HDTenEightyP/NetNews huggingface dataset:
From: cvadrgkg@vmsb.is.csupomona.edu
Newsgroups: rec.games.mud.diku
Subject: Double Standard on Copper
Date: 22 Jan 93 06:37:05 GMT
Organization: California State Polytechnic University, Pomona
Nntp-Posting-User: cvadrgkg

I have been playing copper for a long time.  Almost a year now.  I have
seen many, many double standards on that mud, but the one I just
experienced was by far the worst.  I decided to make my character,
Wildflower, a killer.  This was for several reason, but the primary
one was that I wanted to gain a LOT of experience, which you do, because
you get 1/3 of your victims experience.
The old rule on Copper was that a character could only attack another
character if and only if the victim was within 6 levels of the attacker,
and the victim and the attack had the same number of classes.  Ie, dual
class people could only attack dual class, and single could only attack single.
Any level and class number could attack a killer character though;  the killer
would not even fight back.
I considered these limitations, and decided to go ahead.  However, the
implementors of the mud apparently introduced some bugs into the code by
accident, and it made it possible for any character to attack any character
with offensive spells.  I discovered this, and started killing single class
people, even though I was dual class.
As I was doing this, I asked a friend of mine at my site if this was ok,
and he told me that it was.  This friend is a god on copper, and has
played for a long time.
I killed about 5 or 6 single class people I guess, and I was transfered
to a god office, dweebed and forced to quit.  The dweeb flag is by far
the worst flag in the game.  With this flag, a character can do
basically nothing except communicate.
I was told that I was cheating by exploiting the rules.  They showed me
a message on the message board, which explained that a bug had been
uncovered that allowed players, who would not otherwise be attackable,
to be attacked by area of affect spells.  I did not use any area of affect
spells... so technically, this message did not apply to me.
If I had known and read this message, I would not have attacked single
class people.  However, a high level character of mine was destroyed forever
because of this bug.  The gods gave me no warning of any kind.  They said
that ignorance was no excuse for breaking the rules.
Also of note is the fact that a large number of the copper killers have been
exploiting this "bug" since it has been introduced.  No serious
action has been taken against them.  To me, this is a clear double standard.
This is not the only example of abuse by copper gods.  This is just the
most extreme to date.
--Isaiah
From: diku@bigboy (Adversary)
Newsgroups: rec.games.mud.diku
Subject: Re: Too Many Open Files Error
Date: 28 Jan 93 03:29:58 GMT
Organization: Temple University

sec1@Ra.MsState.Edu (Stephen E. Canfield) writes:
: 
: I have a diku that crashes every once and a while from a "Too many open
: files" error.  I've checked over the code and it appears that every time
: I open a file I close it after the reading/writing is done.  Is there
: any other case which would cause this?  (Something more obscure?)
: 
: Any suggestions can be mailed to the above address, and all help will
: be appreciated.
: 
: --steve

 This problem results because socket file descriptors also take up space
in the file descriptor table.  Unless you do something to ensure that all
disk files are opened at the beginning (at boot up) or leave enough
file descriptors free (maxdesc = getdtablesize() - ??) you may run out
out of room in the table if you get too many connections.
 You may also alleviate the problem by limiting the max descriptors to
a larger value provided your system has been designed to allow more.
Most systems have max defined to 64 by default.  To change this, from a
C shell (csh) (or in the stratup script (which should have: #!/bin/csh))
the following must be typed: limit descriptors 256 (or whatever the
system allows).
From: gt7282c@prism.gatech.EDU (Eric L. Pilcher)
Newsgroups: rec.games.mud.diku
Subject: Re: KallistiMud
Keywords: Crashes, Bashes, and Berserk!
Date: 26 Jan 93 15:07:00 GMT
Article-I.D.: hydra.81875
Organization: Georgia Institute of Technology

In article <1993Jan25.144554.632@colorado.edu> atk@tigger.cs.Colorado.EDU (Alan Krantz) writes:
>>What's the deal with Kallisti?  Every time I go to do something really
>>serious like kill a shopkeeper or something, it crashes!  [con't]
>>
>>Jule
>
>Uh - maybe it's a hint not to kill the shopkeeprs !!
>
>atk

Well, I know that berserk works on all the Innkeepers and at least one of
the shopkeepers in the Shire.  Maybe it was just coincidental.  At any
rate, try it again and if the mud crashes, please tell an immortal.

