HDTenEightyP/NetNews huggingface dataset:
From: tweek@netcom.com (Michael D. Maxfield)
Subject: Where's foof.dorm.clarkson.edu?
Organization: Netcom Online Communications Services (408-241-9760 login: guest)
Date: Mon, 21 Dec 1992 02:55:08 GMT

Is foof.dorm still around?  I'm attempting to get either TinyMUD-PC or
some other mud up and working on the pc, and I seem to remember that
foof.dorm had large amounts of DOS ports.  I even notice that it is still
in the MUD-FAQ, but I am unable to connect.   Is the system there down for
Christmas, or has it gone away?

Does anyone happen to have the instructions for operating the serial ports
of Tinypc?  How about a DOS compiled version of Prism?  I can't seem to get
it to compile properly... of course I don't claim to know diddly about
C past a few print I/O statements in C.  The best I did, was no errors till
the end of the makefile, and then a NOI error.

I guess I should read up on C.  Oh well,  What of foof though?  Anyone
know?

       tweek@netcom.com  tweek@tweekco.uucp  WWIVNet 5@5058  4@5056 
          I'd rather get my cable service from the phone company,
                than my phone service from the cable company.

Newsgroups: rec.games.mud.tiny
From: ttaylor@binah.cc.brandeis.edu
Subject: correction
Reply-To: ttaylor@binah.cc.brandeis.edu
Organization: Brandeis University
Date: Wed, 16 Dec 1992 03:14:44 GMT

geez, one correction on my email address, "brandeis" :) Thanks.
Newsgroups: rec.games.mud.tiny
Subject: Re: Plots and soforth on TrekMUSE
From: jamie@kauri.vuw.ac.nz (Jamieson Norrish)
Date: Sun, 13 Dec 1992 01:34:39 GMT
Organization: /u/student/jamie/.organization

In article <1992Dec12.191727.16381@magnus.acs.ohio-state.edu>
dvandom@magnus.acs.ohio-state.edu (Dave Van Domelen) writes:

   Okay, on TrekMUSE we have a 17 step rank system, all the way from
   Visitor to Director.  Each rank has progressively more powers, and
   certain levels of authority over those under it.  There are also
   @organizations, which limit the power of people to the org they are
   in and those subordinate to it.  Thus a Captain attached to the
   Fleet org can @fo and otherwise order around anyone on any ship in
   the fleet, but cannot @fo ship captains (unless they aren't
   actually Captains in rank).  But a Fleet Admiral attached to a
   single ship can't affect anyone not on that ship's crew.  Of
   course, Fleet Admirals usually get attached to central Empire orgs.
   Thus, to start a plot, it has to be one within your MUSE power to
   pull off.  A bunch of Crew can plot to steal a ship, but if they
   want to be safe from mangling after that, they have to get a
   foreign Director to give them haven by @detaching them and putting
   them in a new org.  If they fail to do that, or ask the wrong

[Etc., etc., etc.]

I don't quite understand why you need to code this sort of thing.
Surely if the crew want to take over a ship, someone suggests the idea
to the others, who say its a wonderful idea, and they go from there.
Then, if they want sanction, they try to persuade someone to help them
(since otherwise they'd get fried by whoever controlled the ship,
assuming it was part of a fleet). That person would offer them
protection in some form, perhaps by sticking his emblem on the side of
the ship and saying, "You're one of us now." If the original fleet
commander still wants to punish the traitorous crew, he just goes
ahead and orders his subordinates to do so. And chances are they will,
since otherwise (except in the case of mass rebellion) they will be
set upon by those who do obey.

Why can this not be done without coding? You have set up a ranking
system to ensure that people can safely order around those below them.
I argue that this power should rest solely on the knowledge of who
would win if it came to a fight between the captain and those loyal to
her, and those who were disobeying her commands. Most of the time,
fighting would not ensue, and commands would be obeyed; after all, if
it was three people saying, "I don't want to do this." and those three
knew that the other 497 members of the crew would agree with the
captain, they probably have sense enough not to object too loudly. And
if they do, fry them.

So would you tell me please why this wouldn't work.

Jamie
From: tps@jptcs.COM (Tim Sailer)
Newsgroups: rec.games.mud.tiny
Subject: TinyMUD basics?
Date: 12 Dec 92 05:22:40 GMT
Organization: JPT Computer Solutions
X-Newsreader: TIN [version 1.1 PL6]


OK... no flames please.... I've been asked to put up a local TinyMUD
site (dialup only). Is there anywhere/anyone that can give me a small
.db that can show us what good building is? I'd rather we learn from
example than mistakes...

