HDTenEightyP/NetNews huggingface dataset:
From: harpesta@loki12.cs.stolaf.edu (-Psionicist)
Subject: Re: Does anyone know what happend to Gods of War?
Organization: St. Olaf College; Northfield, MN
Date: Tue, 1 Sep 1992 21:50:36 GMT

In article <BtvrEv.1J7@news.cso.uiuc.edu> djs55750@uxa.cso.uiuc.edu (the man ) writes:
>Oh, well, if anyone else cares, Gods of War is up now, but all previous
>characters are wiped out....so start again if you want, but it doesn't seem
>worth it for that mud
>
>					Python
>

	Are the same people still running it?  _I_ actually thought it was a
pretty good mud, things were nice and the people were friendly.
	I have been gone for a long time though.....  
Could someone please send me the address so I could check it out?
Many, many thanks.

Myr
(Myrahn the sleeping mage)


harpesta@loki12.cs.stolaf.edu
(Aka: -Psionicist)
Newsgroups: rec.games.mud
From: cc727@cleveland.Freenet.Edu (Ben Carterette)
Subject: MicroMUSE
Reply-To: cc727@cleveland.Freenet.Edu (Ben Carterette)
Organization: Case Western Reserve University, Cleveland, OH (USA)
Date: Fri, 28 Aug 92 01:13:09 GMT


I'm new to this newsgroup, so i may be putting in this in the wrong place
altogether. Oh, well.

Does anyone know what's wrong with MicroMUSE? When I get on, it does the
normal stuff and gets up to "---- World (unnamed) ----" then it freezes up. I 
can still type and stuff and QUIT works, but i can't do anything else.

Anyone know what's going on?
-- 
--#####--####---#####--####------------> A division of Ben Carterette
--#------#   #--#------#   #----------------------------> Enterprises
--###----####---###----#   #------------------------------------------->
--#------#   #--#####--####----inc.----> "Fiber up yer butt!" - Sagat
Newsgroups: rec.games.mud
From: pvanheus@frodo.cs.uct.ac.za (P A van Heusden)
Subject: GodNet : What gives?
Organization: Computer Science Department, University of Cape Town
Date: Wed, 2 Sep 1992 14:05:18 GMT

What is happening with GodNet these days? Each time I try and get in, I
get connection refused. Does anyone know what is on?

Peter
--
*******************************************************************************
Peter van Heusden              "Thou shalt not kill
CS2 lab, UCT, Cape Town               Kill kill kill!"
pvanheus@frodo.cs.uct.ac.za                    Ministry
Newsgroups: rec.games.mud
Subject: MUD oon PC
From: cole_d@kosmos.wcc.govt.nz
Date: Tue, 25 Aug 1992 23:01:10 GMT
Reply-To: cole_d@kosmos.wcc.govt.nz
Organization: Wellington City Council, Wgtn, NZ

Is it possible to run a MUD program on a PC?
If it is where can I get it from?
Newsgroups: rec.games.mud
From: eeidson@eng.auburn.edu (Eric Eidson)
Subject: Starfire Muse Has Moved! 
Keywords: Starfire MUSE Moved 
Organization: Auburn University Engineering
Distribution: World 
Date: Sat, 29 Aug 1992 15:23:32 GMT

_________ _______ ________ ________ ________ ________ ______ ________ ________
________ /  ____//__  ___// ____  // ____  // ______//_  __// ____  // ______/
________ | |       / /   / /   / // /   / // /        / /  / /   / // /
________ | |      / /   / /___/ // /___/ // /____    / /  / /___/ // /____
________ | |     / /   / ____  // ____  -/ _____/   / /  / ____  -/ _____/
________ | |    / /   / /   / // /   | |/ /        / /  / /   | |/ /
____ ____| |   / /   / /   / // /   / // /       _/ /_ / /   / // /_____
___ /______/  /_/   /_/   /_//_/   /_//_/       /____//_/   /_//_______/

Has Moved To Another Machine At Auburn In The Hopes Of Better Hours Of 
Availability.  It Is A Faster Machine, and Has Much, Much More Memory,
So We Should Be Happy For At Least A Day Or Two... :)