-Rasta the Lesser God of the Undead.		rasta@jablab.gatech.edu
The Article makes a strange sound and is suddenly very silent as you place a
"Next Article" key in it's back.
The Article is dead!  R.I.P.
You hear a horrible cry of agony from the Article.
From: wjs@doc.ic.ac.uk (Bill Sharp)
Newsgroups: rec.games.mud.diku
Subject: Re: TinTin......THE BEST!!
Date: 21 Jan 1993 08:55:42 -0000
Organization: Imperial College, London
NNTP-Posting-Host: oak22.doc.ic.ac.uk

In article <C16D9G.Mtr@athena.cs.uga.edu> stanton@athena.cs.uga.edu (Catherine Stanton) writes:
>I've also had an interesting experience with tintin. I was using it
>as my immortal and wizsaid something...right after that I got disconnected
>from the MUD by a phone call and returned only to find my client went 
>wacko and I wizsaid something HUNDREDS upon HUNDREDS of times...
>
>Has anyone ever had that happen to them?

Yeah tintin went through a period of doing that to me, but only on certain
muds (eg Grimne). It's horrible watching it try to do something like
'#2 get bread bag;#2eat bread' or worse a few hundred times. Anyone got any
nice fixes for this kinda thing?

Bill /Memo/Dashur/Gelf

-- 
|  _\|/_                         wjs@doc.ic.ac.uk
| /.\ /.\        Bill Sharp, Dept of Computing, Imperial College,
| \_/v\_/        180 Queen's Gate, London SW7 2AZ, United Kingdom
|   \-/
Newsgroups: rec.games.mud.diku
From: xcelsior@cs1.bradley.edu (George Leidolf)
Subject: Re: More TinTin....
Organization: Bradley University
Date: Thu, 21 Jan 1993 20:36:15 GMT
X-Newsreader: TIN [version 1.1 PL8]
X-Posted-From: cs1.bradley.edu
NNTP-Posting-Host: sol.ctr.columbia.edu

Tyler Joseph Allison (tjalliso@usc.edu) wrote:


:   Ive had some requests for a copy of tintin and how to untar it.
: ANYBODY????    I had a copy in tar mode but erased it to save file space.
: I dont remember where I got it or how I did it.  HELP??
: This for all those out there that dont have TinTin and want it.

I think you can ftp tintin at ucbvax.berkeley.edu in /pub/games/dikumud/clients
uncompress it, and then tar xvf it... change to its directory, and 'make' it.

I think that should do it.
Newsgroups: rec.games.mud.diku
From: blg8t@uvacs.cs.Virginia.EDU (Crow T. Robot)
Subject: DarkShadow's New Home
Originator: blg8t@helga13.acc.Virginia.EDU
Organization: University of Virginia Computer Science Department
Date: Thu, 21 Jan 1993 21:10:16 GMT

The new new home of DarkShadow MUD will be at 
Hobbes.linfield.edu 7777.

It is not up at the moment.  There is a malloc bug keeping
it down.

Later.

---
Guile, the only ranger with a drop o' retsin.
From: sec1@Ra.MsState.Edu (Stephen E. Canfield)
Newsgroups: rec.games.mud.diku
Subject: Too Many Open Files Error
Date: 27 Jan 93 21:31:28 GMT
Organization: Mississippi State University


I have a diku that crashes every once and a while from a "Too many open
files" error.  I've checked over the code and it appears that every time
I open a file I close it after the reading/writing is done.  Is there
any other case which would cause this?  (Something more obscure?)

Any suggestions can be mailed to the above address, and all help will
be appreciated.

