HDTenEightyP/NetNews huggingface dataset:
From: jfurr@polaris.async.vt.edu (Joel K. Furr)
Newsgroups: rec.games.mud.misc,rec.games.mud.tiny,alt.mud.auzzie
Subject: Re: The most EVIL muf program ever????  :)
Date: 20 Dec 92 09:49:01 GMT
Organization: Escape from Blacksburg, VA

In article <BzJJ31.2H8@ais.org> jgm@ais.org (jim miller) writes:
>
>jengagne@wam.umd.edu (Jenny Lynne Gagne) writes:
>
>>It sounds really bizarre, but I'd like to put a few of my programs in this
>>Sinister MUF contest... :-)
>
>The most evil MUF program ever created is FakeTalk, borne of me, auzzie,
>on February 18th, 1991.  The program is so evil that I must store it on
>its own diskette.  Every muck that it has touched, has died.  At first
>I used it jokingly on people.  But it slowly became apparent to me
>that the program has a weird, disturbing effect on the victim's psyche.
>
>I sealed it in November 1991 after one last spectacular incident convinced
>me I had unleashed a horror.

explain, auzzie, or I'll tell the net about your addiction to furry tinysex.
Xref: sparky rec.games.mud.misc:1575 rec.games.mud.tiny:1080 rec.games.mud.admin:927
Newsgroups: rec.games.mud.misc,rec.games.mud.tiny,rec.games.mud.admin
Subject: Re: Roleplaying
From: jamie@kauri.vuw.ac.nz (Jamieson Norrish)
Date: Fri, 11 Dec 1992 23:49:23 GMT
Organization: /u/student/jamie/.organization

In article <1gai76INNfpp@usenet.INS.CWRU.Edu> iav@po.CWRU.Edu (Ian A.
Verschuren) writes:

   I've thought about this idea on my own mud.. however, It would be virtualy
   impossible to keep up as a gamemaster with the large amounts of people on a
   MU*.  Once worlds are laid out, that' the size of the MU.. before long,
   everyone will know where everything it is.... Plain and simple..

I don't think it's really needed to any great extent. Design the
world, have characters who fit in, and off you go. Of course, there
might need to be a few subtle hints dropped to those who don't like
roleplaying. Also, I can't believe that one person should be able to
go around everywhere. Have you ever heard of locks? Closed doors?
Private houses/castles? If I owned some land, I wouldn't want some
adventurer cretin walking over my vegetable patch, and I imagine most
people wouldn't either.

   hmmm... I think that somehting like the Masque-muck thing would
   probably be the best way to do it.. and you see how much
   preparation went into that, and just how long that lasted... I
   don't think it's possible to maintain such a higher user input on a
   MU...

Gak! Retch! MasqueMUCK cannot be described as roleplaying - it's a
costume party, and nothing more. The characters present have no link
to the environment whatsoever, and no link with the other characters.
Ugh!

And I'm sure you're wrong about maintaining interest. If a MUD can
attract large numbers of users, just imagine what something
intelligently done could be like.

Jamie
Newsgroups: rec.games.mud.misc,rec.games.mud.tiny,rec.games.mud.admin
From: jfurr@nyx.cs.du.edu (JKF)
Subject: Re: Roleplaying
X-Disclaimer: Nyx is a public access Unix system run by the University
	of Denver for the Denver community.  The University has neither
	control over nor responsibility for the opinions of users.
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Date: Sun, 13 Dec 92 09:51:31 GMT

In article <JAMIE.92Dec12114923@kauri.vuw.ac.nz> jamie@kauri.vuw.ac.nz (Jamieson Norrish) writes:
>In article <1gai76INNfpp@usenet.INS.CWRU.Edu> iav@po.CWRU.Edu (Ian A.
>Verschuren) writes:
>
>   hmmm... I think that somehting like the Masque-muck thing would
>   probably be the best way to do it.. and you see how much
>   preparation went into that, and just how long that lasted... I
>   don't think it's possible to maintain such a higher user input on a
>   MU...
>
>Gak! Retch! MasqueMUCK cannot be described as roleplaying - it's a
>costume party, and nothing more. The characters present have no link
>to the environment whatsoever, and no link with the other characters.
>Ugh!

