HDTenEightyP/NetNews huggingface dataset:
From: michael@iastate.edu (Michael M. Huang)
Subject: Re: Where to get access to play mud?
Keywords: ferkel.ucsb.edu, ftp.math.okstate.edu
Organization: Iowa State University, Ames IA
Date: Wed, 26 Aug 1992 06:06:43 GMT

In <1992Aug26.034126.15732@msuinfo.cl.msu.edu> chena@crs.cl.msu.edu (Antony Chen) writes:

>Hi Michael.  The standard Unix telnet program IS a 'client'.  I mean, it's
>a crappy client, but sure enough it is.  The definition of a client is the
>thingy that lets you communicate with another computer.  The 'server' can
>be regarded as the mud which handles all the stuff it's getting from the
>client on the other side.  I know what you mean though, those clients such
>as pmf (Padrone's Mud Frontend), but that also can be called a client.
>There's just too many things you can call clients and servers..:)

Hmmm... sarcasm went over Mr. Chen's head. :)

Of couse I know that telnet is a "client".  But, in most mudders' eyes,
telnet is not a "client", rather a "client" is something that simplifies
their mudding tasks and make displays easier to understand than the jumbo
mumbo of straight telnet client session.  

And what is your chit-chats about servers?  I do not understand.  
Of course, I ran several muds before so I don't know. :)

Oh well, enough of trying to be sarcastic on USENET :)

-michael

-- 
Michael  Ming-Yang Huang /---------------------------\ michael@iastate.edu
PV Student Dev. Group  & | Shoestring Computing Inc. | michaelhg@ids.net
Visualization Lab Assist | (515)232-4906 / 232-0173  | -----------------------
IA State Univ,  Ames, IA \---------------------------/ #include <disclaimer.h>
Newsgroups: rec.games.mud.admin,rec.games.mud,rec.games.mud.misc
From: j_herlih@oz.plymouth.edu (Axl)
Subject: Re: Where to get access to play mud?
Reply-To: j_herlih@oz.plymouth.edu (Axl)
Organization: Plymouth State College - Plymouth, N.H.
Date: Wed, 26 Aug 92 16:27:09 GMT

In article <BtJx14.DAJ@news.cso.uiuc.edu> brumleve@hermes (Danny Brumleve) writes:
>chena@crs.cl.msu.edu (Antony Chen) writes:
>
>>Hmm...well, I don't know what Moria is, but muds stand for Multiple
>>User Domains or somethin' like that...to access one, you need to have
>
>Hmm.. I was always under the impression that it was Multi-User Dimension.
>Does anyone know what it really stands for?
>
>-Jhalavar-

MUD = Multi Undergraduate Destroyer

:)

Axl
Xref: sparky rec.games.mud.admin:343 rec.games.mud.diku:274
From: gt5870c@prism.gatech.EDU (Noah White)
Newsgroups: rec.games.mud.admin,rec.games.mud.diku
Subject: Wanted: Docs for DikuMUD
Date: 1 Sep 92 09:03:03 GMT
Followup-To: rec.games.mud.admin
Organization: Universal Exports


  I'm looking for docs for maintaining, and modifying a dikuMUD. If anyone has
these docs. or can point me in their direction I'd be greatfull, thanks,

-Noah


Newsgroups: rec.games.mud.admin
From: meetch@DIALix.oz.au (Mitchell Brandsma)
Subject: Re: Cheating wizards.
Organization: DIALix Services, Perth, Western Australia
Date: Thu, 03 Sep 92 03:47:08 GMT

support@fy.chalmers.se (F-sektionens Entusiaster) writes:

>Hi there fellow gods. :)

>I have recently had a rather nasty experience with a player who wizzed on
>Kingdoms mud. He all of a sudden started to zap mortals like a mad man and
>was very proud of it. If someone has :

>Loki. Sturm or Oiuy,
 ^^^^ Hmmm... I recall a somewhat obnoxious person by that name on IRC last
year.  Could it possibly be the same person?

>as wizard on his mud I strongly recommend you to check what this wizard is
>doing.