--steve
From: diku@bigboy (Adversary)
Newsgroups: rec.games.mud.diku
Subject: Re: Adversary no connection at 4000.  Good sign?
Date: 28 Jan 93 03:35:57 GMT
Organization: Temple University

jstrawn@willamette.edu (James R. Strawn) writes:
: Ok... I telnet to 129.32.32.98 4000 and instead of getting that friendly
: "check back with us in 2-3 weeks" message (which has been there a couple
: of months...) I get connection refused.  Is this a good sign?  Or a bad
: one?  
: 
: Info, please...
: 
 It means nothing right now.  A number of things have combined to
make doing anything difficult.  So I have been taking a rest from any
serious work on mud to evaluate whether it is worth it.
Whether my disposition will change on this only time will tell, but
I would say it isn't a good bet at this point.

-jeff
Newsgroups: rec.games.mud.diku
From: brumleve@iboga (Dan Brumleve)
Subject: Re: Log of a PK battle.....
Organization: University of Illinois at Urbana
Date: Sun, 24 Jan 1993 00:48:00 GMT

jstrawn@willamette.edu (James R. Strawn) writes:

>In article <C1BpCB.DIA@news.cso.uiuc.edu> brumleve@iboga (Dan Brumleve) writes:
>>     Is it really necessary to quote a 100+ line log just so you
>>can spout two lines of idiocy at the rest of the MUDding community?
>>If you'd rather play "nice" MUDs that don't allow chopping up 
>>players, you're free to do so, but please don't waste 100 lines
>>of bandwidth just so you can share your opinions with everyone
>>else.  
>>
>>-Dan

>I thought the article was sorta interesting... ;(
>BTW, If that site for Adversary is different, please post it.
>Lots of us MISS Adversary!!!  *SNIFF!*

     The flame was directed at the anonymous representative of the
Evil Opposition to Player Killing, a despicable organization that
has apparently begun to infiltrate netnews as well as MUDs.  This
unnamed poster quoted over 100 lines of Chris Boggs' log so he
could insert a snide 2-line comment at the very end.  It was a
blatant attempt to waste bandwidth in order to further his
organization's evil goals, which are openly tolerated on "power
trip" MUDs because the Gods throw so many "Monty Haul"-items at
the players that they would be no match for each other, and thus
are subject to control by the EOPK-mindset.  This public service
announcement has been brought to you by...

-Dan

>-- 
>James R. Strawn                                   jstrawn@willamette.edu
>Willamette University                                 Salem, Oregon, USA
>\\\____________\   |Richer's the person for giving;  |   /___________///
>///	       /   |Forgiven the one who's forgiving.|   \           \\\
From: st1vi@rosie.uh.edu (Roberts, Russell R.)
Newsgroups: rec.games.mud.diku
Subject: Re: "Shameless Plugs" for MUDS
Date: 21 Jan 1993 19:27 CST
Organization: University of Houston
Distribution: world
NNTP-Posting-Host: rosie.uh.edu
News-Software: VAX/VMS VNEWS 1.41    

> 
>What bothers me most about the plugs as of late are the BLATANT names
>of immortals/players attached to them.  "I'm XXX I LOVE JediMUD come
>play there and see how great we are".  I'd like to emphasize that I have
>not encouraged these players to post and neither have any of the gods
>on our MUD, that I am aware of.  If any of you are plugging the MUD
>with your names attached, please don't expect any great on-MUD reward
>for it...as a matter of fact, if there MUST be plugs for any MUD on
>this group I would prefer that they remain relatively anonymous -- that
>at least preserves the integrity of the post.
> 
>JediMUD is only one of MANY very good Dikus out there.  As such, I hope
>that it will stand on its own merits and not need any "shameless plugs"
>in the future.

Well, I just saw many other people "plugging" their mud, I figured I'd just
add my two cents.  However, Chris Metzl (Malfador@Jedi) is going a little 
overboard with his praise.  One post was more than enough, but two follow-ups
that are 4 lines long saying "Hey we're great" only annoy potential mudders.
Sorry if they gave you a bad impression, all.


