HDTenEightyP/NetNews huggingface dataset:
From: jfine@engin.umich.edu (Jonathan Fine )
Subject: Re: Quests was Re: SW Quests
Date: Fri, 04 Sep 92 18:01:12 EDT
Organization: The Church of Suicidal

In article <1992Sep3.045805.7196@monu6.cc.monash.edu.au>
ins894r@aurora.cc.monash.edu.au (Aaron Wigley) writes:

> Mitchell Brandsma (meetch@DIALix.oz.au) wrote:
>
>>The quest that sticks out in my mind most of all was slapquest on Hero.  What
>>fun, running around like a madman, saying "SLAP ME!".  After fifty slaps your
>>quest was complete. :)  A real challenge to this would be if it was impossible
>>to say it in any form, thus forcing you to insult others or do something to
>>make them slap you.  :)
>
>Okay - point to watch out for:
>	you don't want the same person to be able to slap the questor
>	multiple times, ie, 50 different people will need to slap the 
>	person.


Just for the record, the slapquest did require that it be 50 different people
who slap you.  Now, as "unique" as that quest may have been, it certainly
wasn't a *good* quest...it was utterly pointless and had no relevancy
whatsoever to being a superhero (theme of the mud).

Personally, I feel a quest should be: challenging but fair; frustrating at
times, but fun/rewarding in the end; test the *player's* intelligence just
as much, if not more so, than the character's abilities; and actually have a
relevancy to the character and mud.  (Not necessarily in that order.)
"Kill-this-monster" and "find-these-objects" quests just don't hack it for me,
let alone "slap-me-50-times" quests.

(And while I'm taking up this space, if you have questions regarding Hero II,
please email me rather than posting to Usenet.  That's what email addresses
are for.  Respectively, the mailing list wasn't created superfluously, you
certainly won't learn anything new about Hero II from Usenet than you would
have heard from the mailing list.  In fact, a new update is on the way.  This
isn't meant to be a flame, just a firm reminder that email exists and will
elicit actual response.)


// Shadowjack





[034m 
----------                                                         ___
Jonathan H. Fine                   The University of Michigan,    (o o)
sinister.stairs@um.cc.umich.edu    Ann Arbor  "Let's Go Blue!"     |||

[0m
From: sauetin@elof.iit.edu (Tina Sauer)
Newsgroups: rec.games.mud.lp
Subject: Re: Looking for ...
Date: 8 Sep 92 13:39:45 GMT
Organization: Illinois Institute of Technology, Chicago

In article <pr7pbnhx@csv.warwick.ac.uk> ecuwk@warwick.ac.uk (Jason Cottrell) writes:
>
>Well, I'm already a wizard on Genocide and have wizzed on other muds before,
>and feel there is little documentation to help those who know how to write
>rooms, basic monsters and items, et cetera to progress further. [Yes, I know,
>ask someone who _does_ know...] If some of those people that do know could
>direct us lesser beings to some useful documentation, I'd be grateful.
>
>Cheers,
>       Jason aka Doomgiver


I'm in the midst of re-writing the entire /doc directory.. the problem with
sharing things like this is, that most muds do additions to their standard
files that other muds don't have.. hence sharing documentation sometimes
doesn't work.. But when I'm all done.. I will make everything available
through anon ftp at least for a little while.. (Again, some of the stuff
written about MIGHT not work on any other mud but mine *shrug*)

-Pixie (a.k.a. Tina)
Head-Goddess, PixieMUD
From: ak853@cleveland.Freenet.Edu (Eric Blade)
Newsgroups: rec.games.mud.lp
Subject: Re: People, People..
Date: 9 Sep 1992 02:09:50 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: ak853@cleveland.Freenet.Edu (Eric Blade)
NNTP-Posting-Host: hela.ins.cwru.edu


In a previous article, craig@ec.uwa.oz.au (Craig Richmond - division) says:

