HDTenEightyP/NetNews huggingface dataset:
From: njal@engin.umich.edu (David Schairer)
Newsgroups: rec.games.mud.lp
Subject: Overdrive
Date: 28 Jan 1993 22:48:41 GMT
Organization: Campus Computing Sites, University of Michigan
Distribution: world
NNTP-Posting-Host: apollo46.aal.itd.umich.edu


Overdrive has a temporary site.  It's currently running wiz-only, as the
machine is somewhat erratic and may or may not be able to support people
of any number.  In any event, this machine may or may not lead to a 
permanent site, so we're still looking for one if you have one to
offer.  For the time being, if you want to talk to an OD wizard or 
something, you can log on as guest at eng3.sequent.com 5195.
[This goes for OD wizards, too, who haven't gotten announcement yet...
we mailed to everyone on Florentino's mailing list, but that may not
have caught everyone]
--Tal
From: guile@engin.umich.edu (Kenneth K Lee)
Newsgroups: rec.games.mud.lp
Subject: Re: Status of Overdrive (Site needed)
Date: 24 Jan 1993 00:58:20 GMT
Organization: University of Michigan Engineering, Ann Arbor
Distribution: world
NNTP-Posting-Host: panthro.engin.umich.edu

In article <1jrqqvINN2c5@srvr1.engin.umich.edu> njal@engin.umich.edu (David Schairer) writes:
>
[junk deleted]
>for a couple of site problems.  All in all, we've been up a lot more
>than some muds I wouldn't be crass (Hero) enough to mention :)
>--Talyessin@Overdrive

    What the hell is this supposed to mean?  Sure, Hero may not have lived
as long as many of the muds out there, but it is quite unlikely that any
mud will ever be as remembered like Hero ever was, and this includes 
Overdrive.  Do you have something against Hero, or do you like being
obnoxious for the hell of it?
From: decker@merlin.etsu.edu (Brandon Emerson)
Newsgroups: rec.games.mud.lp
Subject: Re: Square Roots
Date: 25 Jan 93 21:57:18 GMT
Organization: East Texas State University, Commerce, Texas

We have square_root() efun which does the following in C:

int square_root(n)
    int n;
{
	int result;

	result = (int) floor(sqrt(1.0*abs(n))+0.5);
	return (result);
}

We use the MudOS driver also, so if you use MudOS also, then you can just
add int square_root( int ); into your func_spec.c, and then add
the f_square_root() code and the above code into efunctions.c (or your
own separate efunctions module).

Decker@Cyberworld
Newsgroups: rec.games.mud.lp
From: ckurs-2@wilbur.uni-mainz.de (Teilnehmer am C-Kurs WS 1992_93)
Subject: Re: list
Organization: Johannes Gutenberg Universitaet Mainz
Date: Wed, 27 Jan 1993 10:21:28 GMT

In article <1993Jan26.182216.13886@leland.Stanford.EDU>, whale@leland.Stanford.EDU (Stephen Schmidt) writes:
|> In article <1993Jan26.173323.17615@ringer.cs.utsa.edu> lipscomb@lonestar.utsa.edu (David S. Lipscomb) writes:
|> >A simple request:  please post the mudlist mine got zapped. thanks.
|> 
|> The mudlist is posted monthly to rec.games.mud.announce. It is a very very
|> large thing and it's not a good idea to post it more often than that... it
|> chews up a lot of bandwidth.
|> 
|> Also, it shouldn't really be posted in this group anyway as it has many
|> MUDs on it that are not LPs. That's why it's in rgm.announce rather than
|> a type-specific group.
|> 
|> Thanks!
|> -- 
|> 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!

Also it is a good idea to check news.answers! I think all regularly postings can
be found there ...