Roy
?????@Jedi

Newsgroups: rec.games.mud.diku
From: xcelsior@cs1.bradley.edu (George Leidolf)
Subject: Re: Diku II - a quick question?
Organization: Bradley University
Date: Tue, 26 Jan 1993 02:06:58 GMT
X-Newsreader: TIN [version 1.1 PL8]
X-Posted-From: cs1.bradley.edu
NNTP-Posting-Host: sol.ctr.columbia.edu

Nicholas S. Macron (nsm3@po.CWRU.Edu) wrote:

: Does anyone out there know if the DikuII source code is 
: available?

: (you know that code that was popular for a whole month)
: It looked as if a lot of work went into it...Anyone know
: what happened with it?  the source code at least?

You can ftp it from ucbvax.berkeley.edu in /pub/games/dikumud/source
I believe...

Nightshade the Lampshade
Newsgroups: rec.games.mud.diku
From: vanichth@ux1.cso.uiuc.edu (Mitri Van)
Subject: Last Outpost
Organization: University of Illinois at Urbana
Date: Mon, 25 Jan 1993 04:52:18 GMT

Does anyone know what happened to it?

Mitri
   vanichth@ux1.cso.uiuc.edu
From: jchiu@csugrad.cs.vt.edu (James Chiu)
Newsgroups: rec.games.mud.diku
Subject: Re: TinTin......THE BEST!!
Date: 22 Jan 93 21:45:26 GMT
Organization: Virginia Tech Computer Science Dept, Blacksburg, VA

hwong@hertz.elee.calpoly.edu (Hanson Wong) writes:
> In article <1jkgjbINN841@phakt.usc.edu> tjalliso@usc.edu (Tyler Joseph Allison) writes:
> >
> >
> >My client is used to make the commands shorter...I decide when I wana
> >recall and only me!!   
> > example:   #alias rr "recite recall;get recall bag"
> >
> 
> 
> I just found it humorous that you recited your scroll before you even got it
> out of your bag. Was it an error, or did you aactually wrote that alias?
> 
That alias means to recite recall (the one in your inventory)
and then to get the recall out of the bag in case you need to recall
later.
Newsgroups: rec.games.mud.diku
From: atk@tigger.cs.Colorado.EDU (Alan Krantz)
Subject: Re: Too Many Open Files Error
Organization: University of Colorado, Boulder
Date: Thu, 28 Jan 1993 17:31:02 GMT

In article <1993Jan28.032958.12468@cronkite.ocis.temple.edu> diku@bigboy (Adversary) writes:
>
> This problem results because socket file descriptors also take up space
>in the file descriptor table.  Unless you do something to ensure that all
>disk files are opened at the beginning (at boot up) or leave enough
>file descriptors free (maxdesc = getdtablesize() - ??) you may run out
>out of room in the table if you get too many connections.
> You may also alleviate the problem by limiting the max descriptors to
>a larger value provided your system has been designed to allow more.
>Most systems have max defined to 64 by default.  To change this, from a
>C shell (csh) (or in the stratup script (which should have: #!/bin/csh))
>the following must be typed: limit descriptors 256 (or whatever the
>system allows).

This is highly system dependent. The only software i know for sure that
allows for dynamic changing of descriptors (as in above) is sun os. On
many machines (decstations for example) the limit is statically defined
in the kernel and requires a kernel rebuild for it to be changed.
However, as noted above you can use  a system call ot get the current
max and limit the number of connections to 3 or 4 below this max. Just
posting this in case you can't figure out how to get the limit command
to work on your machine....

atk
From: dinsmom@jacobs.CS.ORST.EDU (Mark)
Newsgroups: rec.games.mud.diku
Subject: Yet Another DESPERATE plea for a site!
Date: 22 Jan 1993 08:29:27 GMT
Organization: OSU CS Outreach Services, Corvallis, Oregon
NNTP-Posting-Host: jacobs.cs.orst.edu
Summary: Help me Find a site and you'll be rewarded
Keywords: site plea help