>ak853@cleveland.Freenet.Edu (Eric Blade) writes:
>
>> I've always been a champion of the standard driver/mudlib idea.  A
>>standard mudlib, not necessarily unlike mudlib.n, would give people a
>>base to work from.  Not EVERYONE hast hte time to go create DiscWorld or
>>Genocide.
>
>Then take the copy of Discworld that is available for ftp and add salt.
>
	Do you realise how long it takes just to run a script file to go
through all the files of the DW lib and change 'DiscWorld', 'Disc
World', 'DW', etc, to something else? :)

Newsgroups: rec.games.mud.lp
From: meetch@DIALix.oz.au (Mitchell Brandsma)
Subject: Re: Quests was Re: SW Quests
Organization: DIALix Services, Perth, Western Australia
Date: Sat, 05 Sep 92 01:16:54 GMT

eyeq@wpi.WPI.EDU (Brent Alan Burkholder) writes:

> Meetch, I'm shocked... what of Torcquest?? (of course, you never actually
>had to play it so I suppose it didn't make quite the impact it did on the
>others. ;)

For your information I was trying to forget it.  That one gave me nightmares.
*sigh* I guess it's back to the psychiatrist's chair...... thanks a lot, so
called pal. ;)

- Meetch (meetch@DIALix.oz.au :)
From: jlw@gestalt.austin.tx.us (James Waldrop)
Newsgroups: rec.games.mud.lp
Subject: Re: Virtual Rooms and Objects (was: Re: MudOS a ripoff?)
Date: 12 Sep 92 14:51:43 GMT
Organization: Los Alamos National Laboratory, NM

dreay@nyx.cs.du.edu (Douglas Reay) writes:
>  Hi, couple of points here.
>1/ In addition to query(), set(), add() and rm() it would be nice to have
>   exists() so you can tell the difference between a property "cold" and
>   a property "cold" that has been given the value 0.

This one is already handled in MudOS.  You can distinguish between
value == 0 and value == NULL by checking if undefinedp(value) returns 1.

Yes, I know, it should be called nullp()...where were you when we named
it Decker?  :)

Sulam
-- 
James Waldrop
jlw@hebrew.cc.columbia.edu

I walk along the path muttering about signs and portents.
From: mforbes@gmuvax2.gmu.edu (Michael L Forbes)
Newsgroups: rec.games.mud.lp
Subject: lp mud list
Date: 4 Sep 92 21:56:57 GMT
Distribution: usa
Organization: George Mason University, Fairfax, Va.

I know this is a pretty standard letter, but I'm a player a diku systems
(have been for most of the last year.....)
who is hearing some good things about lp, and wanted to give it a try
I'm just looking for a good one to try..... 
If you know of one you like (preferably where pking is legal, but hard to do)
pls email me.....
thanx!
-Danc (on Adversary, Perilous Realms, Realm of Darkness, and when it opens,
       Cygnus)
Xref: sparky rec.games.mud.lp:3222 rec.games.mud:8796
From: dbn@rti.rti.org
Newsgroups: rec.games.mud.lp,rec.games.mud
Subject: Overdrive Wizards...
Date: 11 Sep 92 14:59:55 GMT
Followup-To: poster
Distribution: rec
Organization: Research Triangle Institute, RTP, NC


    If you are a wizard on Overdrive and are not on the mailing list, please,
send me your email address.  Duck, your address got mangled, please send it
to me again.  In particular, if you know the email addresses of Lugar, Tormal,
Toni, Starfighter, and any other of the really new wizards or very ancient
wizards send them to me, too.  I should say, those who are active in the new
Overdrive which is down... :)

Thanks,
Florentino
From: dixjb@silver.lcs.mit.edu (Jonathan Barrymore Dix)
Newsgroups: rec.games.mud.lp
Subject: HELP!
Date: 12 Sep 92 22:19:38 GMT
Distribution: rec.games.mud,rec.games.mud.admin
Organization: MIT Laboratory for Computer Science


  I have these two BIG errors, with io.c and indent.c of a 3.1.2
I running a 2.4.5 mudlib, and running on a ultrix unix.

