly_ encouraged to subscribe; in the future, this is
where new code release announces and patches will be posted.

To send mail to the list, mail:  pennmush@med-itvax1.bu.edu

Non-coders are welcome to subscribe, but please keep discussions
server-related.


=-=-=-=-=-=-=-=-=-=-=-+-=-=-=-=-=-=-=-+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Lydia Leong - CSE '94 | Amberyl@Pern  | "Just try to make sure that Polgara's
lwl@seas.upenn.edu    | Polgara@Aldur |  not in the vicinity of anything 
lwl@imsasun.imsa.edu  | The Belgariad |  breakable when she gets angry. Like
lwl@csa.bu.edu        | "Why me?"     |  large cities and mountain ranges."
=-=-=-=-=-=-=-=-=-=-=-+-=-=-=-=-=-=-=-+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
From: ecovingt@sdcc13.ucsd.edu (Maiko Covington)
Newsgroups: rec.games.mud.tiny
Subject: Re: Building on TinyMUCK
Date: 28 Aug 92 22:27:26 GMT
Organization: University of California, San Diego


	A request: Besides a guide for building on the TinyMUCK,
does anyone know of a manual for MUF programmiing, with examples?
I'd really love to get into programming. I can do basic C, Pascal,
and M68000 stuff. If anyone knows of such a beast, please send me
e-mail on where I might be able to obtain it. Thanks!!
		Maiko Covington    ecovingt@sdcc13.ucsd.edu

	
Newsgroups: rec.games.mud.tiny
From: dvandom@magnus.acs.ohio-state.edu (David VanDomelen)
Subject: Re: Building on TinyMUCK
Organization: The Ohio State University
Date: Wed, 26 Aug 1992 01:27:58 GMT

I'd put exit @odrop ahead of exit @desc, since that has the use of letting 
people see where people are coming from (and therefore where they might want to
go themselves), and since alot of people don't look at exits, especially if the
exits are described in the room desc.
     Dave Van Domelen, aka J'Mgandr of the mile-long @desc
Newsgroups: rec.games.mud.tiny
From: durrell@chop.isca.uiowa.edu (Bryant Durrell)
Subject: Re: Building on TinyMUCK
Date: Tue, 25 Aug 1992 23:14:39 GMT
Organization: University of Iowa

In article <1992Aug25.064638.105223@zeus.calpoly.edu> awozniak@zeus.calpoly.edu (The WOZ) writes:
>fihsu@athena.mit.edu (Hsu I-wei) writes:
>>>look campfire
>>I don't see that here.
>>(but it IS there; it's mentioned in the description of the room...)

>Thanks for the compliment, Francis, but I believe it is only fair to mention
>that the particular mud where you saw this has, in its login screen, a
>message saying that the database is stil under construction :)

A dissenting viewpoint:

This type of completist description adds little if anything to the
database.  True, the objects are mentioned in the description; 
however, I'm not sure how it logically follows that they should be
described.  Remember, every time someone enters your room, they'll
see a desc:  almost nobody looks at scenery exits more than once.
Although they serve to enhance the "feel" of the MUD, that's only
because we've grown to expect them.

Further, it's my opinion that this kind of building inhibits new
users from getting involved, and as a result, decreases the variety
of building.  Even worse, it leads to burnout for all but the most
dedicated of builders.  As such, a focus on detail has a net 
negative impact.

Some of you are undoubtedly thinking that if you take my logic to
the extreme, even room descriptions are an unnecessary evil.  I
agree -- but human psychology is not a field that lends itself to
rectio ad absurdum reasoning.  I'm merely arguing that we've gone
too far in our attention to detail.  I mean, really -- we expect
more from people who do this for fun then we do from commercial
text adventure games...check out good old Zork sometime.  If
someone tried to put that up on a MUD, they'd be laughed at.  And
people have had and still have fun with it...

So.  In order of importance:  room desc, exit osucc, exit succ,
exit desc, exits describing individual objects.  And strictly
speaking, you don't need anything more than the first four.

Bryant (or, perhaps, ground zero)
Newsgroups: rec.games.mud.tiny
From: durrell@chop.isca.uiowa.edu (Bryant Durrell)
Subject: Re: Building on TinyMUCK
Date: Wed, 26 Aug 1992 23:03:01 GMT
Organization: University of Iowa

In article <1992Aug26.012758.20498@magnus.acs.ohio-state.edu> dvandom@magnus.acs.ohio-state.edu (David VanDomelen) writes:
>I'd put exit @odrop ahead of exit @desc, since that has the use of letting 
>people see where people are coming from (and therefore where they might want to
>go themselves), and since alot of people don't look at exits, especially if the
>exits are described in the room desc.

Excellent point...I was hoping someone would correct me on this,
since I have a bizarre dislike of following up my own postings.
<grin>  @[o]drop never quite filtered down into my lowlevel
awareness, for some reason (probably because I've never built
much on a MUD using it), but it certainly should go right where
you place it.

I'd still put the minimal detail level right below exit descs, I
think, and add the caveat that some situations allow for less
detail.  A dark room might very well have no odrops, for instance.

