HDTenEightyP/NetNews huggingface dataset:
From: s7536057@titan.ucc.umass.edu (Richard Resnick)
Subject: Goodbye
Organization: University of Massachusetts, Amherst
Date: Sun, 16 Aug 1992 19:32:08 GMT


*====^==/===== ======`====== Lanewood's Farewell ===*====,===/========'======*

I spent all of last week away from JudyMUD. Went down to Florida to get some
relaxation and found some real interesting things out, about myself and my re-
lationship to JudyMUD.

Some of you may remember me bitching a few weeks ago about the attitudes over
on Judy. I got some real nice responses from lots of people. The attitudes have
improved slightly, and it is no longer much of a problem.

A new problem has arisen, however. I am an addict to this game, in the full
sense of the word. My life has gone way downhill, my relationships with my
friends and family have become far less significant than gaining 28th level,
or finding a muslin skirt. And that is wrong.

I love JudyMUD, but it is destroying my life. I never thought I would hear my-
self say something like that to the world, but it really is. Mudding is an ad-
diction, and for some it is easier to deal with than others. I thought I had it
all under my belt, but it turns out -- that was not at all the case.

For 2 months I have been avoiding work, staying inside all day to mud, eating 
sporadically, dreaming of killing furies in Greece.... it is all so much fun,
but for me, it can not go on. My life, my real life, it is more important to me
than JudyMUD. I am sincerely unsure if I can handle a real life _and_ a MUD 
life, and no longer wish to risk real life to answer that question for myself.

The worst part is all of the great friends I have made (and the enemies too). 
It is you who have caused me to continue to mud when I knew I should attend to 
other things, and for this I offer no regret or apology. It is you I will lose,
not my equipment or my levels or my power, but my friends.

I am giving away all of my equipment tomorrow (Monday). I will request that my
character be purged. And then I will never again be seen on JudyMUD. 

To Ishra, Toony, Izzy, Sam, Jet, Memo, Jazz, Delilah, Patch, Steele, Ram, Sarp-
idon, Kurgan, Bennu, Locutus, and any other friends of mine who I have regret-
fully forgotten, I will eternally miss you and think of you.

Goodbye, Judy.

*=====/=== ===^=============`============/==== = ^========~====/====^ =-=*
*     "I'll return your fire, if you take away your vultures..."         *
*                     - Prometheus, gaining leverage                     *
*===^==/=======\======= ===`====='==========>====.===== =^=====/====*====*

			       RJR
         Internet Address: s7536057@titan.ucc.umass.edu



Newsgroups: rec.games.mud
From: Josh.Adams@bbs.oit.unc.edu (Josh Adams)
Subject: Re: Uhh, a mudder who is confused (Question about clients/servers)
Organization: Extended Bulletin Board Service
Date: Fri, 14 Aug 1992 14:24:31 GMT

Okay, thanks for all the respones.

Now, where do I get one? I mostly call an LPMud, so I guess I want LPTalk (?)

And can I run it from UNIX?

Josh

p.s. What exactly do MUSH and MUCK stand for?
--
   The opinions expressed are not necessarily those of the University of
     North Carolina at Chapel Hill, the Campus Office for Information
        Technology, or the Experimental Bulletin Board Service.
           internet:  bbs.oit.unc.edu or 152.2.22.80
From: sauron@sbe.csuhayward.edu (Sauron)
Newsgroups: rec.games.mud
Subject: Re: Cyberpunk/Cyber Space?
Date: 5 Aug 92 21:00:08 GMT
Organization: School of Business, California State University, Hayward

In article <1992Jul29.083358.15012@csus.edu> kilpatri@nextnet.ccs.csus.edu (John A. Kilpatrick) writes:
>Are there any cyberpunk/cyberspace MUDs?  Also, if you know about the
>supposed anime mud that was going to be started,  I'd like to know.
> 

Well, as I posted once before, I am one of the implementors of StellarMUD. 
Stellar is a SciFi based MUD which will hopefully encompass several different
SciFi themes. Currently I have two people working on cyberpunk type zones.

I would like to have a lot more. 

Stellar is now up for about 20 hours/day. We are still working on the code, but
just about all of the on-line creation bugs have been fixed.

Anyone who is interested in either looking around the MUD (there's not much to
see unless you're a creator) or if you're interested in creating, you can log
into the MUD on Thursday (8/6) through the weekend.