   This is a log of the errors when I do a make install.utils
and it lockes at this point with these errors...All I need is the
indent executable and I will have a 3.0 that works....Any help 
is appreciated...

    
log as follows:
Installing in indent.
cc -g -c indent.c
ccom: Warning: indent.c, line 270: enumeration type clash, operator =
        type_code = lexi();
      --------------------^
ccom: Warning: indent.c, line 399: enumeration type clash, operator !=
            if (type_code != 0)
      ------------------------^
ccom: Warning: indent.c, line 401: enumeration type clash, operator =
                type_code = lexi();
      ----------------------------^
ccom: Warning: indent.c, line 410: enumeration type clash, operator ==
        if (type_code == 0) {
      --------------------^
ccom: Warning: indent.c, line 746: enumeration type clash, operator !=
            if ((!sp_sw || hd_type != forstmt) && parser_state_tos->p_l_follow 
>
 0) {
      ---------------------------------------^
ccom: Warning: indent.c, line 881: enumeration type clash, operator =
            hd_type = swstmt;
      ----------------------^
ccom: Warning: indent.c, line 889: enumeration type clash, operator =
                       (*token == 'w' ? whilestmt : forstmt));
      -------------------------------------------------------^
cc -g -c io.c
ccom: Error: io.c, line 468: syntax error
                    else if (*p == 0)
      -----------------^
ccom: Error: io.c, line 489: syntax error
        if (inhibit_formatting)
      ---^
ccom: Error: io.c, line 490: syntax error
          {
      ----^
ccom: Error: io.c, line 493: redeclaration of output
         (--(output)->_cnt>=0? 
((int)(*(output)->_ptr++=(unsigned)(*p))):_flsbuf
((unsigned)(*p),output));
      
--------------------------------------------------------------------------
----------------------^
ccom: Error: io.c, line 494: syntax error
            while (*p++ != '\n');
      ----------------^
*** Error code 1

Stop.
*** Error code 1

Stop.
*** Error code 1

Stop.

I got the 3.1.2 from alcazar, If I am missing anything please mail me,

I have gotten this far and now it lockes up please help!!!

    DEsperate and VERY CLOSE...I have a working master but I need the
indent so that I can login...
From: amylaar@lysator.liu.se (Joern Rennecke (guest))
Newsgroups: rec.games.mud.lp
Subject: Re: CFD: new keywords
Date: 7 Sep 92 18:38:54 GMT
Organization: Lysator Academic Computer Society, Linkoping University, Sweden

d8andjo@dtek.chalmers.se (Johan Andersson) writes:

>In article <1992Sep5.022618.8323@mcshh.Hanse.DE> amylaar@mcshh.Hanse.DE (Joern Rennecke) writes:

>>  Is there any compatibility problem with reserving these keywords?
>>   (const enum goto inline non_virtual ref space term virtual)
>>
>Cant see any off hand, some wiz somewhere is however bound to have used 
>one or the other as variable or functionnames.

>The only real danger is if someone has a file named as your new keywords,
>that is inherited and then referenced by the file:: syntax. 

Hmmm, i think to change that to "file":: is easier than changing variable
names...

	Amylaar
Newsgroups: rec.games.mud.lp
From: mtompset@cayley.uwaterloo.ca (Mark Tompsett)
Subject: *gasp* *groan* *pain* Withdrawal....
Organization: University of Waterloo
Date: Fri, 11 Sep 1992 20:30:51 GMT

Will us mere mortals be informed of when GateWay (ug.cs.dal.ca 6969) is
back to normal? I'm suffering withdrawal. ;)

                Mark Tompsett

--
Might as well face it, you're addicted to MUD!
From: beeman@cats.ucsc.edu (Adam Beeman)
Newsgroups: rec.games.mud.lp
Subject: TMI down for good.
Date: 14 Sep 1992 04:47:54 GMT
Organization: University of California; Santa Cruz
Distribution: world
NNTP-Posting-Host: am.ucsc.edu
Summary: TMI is probably dead but MudOS work continues
Keywords: new philosophy




	Well, this is it, I've cleaned up the account TMI was in for a while,
and archived the mud.  As soon as I get a place to put all the user directories
for ftp (there's over 1600 users with over 500 wizard directories) then I'll
post the location of the archives.