Dominik
+-----------------------------------------------------------------------------+
| eMail to:      kubla@MZDMZA.ZDV.UNI-MAINZ.DE                                |
|       or:      kubla@vzdmza.zdv.uni-mainz.de                                |
| sMail to:      Dominik Kubla, Steinsberg 34, 5428 Nastaetten, GERMANY       |
+-----------------------------------------------------------------------------+
|                                                                             |
|                     I don't  *like*  LINUX, I  *LOVE*  it ...               |
|                                                                             |
+-----------------------------------------------------------------------------+
From: conner@cl-next4.cl.msu.edu (Chris Conner)
Newsgroups: rec.games.mud.lp
Subject: REQUEST: status of 5th Dimension
Date: 27 Jan 93 15:09:16 GMT
Organization: Michigan State University
NNTP-Posting-Host: cl-next4.cl.msu.edu
X-Newsreader: TIN [version 1.1 PL8]


Well, to make a long story short, I lost track with a MUD
that I was a wiz on.  It went through major restructuring,
and I could never log on, and when I did, my files were
gone.  In frustration, I gave up.  My interest is being
renewed, and I'm not asking to be reinstated to WIZ status,
I just need any info on the status of the site, the ip
address and port, etc.  Chronos, Tensor, or anyone else
that might be listening, Scarfield (me) just wants to say
"hi" and see how things are going.

I look forward to hearing from anyone...

Scarfield
From: trsnyder@mcs.drexel.edu (Bob Snyder)
Newsgroups: rec.games.mud.lp
Subject: Re: Valhalla Open House!
Date: 22 Jan 93 21:04:03 GMT
Organization: ASCI

>>>>> "Jean" == Jean Jean's Evil Cat <noj@netcom.com> writes:

Jean> This is to announce that Valhalla, the best LP mud currently in
Jean> existence, will have an open house of it's new and improved
Jean> state the weekend of January 23rd and 24th.  Valhalla was
Jean> recently moved from the limbo of relying on other people's extra
Jean> cpu cycles to it's own dedicated machine!  As a result, it's
Jean> creator, Fletloss the Mighty Architect, asks that a piddling fee
Jean> of $8 a month be paid by it's users to cover his personal
Jean> expeses of maintaining Valhalla.

Jean> So, come check out this incredible enviornment, free for this
Jean> weekend only!

Jean> The IP number is 192.187.153.1 port 2444

This IP is a netcom address.  Last time I checked, netcom charged $20 a
month for an account.  This is recouping a bit more than recovering
expenses.  I would suspect it also violates NSF, and many regional nets'
policies.  (But then today, what doesn't?)

For that matter, I would assume that Fletloss would do something intelligent
like talk to netcom before doing this?

Fordan, god, Dragon's Den LPmud (129.25.7.111 2222)
(also free)
Newsgroups: rec.games.mud.lp
From: bobf@feenix.metronet.com (Bob Farmer)
Subject: Re: Skill Orientation
Organization: Texas Metronet Communications Services, Dallas TX
Date: Wed, 27 Jan 1993 21:17:32 GMT

whale@leland.Stanford.EDU writes:
> >There is only one way to describe this. The experience system used 
> >Runequest2/3. Has any lp ever implemented something like this?
> 
> Yes, the MudOS mudlib works this way.
> 
> >For those who don't know, the theory behind it, is that the more yo
> >practice an ability (Like hitting something with a sword) the bette
> >you become at that ability.
> >You do not gain experience points, but skill improvements.
> 
> The MudOS mudlib also permits you to train in skills, at the local
> guild, for a fee. This represents the idea that you might practice
> in your skills, but doesn't force the user to sit around hacking on
> target dummies when he'd rather be MUDding :)

Correction, that is the TMI-2 mudlib, not the "MudOS mudlib", there is no
particular mudlib sponsored by the MudOS developers (though I'm just a
very minor player, I know the main guys feel this way too, having talked
to them).  In fact, the majority of MudOS muds that are actually up and
running do not use TMI-2's mudlib.