Idjuts... *sigh*

	- Meetch (meetch@DIALix.oz.au :)
Xref: sparky rec.games.mud.admin:335 rec.games.mud:8480 rec.games.mud.misc:594
From: alansz@cogsci.Berkeley.EDU (Alan Schwartz)
Newsgroups: rec.games.mud.admin,rec.games.mud,rec.games.mud.misc
Subject: Re: A little question...
Date: 28 Aug 92 23:08:53 GMT
Organization: University of California, Berkeley
NNTP-Posting-Host: cogsci.berkeley.edu

In article <1992Aug28.195511.22304@cc.umontreal.ca> wuest@ERE.UMontreal.CA (Wuest James D.) writes:
>Question here...
> 
>	Let's say I get a Client.  I uncompress it from *.shar.Z to *.shar
>
>	How to I unarchive it from *.shar to the working files as such?
> 
>Thanx...
> 

'shar' stands for 'shell archive'. You type> sh *.shar

It's often a good idea to edit the file first (with vi, emacs, whatever),
since you sometimes have to remove some lines at the beginning of the
.shar file before you sh it.

 - Alan


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        Alan Schwartz            | Disclaimer: I represent no one.
                                 |                            
Javelin@BelgariadMUSH            | alansz@cogsci.berkeley.edu
Treacle@GlobalMUSH and TinyTIM   | UC Berkeley                        
Garreth@SpellboundMUSH           | Cognitive Psychology        
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Newsgroups: rec.games.mud.admin,rec.games.mud,rec.games.mud.misc
From: cmeadows@nyx.cs.du.edu (Chris Meadows)
Subject: Re: Where to get access to play mud?
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.
Keywords: ferkel.ucsb.edu, ftp.math.okstate.edu
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Date: Thu, 27 Aug 92 04:09:10 GMT

In article <michael.714749909@vincent1.iastate.edu> michael@iastate.edu (
ichael M. Huang) writes:
>In <1992Aug25.015557.28548@ncsu.edu> tony@jim.csc.ncsu.edu (TB) writes:
>
>[Text del]
>>2) You will need three things: a machine where you can telnet from, a
>>`client' and a `server.' I can't help you with the first - but I expect
>[Text del]
>
>Pardon my ignorance, but if you can telnet from a machine (using port nu
ber)
>why would you need a client and server?  I understand there are lazy peo
le
>out there who like to use clients instead of straight brute telnet, but
>why do you need a server (unless you're insane, know nothing about mud o

>UNIX systems or C, and want to set up a mud by yourself)?
>
>This boggles my retired mud mind. :)
>
>-michael
>
>-- 
>Michael  Ming-Yang Huang /---------------------------\ michael@iastate.e
u
>PV Student Dev. Group  & | Shoestring Computing Inc. | michaelhg@ids.net
>Visualization Lab Assist | (515)232-4906 / 232-0173  | -----------------
-----
>IA State Univ,  Ames, IA \---------------------------/ #include <disclai
er.h>


Why would people want to use clients when they can just telnet?  That's
like asking why people would want air conditioning, AM/FM/CD surround
stereo, and power steering when they could just have a basic car.

Clients give you many options, including being on more than one MU* at
once, highlighting text, ignoring people, and doing other wierd and uncanny
things.  Oh, the fun you can have with a Client.  I wish I were on a Unix
machine so I could use a good one.

Which reminds me--does anybody know of a better client than RexxTalk for
use on a CP/CMS system?

Failing that, does anybody know how to correct the annoying problem where
RexxTalk stops printing the output of the MU* and the only way to fix
it is to log out from the MU* and then reconnect?

---Chris Meadows

Newsgroups: rec.games.mud.admin,rec.games.mud,rec.games.mud.tiny
From: dead@phantom.com (Bruce Fancher)
Subject: Technical problem w/ Tinymud
Keywords: tinymud
Organization: or lack thereof
Date: Sun, 30 Aug 1992 18:01:30 GMT

	I have a small problem I need some help with.  I've compiled Tinymud
on my NeXTstation with no problems, everything seems to be working fine.
EXCEPT I've noticed that when player "quit" their bodies still remain in the
last room they entered.  Is this a "feature" of Tinymud or is it failing in
some way?  If this is an inherent feature of Tinymud is there a way around
it so that the world isn't strewn with inactive players?  Please reply through
mail.