Our New Location Is:

	131.204.60.10 4201 

Hope To See Everyone There...
--Blakkr
Newsgroups: rec.games.mud
From: laurelh@titan.ucc.umass.edu (Laurel Hellerstein)
Subject: Re: Educational MU* Info
Organization: University of Massachusetts, Amherst
Date: Wed, 26 Aug 1992 18:51:13 GMT

In article <1992Aug26.032324.2210@usenet.ins.cwru.edu> ca959@cleveland.Freenet.Edu (Jay Bradley) writes:
>
>Does anyone know of references concerning the educational 
>virtues of MU*s?  It appears that I may have to justify my access
>on the system I'm using. I'm hoping to find some high-power
>authoritative documentation (printed texts preferred) to justify
>my and several other persons' use of an educational network to
>continue learning how to code MU*s.  Thanks.

I have recently read several scholarly pieces penned by anthropologists
that are looking at various aspects of MUDS including community
building.

I imagine that if they haven't yet, the social science community
will soon discover MUDs and their derivatives and be in there
investigating!  You could certainly argue that you are doing ethnographic
research.

Try searching ERIC at Carl (write me for the telnet number if you
don't have it handy) and do a search.  I would imagine you will
come up with several references.

-- 
  %%%%%%%%%%%%---------------------------------------------%%%%%%%%%%%%%%
    Laurel Hellerstein,Ph.D             Laurelh@titan.ucc.umass.edu
    Manager, Housing Services           (413) 545-4638
    Cable Network                       FAX (413) 545-2232
From: jrg@netcom.com (Parade)
Newsgroups: rec.games.mud
Subject: Re: Inter-MUD communication.
Date: 27 Aug 92 06:52:53 GMT
Reply-To: jrg@netcom.com
Organization: People's Popular Front for Revolutionary Darwinism
X-Newsreader: Tin 1.1 PL4

cmeadows@nyx.cs.du.edu (Chris Meadows) writes:
: We had intermud communication between Time Traveller and Furry for a
: while, through characters created by a guy on both Furry and TT, auzzie.
: I don't know how it was done (I'm a player, not a programmer) exactly,
: but the way described in a previous post sounds about right.  Of 
: course, now it doesn't work anymore, and auzzie is mysteriously not
: there.  Wish I know
: knew what happened...Ah, well.  The idea sounds great.  Too bad I don't
: connect to any of the MU*s you're thinking of linking...sigh...

	What that actually was was basically two "characters" (each called
"mudlink>") on TimeTraveller and Furry that was run by TinyFugue 2.0 
triggers and hooks such that everything it 'heard' in the MUDLINK
room triggered a command that told TF to switch to the other world
and repeat it.  It was also taught to execute commands (like WHO and
page) with small MUF programs that basically forced the mudlink> character
to perform the action in one world, and to quote it back in the current.
	All this is clever enough, and triggered much of ideas that
lead to the current MUD networking mania, but is basically just a fun
kludge from the user level.  Its considerably simpler than the other
alternatives, but lacks in flexibility and application what the current
implementations have to offer.
	Still... A healthy kudo goes to auzzie's efforts.

						-p.
-- 
jrg@netcom.com                                             russ granger
   Founder of the People's Popular Front for Revolutionary Darwinism
                     Parade says, "Evolution NOW!"
Newsgroups: rec.games.mud.lp
From: oakley@contra.enet.dec.com (The Zeeker)
Subject: Re: Driver additions
Organisation: Treadstone Seventy-One
Organization: Digital Equipment Corporation, Maynard, MA.
Date: Wed, 26 Aug 1992 11:38:57 GMT


In article <1992Aug26.032823.7009@uniwa.uwa.edu.au>, guddt@uniwa.uwa.edu.au (David Bennett) writes...
>oakley@contra.enet.dec.com (The Zeeker) writes:
> 
>>	As far as I can see, 2.4.5 IS a standard.  Nice, it works, not
>>	very buggy.  I have yet to see a 3.0 Mudlib in vanilla state
>>	that ACTUALLY WORKS !!  That was the great thing about 2.4.5
>>	Mudlib, you could do whatever you wanted with it.  BUG-FREE!
> 
>Bug free, so long as you removed the money bug...  The quicktyper bug...
>etc.
> 
>Yeah as bug free as they come.
> 
>Nothing is ever bug free, if it is, it isnt a computer program :)
> 
	We had more minor technical problems with living.c, soul.c,
	player.c and master.c..  No bugs with quicktypers or money
	to my knowledge...

