HDTenEightyP/NetNews huggingface dataset:
From: sh666@selway.umt.edu (Azog)
Newsgroups: rec.games.mud.lp
Subject: Bad Guys
Date: 23 Jul 92 08:43:44 GMT
Organization: University of Montana

In my many MUD travels it has occured to me that noone really makes room
for characters that want to be 'bad'.  Even in the MUDs that do allow
player killing, it has been my experience that the character guilty of
the crime is usually ostracized by the other characters.  I have been
thinking of implementing a 'Outlaws Guild', for characters who wish
to perform certain dastardly deeds.  I can already hear violins from
some of you sweerheart players, but think about it... It would give
players on both sides more of a chance to roleplay

If this has already been discussed or if their is a MUD out there that
does make room for this sort of behaviour please let me know.  If any
one knows of a better way or has ideas please drop me a line.

						Thanks,
						Azog@Moral Decay
p.s.
Yes, I am fimiliar with Genocide :)
From: d8andjo@dtek.chalmers.se (Johan Andersson)
Newsgroups: rec.games.mud.lp
Subject: Re: A comparison of LPMUD vs. TinyMUSH???
Date: 24 Jul 92 18:14:49 GMT
	<1992Jul24.124205.23069@fy.chalmers.se>
Organization: Chalmers University of Technology, Sweden
In-reply-to: jacob@fy.chalmers.se's message of 24 Jul 92 12:42:05 GMT

In article <1992Jul24.124205.23069@fy.chalmers.se> jacob@fy.chalmers.se (Jacob Hallen) writes:

>   To implement the MUSH coding style in LPC would be a rather simple task.
>
Maybe we could write it on Marvins BASIC computer?

/Johan
--
Johan Andersson           | "You don`t have conversations with microprocessors
Chalmers, Sweden          | you tell them what to do, and then you helplessly
Email:                    | watch the disaster when they take you literally."
d8andjo@dtek.chalmers.se  |	Sah`ot in David Brins "Startide Rising"
Newsgroups: rec.games.mud.lp,rec.games.mud
From: snetzel@csd4.csd.uwm.edu (Scott V Netzel)
Subject: Where is TMI?
Originator: snetzel@csd4.csd.uwm.edu
Organization: Computing Services Division, University of Wisconsin - Milwaukee
Date: Mon, 27 Jul 1992 22:57:03 GMT


So where is TMI?  I tried both the new IP's that they gave, and both have
timed out for the last 3 days.  If anyone knows where they have hidden,
please do tell.

Albion
snetzel@csd4.csd.uwm.edu

P.S.  Where can I find a good 3.x mudlib?
Newsgroups: rec.games.mud.lp
From: m1d4783@tamsun.tamu.edu (michael denison)
Subject: Re: Darker Realms -  The Mudlib
Organization: Texas A&M University -- 42,000 fools and their president.
Date: Fri, 31 Jul 1992 05:55:09 GMT

In some random article rossw@ccu1.aukuni.ac.nz (Ross Williamson) writes:
> Is ther any chance of Darker Realms letting their Mudlib out to the other
> LP's around.. I run a LP down in New Zealand and we don't have any rooms
> and also are a just learning LPC  :(  we are intending on building our own
> areas from scratch but we really need something good to look at to start
> with ( To teach us :) ).
> Can anyone from Darker Realms tell me whether this is possible or
> not.  If not could anyone suggest any alternatives........

No.

> Ross ( Belarion )

-- 
--
michael d. denison                             m1d4783@tamsun.tamu.edu
From: mikep@iastate.edu (Michael K Patterson)
Newsgroups: rec.games.mud.lp
Subject: Re: Lag
Date: 23 Jul 92 00:11:06 GMT
Organization: Iowa State University, Ames IA

In <1992Jul22.223352.5993@unixg.ubc.ca> besler@geop.ubc.ca (Steve Besler) writes:


>	What causes "net lag" ?  Is it really just that it is "far away" on
>the net?  Or is it just that the mud is slow?  Will a mud seem to be
>way faster to people who make a more direct connection to the mud?

>	What's the scoop?