Our address is:    seq.csuhayward.edu 2341      or  134.154.1.5 2341

Once you attach to the MUD you will get a normal telnet login prompt.
At the login prompt type in the password 'GUEST'

I should be around most of Thursday, and other creators will be in and out
throughout the day.
If you are unable to reach me, you can email me at 'sauron@csuhayward.edu'

We are also going to have a wizmeet (haven't found a better name for that
term yet) on Friday at 3:00pm (Pacific).

Hope to see you soon.

James Lynch
  Imp of StellarMUD

sauron@csuhayward.edu
sauron@sbe.csuhayward.edu
From: Andrew.Wilson@cm.cf.ac.uk (Andrew Wilson)
Newsgroups: rec.games.mud
Subject: The MOOs are talking to each other.
Keywords: Light Years Ahead
Date: 18 Aug 92 23:52:28 GMT
Organization: University of Wales College of Cardiff, Cardiff, WALES, UK.

Oh, oh, OH!, those chittering chattering MOOs.

Networker @ LambdaMOO + ChaosMOO + DreaMOO + Universe
Organization: Freshman, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.mud,rec.games.mud.diku,rec.games.mud.misc
Date: Wed, 12 Aug 1992 18:48:00 -0400 
From: Afizal Mustapa <am4z+@andrew.cmu.edu>
Subject: Searching for a possible site.....


Hi all you crazy mudders out there...

First of all, thanks for taking the time to read this message.

We are  looking for a possible site to put up a DikuMUD which is in the
process of completion. If you know a possible site... or if any of your
friends does, email me at the address below :

email:      am4z@andrew.cmu.edu
                  mmbh@andrew.cmu.edu

Not wanting to take more of your time.... Adios, amigos!

**************************************************************

Afizal Mustapa,
Carnegie Mellon University,
Pittsburgh, Pennsylvania.
From: 00keoverstre@bsu-ucs.uucp
Newsgroups: rec.games.mud
Subject: Marvel or Xanth MUDS?
Date: 22 Aug 92 04:50:05 GMT


Guys I am a long time mud fan and I wondered if there were something out
there..
	1> a MARVEL mud based on the comics
	2> a XANTH mud based on piers anthony's xanth books
	
		please send mail to


			

00keoverstre@leo.bsuvc.bsu.edu
				or
		dryad@bsu-cs.bsu.edu
sorry i screwed something up here augh!
				or
From: coup@crs.cl.msu.edu (Chris Klaus)
Newsgroups: rec.games.mud
Subject: multiuser environment (grfx)
Date: 19 Aug 92 02:56:57 GMT
Reply-To: coup@crs.cl.msu.edu.UUCP (Chris Klaus)
Organization: Michigan State University


Hello. I am looking for source code or information pertaining to a multi-
player or user environment inwhich there is a graphical representation.

    I'd like to see something like a MUD but based on ASCII characters
moving around on the client.  I'd like to see how the src code deals with
handling each person's input and updating the information on each person's 
client.

Or is there anyway Netrek could be broken down into basic program,
so I could port it to Amiga?  I'd like to have it not rely
on X-windows.


If there is anything similiar to Orb War that is or was on GEnie, I would
 appreciate any information or src code sent to me. any libraries
that would help managing the multiplayers would be great. thank you.


---
coup@crs.cl.msu.edu cklaus@hotsun.nersc.gov cklaus%hotsun.nersc.gov@llnl.gov
Newsgroups: rec.games.mud
Subject: MUD beginner
From: rlunt@elaine.ee.und.ac.za (RUSSEL LUNT : FOURTH)
Date: 12 Aug 92 14:29:32 +0200
Organization: Electronic Eng., Univ. Natal, Durban, South Africa
Keywords: How do I
Summary: I need in fast

The name is Dingbat, an' I need some info on ye MUD.  As an outsider how do 
I enter a MUD (and I'm NOT referring to the numeric address and port number 
of the site).  What should I do (please tell every step) from the dos prompt 
until I'm in the scenario of my choice.

Running out of ideas.
Dingbat out.
Rlunt@elaine.ee.und.ac.za
From: stoner@sun.lclark.edu (Tim Stone)
Newsgroups: rec.games.mud
Subject: Dragonfire
Date: 21 Aug 92 21:14:21 GMT
Organization: Lewis & Clark College, Portland OR

Does anyone know when DRAGONFIRE is going to come back?

It has been down for quite some time...