Tim
-- 
Tim Sailer
JPT Computer Solutions - SCO Sales/Consulting/Administration and Mangling
Port Jefferson Station, NY
(516) 331-9001
Newsgroups: rec.games.mud.tiny
From: tpgemma@eos.ncsu.edu (TIMOTHY PETER GEMMA)
Subject: Re: Roleplaying and Puzzlesolving
Originator: tpgemma@c00000-118dan.eos.ncsu.edu
Reply-To: tpgemma@eos.ncsu.edu (TIMOTHY PETER GEMMA)
Organization: North Carolina State University, Project Eos
Date: Sat, 12 Dec 1992 00:20:26 GMT


As Dave said, role-playing is quite possible on MU*s.  Also on TrekMUSE, I find
people are quite capable of playing roles different than their true personalities.
I myself play 2 characters (somewhat frowned upon considering the state of the
database, but hey) and each has a distinct personality.  Of course, I haven't 
tried to steal any ships yet, but my Independent character is sure getting
restless.
Newsgroups: rec.games.mud.tiny,rec.games.mud.misc
From: jdeutsch@gmuvax2.gmu.edu (Jeffrey Deutsch)
Subject: Re: MUGs are *not* irrelevant! [SURVEY]
Followup-To: rec.games.mud.tiny,rec.games.mud.misc
Organization: George Mason University, Fairfax, Va.
Date: Sun, 20 Dec 1992 06:47:47 GMT

In article <GREGB.92Dec8104355@wombat.gnu.ai.mit.edu> gregb@wombat.gnu.ai.mit.edu (Snooze) writes:
>
>Try MUDs, MUD == Multi-User Domain/Dungeon/whatever...
>
>
	Or rather, Merciless Undergraduate Destroyer. {8-}

	Jeff Deutsch


-- 
Q: How many gun banners does it take to change a light bulb?
A: Let the police do it - private citizens can't be trusted with light
bulbs!
From: tps@jptcs.COM (Tim Sailer)
Newsgroups: rec.games.mud.tiny
Subject: Re: MOO works out of the box (was Re: More Thoughts on the social MU* status quo)
Date: 15 Dec 92 06:05:38 GMT
Organization: JPT Computer Solutions
X-Newsreader: TIN [version 1.1 PL6]

Tim Sailer (tps@jptcs.COM) wrote:
: 
: OK.. everyone got me interested in LambdaMOO, so I got a copy, hacked
: it to compile, and it gives me a memory allocation error when I
: connect with the client. Has anyone gotten this to compile and run on
: SCO Unix?

So, I got a little ahead of myself. The memory allocation error
comes after a while (1-2 mins) after it says 'loading the db'.

If this has never been run on SCO can somemone PLEASE direct me to
a MUD/MUCK/MOO/MXX that is running on SYSV ?

Thanks

-- 
Tim Sailer
JPT Computer Solutions - SCO Sales/Consulting/Administration and Mangling
Port Jefferson Station, NY
(516) 331-9001
From: vaughnl@ucs.orst.edu (Luke Vaughn)
Newsgroups: rec.games.mud.tiny
Subject: Re: Roleplaying and Puzzlesolving
Date: 12 Dec 92 21:24:19 GMT
Article-I.D.: gaia.1gdla3INN3lq
Organization: University Computing Services - OSU
NNTP-Posting-Host: ucs.orst.edu

In article <1992Dec12.063536.1442@mnemosyne.cs.du.edu> jfurr@nyx.cs.du.edu (JKF) writes:
>In article <1992Dec11.203404.6606@magnus.acs.ohio-state.edu> dvandom@magnus.acs.ohio-state.edu (Dave Van Domelen) writes:
>> [Large amounts deleted]
>
>I'm curious.  What exactly *did* happen?
>
>I tend to shy away from things Star Trek-oriented, so I've never visited
>TrekMUSE.  For that matter, being a TinyMUCK wizard, I've not done much on
>any MUSH or MUSE besides chatter... so I don't really know how the
>roleplaying you describe in your post works.  If the directors aren't
>controlling things, how do you avoid having everyone try to start their
>own tinyplot?  Not knowing any better, I'd assume that everyone wants to
>play the main character in whatever tinyplot they're in and wants to have
>"creative control."  I'd also guess that people try to start tinyplots and
>see them peter out as other tinyplots gain adherents.  This is all
>speculation... how *does* it work for you?  Perhaps you could use the
>trading outpost as an example.
>
>Joel "pork shoulder? nitrates? give me a chicken pot pie anytime" Furr
>furrjk@vtvm1.cc.vt.edu

Well, Joel, alot of the time on TNGTrekMUSE right now, things are controled not
by the directors, not by people making up TPs, but by survival, yes survival.