Blackthorn (Genocide)
bobf@metronet.com

Newsgroups: rec.games.mud.lp
From: jblonon@slug.ssc.gov (jason lonon)
Subject: Re: SLOTH MUD USERS ATTENTION
Reply-To: jblonon@slug.ssc.gov
Organization: Superconducting Super Collider Laboratory
Date: Thu, 28 Jan 1993 22:10:13 GMT

In article 4846@ausom.oz.au, hcm@ausom.oz.au (Hamish Mogan) writes:
>hi all from Sloth..
>
>Could any of the following people please contact me.. the first to contact will get a major reward..
>
>Phaedrus
>Gon
>Bedpan
>
>Thanks you
>
>HM
>:wq
>
>-- 

I have seen a player named Phaedrus on Moral Decay
(138.95.7.13 2002)
From: drevreck@colargol.edb.tih.no (Lars Syrstad)
Newsgroups: rec.games.mud.lp
Subject: Re: VikingMUD
Date: 24 Jan 93 14:26:29 GMT
Organization: Colargol, Trondheim College of Engineering
X-Newsreader: TIN [version 1.1 PL8]

Howard Wilson (stile@okcforum.osrhe.uoknor.edu) wrote:

: Am I to assume VikingMUD has gone to Bit Heaven, never to grace our
: terminals again?  First, it was down a week.  After that week, I try to
: connect and see a message it has been extended for another week.  Sigh.
: Ok, I call the next week.  It has now been extended a few days ("we will
: be back up by 2 O'clock Jan. 19th).  Humph.  I try to connect now, and I
: don't even get a "sorry, it's taking even longer" message.  I either time
: out, or the connection is refused.
:  
: A nice note would be nice.  Is it dead, or is it just taking awhile?

I know Auronthas already posted something about this, but I guess I can
give some additional info.

As you know, Viking was closed for mortals sometime at the end of December,
to give arches and wizards peace to convert from COMPAT_MODE 3.1.2 to
MudOS 0.9. Great efforts where spent to get it up and running, and most
areas were recoded to go with the slightly improved mudlib. Viking opened
for mortals again (bugs galore) at about Jan 19. 

Then, a couple of days later, Viking's host, Bigblue, crashed badly. It has
been down since then. (It is kinda hard to put up an explanatory message on
a port of a machine that refuses to boot. ;-)). Auronthas and Hellslayer have
been working on it since, trying to get it up again. What makes it worse is
that there are no backups of the new and improved mudlib available. 
(Lectures about good backup routines are not very welcome at the moment... ;-)).

So it may turn out that when Bigblue again is up and running on its somewhat
shaky legs, Viking will have been set back to its pre-native stage. Which of
course calls for a new down-period to once again recode it. The boys are
currently trying to get hold of all mudlib code that is resting on the accounts
of various arches and wizards around the world. 

Note that the directories of wizards, and also the playerfiles were stored on
another disk at another machine, and these are intact. It is only the backbone 
world and base-objects that are gone, if anything. So there is no need for 
wizards to panic, your code is NOT lost. (Hopefully nothing is lost, but be 
prepared for the worst...)

I am sure that Auronthas will post an update when he knows more about
the state of things. If you have a copy of monster.c or something dated Jan 15
lying around, please contact Auronthas at stigb@pvv.unit.no, or me at 
drevreck@colargol.edb.tih.no. Perferably Auronthas, as I am currently up to
my neck in Paid Work (tm), and have little time to spend on the mud.

:  
: Howard Wilson II

Lars Syrstad, aka Drevreck - Viking's most retarded (and retired) arch.
--
..for now a new love is my true love, and her name is Misery.
Eyes as dark as midnight ravens, gems that fill my mind with awe.
Enthrals my heart, distract me from her milk-white hands stained red with gore.
    - Sabbat in 'How have the mighty fallen'.
From: d0chris@dtek.chalmers.se (Christer Borang)
Newsgroups: rec.games.mud.lp
Subject: Re: Square Roots
Date: 24 Jan 93 11:13:29 GMT
Organization: Chalmers University of Technology, Gothenburg Sweden

phuyg@csv.warwick.ac.uk (Mr P V Smith) writes:

>  Boggle, is there an efun or an easy way to do square roots?