:)

-stoner@lclark.edu
-- 
*****************************************************************************
My name is Tim Stone.       I do not believe in God.   I believe in myself.
I like to eat meat.   It tastes good, and gives me a warm feeling inside.
This is because I like to think about how animals die. It pleases me greatly.
Newsgroups: rec.games.mud.tiny
From: arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee)
Subject: Re: Building on TinyMUCK
Organization: Johns Hopkins University CS Dept.
Date: Sat, 22 Aug 1992 20:54:45 GMT

In article <9208221422.AA03553@news.cis.ohio-state.edu> FURRJK@vtvm1.cc.vt.edu writes:
>I've often found myself in a position of sitting online on some muck
>slowly, patiently explaining the rudiments of building to various newbies,
>and our patience usually runs out at about the same time, with me suggesting
>the newbie experiment and so forth and the newbie asking if there isn't some
>really good guide to building he/she/it could read or FTP.

There's a general guide which includes a lot of information on building in
TinyMUCK 2.3.  I've been sending it to newbies, in fact.
--
"the bogosity in a field equals the bogosity imported from related areas, plus
the bogosity generated internally, minus the bogosity expelled or otherwise
disposed of."  -- K. Eric Drexler

Ken Arromdee (UUCP: ....!jhunix!arromdee; BITNET: arromdee@jhuvm;
     INTERNET: arromdee@jyusenkyou.cs.jhu.edu)
Xref: sparky rec.games.mud.tiny:222 rec.games.mud.announce:59 rec.games.mud:8375
From: tbonewil@acpub.duke.edu (Thomas M. Williams)
Newsgroups: rec.games.mud.tiny,rec.games.mud.announce,rec.games.mud
Subject: Dreamlands MUSH address change
Date: 21 Aug 92 08:38:22 GMT
Article-I.D.: u.1992Aug21.131426.10527
Followup-To: poster
Organization: Duke University; Durham, N.C.
Originator: scott@glia

Dreamlands has moved temporarily because its original host machine is
down.  The new address is 128.109.113.16 port 6250.

-- Sandman@Dreamlands
-- 
rec.games.mud.announce submissions: rgm-announce@glia.biostr.washington.edu
other stuff related to that group:  rgm-announce-request@glia...
mudlist-related mail:		    mudlist@glia.biostr.washington.edu
other mail of a personal nature:    scott@glia... or scg@mentor.cc.purdue.edu
From: agri@pa.itd.com (Howard)
Newsgroups: rec.games.mud.tiny
Subject: Re: Building on TinyMUCK
Date: 23 Aug 92 03:17:17 GMT
Organization: Space Remote Sensing Center

In article <1992Aug22.205445.24759@blaze.cs.jhu.edu> arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee) writes:
>
>There's a general guide which includes a lot of information on building in
>TinyMUCK 2.3.  I've been sending it to newbies, in fact.

Wait, wait, wait!   TinyMUCK 2.3???  Does it REALLY exist?  I've heard SO much
about this mythical creature but NOONE seems to know where any source code is.

Nor can I find ANY servers running this much sought after server EXCEPT 
TimeTraveller.    Yet YOU are offering Newbies the documentation to it?
                                       ^^^^^^^
Can anyone offer any information about this???
Newsgroups: rec.games.mud.tiny
From: bruce@algol.demon.co.uk (Bruce Mardle)
Subject: Building on TinyMUCK 
Distribution: world
Organization: none
Date: Sun, 23 Aug 1992 14:49:35 +0000

In article <9208221422.AA03553@news.cis.ohio-state.edu> FURRJK@vtvm1.cc.vt.edu writes:
 > What are your ideas?  Please send them to me or post them here, or both.
 > Perhaps we can even get a thread going here about building horror stories
 > (of which I have more than a few) or about what constitutes good building.
I've been running a TinyMUD for the last couple of years. I consider myself
capable of endless nagging. :-) Even my nagliness is insufficient to affect
all the builders who don't set descriptions, successes, etc.

I've been running a LambdaMOO locally with the idea of transferring the
Tiny database to it. I was enthusing to one of the players about the powers
of MOO and she suggested that when someone creates an object they should be
prompted for each relevant message. Then the only way they could create an
object with an unset message would be meanly to reply to a prompt with a
blank line. Even further along that spectrum would be to disallow unset
messages entirely.