Thank you


-- 
Bruce Fancher -+- dead@phantom.com

Newsgroups: rec.games.mud.admin,rec.games.mud,rec.games.mud.misc
From: rhodesia@wixer.cactus.org (Felix S. Gallo)
Subject: Re: A little question...
Reply-To: rhodesia@wixer.cactus.org (Felix S. Gallo)
Organization: Real/Time Communications
Date: Sat, 29 Aug 92 06:08:49 GMT

In article <1992Aug28.195511.22304@cc.umontreal.ca> wuest@ERE.UMontreal.CA (Wuest James D.) writes:
>Question here...
> 
>	Let's say I get a Client.  I uncompress it from *.shar.Z to *.shar
>
>	How to I unarchive it from *.shar to the working files as such?
> 
>Thanx...
> 

'.shar' stands for 'shell archive'.  To unpack a shar file, type
'sh filename.shar'.

Felix
-- 
----------------------------------------------------------------------------
Felix Sebastian Gallo                              rhodesia@wixer.cactus.org
----------------------------------------------------------------------------
Newsgroups: rec.games.mud
From: st1pk@elroy.uh.edu (Taylor, Daniel K.)
Subject: Re: A good MUD site
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Houston
Date: Thu, 3 Sep 1992 05:14:00 GMT

In article <al161926.715279541@academ01>, al161926@academ01.mty.itesm.mx (Jesus Barrera Ramos) writes...
>Hi
> 
>I'm looking for a good mud game site, I'm new in this so I don't even know exactly how to get into a mud, several months ago I played a Dragons-like mud and I liked it a lot but unfortunatly the site was closed down so I'm looking for a good site to play
> 
>Jesus Barrera Ramos
>al161926@academ01.mty.itesm.mx

	Try Telnet lusty.tamu.edu/port=2000 . Its very newbie friendly.
look for joey(me) or anyone else.....

dan
Newsgroups: rec.games.mud
From: garvey@skybridge.SCL.CWRU.Edu (Heather Garvey)
Subject: Re: MicroMUSE
X-Post-Machine: colima.scl.cwru.edu
Organization: Smith Undergrad Lab, CWRU, Cleve. OH
Date: Fri, 28 Aug 92 01:49:33 GMT

cc727@cleveland.Freenet.Edu (Ben Carterette) writes:
>
>I'm new to this newsgroup, so i may be putting in this in the wrong place
>altogether. Oh, well.

	Well, not quite *altogether* but yes, this is the wrong newsgroup.
Try freenet.academy.muse.questions (or Option #6 on the same menu as the
clients). This is a CFN-specific question.
	CLEVELAND FREENET PEOPLE: post CFN-specific stuff to the SIG BB
FIRST.

>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?

	Since Tinytalk and Tinyfugue are hosed for Micro and not Academy,
I would assume there's a problem with our connection to Micro. Can you
pinpoint the time the problems began and send mail to xx248? Could be
from our move to the Suns, but that was a couple weeks ago...


--
	" ...dealing with Free-Net makes me very angry  | Heather "Moose"
and gives me thoughts of breaking things and torturing  | Garvey, Biochem 93'
small animals. "   --  Bruce Ikenaga <bxi@po.cwru.edu>  | <hlg@po.cwru.edu>
From: gt5870c@prism.gatech.EDU (Noah White)
Newsgroups: rec.games.mud
Subject: Wanted: DikuMUD Admin docs
Date: 1 Sep 92 08:48:17 GMT
Organization: Universal Exports


  I am looking for any docs on running, editing and administering a DikuMUD.
If anyone has any could you please mail them to me or point me to the 
appropriate FTP site? Thanks. The docs included in the distribution are 
quite lacking IMOP. Again thanks,

-Noah
From: fontenot@ravl.rice.edu (Dwayne Jacques Fontenot)
Newsgroups: rec.games.mud
Subject: Re: Inter-MUD communication.
Date: 25 Aug 92 19:23:54 GMT
Organization: Rice University

In article <13666@chalmers.se> d8andjo@dtek.chalmers.se (Johan Andersson) writes:
>Right, experimental is the key word. I had a chat with Adam Beeman (Buddha@TMI)
>on this subject too. I do think the TMI approach is more similar to the MOOs
>than Genesis as Genesis works with unreliable udp packages and as I understood
>it both MOO and TMI works using 'normal' tcp SOCK_STREAM communication.