-----------------------------------------------------------------
Brought to you by Treadstone Seventy-One Corporation.
--- --- --- | /  "Come not between the dragon and his wroth!"
 /  |-  |-  |    		- Lear, King of England
--- --- --- | \
_________________________________________________________________
Newsgroups: rec.games.mud.lp
From: guddt@uniwa.uwa.edu.au (David Bennett)
Subject: Re: SW Quests?
Organization: University of Western Australia
Date: Wed, 2 Sep 1992 23:24:23 GMT

beeman@cats.ucsc.edu (Adam Beeman) writes:


>>guile@engin.umich.edu (Kenneth K Lee) writes:

>>SOLUTIONS TO SHATTERED WORLD QUESTS

>Thanks for posting the phoney quest solutions I gave ya, Guile.
>I guess it's time to let other people start laughing... none of those quests
>are real.  If you'd like to write a quest based on them, feel free to do so.
>My friend wrote the hints for me over the weekend when we had nothing better
>to do, I wanted to see the reaction without getting flamed into oblivion...

>It's interesting how such a posting can provoke such outrage from people
>who don't know any better... it's also amusing that Mike (mmcg) didn't post
>anything to the effect that the quest solutions were fake.

As one of the uninformed public.  I still dislike what you did.  Even if
they are not the real solutions to the quests, posting quest solutions
is not and never can be considered a good idea.  Sure solutions exist
for all those infocom games etc which is also a similar thing.  If you
want to get on a moral high horse, go for it.  I am.

David.
[DDT] Pink fish forever.
-- 
  David Bennett,  guddt@uniwa.uwa.oz.au | University Computer Club
     Where Pink fish swim backwards.    | c/o Guild of Undergraduates
These words I am singing now mean nothing more than meow to an animal - TMBG
Disclaimer: Any spelling mistakes in this article are all entirly my fault.  Any grammer errors spotted in this article were put there because I could.
From: augustss@cs.chalmers.se (Lennart Augustsson)
Newsgroups: rec.games.mud.lp
Subject: Re: **** TOP 10 LPMUDs ****
Keywords: n
Date: 27 Aug 92 13:01:36 GMT
Organization: Chalmers University of Technology

In article <1992Aug23.174734.10165@mcshh.Hanse.DE> amylaar@mcshh.Hanse.DE (Joern Rennecke) writes:
> [...]
>I then proposed a set of new efuns to manage multi-valued entities with
>an interface resembling lisp's alist, but with faster lookup by use of sorted
>lists and binary search.
>Lars expressed his consent, but saied that he didn't want new types. Then,
>when 3.0.47 was released, the genesis driver staff had nothing more urgent
>to do than remove all alist functions, and introduce the type mapping as a
>new basic type.
The "genesis driver staff", as you call them, had little to do with the
initial implemenation of mappings.  I saw your a-lists and couldn't
make head-and-tail of them, so I thought a little, asked a few people
what they'd like, and implemented mappings.  Later they were cleaned up
by the "driver staff".

	-- Marvin

-- 

	-- Lennart Augustsson
[This signature is intentionally left blank.]
From: jlw@hebrew.cc.columbia.edu (James Waldrop)
Newsgroups: rec.games.mud.lp
Subject: Re: Subobjects
Date: 29 Aug 92 03:08:48 GMT

mmcg@cs.monash.edu.au (Mike  Mc Gaughey) writes:
>jlw@HEBREW.CC.COLUMBIA.EDU (James Waldrop) writes:
>In the same vein: you were willing to badger me for a tutorial on how
>game drivers work, but you weren't willing to go and read the code
>yourself.