Recently along with going to a new system of Space code, TNG introduced a sink-
or-swiim system of economics. Ships cost so much to run, and if your empire 
doesn't make enough Empire Credits from merchant trading runs to cover all of
your ships you have to mothball a few. Several unplanned conflicts have resulted
from this, causing in a short amount of time, several merchant ships to be lost 
to pirates, one Ferengi Merchant cruiser to be lost in a rather quick and stupid
space battle, and one Klingon Assault Cruiser to be lost to some  rather stupid
pirates. All of these incidents have created some rather interesting tension.

And for you enlightenment, the afore mentioned trading post is sitting on the
edge of Klingon space in a time when the Romulans, Gorn, and Ferengi are in a
lose alliance against the Klingons and Federation. The political and economic 
ramifications are rather interesting.

This may not explain things but then the only real way to understand most any 
MU* is to actually go there.

Luke Vaughn
vaughnl@ucs.orst.edu
Newsgroups: rec.games.mud.tiny
From: ttaylor@binah.cc.brandeis.edu
Subject: Tint
Reply-To: ttaylor@binah.cc.brandeis.edu
Organization: Brandeis University
Date: Wed, 16 Dec 1992 03:12:52 GMT

I'm having some problems on running Tint (2.2). Apparently support is no
longer really available for it. If someone out there is successfully 
running it on VMS, Multi. could you please drop a line either here or email?
(ttaylor@binah.cc.brandesi.edu) Thanks in advance.
From: IO10081@MAINE.MAINE.EDU (The Xanadian)
Newsgroups: rec.games.mud.admin
Subject: VegaMUSE2 = OneMonthMuse -- Needs Site AGAIN!
Date: 15 Dec 92 16:13:33 GMT
Organization: University of Maine System


Well, for those of you who were waiting for the grand opening of VegaMUSE2,
you can forget it.

We lost our old site cuz it was determined by powers beyond our control that
muds were not to be allowed there.  So we're hunting for another site.

Isn't this FUN?!?!?

We're relatively well established -- got 64 players and almost 1000 objects
in the database.  We'll be installing many things into it, and it WAS planned
to make the muse slightly educational, too, up until this point.  So if you
know where we can get a site, email me at io10081@maine.maine.edu.  Thanks.
                                 _________
                               _________/ \
                              /         \  \
                             / VEGAMUSE  \ /|
                            |             | |
                            | Nov 1992 -  | |
                            |   Dec 1992  | |
                            |"The One-    | |
                   _________|____Monther"_|/________
Newsgroups: rec.games.mud.admin
From: whale@leland.Stanford.EDU (Stephen Schmidt)
Subject: Re: Multiple currencies
Organization: DSG, Stanford University, CA 94305, USA
Date: Sun, 13 Dec 92 06:16:59 GMT

In article <Dec12.175542.15258@yuma.ACNS.ColoState.EDU> ludwigj@CS.ColoState.EDU (Vilkata (Joe Ludwig)) writes:

>  What exactly is a zero-sum economic system?

  A zero-sum economy, at least the way I'd use the word, is one in which
every economic agent is a player. Thus, all economic activity is simply
trades between players, leaving the total wealth of all players unchanged.
To get something like this, you have to have player-run shops and banks
and pubs, and some way for players to produce items for a cost.
  My understanding is that the Shattered Worlds economy is fairly similar
to this if you consider the wizards to be "players" for purposes of the
definition. I've never tried SW but I've read the paper they wrote on it.
  FWIW, I don't really believe in doing zero-sum economies because most
players want to be adventurers and not fill the more mundane, but much
more common and necessary, economic roles of shopkeepers and smiths and
what-not. I'm interested in doing positive-sum economies (ie, the total
wealth of players rises over time) in which prices of goods and the value
of money responds "realistically" to aggregate player behavior. Check with
me on TMI-2 if you'd like to hear more about this...