>Steven Besler  

Lag is one of the most misunderstood concepts of the mudding players :) 
Originally, lag meant "net lag".... This is the state where the load on
a data line between the mud-site and a player-site gets overloaded causing a 
slowdown. Nowadays, it seems that any condition which causes a player to have
a slow response to a machine is called lag. "modern lag" can be caused by any
of the following (or any combination of them)

At your machine:
	extra processes, etc. You acn solve these.

Through the net:
	Routers going down, excess data over lines, someone cut the line,
	etc. You can't solve these, but usually your line can be re-routed.

At the mud machne:
	most common (but no god will openly admit to it!)
	poor programming of the mud, too many players at once, extra processes
	on the mud machine, some bozo wizard lsing a file with 10k files in it
	(you know who you are!), someone logging onto the mud machine, 
	downloading dirty gifs on, though or to the machine, etc. 

	All in all, it's generally not your fault. Also, what I have stated 
above is from my experiences on muds... Your favorite mud machine might have
just been issigned to calculate PI to the hundred-trillionth decmal point. 
You never know. All you can do is wait it out, and blame whatever you hate
most (Damn those net-trek players! they always hog the nets! Arrrgghh! 
N13465 is running his optimized nose-picking package again!) From my personal
experience with VIncent's hollow, lag was created when someone created an
"oopsy" of some sort. Ah, well. 

----------------------------------------------------------------------------
Michael Patterson AKA Dirk the Daring                    mikep@iastate.edu
----------------------------------------------------------------------------
Newsgroups: rec.games.mud.lp
From: kjetilho@ifi.uio.no (Kjetil Torgrim Homme)
Subject: Re: RANDOM MOVING AND CHASING
Organization: Dept. of Informatics, University of Oslo, Norway
	<1992Jul30.040523.11809@jhunix.hcf.jhu.edu>
Date: Fri, 31 Jul 1992 00:47:51 GMT
Originator: kjetilho@holmenkollen.ifi.uio.no

In article <1992Jul30.040523.11809@jhunix.hcf.jhu.edu> jj@jhunix.hcf.jhu.edu (Jim Jones) writes:
    As someone else has pointed out, using catch_tell() is problematic
    if the player gets a step ahead of the monster.  I'd suggest jumping
    into your mudlib and modifying move_player() (or whatever, if 3.x has
    changed all this around) to do the "follow things" type stuff.  We've
[...]
    PS - If you use catch_tell(), your monster is going to stop following
    for all sorts of reasons.  Those include, dark rooms, rooms with exits
    that don't print "standard" exit messages, and if the player manages


I think this makes sense for most NPCs, and it was definetely intended
that you should be able to run away from them. It is a right pain to
make party follow, though.

If I were to change it, I would opt for an array of tracks with three
entries - time stamp, direction and a description / pointer to a
describing object.

If you want to make it even more realistic, you could do scents as
well, but no directional information should be kept with them. Scents
would work even in the dark (gosh...). Aside - no one walks in the
dark, because in most muds you get no feedback then. The mudlib should
make use of more levels of darkness.

Back to the case in hand. Do not keep more tracks than a
super-perceptive player can make out.  I am not sure if allocating a
maximum size array will be best, I guess it depends on whether you
want to save RAM or CPU.

In long() (or its equivalent), pick the two or three most recent
tracks (depending on the players perception) and make an appropriate
description based on the timestamp. Remove tracks during the lookup
when they are too old to be noticed by even the most perceptive NPCs
or players. Since the array will be automatically sorted by timestamp,
lookup will be fast.

Just my thoughts on the issue.


Kjetil T. (aka Tenghil)
--
	``so you can make me cum that doesn't make you Jesus'' - Tori Amos
From: amylaar@mcshh.Hanse.DE (Joern Rennecke)
Newsgroups: rec.games.mud.lp
Subject: Re: Clueless...
Keywords: lpmud, LPC, driver
Date: 28 Jul 92 10:57:27 GMT
Organization: Point of Presence Hamburg

wdell@ds5000.DAC.Northeastern.edu (Chilly) writes:

>Ok. I'm in need of some assistance. I would like to know if there is a way
>to "hide" yourself from users(),find_player(),find_living(),find_object(),
>etc... This purpose is to exclude me from those functions and act as if
>I weren't in the game. This can be particularly useful especially if
>you're an admin or a god on an lpmud. If this is possible, can someone
>make up some sort of code for the driver? I'm not that proficient in
>C. Any help would be greatly appreciated.