	Basically, TMI became too big, and when our current site agreement
expired, there wasn't anywhere with the space and speed for us available,
and since lots of muds are going without sites, even Overdrive is looking for
one... there's a new philosophy I'd like to start working with in the LP/MudOS
world.  When MudOS 0.9 is released, if a good mudlib is available that uses its
features, then the sky's the limit.  I don't anticipate a perfect mudlib to be
available the day 0.9 is released.  However, I do anticipate having one
that will do the job about 4 weeks from now.  This is where I'm focusing.

	If you're running an LP with MudOS, get in touch with me, and 
I'll make sure you get notified when new source is available... MudOS has
gone from 0.8.14 to 0.8.70 already, but 0.8.14 was the last solid driver
released, since then many things have changed.  However, if you're using 0.8.14
then it won't be hard to upgrade to 0.9, and then you can network with other 
muds... (maybe Huthar will post about his work).  I'd like to have a list of
people using MudOS and/or the TMI mudlib...

	To the people who have lost a mud... I did the best I could, right
now my developmental mud has a 5 meg disk quota on it... I wanted to see
a new site for TMI but could not find one.  Perhaps if my work with distributed
mudding is fruitful then we won't need TMI anymore.

-Adam Beeman
Buddha@tmi-2 ;-)


-- 
#include <std/disclaimer.h>
#define NAME	"Adam Beeman"
#define EMAIL	"beeman@{cats, ucscb}.ucsc.edu"
inherit SIGNATURE; // enhanced .sig virus
Newsgroups: rec.games.mud.lp
From: whale@leland.Stanford.EDU (Stephen Schmidt)
Subject: Re: Virtual Rooms and Objects (was: Re: MudOS a ripoff?)
Organization: DSG, Stanford University, CA 94305, USA
Date: Mon, 7 Sep 92 20:40:24 GMT

In article <79256@ut-emx.uucp> garnett@gestalt.austin.tx.us (John Garnett) writes:
>The way it was told to me (by the purported inventor himself :) is that 
>Virtual rooms were invented by Whiplash (formerly of TMI and other places).
>Driver support for virtual rooms has been in MudOS since back when it was
>called 3.0.53-A3.1 (sometime around late 1991 I believe).  Interestingly,
>even though the feature has been in MudOS for that long, noone really
>used it until MudOS-0.8.14 (April 1992, when mudlib support for it was
>added on TMI) since apparently noone except Whiplash had really taken the time
>to understood the advantages of using it.
>
I think the mudlib support was added by Truilkan@TMI, I'm not sure of that.

The next version of the TMI mudlib will give virtual rooms the capacity
to have different descriptions and exits, controlled by a map of terrain
and exits. It's a quick and non-intrusive way to make a wilderness area
without coding up thousands of rooms, and yet not have it be all the same.

mobydick@tmi

(sorry if this goes through twice: bugs here)
-- 
Steve Schmidt			<><		   whale@leland.stanford.edu

"We have met the enemy and he is us" - Walt Kelly
Newsgroups: rec.games.mud.lp
From: amylaar@mcshh.Hanse.DE (Joern Rennecke)
Subject: Re: get_dir
Organization: Point of Presence & MCS Hamburg
Date: Sun, 13 Sep 1992 17:35:15 GMT

<K111114@ALIJKU11.BITNET> writes:

>hi!
>I have a problem using get_dir in autoloading castles or room/init_file
>it simply returns 0.
>when I load the file manually, all works fine.
>the problem is that at startup time, there is no command_giver defined,
>which means that check_valid_file returns 0 (for invalid file). seems clear to
>mee, coz u cant apply("valid_read",...) on an object that has no command_giver.
>only the obj/master is allowed to read without command_giver, so, as a
>temporary solution, i put an get_dir in obj/master calling efun::get_dir ...
>I know that this is a _BAD_ solution ...
>The object that needs to get_dir is in the /obj directory too, so, why isn't it
>trusted?

Because a string like "/obj" should not be in the gamedriver.

>anyone can help me out with this ?