I'm not keen on that scheme. True to my nagging nature I'd prefer the system
to remind the user what they're supposed to do. So creating an object would
produce a remark listing all the other messages that they should set.
More extreme would be to have each message-setting command list all the
unset messages.

Another idea would be to have a large hierarchy of public object classes so
that, no matter what a player wanted to create, there was always some parent
object that had reasonable default messages.

None of this detracts from the idea of having a builders' guide, but I'm a
firm believer in having the computers do the hard work. :-)

 > misunderstand the most basic concepts of building (such as the one I found
 > recently who was utterly convinced that when he opened an exit from room
 > A to room B, a similar exit would automatically be opened from room B to
 > room A and given an appropriate name), so please pay attention to clarity
In LambdaCore (praise be to the MOO Cows!) the '@dig' command *does* allow
two exits to be made at once. I have a sneaking suspicion that most exits are
named after the points of the compass, and that most such exits are
'commutative' with 'north's having matching 'south's, etc. I'm thinking of
making my MOO 'compass-wise', though, so '@dig n to "The North Pole"' would
be equivalent to the current '@dig n,north|s,south to "The North Pole"'. The
player could then put on their wooly socks, head north and rename or recycle
's', if they so wanted.
From: savoia@sw.stratus.com (Rick Savoia)
Newsgroups: rec.games.mud.tiny
Subject: Re: Tinyfugue 2.0
Date: 12 Aug 92 16:08:01 GMT
Organization: Stratus Computer, Inc.

In article <1992Aug11.192605.19886@blaze.cs.jhu.edu>, arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee) writes:
> In article <5482@transfer.stratus.com> savoia@sw.stratus.com (Rick Savoia) writes:
> >nor have you proved you could do a better job 
> >than Mr. Keys, so I'm afraid I really can't take you or
> >your claims very seriously.
> 
> Something I wrote in another context:
> 
> |It is commonplace, for instance, to
> |criticize the President of the United States.  That does not mean that the
> |claimant feels that he can be a better President, only that he feels competent
> |to judge _one_ facet of the President's activities.  Students might say that
> |a professor teaches poorly.  That doesn't mean, and shouldn't have to mean,
> |that they themselves can do a better job of teaching the class.  People might
> |say that a clerk in a store is rude without being urged to immediately replace
> |the clerk in his job.
> 
> The argument that it is impossible to judge something until you can make a
> better one is extremely common, and extremely fallacious.
> 
> (Not that I agree with Felix about TF 2.0, but this _did_ need commenting on.)
> Ken Arromdee (UUCP: ....!jhunix!arromdee; BITNET: arromdee@jhuvm;
>      INTERNET: arromdee@jyusenkyou.cs.jhu.edu)


I believe my whole comment was that Felix had not cited any specific
examples of why he was so opposed to TF 2.0, other than calling
him an incompetent programmer.  I work in an environment where if you
call someone and bad programmer, you'd better have a good reason for it.
While someone may feel that they are competent enough to judge
one face of the President's activites, if they make disparaging comments
about it, I'm naturally inclined to ask why.  If they can't provide
a reasonable answer, then their argument holds no weight.   For
example, I can understand (for the most part), the President's 
domestic policies, but when it comes to foreign policy, I'm 
fairly clueless.  If I were to say "The President's foreign policy
sucks" , then I would be asked why and what should be done different.
I would have an answer for neither.  

The same applies here.  Felix has told us Ken Keys TF 2.0 sucks but
he will not tell us why.  Therefore, until Felix proves his point, 
then his argument carries no weight with me so I do not think my argument 
is extremely fallacious.  

This, btw, is not a flame. :)  Merely a rebuttal.

Rick

========================================================
Rick Savoia

savoia@watts.sqa.stratus.com
rsavoia@beirut.sqa.stratus.com
Rick_Savoia@vos.stratus.com

========================================================
From: ludwigj@CS.ColoState.EDU (Vilkata (Joe Ludwig))
Newsgroups: rec.games.mud.tiny
Subject: Re: Building on TinyMUCK
Date: 23 Aug 92 03:43:06 GMT
Organization: Thealir Construction Company

In article <1992Aug22.205445.24759@blaze.cs.jhu.edu> arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee) writes:
>In article <9208221422.AA03553@news.cis.ohio-state.edu> FURRJK@vtvm1.cc.vt.edu writes:
>There's a general guide which includes a lot of information on building in
>TinyMUCK 2.3.  I've been sending it to newbies, in fact.
  ^^^^^^^^^^^  WHere's it at?  When was it released?  WHo's it by?
I thought the newest 'official' release was 2.2