What for would you want to hide yourself? If you stayed forever in the
game ( not necessarily sitting in front of the screen ) the effect would
be the same.

	amylaar
Newsgroups: rec.games.mud.lp
From: Carl.von.Loesch@arbi.informatik.uni-oldenburg.de (Carl von Loesch)
Subject: Re: clones vs. non-clones
Organization: University of Oldenburg, Germany
Date: Wed, 22 Jul 1992 18:59:19 GMT

amylaar@mcshh.Hanse.DE (Joern Rennecke) writes:
>b) prevent all files that have a hashmark and a number in their name from
>   being loaded?
me says yes.

>c) build filenames for clones in a different way (compatibility buster... !),
>   so that no clashes can occur, e.g. "obj/torch/../#10", "#10/obj/torch",
>   obj/torch//10
me says no.

A wizard should not be able to 'simulate' a clone which is not a clone
really, just named that way.

Object names need not have #'s. What would they need it for?
Other files should be allowed to have #'s in them.
-- 
o+--_________________________---------------------------------------------_-+o
o|~(                         )~!+-!~(  loesch@informatik.uni-oldenburg.de )~|o
o|~(  Carl 'LynX' v. Loesch  )~!+-!~(  244661 at DOLUNI1.bitnet           )~|o
o+-----------------------------------------------------------------------/--+o
        "...a command interest..."   "*thwap thwap thwappity thwap*"
Newsgroups: rec.games.mud.lp
Subject: hname in 3.1.2-DR
From: rossw@ccu1.aukuni.ac.nz (Ross Williamson)
Date: Mon, 27 Jul 1992 02:47:55 GMT
Organization: University of Auckland, New Zealand.


    Question why does the hname program remain running as far
as I can tell all it does is get the host name ......

Any one care to enlighten me   :)

Ross.
+-----------------------------------------+--------------------+
| Name   : Ross Williamson                |Auckland University | 
| E-Mail : rossw@ccu1.aukuni.ac.nz        |    New Zealand     |
| Of course these opinions are my own and thank !! for that    |
+--------------------------------------------------------------+
"Holy Zarquon singing fish." Zaphod 
		    - From the Hitchhikers Guide To The Galaxy.
Newsgroups: rec.games.mud.lp
From: biswick@ms.uky.edu (Chad Hall)
Subject: Re: SysV stuff
    <1992Jul21.184400.12937@mcshh.Hanse.DE>
Date: Sun, 26 Jul 1992 20:29:24 GMT
Organization: University Of Kentucky, Dept. of Math Sciences

We have a 3.0.52 running on a 3B2, it took about 2 months of on and off work 
to get it going, but it seem to run fairly well. I'm not sure what all was 
done, and haven't been able to find a virgin 3.0.52 to make a diff off of.
(No, I didn't keep a copy.) I've given one copy out already, haven't heard back
from him, so I assume it works fine.

Biswick.
Newsgroups: rec.games.mud.lp
Subject: Darker Realms -  The Mudlib
From: rossw@ccu1.aukuni.ac.nz (Ross Williamson)
Date: Fri, 31 Jul 1992 03:15:19 GMT
Organization: University of Auckland, New Zealand.

    Is ther any chance of Darker Realms letting their Mudlib
out to the other LP's around.. I run a LP down in New Zealand and we don't
have any rooms and also are a just learning LPC  :(  we are intending
on building our own areas from scratch but we really need something 
good to look at to start with ( To teach us :) ).
    Can anyone from Darker Realms tell me whether this is possible or
not.  If not could anyone suggest any alternatives........

Ross ( Belarion )
+-----------------------------------------+--------------------+
| Name   : Ross Williamson                |Auckland University | 
| E-Mail : rossw@ccu1.aukuni.ac.nz        |    New Zealand     |
| Of course these opinions are my own and thank *!!* for that  |
+--------------------------------------------------------------+
Newsgroups: rec.games.mud.lp
Subject: Where do I find a 3.1.2 ++  driver and a lib to match it ie 3.1.2
From: rossw@ccu1.aukuni.ac.nz (Ross Williamson)
Date: Thu, 30 Jul 1992 20:56:43 GMT
Organization: University of Auckland, New Zealand.

