HDTenEightyP/NetNews huggingface dataset:
From: mforbes@gmuvax2.gmu.edu (Michael L Forbes)
Subject: Re: Women
Organization: George Mason University, Fairfax, Va.
Date: Sun, 13 Sep 1992 04:19:20 GMT

In article <BuDMuv.Fz0@cda.mrs.umn.edu> kruegewa@cda.mrs.umn.edu (Alan Krueger) writes:
>In article <1992Sep10.183058.17323@news.iastate.edu> tzau4@isuvax.iastate.edu writes:
>>I dont see why not having women and muds? Besides, who else would play the
>                                           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
>>female gender in ad&ding? RPG's are not biased on who plays (but can be
> ^^^^^^^^^^^^^
>
>Well, male cross-mudders -- but let's not start THAT thread again...
              					^^ nah, let's start it again :)
  I am rl male, but when I first started playing my primary character (Danc)
   it was on Adversary MUD (Diku, 129.32.32.98 4000), and I cross-played.
   when I made immort, roughly 36 gaming hours after starting, there were
   only 4 people on the mud who either knew I was male, or had a deep
   suspicion (one of which was because of an error I made in typing in an
   emote at around 15th level.... I said "Danc is a happy man!" when I meant
   happy woman.... the ONLY error I made like that.
  I found that is was actually quite easy to emulate a MUD-playing woman,
   my way.  I avoided talking about sex, didn't pk, helped other people,
   knew when to ask for help, curtsied CONSTANTLY, never bowed, never whined,
   etc, etc, etc....  like I said, only 4 people knew or suspected I wasn't 
   female after all that time.... those 36 hours I mentioned took over 5 months
   of rl time (I didn't have access for about 3 or 4 months.)


well, to any others out there who enjoy cross-playing (or cross-dressing,
or whatever else your habits might be.....) have a blast! it's so much
fun watching the macho assholes help ya out to their own loss :)
-Danc
From: te1349@newark1.njit.edu (Leafweir)
Newsgroups: rec.games.mud
Subject: New mud
Date: 15 Sep 92 19:51:07 GMT
Organization: New Jersey Institute of Technology

New mud Dark World on 128.235.38.8 2000 or apollo.njit.edu 2000.
It is an lp and I am the main admin Leafweir. Come over and play some
time. Also add me to the listing.


--Thanks te1349@newark.njit.edu
--aka Leafweir
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.mud
Date: Mon, 14 Sep 1992 12:38:46 -0400 
From: Edwin Huang <eh1s+@andrew.cmu.edu>
Subject: Re: Hey you fools, why don't you try to respond to this!

Excerpts from netnews.rec.games.mud: 11-Sep-92 Hey you fools, why don't
yo.. AnaNg@lincoln.duke.edu (578)

> P.S I'm a girl and I don't play mud.  If I did all I'd do is hack people apart!

Wow a girl who doesn't play MUDs.... what a damn shame.  Should I
contact the Guiness people now or later.  Is that like a girl not
shaving her armpits or something?  In other words. Do I care?

> Note : Anyone responding to the message will be singled out as a fool and
> will suffer extreme embarrassment in front of a council of HIS peers.  I
> doubt any female would lower herself far enough to play mud.....

Sorry to tell ya, babe, but I wouldn't lower you to frenzying sharks.
(see oblique reference to unquoted poem.)  The skank would pollute the
waters worse than the Exxon Valdeez.  It's not so much that I care about
the environment but the fact that  if we bring the anology further,
Exxon had to clean up after it's mess, and  so might I. Ugh.

Well... let the council come. I'm starting to have fun on here again.

-ed/irque


Xref: sparky rec.games.mud:8894 rec.games.mud.misc:705 rec.games.mud.lp:3272
From: mjr@hussar.dco.dec.com (Marcus J. "Buddy can you spare a clue?" Ranum)
Newsgroups: rec.games.mud,rec.games.mud.misc,rec.games.mud.lp
Subject: Re: Mud for Interactive Unix
Date: 16 Sep 92 00:41:12 GMT
Organization: Digital Equipment Corporation, Washington ULTRIX Resource Center

>>I'm looking for a Mud for Interactive Unix 2.0.2 for the PC.