Hello newsgroup readers
I am yet another one of those people who is despirately seeking a site.
Here is the scoup on our mud so far and what we have planned
(I'm not looking for flames just a site)
What we have
------------
8 different races
8 different classes
new skills for the classes
about 8000 rooms
30 levels
10 god levels
radios (99 channels to talk on) 
Multi-file db system
cleaner interpret.c format
lots of spec_proc to make game entertaining
beep
cls
assist
and lots of other neat little things that are helpful
many wiz commands
advanced prompt settings to see opponents status and stuff like that

Plans
----- 
Ansi graphics
online building for promotion of gods
10 classes
new skills&spells
the whole works


if you have a site that we could use even if it would be temporary or 
permanant(permanant is preferred :) then mail me at
dinsmorm@ucs.orst.edu

thanks
Kc


Newsgroups: rec.games.mud.diku
From: alee@quads.uchicago.edu (Nic Fit)
Subject: Re: LOOKING FOR A SITE
Keywords: site mud diku
Reply-To: alee@midway.uchicago.edu
Organization: University of Chicago
Date: Tue, 26 Jan 1993 04:17:21 GMT

In article <1k2509INNjja@flop.ENGR.ORST.EDU> mohrc@storm.CS.ORST.EDU (Craig Mohr) writes:
>In article <C1FFs1.C9s@news.cso.uiuc.edu> jtsai@ux4.cso.uiuc.edu (The Lord of the Rings) writes:
>
>>We will be running I believe a modified Sequent II code.  It will 
>>have around 8000 rooms with more coming.  Any response would be greatly
>
>Hmm I coulda swore i saw 8000 there.. unless you have some aweful busy builders

No, it is 8000 rooms, more or less - using pre-made rooms as well as
original rooms with full room descrips and all - and no, it's not all
one *.wld file, rather a series of files, thanks to the db system of a
certain Diku (which we'll give credit to, of course) - but sure, boot-up
may be a bit slower, but so what? after that, it's home free...


-- 
NFS server wakinyan not responding still trying  NFS server wakinyan not resp
NFS server wakinyan not responding still trying  NFS server wakinyan not resp
NFS server wakinyan not responding still trying  NFS server wakinyan not resp
Newsgroups: rec.games.mud.diku
Subject: Re: Double Standard on Copper
From: cvadrgkg@vmsb.is.csupomona.edu
Date: 22 Jan 93 01:19:29 PST
Organization: California State Polytechnic University, Pomona
Nntp-Posting-User: cvadrgez

As has happened before, the previous post has missed the point completely.
Let me address them one by one:
I am not ignorant of the nature of harm.  You see to think that I am, simply
because I repeated what Fleven said on the board.
Comparing MUD and the court system is not even close to being valid; one might
assume that the system of justice on mud is more fair than the court system
because it is smaller and more intimate.  However, as in the case of copper,
this system has gone wrong because of the personal feeling of a number
of people on the "councils," which are the ruling bodies on the mud.
People from UNC and Poly have been killing quite a few people; in some cases,
mortal characters of people on the coucil.  This has, in my opinion, biased
the council against everyone at these schools.
We play as a very large  mudding group, usally in the same room.  Because
we transfer eq quickly between us and without mud spoken words does NOT mean
we are the multiples that the gods on copper believe us to be.
Given this environment of prejustice, the councils usually over-react
to the preceived mis-actions of people from unc or poly.  My previous post
is an example of that.  A character should know the rules; that is what "help
laws" is about.  The board is not necessarily the primary medium for
legislation on mud.  No mention of the bug was put in the laws file, nor
was it put in the MOTD (startup screen).  Given these factors, having my
character destroyed without any verbal warning at all is completely uncalled
for.
And that is the exact point of my previous post; my point about my friend
who is a god on copper is just a point for reference.  Why his god plays
little, his two mortals play a lot, practically every day.  And he did
not know of this rule.  None of my friends locally who play mud knew about
it either.  This post is about intolerance because of personal prejustice
on copper; I point to only the most recent example of this.  There are a large
number of similar, but less serious examples I couse cite.
--Isaiah

Newsgroups: rec.games.mud.diku
From: gacohen@seas.gwu.edu (Geoff A. Cohen)
Subject: Vanilla Diku
Organization: George Washington University
Date: Fri, 22 Jan 1993 20:54:25 GMT

It seems that with all this discussion of Vanilla and Diku stuff, that
people are missing the basic point.