More specifically, I badgered you about how YOUR game driver worked,
since it seemed interesting, and the code wasn't available for
perusing.  I believe there were two points when our discussions
strayed into topics that are general to all LP drivers, but I
was mainly interested in yours.  Exactly how was I supposed to go
read the code?  In fact, we had this same discussion concerning
saving object variables, and you said you had done that, but consistently
refused to tell me how.

>When I talk to most other people - from TMI or elsewhere - they are
>proud of their work, the innovations they have made - and rightly so.
>But they are also aware of how easy or difficult or significant or
>trivial each of the changes are.  They are, in short, aware of what is
>especially significant and interesting, and what is a small, neat hack,
>and they treat things that way - to do otherwise is to insult your
>audience's intelligence.  You, on the other hand, are extremely vocal
>yet embarrassingly ignorant about such matters.  Essentially, a waste
>of time.

I think a simple hack that produces useful results is far more worth
getting vocal about then a difficult one that gives mixed results
at best.  The amount of labor that goes into something does not directly
correlate to the affect it has on those who use it.  I will get quite
vocal about something as simple as putting the wrappers around malloc(),
or changing the switch() in eval_instruction to a list of pointers.  The
reason for this is that I've tried to compile with smalloc on a NeXT,
and I know people who have been unable to compile the driver under Vax
Unix because of the extreme length of eval_instruction.  On the other
hand, I see things like Amylaar's alists efuns, and I can't get too
terribly excited.  They are confusing, and as such, not terribly useful.
Yet I'm sure that he put quite a lot of time into them, and I respect
him for that effort, but it doesn't go much further.  Likewise, I
respect Shattered Worlds for the things you seem to have done, but it
doesn't really affect anything, so I can't get terribly excited about
it.  Excuse me for my humanistic approach.  ;)

Sulam
Newsgroups: rec.games.mud.lp
From: guile@engin.umich.edu (Kenneth K Lee)
Subject: Re: Virtual Rooms and Objects (was: Re: MudOS a ripoff?)
Date: Tue, 01 Sep 92 00:48:10 EDT
Organization: University of Michigan Engineering, Ann Arbor

In article <UEKLEINF.92Aug31195626@queen.mcs.Drexel.edu> uekleinf@mcs.Drexel.edu (Erik Kleinfelder) writes:
>>>>>> On 27 Aug 92 20:07:42 GMT, beeman@cats.ucsc.edu (Adam Beeman) said:
>Adam> NNTP-Posting-Host: am.ucsc.edu
>
>> If, however, the daemon detects that this is a virtual object's filename,
>> then any object it returns will now have the filename identifier of
>> "/d/Sahara/desert_52,30"... so even file_name(ob) will return that.  What
>> this is useful for is a number of things.  In the case of the desert, rather 
>> than write a hundred rooms that all say, "This is barren, dry desert with
>> exits in all directions", I can just write a program that clones rooms and
>> sets their descriptions, then returns the rooms... and they get more useful
>> filenames than "/std/room#435".
>
>     Actually Buddha, Fordan and Cyberleader on Dragon's Den have this for
>SPACE, and let me add that this is a great space saver, considering you have
>3 dimensions to worry about instead of two.
>
     I also did alot of work with virtual objects on a mud i was working on.
Although I never finished it, it was rather interesting.  I had based the 
entire mudlib on the a co-ordinate system, and used a rather elaborate 
scheme of map-servers and so forth to change the way LPMud looked to the user.
     For example, instead of walking into a room and seeing the typical long
description, you would see a map of the area surrounding you.  (About a 15 x
9 character map, each character was a room).  Unfortunately, I never did finish
up on my mud project, although I still have ideas dancing around in my head for
muds that would use this interface.  If you have any ideas or would be 
interested in putting together a mud/mudlib based on this, email me.
From: djohnson@cs.ucsd.edu (Darin Johnson)
Newsgroups: rec.games.mud.lp
Subject: Re: mappings and bugfixes
Date: 27 Aug 92 03:21:28 GMT
Organization: =CSE Dept., U.C. San Diego

>>The simplified syntax has the drawback that some people may think
>>that they're very inexpensive to use when they're not.
>
>Well, they aren't expensive either.  At least they aren't any more
>expensive than two arrays.  :)

I read a long time ago a software engineering (ick) paper with the
thesis that expensive operations should be harder to type in or use
than cheap operations.  The reasoning was that novice programmers
tended to use these expensive operations because the syntax was
easy to use, even when simpler operations may have sufficed.