-- 
+-----------------------------+---------------------------------------+
| Vilkata, the Dark King      | "_Everybody_ wants to exterminate the |
| ludwigj@cs.colostate.edu    |  Murgos.  Even I want to exterminate  |
| Vilkata@Most MUCKs          |  them, and I'm their king."           |
Newsgroups: rec.games.mud.tiny
From: FURRJK@vtvm1.cc.vt.edu
Subject: Building on TinyMUCK
Organization: The Ohio State University Department of Computer and Information Science
Date: Sat, 22 Aug 1992 14:09:38 GMT

I've often found myself in a position of sitting online on some muck
slowly, patiently explaining the rudiments of building to various newbies,
and our patience usually runs out at about the same time, with me suggesting
the newbie experiment and so forth and the newbie asking if there isn't some
really good guide to building he/she/it could read or FTP.

I've also found myself in a situation as a wizard in charge of supervising
building where I come along and find that a newbie who thinks he or she
knows how to build has constructed twenty rooms, established links between
some of them, made a few objects called 'bed' and 'bathtub', dusted its
hands off, and said "Done!"  Then I come along and gasp in horror at the
atrocious job of building said newbie did, and I scold the newbie, and the
newbie first gets really angry at the thought of someone questioning its
ability to build, and then the newbie listens and realizes that it has
put no succs or drops or osuccs or odrops or descs on any of the exits
and hasn't described any of the rooms and maybe, just maybe, it should go
back and add these.

Sigh.

Thus the reason for this post: can people please send me or sit down and
write and THEN send me their 'guides to building on TinyMUCK'?  I'd love
to put together an absolutely comprehensive guide that would cover 1) how
to dig, connect, and describe rooms, 2) the things you need to put on an
exit, and why, and 3) the little subtleties that make average building
become great building.  I've seen various guides that covered some of this
well and some of it not so well, and I'd like people to brainstorm and
write their best thoughts on the subject so we can then make up one
guide that's great all the way through, which could be placed on FTP sites
and posted here occasionally.  Needless to say, simply listing the steps
involved isn't sufficient; as you know, newbies often find ways to completely
misunderstand the most basic concepts of building (such as the one I found
recently who was utterly convinced that when he opened an exit from room
A to room B, a similar exit would automatically be opened from room B to
room A and given an appropriate name), so please pay attention to clarity
and good examples.

Also, I'd be very interested in your contribution to a Rules of Good
Building list... my First Rule of Good Building is "Work on rooms one at
a time.  Don't dig twenty rooms and plan to get to them all 'some time soon'.
If you don't have time to complete twenty rooms in one sitting, don't dig
twenty rooms.  Do each room completely before opening lots more."

What are your ideas?  Please send them to me or post them here, or both.
Perhaps we can even get a thread going here about building horror stories
(of which I have more than a few) or about what constitutes good building.
Newsgroups: rec.games.mud.tiny
From: arromdee@jyusenkyou.cs.jhu.edu (Ken Arromdee)
Subject: Re: Building on TinyMUCK
Organization: Johns Hopkins University CS Dept.
Date: Sun, 23 Aug 1992 04:05:44 GMT

In article <1992Aug23.031717.23323@news.nd.edu> agri@pa.itd.com (Howard) writes:
>Wait, wait, wait!   TinyMUCK 2.3???  Does it REALLY exist?  I've heard SO much
>about this mythical creature but NOONE seems to know where any source code is.
>Nor can I find ANY servers running this much sought after server EXCEPT 
>TimeTraveller.    Yet YOU are offering Newbies the documentation to it?
>Can anyone offer any information about this???

Yes.  It doesn't really matter whether I call it the "2.2 documentation" or
"2.3 documentation".  From the point of view of a user, they should look
identical except for some _minor_ features and bug removals.
--
"the bogosity in a field equals the bogosity imported from related areas, plus
the bogosity generated internally, minus the bogosity expelled or otherwise
disposed of."  -- K. Eric Drexler

Ken Arromdee (UUCP: ....!jhunix!arromdee; BITNET: arromdee@jhuvm;
     INTERNET: arromdee@jyusenkyou.cs.jhu.edu)
Xref: sparky rec.games.mud.tiny:219 rec.games.mud.misc:554