	Unter has a snap out I/O layer. You'd need to rewrite one
file to do the right thing. This would involve getting line-at-a-time
input from <someplace> and performing output to <someplace>. Making
Unter work with disk files for I/O is not unreasonable, but I have
not bothered since I'm on a machine with a real network.

mjr.
Newsgroups: rec.games.mud
From: plk1@cec2.wustl.edu (Pam Kornreich)
Subject: Virtual Realities - New Mudlib OPENED!
Organization: Washington University, St. Louis Mo.
Date: Sun, 13 Sep 1992 05:02:10 GMT

I don't know if my first posting went through - I never saw
it show up- so here it is again!
~
		IT's TRUE!!

	Virtual Realities has FINALLY opened it's new MUDLIB!!

	We have all been working hard on mapping, desiging and of 
	course coding this new town (named Centrepoint).

	And we've OPENED TO THE GENERAL PLAYER PUBLIC!

	So..... Come one! Come ALL!!

	To  VIRTUAL REALITIES!

		located at:
			coyote.wustl.edu 3019
			128.252.136.100 3019

No registration required.
Some bugs may apply.
No assembly (yick!) required!
Batteries not included. :)

		Jessy, Lleldorin, Henry, Tokzic, Walker, Darkling
		Silly, and Albert
		(and all our wizes!)



	
****************************************************************************
Jessy Pam Kornreich 			INTERNET: <jessy@maria.wustl.edu>  
Washington University in St. Louis, MO... Computer Science.. OF COURSE!;-)
****************************************************************************
From: mohrc@jacobs.CS.ORST.EDU
Newsgroups: rec.games.mud
Subject: Re: SysAdmins and other people in high places of sites should read this!
Date: 5 Sep 92 00:13:44 GMT
Organization: Computer Science Outreach Services - Oregon State University

In article <94mnyjl.mario@netcom.com> mario@netcom.com (Braden L. Spikes) writes:
>Disclaimer: I am fully aware that the following post will never ever get the
>            desired response.  It's simple, admins never read the mud news.
>            Anyway.. Here it goes.

They dont? gee i know of quite a few that do, myself included.

>
> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
>    Rogue (Player-Slayer LP-Mud) is looking for a good fast site to run on.
> -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
>
> Ok.. Here's why I think this post is special, and why all the other posts like
> it should be of less importance <evil grin>.
>
> Admins!  (I wonder if this is against Internet regulations) I am willing to
> pay you good monthly cash (based on service) for this service!
> E-mail me if interested!
>
Gee wish i could but i dont think my school would like that 
i guess for $1,000 a month i could arrainge something ;)

>               -= Branden Spikes (mario@netcom.netcom.com) =-
>     -= God of Rogue (Player Slayer Mud) (Looking For a Humble Home) =-
From: karner@apap4.pap.univie.ac.at
Newsgroups: rec.games.mud
Subject: QP...when will it up again?
Date: 10 Sep 92 23:32:35 GMT
Organization: Vienna University Computer Center


    What's up with QuartzParadise????  I've enjoyed it so much and now
    it seems to have gone....Could some wizzie tell me please how long
    the recovery of the disk-crash will last? Or is QP now definitely
    gone forever?
                    Thanks a lot
                                 Christopher


Xref: sparky rec.games.mud:8662 rec.games.mud.misc:642
From: agri@pa.itd.com (Howard)
Newsgroups: rec.games.mud,rec.games.mud.misc
Subject: Freshman (was TinyFUGE and JIVE plus a bit more)
Date: 5 Sep 92 03:25:02 GMT
Organization: Space Remote Sensing Center


Just for laughs, and just for the record.  I'm NOT a freshman.  I'm not
a student.  Take the time to finger my account.  Call me what you want,
but I'm not a freshman.  :*)