It's *fun* to write your own mud.  I started with a vanilla diku, and
tore out the innards and built what I consider to be a really great
diku: no classes, skill-based, real-combat, strike ranks, real
weather, real mob races, etc.  Just downloading silly and putting it
up is just as lame as doing the same with vanilla. (No insult
intended to Silly, a fine mud.)

On the other hand, what *would* be useful is a *minimal* version
of diku - just the absolute, debugged, bare bones of sockets,
rooms, mobs, and objects.  Maybe 300K executable?  The exact
contents of (shall we call it) Diku-- are debateable.  However,
it seems that there is some demand from serious diku programmers
for such a thing.

And a side note to those comparing sizes of executables: it's said
that the greatest compliment you can pay to a programmer is "He
adds functionality by removing code."

Geoff Cohen
Mirth@Kaspelheim
Congressional Budget Office
gacohen@seas.gwu.edu
From: kdelgado@loligo.cc.fsu.edu (Kevin Delgado)
Subject: Re: About Clients and Area Writting....
Organization: Florida State University Department of Know-it-alls
Date: Mon, 25 Jan 93 01:49:40 GMT

In article <1jvf8fINNsh1@phakt.usc.edu> tjalliso@usc.edu (Tyler Joseph Allison) writes:
>
>
>   About what a client is....
>                Before anyone posts one of those HELLATIOUS <sp>
>posts that take 20 min to read...I thought Id take a crack at a shorter
>version.
> 
>   A client <from a TinTin point of you> is a program that allows a player to
>shorten commands and text for or from the mud itself.
>  example:
>         instead of seeing this--> 
>   You massacre the biggest ugliest basterd you have ever seen in your life!
>
>  you can change it to say --->
>
>   You massacre the big ugly.
>
>If you are having problem with laggs and TO MUCH text it helps a bunch.
>Also you can make aliases that do this:
>        If you want to cast a fireball but it takes forever to type it out:
>           cast 'fireball' cityguard or something like that
>TinTin can make it so you could just type--> fire guard and it does the same
>thing.  I use it myself to just shorten text that I have to type, therefor
>making me play faster, therefor I take less damage.  TinTin itself has a
>whole bunch more stuff that I dont wana explain.  map makers,tickcounters etc..
>
>  NOW ABOUT Writting areas and such..
>
>  There is a "Bible" to writting mud areas.  I found it hard to understand at
>first till someone explained it to me.  Ask your local architect to explain 
>some of the stuff to ya.  After you read the Bible of course.
>I think I have a copy of it in my mail Box and could send it to ya...
>BUT ANYONE ELSE NOW THE FTP SITE FOR IT??
>OR ANY OTHER HELPFULL info??
>  Thanks...

Ugh, I think there are some docs at ucbvax.berkeley.edu. They would be in the
pub/games/dikumud/docs directory I believe. (I hope this is right)


By the way, if you download TINTIN from there (it should be on that ftp
site too), make sure you get TINTIN III. Granted, it's a pretty big file,
but if you have the disk space it is a lot nicer than TINTIN II, and doesn't
have all the nasty bugs the other version has too (core dumps, zombie
processes, etc). You will need to be on a unix machine too, I believe. I
am on a SunOS 4.1.1 machine here, and I have to use the numeric adresses
for muds on TINTIN III, but it probly varies.
>
>
>Blade   
>
>****************************************************************************
>**      I wana play the mud but it crashed.  Wish I had the reboot code   **
>**                          :<                                            **
>****************************************************************************

Kevin

Newsgroups: rec.games.mud.diku