>No one is hiding the MudOS bug fixes.

But it's not a simple task to relate these bug fixes to the 3.1.2
source code :-)
-- 
Darin Johnson
djohnson@ucsd.edu
    Strange things are afoot at the circle-K...
Newsgroups: rec.games.mud.lp
From: mmcg@cs.monash.edu.au (Mike  Mc Gaughey)
Subject: Re: Driver additions
Organization: Computer Science, Monash University, Australia
Date: Fri, 28 Aug 1992 05:15:32 GMT

oakley@contra.enet.dec.com (The Zeeker) writes:

>	I'll try too.  Anyone else interested?  We might just have
>	an ANSI-LPC committee brewing here. ;-) ;-) ;-)

Just as long as noone mentions "trigraphs"... :)

Mike.
--
Mike McGaughey			AARNET:	mmcg@bruce.cs.monash.edu.au

"Head stompin', ass kickin', finger licking nastiness"
Newsgroups: rec.games.mud.lp
From: mmcg@cs.monash.edu.au (Mike  Mc Gaughey)
Subject: Re: SW Quests?
Organization: Computer Science, Monash University, Australia
Date: Sun, 30 Aug 1992 08:21:49 GMT

guile@engin.umich.edu (Kenneth K Lee) writes:

>SOLUTIONS TO SHATTERED WORLD QUESTS
>[...]

*grumble*
--
Mike McGaughey			AARNET:	mmcg@bruce.cs.monash.edu.au

"Head stompin', ass kickin', finger licking nastiness"
Newsgroups: rec.games.mud.lp
From: bds@occs.cs.oberlin.edu (NullSet)
Subject: Violence
Organization: Oberlin College Computer Science
Distribution: rec.games.mud.lp
Date: Tue, 1 Sep 1992 23:51:09 GMT
X-Posted-From: occs.cs.oberlin.edu
X-Posted-Through: sol.ctr.columbia.edu

Ok, I realise this is probably an outdated subject, but I don't read
this newsgroup very often, so please bare with me. :)

Earlier, the problem of LPmuds only being hack-n-slash was brought up.
Several solutions to this was suggested, and some even implemented.  A
large part of the Illior project on TMI was to drop the hack-n-slash
part by basing the MUD on economy.  However, do to a lack of site,
Illior is now nearly forgotten.

With LR I am trying something new, which is to completely remove
hitpoints, spellpoints, and experience, deaths and killing.  Yeah,
this is rather radical and could have millions of problems, but I'm
gonna try it.  Flame if you've got nothing better to do.

Obviously, there has to be *some* kind of rating system.  We decided
on "coolness".  Basically, any objects you get, or anything you do
will change the "coolness" rating.  There *is* a kind of combat,
however they are insult matches generated by the player and the game,
so the more insults you find lieing around the street, the better off
you can "fight".  I realise this is a bit vague, you can chat with me
on TMI if you want more information about how this works.

Anyway, I'm sorry if this conversation has already stopped and my post
is annoying, but I felt it should be said.

Forlock.  No .sig, no interesting quotes, just Forlock.  Pretty boring
eh?
From: uekleinf@mcs.Drexel.edu (Erik Kleinfelder)
Newsgroups: rec.games.mud.lp
Subject: Re: Driver additions
Date: 27 Aug 92 22:41:19 GMT
	<1992Aug26.005902.829@engage.pko.dec.com>
	<17h567INNs0r@darkstar.UCSC.EDU>
Organization: Drexel University


Adam> I'm also not telling when I'm releasing it
Adam> because then I'll kick back until right before then, and either release
Adam> a *terrible* hack or have to apologize for it taking extra time (hi 
Adam> Fordan and Gunther! ;-)

     *smirk* I swear it will be released soon, just let me add this feature.
*grin* *kick buddha* *smile*

Keep up the good work.