This is correct.

>I have to throw in an argument for udp. With udp, the game never lags due
>to timeouts, you do not consume filedescriptors and the mud could hold
>hundreds, maybe thousands, of 'virtual' connections open at the same time.

The lag thing is just untrue -- all the comm code in LPmud is non-blocking.
As for the file descriptor arguement, there is no rule that says one must
keep a connection open at all times. TCP stream sockets can be used to
connect, send data, and disconnect.

>I feel udp is the way to go, when the info we send is rather small, naturally
>chunked up, and very sparse in time. Like tells, fingers, gwiz,
>rwho and many others that are simple query packet - answer packet, pairs.

UDP is a dead end street for these applications. As soon as you want
reliability or sequencing (when you want to send more than one packet's
worth of data {a packet is about 1k} at a time) you will have to implement
it yourself.

>Johan Andersson           | "You don`t have conversations with microprocessors

Dwayne Fontenot (Jacques@TMI)
Newsgroups: rec.games.mud
From: sprackle@rel8.ncsa.uiuc.edu (David Spracklen)
Subject: Re: Replies to obnoxious posts. *sigh*
Organization: ncsa
Date: Tue, 1 Sep 1992 18:16:02 GMT

In article <1992Sep1.141717.18771@sci.kun.nl>, m2a6@sci.kun.nl (Kenneth van Grinsven) writes:
|> In <michael.715293496@pv0236.vincent.iastate.edu> michael@iastate.edu (Michael M. Huang) writes:
|> 
|> >Hmmm... I didn't post the obnoxious message :)  But it proves one thing.
|> >No matter how stupid the posting is, someone is bound to reply to it.
|> >Can't you guys see that the virtues of silence, of not replying to
|> >someone's posting, can be in itself greater flaming weapon than 
|> >actually replying to it?  The poster is obviously looking for a 
|> >"flamewar" (and too chicken to use his/her real ID, btw :).  So
|> >why give him/her the pleasure of flaming back?
|> 
|> >Look closely next time.  Sometimes the best offense is the silence of
|> >the net.
|> I agree, but i still want to add one point; are people replying to those
|> obnoxious mails to convince the poster of the article that he is wrong, 
|> or to convince themself that he is wrong??
|> 
|> >-michael
|> Kenneth
|> 
|> #include <~.signature.h>

That is the exactly point I was going to make, Kenneth. I replied, not to ridicule
the original person, but rather to provide a bit of amusement for the rest of
us.  I must admit that I have gotten a lot of laughs out of reading some of the
other replies!  I doubt that ANYONE who replied had any intention of causing
remorse in the jerk who posted the original note.

Dave
Organization: University of Illinois at Chicago
Date: Tuesday, 25 Aug 1992 09:28:54 CDT
From: I Still Haven't Found What I'm Looking For <U51141@uicvm.uic.edu>
Newsgroups: rec.games.mud
Subject: Looking for Diku client

=========================================================================
Organization: University of Illinois at Chicago
Date: Tuesday, 25 Aug 1992 09:20:10 CDT
From: I Still Haven't Found What I'm Looking For <U51141@uicvm.uic.edu>
Newsgroups: rec.games.mud.diku
Subject: Looking for good clients

I am a MUDDER on CopperDiku (if anyone knows Prodigal)
anyhow...i need a good, easy to use client for Diku Muds.

I have computer accounts on IBM CMS  so I would need a a client written in
REXX...    ( I talk on IRC with a REXX client..so there has to be one for MUD)

I also have a UNIX acct..running Ultrix 4.2...so I'd need a Unix client in C
language...