******************************************************************************
*                              Howard                                        *
*               Howard or Dark_Lord on most MUDS and BBSs                    *
*       Admin of AfterFive at af.itd.com 9999   128.160.2.249 9999           *
*   "An unused CPU cycle is a wasted CPU cycle.  You can't save them up!"    *
******************************************************************************
Yeah, yeah, yeah, Standard disclaimer here.  I do NOT in any way shape or form
speak for ITD, SRSC, NASA, nor any other organization.   Everything contained
in this mail are my own personal thoughts and opinions.  Flame away.
From: gnort@daimi.aau.dk (Lars Balker Rasmussen)
Newsgroups: rec.games.mud.diku
Subject: Re: Diku II, is it better than the state of the Art Diku?
Date: 15 Sep 92 20:39:33 GMT
Organization: DAIMI: Computer Science Department, Aarhus University, Denmark

mjb@doc.ic.ac.uk (Matthew J Brown) writes:

>In article <1992Sep14.201124.10800@midway.uchicago.edu> h309@ellis.uchicago.edu (Unknown Author) writes:
>>Definitely... Diku II is an utter disappointment - sure it has its pluses
>>such as a good law system and individual skills, but overall it is very
>>unappealing.

>I'm waiting until the source becomes available before judging Diku II.
>I'm hoping that the internals are a lot better structured and more
>easily extensible - if the core of the game runs better, that's what
>is really important in my view. That is, of course, unless you just
>intend to download source, compile it and put it up as a working MUD.
>That isn't what I'm looking for - I want something solid and
>well-designed. I can add most of the chrome myself.

Yay! A man with some sense on rgm.diku... And I thought I'd never see that!
Criticizing a system based on the particular lack of a few favourite bells
and whistles is stupid and pointless... Anything you've seen on any diku1
either IS present in diku2, OR will be a doodle to implement, probably in
a much neater way. The ability of adding more than one spec_proc to a given
object/mobile/room is of course a help.

But... the code will eventually be released, so see for yourself.
Noone felt a particular urge to do the v1 mistakes over again.
(OF COURSE the original db system wasn't meant for release! 
 It was merely an easier way to test the system than a hardcoded world,
 but then started the long night of the numerous v0.0 versions....)

>--
>| Matthew J. Brown  | Dept. of Computing | If God intended for us to go to   |
>| mjb@doc.ic.ac.uk  | Imperial College,  | lectures He wouldn't have created |
>| mjb02@cc.ic.ac.uk | 180 Queen's Gate   | double-sided photocopiers.        |
>| Morven on Lambda  | LONDON SW7 2AZ     |          -IC RagMag 1991/92       |

Gnort @ { Duke, Austin, Alex, Igor ... }
Newsgroups: rec.games.mud.diku
From: boserj@netcom.com (Jeffrey Boser)
Subject: Re: Want to run a Diku, but the stuff is messy
Date: Mon, 14 Sep 92 00:44:11 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 

shulick@navajo.ucs.indiana.edu (Sam Hulick) writes:
>Ok, that's not a big problem, but the barebones code I got was very barebones.
>Are there more advanced Diku codes lying around?

Well, Diku][ is supposed to be coming out soon..  but what I saw of
it didnt impress me.  It looked like some simple enhancements, and
didnt make the game more playable or workable.

All the good diku's I know were taken as 'barebones' then torn apart
and added to.  You will not find one of them publicly. (why should they
release all the work they have done)

I think as a whole, Diku's are better than lp muds (which are so illogical
from a game designer viewpoint its rediculous), but hardcoding (especially
the *way* it is hardcoded) is its biggest fault.

Lately I have begun to like Uber, with its incredible capabilities
(oh, you have to make a few mods, like putting in a modulo operator,
and a few things like _prompt and _heartbeat calls) seems to have
incredible potential.  It can do anything diku and lp can do..  and
has some real nice database capabilities.  which neither of them do.

It all depends on 1) what you want a mud to do, 2) how you want to
do it, and 3) how much work you are willing to put into it.

Getting a basic lp mud or diku up and running takes minimal effort,
the same cannot be said for uber (there is *no* object library for
uber, so you start out with only a few example commands, and some
pathetic documentation of U).  Both Uber and Lp require you to learn
a language in the bargain. (Lpc has the weird distinction of being
documented only *after* its no longer needed, namely sitting amoung
a huge library of code, and not before)

So play around and find something you are comfortable with, as you
are going to have to do alot of work to get something working, nobody
wants another generic mud out there.