Adam> -Adam Beeman
Adam> Buddha@TMI

Erik (Gunther God@Dragon's Den -- 129.25.7.111 2222)

P.S.
     I am sorry, but *IT* will be released soon. *wave buddha*
From: ak853@cleveland.Freenet.Edu (Eric Blade)
Newsgroups: rec.games.mud.lp
Subject: People, People..
Date: 2 Sep 1992 20:10:55 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: ak853@cleveland.Freenet.Edu (Eric Blade)
NNTP-Posting-Host: hela.ins.cwru.edu


  We've all had our own fun trashing mudlibs and mud drivers.  Myself
included.  I just got back to the news after about a 6 day loss, and
there are 300 new messages, and I've only seen a few useful ones
(inparticular the guy who posted the code that he thought would crash a
2.4.5 or 3.0 compat_mode, which I can't make the code to no matter how
much I don't modify it, or how much I contort it into a new form to try
and get it to work.

  And, the intelligent posts (not the flame posts) about a standard
driver/mudlib.
 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.
So if someone wants to doante a machine for the cause, I will happily
volunteer to be the first membver of a driver and/or mudlib committee.
ANd I will not even use tmy own mudlib that I have take nseveral hourts
perhaps several days of my time to modify and create, etc, because most
people would find the things I've done horribly stupid from a coding
standpoint.
   
Newsgroups: rec.games.mud.lp
From: pen@lysator.liu.se (Peter Eriksson)
Subject: Re: Driver additions (was Re: **** TOP 10 LPMUDs ****)
Organization: Lysator Academic Computer Society, Linkoping University, Sweden
Date: Tue, 25 Aug 1992 13:21:16 GMT

siannce@polyslo.csc.calpoly.edu (Huthar) writes:

>Everyone has different needs. And I personally like the fact that there are
>many drivers out there. It gives peoples more choices, and if one doesn't
>match up to what someone wants then they can go get another.
>    -Huthar@portals|tmi|genocide|od

Actually, I myself has a hard time understating all the people asking for
standard LPMUD drivers and (even worse!) standard MUDLIBs.. For heavens sake,
if one is just out to start Yet Another MUD (YAMUD), looking just like all
the others - then what's the point? Then one could just as well play on one
of those that already exists...

/Peter
--
Peter Eriksson                                              pen@lysator.liu.se
Lysator Academic Computer Society                 ...!uunet!lysator.liu.se!pen
University of Linkoping, Sweden                           I'm bored. Flame me.
From: djohnson@cs.ucsd.edu (Darin Johnson)
Newsgroups: rec.games.mud.lp
Subject: Re: Saving Scores
Date: 1 Sep 92 22:13:09 GMT
Organization: =CSE Dept., U.C. San Diego

>write_bytes() .

You repeated the 32 line message just to add 1 word?

You have figured out how to solve all the inheritance problems
and fixed the bugs it seems, or so I assume from the previous
article.  If you can do that, why the t*ny can't you figure
out how to edit an article?
-- 
Darin Johnson
djohnson@ucsd.edu
    Where am I?  In the village...  What do you want?  Information...
Newsgroups: rec.games.mud.lp
From: whale@leland.Stanford.EDU (Stephen Schmidt)
Subject: Re: MudOS a ripoff?
Organization: DSG, Stanford University, CA 94305, USA
Date: Fri, 28 Aug 92 01:25:07 GMT

In article <1992Aug27.230447.15809@sequent.com> demon@sequent.com (Dave Richards) writes:
>
>It's too bad it's not Winter here.  This would make a great Wintertime
>discussion.  :-)

Ah, but it's winter in Australia...


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

"We have met the enemy and he is us" - Walt Kelly
Newsgroups: rec.games.mud.lp