Also would I need to do any debugging..I hope not...
I need a client I can just use straight from either acct..

I would like some info on these clients if it's available...
and also the FTP-site addresses where I can pick them up  =)
Newsgroups: rec.games.mud,rec.games.mud.misc,rec.games.mud.tiny,rec.games.mud.lp
From: s442223@nexus.yorku.ca (Chaos)
Subject: WEDDING - EVERYONE IS INVITED!
Originator: s442223@nexus.yorku.ca
Organization: York University, Toronto, Canada
Date: Tue, 1 Sep 1992 16:18:32 GMT

On Tuesday, September 1st, 1992 you will have the chance to witness
the greatest event in M* history! Yes, it is the WEDDING OF ERBESA AND
SPAGFROO!

For those who don't know them, they met on Paradox, and have decided
to dedicate their TinyLives to each other.

The wedding will be held on MarriageMUD (one set up specially for this
occasion).

The date : Tuesday September 1st
The time : 10:30 pm EST (come early if you like!)
The place: MarriageMUD - jaguar.math.oxy.edu 2001

AND THE BEST THING IS, EVERYONE IS INVITED!
HOPE TO SEE YOU ALL THERE!

Newsgroups: rec.games.design
From: eadengle@watcgl.uwaterloo.ca (Ed "Cynwrig" Dengler)
Subject: Re: "Hnefatafl pieces"
Organization: University of Waterloo
Date: Sun, 23 Aug 1992 17:37:32 GMT

Greetings!

In article <1992Aug23.011413.27039@sharebase.com> dyer@sharebase.com (Scot Dyer) writes:
>This might be the wrong newsgroup to take this question to, but I think this
>is the place where I am most likely to find the answer I'm looking for.
>Cut to the chase...
>
>Question:
>	Where can I buy [preferrably wooden] pieces suitable for use in an
>	abstract strategy game?  Two colors would be required, with one piece
>	of one color differing in shape/size...
>
>[Context:]
>I want to build a game board for an abstract strategy game I've recently become
>interested in.  It is a very old [pre-norman invasion saxon] strategy game, so
>I can't just go to a game shop and find it.  I have already made one relatively
>nice board [wood], but would like to do it again*, but I don't have the time.
>If anyone's interested (I don't quite have a feel for what would be appreciated
>in this newsgroup) I will post the rules.  Good game.
>
>	-- Scot (dyer@eagle.sharebase.com)
>
>P.S.  Response via email, SVP.
>
>--
>* I'm interested in the pieces for two reasons: 1) they're the hardest part of
>  making a board (to my experience), and 2) _some_ company _somewhere_ must be
>  producing pieces to be used for prototyping games...

Actually, it is even easier than that. Several friends and I have made
Hnefatafl games (plus its many size varients) using glass beads as pieces.
These are easily picked up at any shop that sells materials for doing flower
arrangements (the glass beads are used in vases to hold up flowers). The
king can eather be two glass beads glued together (to make a tall piece) or
a piece of a third colour.

There are also many alternatives to the above. Stones can be used as pieces.
A piece of dowelling cut into disks (ie. like checkers) can also be used.
These wooden pieces have the advantage that if you are making a game that
requires different valued pieces (eg. chess) then all you have to do is paint
the value on (note that black checker pieces are sold at many gaming shops).
In fact, the dowelling can be cut into cylinders so that different height
pieces can be used.

One gentleman I know who has a business selling games makes boards out of
cloth and uses cutoff pieces from spindle rods used to make chairs and stairs
(you know, thouse fancy turned pieces of wood for the legs).

Another alternative is to do what the Saxon's did for their game: cut and
painted bone. Check with your local butcher shop to see if you can get the
bones (I believe that the leg bones were mostly used) from some animal
they are cutting up.

Good luck with your game!

Ed

P.S. What rules are you using for the game. If you are using the traditional
     the king only has to make it to a side, and are finding that the king
     wins too easily, try the following variation (used for many of the
     smaller tafl games): the king must make it to a corner, with the
     restriction that only the king can rest on a croner square.