*Blink*?  MasqueMUCK is to a roleplaying MU* as apples to oranges.  It's
there for one very specific purpose: enabling costume parties where
there's no possibility of unscrupulous players using locks or programs to
find out who's really disguised as who.  As far as link to the environment
or link to other characters, that's where you're wrong.  Just as fiction
and legend have told of many between-world places where people from many
spheres can visit and mingle (Cynosure, Tanelorn, etc.), Masque exists in
a 'pocket dimension' between worlds and it makes perfect sense to me and
to the people who've come there and enjoyed it that people could come in
from worlds run by wildly different laws and philosophies and interact for
an evening.  It's not a roleplaying MU*, but then Mua'karr isn't a costume
party.  Apples and oranges.  People can enjoy both without having to say
one is better than the other.
Xref: sparky rec.games.mud.misc:1592 rec.games.mud.tiny:1089 rec.games.mud.admin:935
From: tleist24@uther.calvin.edu (Todd Leistra)
Subject: word on godnet-reply
Summary: word on godnet-reply
Keywords: word on godnet-reply
Organization: Calvin College
Date: Tue, 15 Dec 1992 19:32:26 GMT

The godnet is down I've heard because the administrators are talking to the 
people who own the system for a full time place...I think it will be back on
the 19th of december or a little later

Newsgroups: rec.games.mud.announce
From: ozzello@a24.chen.umn.edu (Anthony Ozzello)
Subject: Last Outpost has moved!
Followup-To: poster
Originator: scott@glia
X-Date: Wed, 2 Dec 1992 21:02:15 GMT
Organization: cems
Date: Tue, 15 Dec 1992 06:52:32 GMT

Hiya folks the Last Outpost Diku mud has moved we can now be found
at inst3.micro.umn.edu 4000 sorry about that but the machine went
down and this is the best I could do :)  Julio


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From: iav@po.CWRU.Edu (Ian A. Verschuren)
Subject: Depraved mud looking for a site to move to..
Followup-To: poster
Originator: scott@glia
Reply-To: iav@po.CWRU.Edu (Ian A. Verschuren)
X-Date: 10 Dec 1992 08:11:45 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Date: Thu, 17 Dec 1992 16:38:52 GMT

as of ohh... 6 p.m. last night, it has been brought to our attention,
that our site ( which was a Next machine that belonged to one of the students
here at school) has literally died.. For some reason or another his computer 
will no longer turn on.. While this is a inconvenience, we were plainning to 
move some time early next year anyway... so I guess we might as well do it now..
Of course now we don't have the advantage that we have a site ready to move to..
that's why I am here pleading anyone with info on a site, or with a available s
site to contact me..
Depraved mud is a diku mud based on Kit source... We deleted all the old areas,
and now have a 1500 room mud made up of entirely new areas... among those are
New Orleans, The mall, Newbieville, the office tower, the space ship landing
and more.. Anyway....  we are working on 10 more zones right now.. which would
add another 1000 rooms to the mud.. (nuclear, yellowstone, ruins of midgaard
etc etc) anyway. if anyone is interested in helping us run a modern day mud on 
their site.. please contact me...
THanks a lot...
Ionic.... IMPLEMENTOR... DEPRAVEDMUD..
-- 
************************************************************************
*(place your own favorite cute sig file here and pretend its mine)     *
*Ian.                                                                  *
************************************************************************   


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Newsgroups: rec.games.mud.announce
From: czorker@huey.NMSU.Edu (Cory Richard Zorker)
Subject: A NEW [LP] MUD  --==STYX==-- !!!
Followup-To: poster
Originator: scott@glia
X-Date: Fri, 4 Dec 1992 06:12:02 GMT
Organization: New Mexico State University
Date: Tue, 15 Dec 1992 06:56:16 GMT

Howdy, this is ZORK.  I'm an elder on a new LPMud called STYX.  It is currently  
up and running at 128.123.1.14 3000.  This mud was started over 6 months ago  
and the wizzes here have been coding up a frenzy.  We took some of the ideas  
that we wanted to see on other muds and put them onto STYX.  Some of our  
features include:

  1.  Characters get to roll their attributes (Like D&D)
  2.  Characters and monsters use a saving throw system.
  3.  We currently have 5 classes up and running these are : Fighter,
      Ranger, Mage, Cleric, and Thief.
  4.  Spellcasting classes get to choose what spells they can memorize
      instead of just having them when they attain a certain level.
  5.  Monsters can have multiple attacks as well as different attack
      types, i.e. claws, weapon, bite, tail, etc.
  6.  Monsters can also cast spells available to the players...a monster
      could cast cure light wounds or hold person on a character...just 
      to give an example.
  7.  We currently have 2 continents up with over 1000 rooms.
 