Not in the gamedrivers I've used, I've heard something about floats in
Amylaars driver, don't know if there is a sqrt() efun in it.
Anyhow, I have a pretty fast integer sqrt()-routine...
Don't remember who I got it from, I certainly didn't write it myself :-)

int sqrt(int x)
{
    if (x <= 0)
        return 0;
    else if (x == 1)
        return 1;
    else
    {
        int r, q;
        r = x >> 1;
        for(;;)
        {
            q = x / r;
            if (q >= r)
                return r;
            else
                r = (r + q) >> 1;
        }
    }
}


//Christer
--
Det finns inget som g|r kvinnor s} vackra som alkohol och st{ngningsdags...
From: alcaman@cs.tu-berlin.de (Alexander Weidt)
Newsgroups: rec.games.mud.lp
Subject: Re: clean_up versus swap
Date: 28 Jan 1993 22:34:31 GMT
Organization: Technical University of Berlin, Germany
NNTP-Posting-Host: heute.cs.tu-berlin.de

Hiho..
  cwilder@eis.calstate.edu (Charlotte Wilder) ask about the functionality
of clean_up.  I hope that this is of enough general interest to warrant
a posting.

Clean_up() is a function any lpc object can define which will be called
by the game driver if it hasn't been used for a certain, configurable,
amount of time.  A typical mud configuration defines this time to be so
long that you can assert reset(1) has been called since the object has
been touched last time.  The prototype of the function is:

	int clean_up(int reference_count)

The reference_count argument passed is 0 for cloned objects, 1 for a
simple loaded object, and greater than one if the object has been cloned
or inherited by some existing object.

Should clean_up() return 0, it won't be called in a object that has been
swapped out again, until it has been swapped in again.  Generally it is
considered bad practice to return a non-zero value unless the criterium
for an object's self-destruction is independent of the object being
`touched' in some way.  I.e having a function called in it etc..

As hinted at, the canonical thing to do in the clean_up() is to 
self-destruct.  This can lead to substantial memory savings at the
cost of some cpu and I/O activity.  Self-destructing is generally
a bad idea when the reference count is greater than one.

In TUBMUD for example, we use clean_up() in our /complex/room.c as
follows: 

clean_up (int arg)
{
    if (first_inventory (this_object()) || arg != 1) return 0;
    /* Yes, this goes to /lpmud.log. This is the idea. */
    if (query_property (P_no_selfdestruct)) return 0;
    write ("SELFDESTRUCT ROOM: "+file_name (this_object())+"\n");
    remove ();
}

Happy hacking, Demos.
--
``It's not really undocumented. Just a bit terse documented.''
  - Amylaar on reg.games.mud.lp.
Newsgroups: rec.games.mud.lp
From: thigpen@lambda.msfc.nasa.gov (Keith Thigpen)
Subject: Listing of MUD themes available?
Summary: Looking for listing of MUD 'themes' or 'plots'
Organization: NASA/MSFC
Date: Thu, 21 Jan 1993 19:47:53 GMT


I've read the MUD listing in the FAQ, but the description of the individual
MUDs is somewhat sparse. Is there a listing in existance which describes the
'plot' or 'theme' of each MUD? I imagine that some pertain to SF, (maybe
Niven's _Ringworld_, etc.) and I know that many of them pertain to fantasy
swords-and sorcery milieues. Is this kind of information available 
anywhere for each (all) current MUDs?

TIA
Keith

-- 
----------------------------------------------------------------------------
| Keith Thigpen          thigpen@lambda.msfc.nasa.gov      (205)461-4936   |
| New Technology, Inc.   Marshall Space Flight Center     Huntsville, AL   |
----------------------------------------------------------------------------
From: chaudoir@casbah.acns.nwu.edu (Bernard Chaudoir)
Newsgroups: rec.games.mud.lp
Subject: Ivory Tower --- Telsin!
Date: 25 Jan 93 22:58:03 GMT
Article-I.D.: news.1993Jan25.225803.25925
Reply-To: a10ryc8@mp.cs.niu.edu
Organization: Northwestern University, Evanston Illinois.