Newsgroups: rec.games.design,rec.games.misc
From: peters@physics.ubc.ca (Dan Peters)
Subject: Re: Ideas for a galactic conquest game?
Organization: University of British Columbia, Vancouver, B.C., Canada
Date: Fri, 28 Aug 1992 00:20:32 GMT

Most games that include diplomacy and backstabbing do not consider the internal
political difficulties associated with going to war, especially against one's
erstwhile allies. For example, if one's nation/species/whatever has a tradition
of upholding some kind of "honour" or "morals" (or they think they do), then a
backstab may put the government (which presumably is what the player is 
supposed to represent) on shaky ground. This can be partly overcome by a few
well-placed lies, if the government has sufficient control over information
flow. ("They attacked us first!") The degree of government control over the
media could be one of the characteristics that distinguish between the various
players' empires. 

More importantly, a nation is less likely to win a war if the people who do the
fighting don't believe in what they're doing. This can be related to 
information flow, as above, but also ... (and this is what I was really wanting
to get to - sorry about the overly lengthy intro) ... to the "compatibility" of
the empires involved. In the context of galactic conquest, where differing
species meet each other, what is the gut reaction when the scouts/diplomats
see each other for the first time? What kind of stories do they bring back?
I think the "thou shalt not backstab" instinct would be a lot less strong when
humans meet horrible insectoid thingies than when meeting ewoks. This is also
important if espionage plays a part in the game - a highly placed human
official might sell secrets to ewoks, but would s/he sell secrets to bugs?

Just a thought ... feel free to ignore ....

Drin
From: ewadams@netcom.Netcom.COM (Ernest Adams)
Newsgroups: rec.games.design
Subject: Speak at the Computer Game Developer's Conference!
Date: 1 Sep 92 18:42:06 GMT
Organization: Netcom Online Communications Service


 
         COME SPEAK AT THE COMPUTER GAME DEVELOPER'S CONFERENCE!
 
The seventh Computer Game Developer's Conference will be held April 17-20,
1993 in Santa Clara, California. The CGDC is the premiere professional
conference of the computer game industry. Every year, it brings together game
developers from all over the world to exchange information and insights (and
business cards). If you have an idea, issue, or problem that you'd like to
share with your colleagues, the Board of Directors wants to hear from you.
 
The format can be a lecture; a panel discussion among two or three
knowledgeable speakers; a roundtable (an open discussion among a small
audience); or a seminar (a shorter lecture followed by open discussion). All
sessions should last about an hour, including a short period for Q & A in
seminars and panels.
 
Topics for talks might include design theory (new ideas about games), design
practice (war stories and how-to information), technical (the nuts and bolts
of writing game software), and business/legal (protecting and selling your
game designs). These are only guidelines, however. Above all, Conference
attendees are looking for SOLUTIONS: practical information they can use to
make their games better and their lives easier.
 
HOW TO SUBMIT A PROPOSAL
Write a one-page summary of your proposed talk, and mail, fax, or E-mail it to
one of the addresses shown below. A paragraph will do, but REMEMBER, THE
BETTER THE PROPOSAL, THE BETTER ITS CHANCES OF ACCEPTANCE. Please be as
specific as you can about the content of your talk, its format, and the
category (if any) into which it falls. If you want to do a panel, please list
the names of your proposed panelists.  Please get your proposal to us by
OCTOBER 15, 1992.
 
WHAT WE EXPECT FROM A SPEAKER
Speaking slots are limited, and we think long and hard about who to give them
to. When you agree to be a speaker, you're making a commitment to be there on
time, well-prepared, and to speak on the topic you've proposed. Also, we hope
you'll write a paper for the Proceedings, so that your ideas can reach people
unable to attend your talk.
 
ALL PROPOSALS MUST BE RECEIVED BY OCTOBER 15, 1992!
 
U.S. MAIL:                      Fax:            (415) 965-0221
Anne Westfall                   Internet:       ewadams@netcom.com
1440 Cedar Place                GEnie:          E.ADAMS10
Los Altos, CA 94024             CompuServe:     71170,161
Newsgroups: rec.games.design