It works fine when you have all permission stuff called in the master, so that
it can be forwqrded to this_playerr() if appropriate, or resolved by
calling /obj/player (no clone) itself, or by having the whole permission
system in the master, just as you like.
Apart from bug fixes, this seems to be 100% 2.4.5. compatible, using
set_this_object() ...

	amylaar
Xref: sparky rec.games.mud.lp:3207 rec.games.mud.misc:659 alt.mud:207 alt.mud.lp:351
From: mauldin@lonestar.utsa.edu (Alex L. Mauldin)
Newsgroups: rec.games.mud.lp,rec.games.mud.misc,alt.mud,alt.mud.lp
Subject: Tired of elves and fairies?  Try ABACUS!!
Date: 9 Sep 92 16:26:35 GMT
Organization: University of Texas at San Antonio


    If perhaps you've OD'd on the whole elves and faires and dwarves
    (oh my!), and you're looking for something besides a sword of frost
    to wield in your hands, or maybe you're just willing to try something
    new and exciting....

    Then ABACUS - Post Nuclear Mud (130.238.204.10  4080) is just for you!


        Ten Damn Good Reasons to Try ABACUS
        -----------------------------------

 1)   Set in one genre: CYBER-PUNK - Year 2125AD
        No more ice dragons in one room, a smurf in another, and the cast
        of Saturday Night Live in the next.  We have a theme, and by God
        we stick to it!

 2)   Not a single fairy or elf!

 3)   Weapons that can be damaged and repaired, with a sliding scale as
        far as value of weapon is concerned.  Not to mention working
        shootable guns (NOT swords disguised as guns) - You even have
        to buy the ammo!!  Talk about REALISM!!

 4)   A working Stock Market system.  You like an area on the game?
        Buy stock in it!!

 5)   A REALISTIC communication system:
            ** Phones w/ answering machines - you can even set the announcement
            ** Commradios with hundereds of channels to choose from!
            ** A modern Post Office for those personal notes!

 6)   Warring gangs and clubs instead of the usual guilds!

 7)   Great quests, including the infamous Operation: Prejudice!  But not
        so many to where its impossible to wiz!  And on that note....

 8)   No wizards!!  You work hard to become a Scientist!

 9)   A HitchHiker Guide to Nuclear War, in which anyone may write articles
        so that everyone can read your inspiring prose, you Hemingway wanna-be!

10)   You can wield weapons in either hand!  No more being able to just
        wield a toothpick and that somehow takes both hands.  Twice the
        POWER...twice the FUN!!


        So, if you're willing to just wanting to try something a little
        different, then check out ABACUS:

                            130.238.204.10  4080


    **  Brought to you by some of the same people who brought you
                      Topmud and Ancient Anguish  **

                        "The Quality continues"

                            ~~~~~~~~~~~~~~~
Newsgroups: rec.games.mud.lp
From: whale@leland.Stanford.EDU (Stephen Schmidt)
Subject: Re: Virtual Rooms and Objects (was: Re: MudOS a ripoff?)
Organization: DSG, Stanford University, CA 94305, USA
Date: Thu, 10 Sep 92 03:16:54 GMT

In article <1992Sep9.232417.7589@mnemosyne.cs.du.edu> dreay@nyx.cs.du.edu (Douglas Reay) writes:
>
>  Hi, couple of points here.
>1/ In addition to query(), set(), add() and rm() it would be nice to have
>   exists() so you can tell the difference between a property "cold" and
>   a property "cold" that has been given the value 0.

Heh. I'd like to point out that we already have this property in that
calling keys(query("foo")) returns different error messages in the case
of no mapping defined and empty mapping defined  :)
This wouldn't be too hard to implement, I don't think, and it'd be very
handy for some of the things I'm coding. I second the motion.
>
>2/ I like the use of set() for properties an object may or may not have and
>   set_x() for properties x that might need to have their setting or
>   querying functon altered (eg making set_material( "steel" ) also work
>   out and give the object the appropriate value for the property
>   fragility ).  Any system that combined the strengths of these two
>   systems would be great.  Perhaps a function shadow_property() could be
>   called from the create() of any object who added some set_x funcitons
>   with, as its argument, an array of properties for which set(), etc must
>   check for a set_x of that property first.  That way, instead of
>   searching a massive array to see if the appropriate funciton exists
>   everytime a property is set, the set() would only search if the property
>   is in the much smaller array of ones it has been told to 'look out for'.