Telsin, if your out there and not in bed with food sickness, PLEASE
post on whats up with the Tower. Many of us out here are in dire
need of 'a fix'. If you are having problems, we, your minions will
understand, just please post on whats going on..

Thanks!

The latest FIGHTER Wiz ;)
Newsgroups: rec.games.mud.lp
From: jblonon@slug.ssc.gov (jason lonon)
Subject: Moral Decay time change
Reply-To: jblonon@slug.ssc.gov
Organization: Superconducting Super Collider Laboratory
Date: Thu, 28 Jan 1993 22:15:16 GMT


Alas.. We have become a little too big for our system..
Moral Decay will now only be accessible from 7pm to 7am
Pacific Standard Time, (USA).
Sorry for this.. we will probably lose a lot of players.. but 
thats the reason we have to do it anyway..
From: guddt@uniwa.uwa.edu.au (David Bennett)
Newsgroups: rec.games.mud.lp
Subject: Re: Square Roots
Date: 26 Jan 1993 17:27:48 +0800
Organization: The University of Western Australia
NNTP-Posting-Host: uniwa.uwa.edu.au
X-Newsreader: NN version 6.4.19 #1

sass@elf.etsu.edu (Mark Sass) writes:


>Later,
>   Sassman

>Oh and one more thing.  I posted about using all_inventory to check the number
>of guards in a room.  I dont know about CPU time or anything really in-depth
>like that, but all I was trying to say was that you could check the current
>number of guards in the room with that function.  Now whether you clone 6
>more guards despite the number already in the room is totally up to you:)
>BUT, I have heard bad things about Global Variables,

Yes...!  Terrible things Global Variables are.  Why just last week I
saw a whole bunch in a group bashing up a poor unfortunate lpc program.
Didn't even give it a chance, just jumped on it and filled it with globals
before rushing off to find another lpc program.  Was trully horrifying
to watch.

Global variables are useful.  Sure don't use them when you can avoid
them...  But, you need them for rather a number of things, just avoiding
them for the heck of it is much worse...

Have a nice day,
David.
[DDT] Pink fish forever.
-- 
  David Bennett,  guddt@uniwa.uwa.oz.au | University Computer Club
     Where Pink fish swim backwards.    | c/o Guild of Undergraduates
These words I am singing now mean nothing more than meow to an animal - TMBG
Disclaimer: Any spelling mistakes in this article are all entirly my fault.  Any grammer errors spotted in this article were put there because I could.
From: ma91smg@cen.ex.ac.uk
Newsgroups: rec.games.mud.lp
Subject: KEROVNIA!
Keywords: lpmud, kerovnia
Date: 22 Jan 93 15:07:45 GMT
Organization: University of Exeter, UK.

Kerovnia LPmud has moved!!!!

We're now at:
  speedbump.nersc.gov 1984
or
  128.55.168.158 1984

Come and join us!
Newsgroups: rec.games.mud.lp
From: kaczorc@woods.ulowell.edu
Subject: Re: Status of Overdrive (Site needed)
Organization: University of Lowell
Date: Sat, 23 Jan 1993 00:10:41 GMT

> Therefore, we are looking for a new site.  For those who don't know
> Overdrive, it's a long-established (March 1991) LPMud which now runs

It may have gone up March of 1991....but how much of the time since
then has it been up?  Maybe six months?  And how long at one site?
A few weeks?

				Zor
From: jcurrie@ccu.umanitoba.ca (James Gordon Currie)
Newsgroups: rec.games.mud.lp
Subject: MUDList
Summary: See Keywords!
Keywords: What Where Why
Date: 25 Jan 93 17:30:57 GMT
Organization: University of Manitoba, Winnipeg, Canada


        Hey, what happened to the monthly/bimonthly MUDListings? If someone is
still doing it, could they please post/mail it?