OK the subject line says it all.....

Where do I find the newest version of the 3.1.2 driver and a mud lib
that will match the driver I currently have 3.1.2 vanilla working with
a 2.4.5 lib and unfortunatly it's now broken < cry >.... don't ask 
what I did I don't know trying to solve it now.

    But if I could I would prefer to have a lib compatable to the driver
** fully compat **.

    If you send host names could you also send IP addresses we have a 
stuffed nameserver.

Ross....  a very lost lp admin
From: fsjjp@acad3.alaska.edu (Rebels' James)
Newsgroups: rec.games.mud.lp
Subject: Re: MS-DOS LP Source
Date: 30 Jul 92 08:37:01 GMT
Reply-To: fsjjp@acad3.alaska.edu
Organization: P.A.R.A.N.O.I.A
News-Software: VAX/VMS VNEWS 1.4-a3

In article <Bs6on5.4uF@csi.compuserve.com>, nbetz@csi.compuserve.com (Nathan Betz) writes...
> 
> 
> 
> 
>If anyone has source code for an MS-DOS version of LPMUD,
>could you please get in touch with me? Either posting or
>e-mail is fine. I appreciate it.
> 
> 

        ME TOO



Stuart_Hall
aka Corwin
#include BITNET <FSJJP@ALASKA.BITNET>
#include EMAIL <FSJJP@ACAD3.ALASKA.EDU>
From: amylaar@mcshh.Hanse.DE (Joern Rennecke)
Newsgroups: rec.games.mud.lp
Subject: Re: 3.1.2 --> sort_array()
Date: 28 Jul 92 13:20:15 GMT
Organization: Point of Presence Hamburg

uekleinf@mcs.Drexel.edu (Erik Kleinfelder) writes:


>     Ok, for all LPC buffs out there I have a very good question...

>It seems that "sort_array(*arr, func, obj)" is causing some serious problems.
>For some reason when I use it to sort the users() array it tries to free up
>one of the players with "free_svalue".  This is actually called if ob->func
>does not return a number.  My simple dilema here is that I am returning a
>number from ob->func and for some reason "free_svalue" is still being called
>on a player.  Below is the code in one of the objects that will cause this
>problem.  (Incedentally, this will crash the mud, the error is provided)

>....

>int lev_sort(object player1, object player2) {
>    if (!player1 || !player2) return 0;
>    if (player1->query_level() < player2->query_level()) return 0;
>    return 1;
>}

>.......

>    list = sort_array(users(), "lev_sort", this_object());

>.......

>ERROR in lpmud.log :

>FATAL: Object 0x1a8edc obj/player#41 ref count 0, but not destructed (from
>free_svalue).

>Now to my understanding this should return a completely sorted array from
>lowest level to highest level.  Please, if this is the wrong way to use this
>function, post the right way. (Actually I am still hoping Lars reads this
>Newsgroup and the answer can come from the guy who wrote the function.)
>If someone knows, by all means enlighten me *sigh*, it is becoming real
>annoying, I really don't want to have to write my own "sort" function in
>LPC.

The code works on my testmud. It's probably one of 3.1.2's merging errors.

	amylaar
From: rson@rhi.hi.is (Reynir Hugason)
Newsgroups: rec.games.mud.lp
Subject: Re: LPMuds that run on Macs?
Date: 31 Jul 92 11:46:33 GMT

I'm currently upgrading MacMud from version 3.0.50 to 3.1.2+ which
is an even more recent version than can be found on alcazar (bug fixes
and rewrites made by Zappa on KoBra)

The newer version will boast increased performance, multiple
communication choices (Comm.Toolbox, AppleTalk, and TCP/IP),
and a debugger for the administrator. Making it probably the
best choice for mudlib and castle development.

The debugger can suspend the execution of the mud and allow
you to study objects and their instance variables and other
things.