Bryant
From: lyn@conquest.ksu.ksu.edu (Myself)
Newsgroups: rec.games.mud.tiny
Subject: Re: Building on TinyMUCK
Date: 27 Aug 1992 14:32:14 -0500
Organization: Kansas State University
NNTP-Posting-Host: conquest.ksu.ksu.edu

   An easier way to do this, for those who have the command, is to use @details
or a similar command. Unfortunately, the only place I have ever seen it is in a
MOO. They may, however, be in other places. I only play 2 or 3 MUSHes, and no
MUCKs or MUSEes. So, you can try, but I do not know if you will succeed. IF it
is there, it is much better, with the same effect.

	anyway,
-- 
This was brought to you by Myself(lyn@matt.ksu.ksu.edu) who is all things here.
Head of Synergy Systems, a non-official group of aspiring hackers creating and
distributing software for the common good. Head office:Terra, Sol system. We
Flames accepted-and returned with interest and intelligence compounded.
From: florian@wvnvms.wvnet.edu
Newsgroups: rec.games.mud
Subject: RE: HEY YOU LOSERS GET A F**KING LIFE
Date: 2 Sep 92 09:24:00 GMT
Organization: West Virginia Network for Educational Telecomputing


  I spent most my life trying to convince myself that just because
  all those weirdos said I was genius didn't mean that I was superior
  to my fellow man.  It seems that just as soon as I manage to do this
  so trogladite like yourself come and proves me wrong.
   Sir, you are obviously intollerant as well as crude.  The problem
  is that MU*s in one way or the other are on the edge of the VR 
  revolution(which is passing you by.  I suggest you purchase a glove
  hat)..However, I want to know one thing..If you have such agreat life
  then why are you taking the time to post on this newsgroup?  Maybe
  you should be out someplace playing football instead of bugging us..
Newsgroups: rec.games.mud
From: dsaraned@eos.ncsu.edu (DORIAN SERGIO ARANEDA)
Subject: Re: Replies to obnoxious posts. *sigh*
Originator: dsaraned@c00059-100lez.eos.ncsu.edu
Reply-To: dsaraned@eos.ncsu.edu (DORIAN SERGIO ARANEDA)
Organization: North Carolina State University, Project Eos
Date: Mon, 31 Aug 1992 22:40:33 GMT


In article <michael.715293496@pv0236.vincent.iastate.edu>, michael@iastate.edu (Michael M. Huang) writes:
|> Path: taco!gatech!swrinde!sdd.hp.com!ux1.cso.uiuc.edu!news.iastate.edu!pv0236.vincent.iastate.edu!michael
|> From: michael@iastate.edu (Michael M. Huang)
|> Newsgroups: rec.games.mud
|> Subject: Replies to obnoxious posts. *sigh*
|> Message-ID: <michael.715293496@pv0236.vincent.iastate.edu>
|> Date: Mon, 31 Aug 92 16:38:16 GMT+5:00
|> References: <9208290545.AA07953@ucbvax.Berkeley.EDU> <BtuwBL.DAL@news.cso <1992Aug31.175259.20594@mnemosyne.cs.du.edu>
|> Sender: news@news.iastate.edu (USENET News System)
|> Organization: Iowa State University, Ames IA
|> Lines: 18
|> 
|> Hmmm... I didn't post the obnoxious message :)  But it proves one thing.
|> No matter how stupid the posting is, someone is bound to reply to it.
|> Can't you guys see that the virtues of silence, of not replying to
|> someone's posting, can be in itself greater flaming weapon than 
|> actually replying to it?  The poster is obviously looking for a 
|> "flamewar" (and too chicken to use his/her real ID, btw :).  So
|> why give him/her the pleasure of flaming back?
|> 
|> Look closely next time.  Sometimes the best offense is the silence of
|> the net.
|> 
|> -michael
|> 
|> -- 
|> Michael Ming-Yang Huang                                michael@iastate.edu
|> PV Student Dev. Group &                                (michaelhg@ids.net)
|> Carver/Vis. Lab Assist         "A mind is such a terrible thing to waste."
|> Iowa State Univ, Ames, IA      I speak for myself an' not of my employers.
|> 
--------------------------------------------------------------------------------

I AGREE VERY MUCH.                   DSARANED@EOS.NCSU.EDU
Newsgroups: rec.games.mud
From: michael@iastate.edu (Michael M. Huang)
Subject: Replies to obnoxious posts. *sigh*
Organization: Iowa State University, Ames IA
Date: Mon, 31 Aug 1992 20:38:16 GMT

Hmmm... I didn't post the obnoxious message :)  But it proves one thing.
No matter how stupid the posting is, someone is bound to reply to it.
Can't you guys see that the virtues of silence, of not replying to
someone's posting, can be in itself greater flaming weapon than 
actually replying to it?  The poster is obviously looking for a 
"flamewar" (and too chicken to use his/her real ID, btw :).  So
why give him/her the pleasure of flaming back?

Look closely next time.  Sometimes the best offense is the silence of
the net.

-michael

-- 
Michael Ming-Yang Huang                                michael@iastate.edu
PV Student Dev. Group &                                (michaelhg@ids.net)
Carver/Vis. Lab Assist         "A mind is such a terrible thing to waste."
Iowa State Univ, Ames, IA      I speak for myself an' not of my employers.
From: dixjb@silver.lcs.mit.edu (Jonathan Barrymore Dix)
Newsgroups: rec.games.mud
Subject: Read_file function
Date: 30 Aug 92 20:57:15 GMT
Distribution: rec.games.mud,rec.games.mud.lp,rec.games.mud.admin
Organization: MIT Laboratory for Computer Science


   I am looking for information on the function read_file,
its found in /efun in the docs, correct me if I am wrong it 
might be in /lfun.  I am trying to set some kind of communication
between my player.c and the ACCESS.DENY..  I have a function that
can do it, but it has a line that calls the read_file function,
which neither my source nor my system has. So the game doesn't know
what it does.  Can anyone help me with this???