Ciao
J G Currie
Newsgroups: rec.games.mud.lp
From: whale@leland.Stanford.EDU (Stephen Schmidt)
Subject: Re: Valhalla Open House!
Organization: DSG, Stanford University, CA 94305, USA
Date: Tue, 26 Jan 93 00:54:50 GMT

In article <0fN5aVa00VpLQNwo0j@andrew.cmu.edu> Sean Christopher Simmons <ss72+@andrew.cmu.edu> writes:
>Mmm, well, while I won't claim to be an expert on this subject, I feel
>I am far from ignorant, and I thought that I would make a few comments
>on this.

I'm in about the same shape except that I talked with Fletloss before I
posted anything, which maybe more people should do.
>
>#1:  The name LP can easily be claimed as copyright, and therein
>calling your mud an LP mud is an infringement on that copyright.

Only if Lars cares. If Fletloss checks with Lars' and asks for Lars'
permission to do this, then there are no problems. Fletloss claims to
have done this and I have no reason to doubt him. If he's clever he'll
get the permission in writing but I think that permission given orally
may still be legal. Not sure.

>#4:  Finally, I hope you realize that in charging money you are
>incurring upon yourself a great deal of responsibilty that you are
>legally responsible for. Things that most muds can get away with in
>wiz-player relations, crashes, unbalanced castles, wizards cheating,
>etc.  are not such mundane problems for you.  The worst problem of all
>is that some hacker should, god forbid, come in and nuke your mud,
>your machine, etc.  People are paying for 24hr. realiable connection,
>are you prepared to provide that, and compensate people if you are
>unable to?
>
On the contrary, he has made no promise of 24 hour reliability and there's
no reason to implicitly infer one, since no other MUD (or even any other
computer service for fee like Genie) guarantees 24 hour reliability. It
might be better if he explicitly stated that he is NOT guaranteeing it,
but if he doesn't say either way, then you cannot assume that he has made
any guarantees to you, unless he's made an act of deception which he has
certainly not done in this case.
-- 
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.lp
From: wwong@ux4.cso.uiuc.edu (William D. Wong)
Subject: Re: Summoning guards
Organization: University of Illinois at Urbana-Champaign
Date: Fri, 22 Jan 1993 16:25:50 GMT

In article <1993Jan22.142115.7931@fzi.de> mertens@fzi.de writes:
 <Stuff deleted...>

>
>Another way is to redefine hit_player() because this is called in every case.
>The guard summoning could be placed here too.
>
>|> shrug, no doubt someone will have a better way, but this works for me ;)
>|> (just make sure yer do the ::heart_beat else it'll bugger up bad
>|> 
>|> That's all
>|>   ~Beebop / Paul V. Smith
>
>Don't know if it's better, I hope it's correct ;-)
>
>   Boing
>

Although redefining hit_player() should work, your better bet is probably to
write the local heart_beat() function; but, DO make sure to put some sort of 
conditional in there, since you probably don't want another new guard to appear
each round (for the entire duration of a fight!).  A logical way to do this 
would be to have a global variable (unfortunately) which would keep track 
the number of guards summoned.  This way, there would be only a set number
of guards the first guard could summon total (there's nothing like a bit of
realism in coding).

Of course, that being done, it would only make sense (assuming all of your
guards are not aggressive in the first place) to make them all remember why
they were summoned, so that if the person who attacked the first guard 
returned to the room, they would immediate chop him to pieces (cruel, but 
realistic!).  Or, alternatively, make them real nasty and have them follow
a fleeing character (nasty surprise - intelligent monsters!) 

Isn't coding monsters fun? =)

 -Bill.
("Gilburne" @ many places)

--
William D. Wong - wwong@uiuc.edu
Newsgroups: rec.games.mud.lp
From: labhkm@emory.edu (Howie)
Newsgroups: rec.games.mud.lp
Subject: Re: THE BEST MUD FORMAT
Date: 25 Jan 93 21:08:24 GMT
Organization: Emory University, Atlanta, GA
X-Newsreader: Tin 1.1 PL3

lustymud (lusty.tamu.edu 2000)

has many of these features... check it out sometime...

Howie

Newsgroups: rec.games.mud.lp