All efuns have been moved outside the driver code it self and
are done through code resources so adding efuns is only matter
of writeing small code resources. This allows you tocustimze
MacMud more easily than re compiling the whole driver all the time.
Since recompiling the whole driver presently requires MPW, Yacc,
MPW C, and GNU C. Due to a rather bad bug in the MPW C preprocessor

Hmm .. enough for now .. should get back to work now...

I can be reached at sgReynisson@macmail.psy.uva.nl

P.S.: I'm setting an FTP daemon on this Mac when I figure out
how to do it (rather when I get around to it). And I'll post the
ip number when it is up and you can ftp beta versions of the
new MacMud ;-) Of course at your own risk :-)
Newsgroups: rec.games.mud.lp
From: duening@eis.cs.tu-bs.de (Lars Duening)
Subject: Re: How to use get_dir
Organization: TU Braunschweig,Informatik,EIS,West Germany
Date: Tue, 28 Jul 1992 12:04:09 GMT

In <1992Jul28.043250.6958@ccu1.aukuni.ac.nz> rossw@ccu1.aukuni.ac.nz 
(Ross Williamson) writes:

>     Does anyone know how to use get_dir properly in 
> game driver 3.1.2-DR  I've had a play with it but I can't seem to get it 
> working.

get_dir() takes a filename-pattern as argument, searches the directory
for matching filenames and returns them in an array.

get_dir("/obj/*") returns all filenames in /obj (or just ({ '*' }) if
  there is a file '/obj/*').
get_dir("/std/**") returns all filenames in /std (or just ({ '**' }) if
  there is a file '/std/**').
get_dir("/<somepath>/*t*.o") would return all filenames in
  /<somepath>, which contain at least one 't' and end in '.o'.

...at least in Nightfall behaves get_dir() this way...
--
Lars Duening; duening@eis.cs.tu-bs.de
Organization: Johannes Kepler University Linz - Computing Center
Date: Monday, 27 Jul 1992 10:00:28 CDT
From: <K111114@ALIJKU11.BITNET>
Newsgroups: rec.games.mud.lp
Subject: HELP ! Completely clueless (secure\master)

Hi!
I have some questions.
1) where can I obtain a 3.1.2gd for an MSDos, since the latest version
   available seems to be 3.0.45, which refuses to work withe the array
   constructors [..].
2) the msdos-gd. I have does not call get_simul_efun !? Damn ! I had to
   code something like "epilog() { (void)get_simul_efun(); }" in
   secure\master.c. I have the code to the 3.1.2gd on my unix host and
   I know that get_simul_efun is called somewhere in main().
   (Now I do call get_... by being called in backend, which calls epilog).
3) WHERE can I code routines which are TOTALLY gloal, i.e. look like an efun.
   I thought that was obj\simul_efun ?
   Let's say: In player.c I want to call a routine called "xyzzy", and this
   routine also can be called in obj\torch, or whereever u want.
   I coded the following:
   string xyzzy() { return "XYZZY"; } , contained in obj\simul_ef.c (MSDOS)
obj\player.c failed to be loaded ... Undefined function , when i tried to
   make a call to xyzzy, let's say from logon().
   Should I place it in secure\master ? *gasp* But that did not work either.
4) Why do I want to do this. Seeking knowledge ... *giggle*
   No: I have this 3.0.45gd in running in native mode, and no possibilty to
   recompile it with the #define COMPAT_MODE. On the other hand, I have the
   2.4.5Mudlib. I know there are some incompatibilities: reset(0) is now
   called as create(), and some others I dont know ... _yet_
   Why not build an efun-interface ? Something like:
   obj\simul_efun.c:

     void create() { previous_object()->reset(0); }

   The gd. should not call create in the current object, but rather in
   obj\simul_efun (well, that is what I _hope_ that the g.d. does ...)
   Same could be done with the efun creator:

   string creator(object ob) { return geteuid(ob); }


Well ... after several hours of hacking I am completely clueless ...
Any help apreciated.

thanks, herp.
From: ins894r@aurora.cc.monash.edu.au (Aaron Wigley [Wigs])
Subject: Re: Clueless...
Organization: Monash University
X-Newsreader: Tin 1.1 PL4
Date: Tue, 28 Jul 1992 23:42:15 GMT

wdell@ds5000.DAC.Northeastern.edu (Chilly) writes:
: Ok. I'm in need of some assistance. I would like to know if there is a way
: to "hide" yourself from users(),find_player(),find_living(),find_object(),
: etc... This purpose is to exclude me from those functions and act as if
: I weren't in the game. This can be particularly useful especially if
: you're an admin or a god on an lpmud. If this is possible, can someone
: make up some sort of code for the driver? I'm not that proficient in
: C. Any help would be greatly appreciated.