Mobydick@TMI-2
-- 
Steve Schmidt			<><		   whale@leland.stanford.edu
I can no longer sit back and allow Communist infiltration, Communist
indoctrination, Communist subversion, and the international Communist
conspiracy to sap and impurify all of our precious bodily fluids!
Newsgroups: rec.games.mud.admin
Subject: Re: Multiple currencies
From: jamie@kauri.vuw.ac.nz (Jamieson Norrish)
Date: Sun, 13 Dec 1992 00:37:12 GMT
Organization: /u/student/jamie/.organization

In article <wo41H0&+ab@atlantis.psu.edu> stine@handel.psu.edu (Jeffrey
Stine) writes:

   I will admit this is a good example of how trade can/will occur and
   that it adds dimension etc etc
   One thing I have to question though is what is the purpose of the
   above mentioned stone? _Why_ should that person want it? Something
   has to get the ball rolling. And while it doesn't have to be
   everything, you still need to code some sort of starting base, some
   way of kickstarting the system now and then. In a real simulation
   total barter would be much more interesting than an endless supply
   of things at your local shops.
   And of course any questing involves goals. The way you talked I didn't
   think you desired for the MU* to have any Jamie ;)

Why would the person want the stone? Who knows? Does it matter, so
long as she does want it? Maybe the stone can do things that she
requires for some other project. You might as well ask why anyone does
anything. 

   Oh and one other thing about the example before I forget again.
   A person with a RL knack for obtaining a certain object probably
   has a pretty good playing ability and could easily get the stone
   on his own. Though I would allow for exceptions - lack of knowledge
   for one (barter for info). The possibilty to code in the occurance
   of more exceptions in order to keep a barter system viable is
   relevant.

Lack of information, as you said. Again, I don't think extra coding is
necessary - most players will soon realise that information is
valuable, and that it becomes devalued as it spreads to more people.
Also, there are barriers to doing whatever you like, and these come
from both skills (which are coded :) and restrictions players put in
place. For an example of the latter, imagine differences in social
standing: someone at the top of the heap will probably not readily
fraternize with someone at the bottom - that could be a problem if the
first has information the second wants. Enter a third party who has
connections with the first, and can be bought/persuaded (blackmail? :)
to try and get the information. And so on...

Provided characters know information that they could reasonably be
expected to know at the start of the game, then there should be plenty
for people to do, without much prompting at all.

Jamie
Newsgroups: rec.games.mud.admin
From: jamie@kauri.vuw.ac.nz (Jamieson Norrish)
Subject: Re: Character names and memory
Organization: /u/student/jamie/.organization
Date: Tue, 15 Dec 1992 00:35:16 GMT

In article <1992Dec14.145340.7246@bcrka451.bnr.ca> cawhite@bnr.ca writes:

   Knowing a character's name on sight isn't too unreasonable, I think.
   You should be able to recognize someone you have met before, even if
   you don't know that someone's name.

Sure; but that's once you've been introduced. If every player is
allowed to assign any name they like to any other character, for their
personal use, then this means that there are opportunities for false
names etc. 

   Who-lists are a different case, in my opinion. If people are to be
   able to see on command those scattered around world about them, I'd
   prefer there be some rationalization for it. Perhaps there could be
   a number of spells, of varying degrees of effectiveness, to serve in
   place of the "who" command.

I wouldn't even bother to try justifying it  - just scrap it
altogether, along with page/tell/shout (except maybe in a limited
radius). Sure, maybe some spells could replicate the effects, but that
should be something as rare as all other magic.

To change tack slightly, has anyone implemented or thought of
implementing a semi-automatic description creator, whereby certain
fixed attributes always remain in the description, and whereby clothes
and other such items appear not in the inventory but in the
description, with their own set line or two?

For example, someone picks up a cloak. This automatically adds on a
line in the character's description saying, maybe, "So-and-so is
wearing a tatty old cloak that would barely serve to keep out the
wind." This way, when someone looks at someone, they get a description
which actually matches what they are carrying, rather than just having
items listed in an inventory.

Jamie
From: yduj@hal.gnu.ai.mit.edu (Judy Anderson)
Newsgroups: rec.games.mud.admin
Subject: Objects in descriptions (was Re: Character names and memory)
Date: 16 Dec 92 21:38:08 GMT
Organization: /etc/organization

Jamieson Norrish (jamie@kauri.vuw.ac.nz) wrote:
>
> To change tack slightly, has anyone implemented or thought of
> implementing a semi-automatic description creator, whereby certain
> fixed attributes always remain in the description, and whereby clothes
> and other such items appear not in the inventory but in the
> description, with their own set line or two?
>
> For example, someone picks up a cloak. This automatically adds on a
> line in the character's description saying, maybe, "So-and-so is
> wearing a tatty old cloak that would barely serve to keep out the
> wind." This way, when someone looks at someone, they get a description
> which actually matches what they are carrying, rather than just having
> items listed in an inventory.