We've been discussing the idea of reserving set_foo() calls for all cases
where something OTHER than setting the variable value is done. That makes
it easier to read code because you know if you see set("foo") nothing else
is going on, whereas if you see set_foo() you KNOW some other thing is
happening that you need to know about. Haven't done it though, I know my
code violates it in a couple places.

-- 
Steve Schmidt			<><		   whale@leland.stanford.edu

"We have met the enemy and he is us" - Walt Kelly
Newsgroups: rec.games.mud.lp
From: genlpc@pip.shsu.edu ()
Subject: Re: Rogue (Player Slayer LP-Mud) (boobytrap.spies.com 2222)
Organization: Sam Houston State University
Keywords: rogue
Date: Mon, 14 Sep 1992 04:28:56 GMT
X-Posted-From: pip.shsu.edu
X-Posted-Through: sol.ctr.columbia.edu


sh666@selway.umt.edu writes:

SK> I agree to.  On more than one occasion a wiz till trans me to
SK> another character that he happens to be friends with.

Yeah, one of the few times I have played it so far, a team member of mine
was trans'ed to some "elder wizard"'s workroom, so I thought, "hmm...nice
place to hide."  So I gated to him, at which point the wizard trans'ed a
member of the opposite team who killed us both. *smirk*  Anyway, I agree
with a previous poster, it's their mud.  They can run it however they want.
It's the players' choices whether or not to play.  On Genocide, however,
our goal is to provide as fair a competitive environment as possible,
evidenced by the large number of wizards we have had to banish. *grin*
(Oh, and interestingly enough, I have noticed that several of our banished
wizards are wizards or players on Rogue :).

Blackthorn, co-god, Genocide.
From: cthulhu@diku.dk (Stefan Krabbe)
Newsgroups: rec.games.mud.lp
Subject: Re: Rogue (Player Slayer LP-Mud) (boobytrap.spies.com 2222)
Keywords: rogue
Date: 13 Sep 92 19:46:28 GMT
Organization: Department of Computer Science, U of Copenhagen

mario@netcom.com (Branden L. Spikes) writes:

>Finally.. I thought this day would never ever come!  Rogue found a home!
>Now there's more than one such mud (genocide) on the net!

>	     -= Branden Spikes (mario@netcom.netcom.com) =-
>    -= God of Rogue (Player Slayer Mud) (boobytrap.spies.com 2222) =-

I'll add my 2 cents.

The wizards (inlcuding Mario) clone objects for their favorite players, and
interact whenever they feel like it. Not that I think they shouldn't be
allowed to do this; but I think you should know this before you start
to play there.

Just the facts mam!

                -Stefan

-- 
                                     ___
  Name:  Stefan Krabbe       .......(o o).......
  Email: cthulhu@diku.dk     ---vvv---U---vvv---
  Institute of Computer Science, University of Copenhagen.
Xref: sparky rec.games.mud.lp:3188 rec.games.mud:8718 rec.games.mud.misc:651
From: nowlola@elof.iit.edu (Olatunji Nowlin)
Newsgroups: rec.games.mud.lp,rec.games.mud,rec.games.mud.misc,rec.games.mud.admins
Subject: Help retrieve an old castle?
Date: 8 Sep 92 00:18:38 GMT
Distribution: na
Organization: Illinois Institute of Technology, Chicago



I'm wondering if any of you old time mudders can help me?
A while back I used to play muds (under the name Blademaster).
Well, I THOUGHT I'd saved my castle to disk, but it seems
that I had kermit in ascii mode and may have screwed up the
data (files won't uncompress now).  I'd like to know if anyone
has a copy of the castle anywhere?
In particular I would love to have my guild files (spells and
orb).  My main castle was on the old ShadowWorld but there
were several other muds I wizzed out on so maybe one of the
'gods' still has a copy around?

Email to nowlola@elof.iit.edu

OAN
-- 
No signature here...