On Shattered Worlds this has been implemented to some degree..

users() - the 'who' command looks though the array of users on,
	and checks in their inventory if they are carrying an object
	that id's to 'no_who'. If it doesn't find it, it displays the 
	player's name.

find_player(), find_living() and find_object() -
	they rely on the 'id' command, so in the player object, you can 
	put code along the lines of:

id(str) {
	if (I_am_hidden) return 0;
	.. normal id check ..
}

	This has not been done for player objects, but has been done for
std/object.c (the base object, formerly obj/treasure.c): if : : Any replies, respond here in this group or
	If the object has the property 'HIDDEN', then it will not id to
anything, and has no long or short. lfun search() in room/room.c simply
unhides any hidden object in the room, by removing the hidden property.

: Thanks.

The Wigs of Oz,
Aaron Wigley,
Hunter@ShatteredWorlds
From: cmj1@jaguar.uofs.edu
Newsgroups: rec.games.mud.lp
Subject: RANDOM MOVING and CHASING
Date: 22 Jul 92 07:04:57 GMT
Organization: University of Scranton

I asked anipa for help on this before, but I lost the paer I wrote all his help
down on.  anyway here goes:

I have a two things I want certain monsters to do.

1) move randomly.

2) chase people when they leave a room.

I have most of 1 done and none of 2.
I am hoping to receive code showing me how :) (PLEASE PLEASE PLEASE)
I'll put what I have for random moving below.  I have nothing for follow.
The big problem with random_move is, my monster does it only ONCE!
Thanks for all help

::reset (arg);
call_out("random_move", 7);
...
...
random_move() {
	int n;
call_out("random_move",7);
	n=random(4);
if (n == 0)
	command("west");
...
...
if (n == 3)
	command ("north");
}



Okay.. what am I doing worng.. please show code, being it I'm still new to it

-- 
+++++++++++++++++++++++++++++ Quantum Leap me baby +++++++++++++++++++++++++++
+ Colin M. Joyce                       | Cmj1@Jaguar.Ucs.Uofs.Edu (Internet) +
+ (717-961-1842) Rock 107 (Work Number)| Cmj1@Scranton (Bitnet)              +
+ (717-346-6275) House (Humble Abode)  | GagGoona@Baloopi (World in my head) +
+                                      |                                     +
+                                      | All opinons are, of course, mine,   +
+           "Life Happens"             | and do not reflect the ideas of the +
+                    -Colin M. Joyce   | people around me (Mainly because    +
+                                      | my opinons are not normally placed  +
+                                      | upon reflective surfaces).          +
+++++++++++++++++++++++++++++ Happy Happy Joy Joy! +++++++++++++++++++++++++++
Newsgroups: rec.games.mud.lp
Subject: Re: agonfire Mud
From: C1899011@UMSLVMA.UMSL.EDU
Date: Fri, 24 Jul 1992 02:10:27 GMT
Organization: UM ST. LOUIS

Well,  Albion....I am doing the best that I can but it seems that whare
I work I am the only computer that has twised pair ethernet cables.  All
the other computers here seem to be thick ethernet.  I am working with
the system people on a solution but it seems that I'm out  of luck till
we move to our new computer building in 3 weeks...get this...its ALL
twised pair.  We have an OLD at&t star lan hub that I tried to plug my
computer into but it just seems to time out the port.  I talked to the
system people and it seems that my Next station is new and the hub is
to old to handle itfor some reason.  If any telecommation people read
this note....can u think of a way around this????  I will keep trying
to get my computer hooked to the net but looks like it will be a few
weeks.  But....DragonFire WILL be back...don't worry.
 
 
                  Ben Pflanz (c1899011@umslvma.umsl.edu)
Newsgroups: rec.games.mud.lp