On LambdaMOO the Integrating Description room and player have been
created, so that objects which wish to appear directly in the
description of the player or room (providing the player or room has
permitted this action) will appear with a text string as described
above rather than just in the contents list.  It is important to be
able to turn off this feature though, or people might stick something
really obnoxious into your inventory and unsuspecting lookers might
think that *you* wrote those comments, not really being able to
distinguish the base description from the add-ons.

The integrating description room and player have not been put into the
LambdaCORE though, so if you run a MOO and want this code you have to
copy it from LambdaMOO.

       Judy Anderson yclept yduJ     'yduJ' rhymes with 'fudge'
	      yduJ@symbolics.com      yduJ on LambdaMOO
	LambdaMOO is lambda.parc.xerox.com [13.2.116.36] 8888
      Join the League for Programming Freedom, lpf@uunet.uu.net
Newsgroups: rec.games.mud.admin
From: whale@leland.Stanford.EDU (Stephen Schmidt)
Subject: Re: Character names and memory
Organization: DSG, Stanford University, CA 94305, USA
Date: Sat, 19 Dec 92 08:04:47 GMT

In article <hhelanto.724741001@vipunen.hut.fi> hhelanto@vipunen.hut.fi (Henri R Helanto) writes:

>	...Not to mention how hard it would be to catch a THIEF!
>
>	Someone tried to steal you!
>	>look
>	Thief68 is standing here.
>	Thief7 is standing here.
>	Mage20 is standing here.
>	Thief53 is standing here.
>	>curse
>	...
>	>shout Thief 68, 7 or 20 stole me something!!
>	...
>
Well, hey, that's what the real world is like. If you're standing in a
bus station and someone steals your wallet, do you instantly become
gifted with knowledge of his name so you can report him?  I appreciate
that this may be less of a problem in Finland than it is here in the
States.... :)

On the other hand, think about what a "name" is: it's a unique string
of characters that identifies a player. There's no difference between
saying "Fred Smith" and saying "Thief 68", as either one uniquely
identifies the other character, except for a little ambience. What you
should realy do, as was suggested, is have a description, where the
description can be up to a couple lines long and doesn't have to be
unique... although the player probably should not be able to alter it
at will either.
-- 
Steve Schmidt			<><		   whale@leland.stanford.edu
I can no longer sit back and allow Communist infiltration, Communist
indoctrination, Communist subversion, and the international Communist
conspiracy to sap and impurify all of our precious bodily fluids!
Newsgroups: rec.games.mud.admin
Subject: Advancing hide skill
From: jamie@kauri.vuw.ac.nz (Jamieson Norrish)
Date: Sun, 20 Dec 1992 00:15:51 GMT
Organization: /u/student/jamie/.organization

I have struck a problem concerning the method by which the Hide skill
should increase. I want to stick as closely as possible to my standard
of "If you succeed, you get a chance of increasing". However, that may
not be totally possible, because Hide is handled differently to most
other skills. Here's how it works:

If a character wishes to hide themselves (or another object), her Hide
skill value is supplemented by a random 1-100 number, which (ignoring
modifiers) becomes the Hide Rating of that person/object. In order to
spot someone without searching, the spotter's Perception must be
greater than the Hide Rating of the person in hiding.

If a character searches for the hidden person, then the searcher gains
a 1-100 random number onto her Perception, which is then compared with
the Hide Rating as above.

Being seen does not mean that the person is not in hiding any longer,
simply that that person is seen by the searcher.

This leaves me with the problem of how to advance Hide skill. Should
it be done as other skills, with a success being defined as someone
not seeing the hidden person, even if everyone else does? Or should
there be a minimum number of people to fail to see the hidden person?
Or a mimimum amount of combined Perception, so that it can't be abused
so easily?

Any thoughts/comments/criticisms welcome.

Jamie
From: mouse@thunder.mcrcim.mcgill.edu (der Mouse)
Newsgroups: rec.games.mud.admin
Subject: Re: Memory-Usage Question
Date: 21 Dec 92 00:29:47 GMT
Organization: McGill Research Centre for Intelligent Machines

In article <42585@sdcc12.ucsd.edu>, djohnson@cs.ucsd.edu (Darin Johnson) writes:
[quoting someone else, whose attribution line got lost]
>>... when I boot it on a Sun, ...
>>... But when I boot it on a Sparc, ...
> Odd, considering that a Sparc is a Sun.

Some of them are.  Some are Solbournes.  There are probably other
vendors who sell SPARC-based machines too.

					der Mouse

			    mouse@larry.mcrcim.mcgill.edu
Newsgroups: rec.games.mud.admin