So come over and give us a look.... once again the ip number is :
128.123.1.14 3000  or  freedom.nmsu.edu 3000

Peace :)      
              ZORK


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From: rocco@lime.cns.udel.edu (Kurt)
Newsgroups: rec.games.mud.announce
Subject: XmasMUD [Diku]
Date: 19 Dec 92 23:53:12 GMT
Organization: University of Delaware
Originator: scott@glia


	For a limited time XmasMUD will be up til the end of the year.

	The Number: 128.175.50.20 4000 

	[moderator note: that's lime.cns.udel.edu 4000 for those of
	 you using braindead clients]
	
	stop by and take a look and say hello.
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Newsgroups: rec.games.mud.announce
From: jps8@po.CWRU.Edu (James P. Schwonek)
Subject: GOOLAND [YAMud] HAS RETURNED!!!!!
Followup-To: poster
Originator: scott@glia
Reply-To: jps8@po.CWRU.Edu (James P. Schwonek)
X-Date: 8 Dec 1992 16:33:43 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Date: Thu, 17 Dec 1992 16:33:36 GMT


telnet 128.171.60.29 6715

-- 
James P. Schwonek                         "One lesson, Nature,
SGI Iris Administrator,                    let me learn of thee."
CWRU School of Medicine                           --Matthew Arnold
jps8@po.cwru.edu root@dpbiris.phol.cwru.edu


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Newsgroups: rec.games.mud.announce
From: au095@cleveland.Freenet.Edu (Kevin Rosenjack)
Subject: Godnet!
Followup-To: poster
Originator: scott@glia
X-Date: 5 Dec 1992 22:58:08 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
Date: Tue, 15 Dec 1992 06:59:58 GMT

Godnet is back on: 129.120.4.5 7777
                   morticia.cnns.unt.edu 7777

More then just hack and slash!  Computer hacking, opposing 
factions, simulated events, etc!  Great gods, new and interesting
things to do, and a real cool player named Sinloy!  Seeya there!

-- 
-------------
I got some candy for you little girl, need a ride?
-------------


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Newsgroups: rec.games.mud.announce
From: "Patrick J. Wetmore" <wetmore@titan.ucc.umass.EDU>
Subject: new mud server: CI version 1.0
Followup-To: poster
Originator: scott@glia
X-Date: Wed, 9 Dec 1992 04:15:16 GMT
Organization: University of Massachusetts, Amherst
Date: Thu, 17 Dec 1992 16:36:58 GMT

Hey all. I've just finished getting CI version 1.0 running.
It's a new mud server, written from scratch.

what it's got:

disk caching
interpreted C (a lot like LP-C)
a TinyMUD-style object paradigm, with a static database preserved over
system/server reboots

All this basically means a MUD sort of like a disk-based MUCK using
C instead of MUF, and with alarms. see?

The mudlib that comes with the package kinda bites. It's merely how
far I got in writing a combat-based mudlib - its sort of rudimentary,
but won't take too much more work to finish.  But combat is not all
the server is good for - it'd probably be good for all this
role-playing stuff that's been bandied about lately. I won't code
a mudlib fora nything like that, as that ain't my cup o' tea, but
the sucker *is* turing-equivalent, after all, so it can be done.

you can ftp it from ftp.math.okstate.edu out of
/pub/muds/incoming/ci.tar.Z

any questions? write wetmore@titan.ucc.umass.edu

pat.


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Newsgroups: rec.games.mud.announce
From: gohn@ecf.toronto.edu (GOHN IVAN LLOYD)
Subject: Kludge World [DIKU]
Followup-To: poster
Originator: scott@glia
X-Date: Sat, 12 Dec 1992 17:06:35 GMT
Organization: University of Toronto, Engineering Computing Facility
Date: Fri, 18 Dec 1992 16:33:17 GMT

Here is a brief description of Kludge World
(by no means is this a totally accurate description,
all characteristics mentioned here are always subject to
change and revision)

Currently, as of Dec. 12,1992 there are four classes of
adventurer: Mage, Thief, Warrior and Cleric.  This forms a solid and
simple basis for grouping and divison of labour within the group.  There
is rumour that four other classes may be including within the ranks:
Ranger, Warlock, Monk and Paladin.

The MUD contains about 20K rooms and is currently expanding.  Located
in Atlanta and having finished playtesting only a few weeks ago, this
is one of the youngest muds I have seen.  Items

Just give it a whirl and tell me what you think about it. :)
The address is telnet st6000.sct.edu 4374

Take Care and Happy Holidays
Midnight the Shadow Warrior


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Newsgroups: rec.games.mud.announce
From: "Patrick J. Wetmore" <wetmore@titan.ucc.umass.EDU>
Subject: CI version 1.0.2 released
Followup-To: poster
Originator: scott@glia
X-Date: Tue, 15 Dec 1992 06:41:18 GMT
Organization: University of Massachusetts, Amherst
Date: Fri, 18 Dec 1992 16:54:02 GMT

ANNOUNCEMENT:

CI version 1.0.2 is now up for ftp on ftp.math.okstate.edu
You can get it from the directory /pub/muds/incoming
it's named ci-1.0.2.tar.Z

CI stands for 'c interpreter'

what is it? well, its like a cross between LPMud and TinyMUCK,
kind of... it uses CI-C (a lot like LP-C, fairly easy to learn)
instead of MUF, and has alarm calls.

This version fixes a few minor bugs in the list command in the editor,
you could occasionally crash the mud in save_db() if your config.h
file was busted, there are all kinds of new command-line options,
and config.h doesn't have to be edited to all hell and back if you
want to run it.

Why run CI? because Grod says it's better than CoolMUD.

I'm going on christmas break soon, so while the server is a fairly
bug-free monster, it will be a while before a nice happy mudlib is
around.  Please send all question bugs etc to wetmore@titan.ucc.umass.edu

pat.


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From: maquelin@tik.ethz.ch (Olivier Maquelin)
Subject: New address for Ancient Anguish (LPmud)
Originator: scott@glia
X-Date: Wed, 16 Dec 1992 15:15:32 GMT
Organization: TIK ETHZ, Switzerland
Date: Fri, 18 Dec 1992 16:24:46 GMT

For different reasons (machine overloaded, conflicts with other
software), Ancient Anguish has first moved to a different machine
(dancer.ethz.ch [129.132.57.66]) and now to a different port
number (2222). The MTP, FTP and RWHO servers have also moved to
the new machine.

See ya there,

-- Drake
 


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Newsgroups: rec.games.mud.announce
From: garnett@gestalt.austin.tx.us (John Garnett)
Subject: MudOS 0.9.14 now available.
Followup-To: poster
Originator: scott@glia
Keywords: mudos lpmud 0.9.14 ucbvax
X-Date: 13 Dec 92 10:52:27 GMT
Organization: University of Washington
Date: Fri, 18 Dec 1992 16:36:29 GMT

MudOS 0.9.14 is available as /pub/games/lpmud/MudOS/MudOS_0.9.tar.Z via
anonymous ftp from ucbvax.berkeley.edu.  Read rec.games.mud.lp for the
done file (or obtain it from the distribution).  This release does contain
some improvements to the documentation (mostly formatting).

MudOS is an enhanced LPmud 3.x (native mode only).

--
John Garnett                   garnett@gestalt.austin.tx.us (NeXT Mail ok)


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Newsgroups: rec.games.mud.announce
From: ingebf@flipper.pvv.unit.no (Inge Berg Fenstad)
Subject: Playerfile on Grimne [Diku]
Followup-To: poster
Originator: scott@glia
Keywords: Grimne
X-Date: Mon, 14 Dec 92 16:31:36 GMT
Organization: Norwegian Institute of Technology
Date: Fri, 18 Dec 1992 16:44:49 GMT

Unfortunately we have lost our last version of the playerfile.
Some ppl will therefor need reimburse of levels and stats.

Please contact a god and ask for a reimburse.

Good x-mas and a happy new year!

Remi


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From: abradfor@copper.denver.colorado.edu (Parcel of Post)
Newsgroups: rec.games.mud.diku
Subject: Re: Problems compiling Copper II
Date: 16 Dec 92 01:29:17 GMT
Organization: University of Colorado at Denver

In article <BzAB79.ExK@ccu.umanitoba.ca> takeuch@ccu.umanitoba.ca (Travis L Takeuchi) writes:
>Hi all,
>	I am having problems compiling a the copper II source that I retrieved
>from the ucbvax FTP site. I am trying to compile it on a BSD machine,
>everything seems to compile fine except at the very end when I get the message:
>		ld: undefined symbol
>			_setdtablesize
>Is there anyone who has successfully compiled this? Why does the gcc compiler
>create the object code with no error? Is there a way to work around this?
>As you can probably tell, I am a newbie C programmer :(. However, I thought
>that running my own mud (privately, of course) would be the perfect way to
>learn how to program in C, so please don't flame me for asking such seemingly
>stupid questions :).
>
>	Thanks in advance,
>		TT.

   Chances are, your system does not have setdtablesize. Usually, this
means you have a SYSV system, which means you should set CONFIG_ATT 1
and CONFIG_BSD 0 in your config.h file.

   I have also heard of a number of BSD machines that don't have the
setdtablesize function. In these cases, it is perfectly fine to comment
out the line containing setdtablesize. Since this function is for
setting the number of file descriptors for the mud, you might only be
able to get 20 or so people on the mud (system dependent), but at least
it will compile and run.

   I've been updating the archive on ucbvax as I get in bug reports
(nothing like making code public to reveal those silly things), so if
your version is more than a few days old, you might want to grab the
newest one =)

   Feel free to email me if you have any further problems,

abradfor@copper.denver.colorado.edu

---------
What Sig?
Newsgroups: rec.games.mud.diku
From: chuong@ecf.toronto.edu (CHUONG HAN HSING)
Subject: Kludge World 
Organization: University of Toronto, Engineering Computing Facility
Date: Sat, 12 Dec 1992 02:08:43 GMT

 telnet st6000.sct.edu 4374
From: kychen@cco.caltech.edu (Kay-Yut Chen)
Newsgroups: rec.games.mud.diku
Subject: Eltanin is back
Date: 18 Dec 1992 04:50:43 GMT
Organization: California Institute of Technology, Pasadena
NNTP-Posting-Host: sandman.caltech.edu

Eltanin is back at 140.211.111.23 4000
Silmar, Kalo, Lazy ... if u guys are reading this, come join your old
comrade.

- Narius /now i am Kayone
From: egl@stacken.kth.se (Gunnar Lindberg)
Newsgroups: rec.games.mud.diku
Subject: Diku Docs for zone creating. Where to find officially?
Keywords: diku docs zones
Date: 15 Dec 92 10:59:55 GMT
Organization: Royal Institute of Technology, NADA

Hi,

Just ftp:ed the following files from coyote.cs.wmich.edu;

DATABASE.DOC      - The format of the most important data files.
DBSUP.DOC         - Detailed information on each field in database.doc
DEFS.DOC          - Important document on what rules should be followed
                    when creating a part of the world, to avoid complete
                    chaos.
HANDLER.DOC       - Descriptions of most of the basic 'database handling'
                    procedures, found in handler.c
INTERPRETER.DOC   - ?? Out of date
LEVELS.DOC        - Out of date
LOOK.DOC
MACRO.DOC         - Descriptions of the macros used in the game code.
NEWSTRUCT.DOC     - Out of date
RUNNING.DOC       - Directions for running the game.
SHOPS.DOC         - Brief doc on how to build shop files in lib/
SKILLS.DOC        - Out of date
SPELL_INFO.DOC    - Doc on spells, especially how damage is calculated
SPELLS.DOC        - Out of date
TIME.DOC          - How time is in DikuMud compared to real world.
VALUES.DOC        - The 4 generic values for items, described in detail.

[qutoed from the README doc]

As you see many of the files are said to be out of date. 

Questions:

1. Are these doc-files official Diku Docs?
2. If not, where can I find official updated ones with correct info?
3. If these are official, how come they dont contain information on
version number, date of update or who the author is? And where can I
then find the missing doc-files and updated versions of the files
presently out of date?

Best regards,

-- 
Erik Gunnar Lindberg            egl@stacken.kth.se
P.O. Box 4205			+46 8 27 00 40 (tel)
S-171 04 SOLNA, Sweden		+46 8 27 23 00 (fax)