....jeff

Newsgroups: rec.games.mud.diku
From: shulick@navajo.ucs.indiana.edu (Sam Hulick)
Subject: Re: Want to run a Diku, but the stuff is messy
Organization: Vallen Software
Date: Sun, 13 Sep 1992 18:07:52 GMT

In article <rhxn1g+.boserj@netcom.com> boserj@netcom.com (Jeffrey Boser) writes:
>Since diku is hard coded, if you cant read the code you shouldnt be messing
>with it.  If you can use C, sit down and dig in..  it will take you a
>lot of effort and time before you can start making changes.  To make rooms
>and stuff is easy..  thats in the docs, and only requries a text editor.
>
>....jeff
>

Ok, that's not a big problem, but the barebones code I got was very barebones.
Are there more advanced Diku codes lying around?

-- 
Sam Hulick         \ "The greatest of evils and the worst of crimes is
shulick@indiana.edu \ poverty."  --George Bernard Shaw
(NeXT mail welcome) /
From: fsmar@acad3.alaska.edu
Newsgroups: rec.games.mud.diku
Subject: Re: Viemud has now 30 LEVELS
Date: 9 Sep 92 15:25:06 GMT
Organization: University of Alaska Fairbanks

In article <92244.1106438850004@awiwuw11.wu-wien.ac.at>, 8850004@awiwuw11.wu-wien.ac.at (Werner J. Schoenfeldinger) writes:

> We can offer now 30 player-levels to our players.
> And many other new things.

        I looked .. and it looked the same.  Your 30 level system needs 
work.  The code should be debugged.  Your "new" things are all old.

        STOP!    Copying code, and write something new.
Newsgroups: rec.games.mud.diku
From: brumleve@gauss (Dan Brumleve)
Subject: Re: TinyFugue 2.0 doesn't like Diku (need a UNIX client)
Organization: University of Illinois at Urbana
Date: Sun, 13 Sep 1992 03:32:38 GMT

shulick@navajo.ucs.indiana.edu (Sam Hulick) writes:


>TF does have an /lp option for partial lines, but I noticed that when I wander
>around a map, entire lines are "eaten up" by TF and disappear.  Most of the
>time, the room names are the victims of this.  Does anyone know of a better
>Diku client?

>-- 
>Sam Hulick         \ "The greatest of evils and the worst of crimes is
>shulick@indiana.edu \ poverty."  --George Bernard Shaw
>(NeXT mail welcome) /

TINTIN is a fairly simple (but good and easy to modify) client for Diku/LP
games and variants.  I've also found that PMF works well with Dikus too.
From: graziano@astro.ocis.temple.edu (Joseph S Graziano)
Newsgroups: rec.games.mud.diku
Subject: Ansi Color for Diku's???
Date: 7 Sep 92 21:56:29 GMT
Organization: Temple University
X-Newsreader: Tin 1.1 PL5

Hiya everyone,
	I am a budding new implementor of my DikuMud which will be open for
business around October of 1992. I was wondering if anyone has found a method
for using the ansi color system that most of the AberMuds use. You know like
when a fireball spell is cast the other players cannn see it in red text!? Or
when wizards are talking to eachother the text is Bold Yellow? 
	If anyone has the code for using these colors please drop me a line 
here or e-mail me personally at "graziano@astro.ocis.temple.edu" Any and all
help would be appreciated.

			Thanks in advance,
			Joe Graziano
Newsgroups: rec.games.mud.diku
From: jfr2@Ra.MsState.Edu (Jackie F. Russell)
Subject: Re: Diku Source
Organization: Mississippi State University
Date: Mon, 14 Sep 1992 14:42:49 GMT

I know where some excellent code can be found. IN fact...

SneezyMUD needs a new site!!!!! SneezyMUD with color capabilities, many users
, a very stable coding system, (few crashes), and a great bunch of players
and gods needs a new site. Anyone interested in helping run this great mud
please respond to me via email. Anyone who has a site and any amount of coding abilities, can help in the coding of the mud if wanted.

Please don't let this great mud sit in an account and do nothing.

Anyone with info, mail me at jfr2@ra.msstate.edu

-Brutius-

Newsgroups: rec.games.mud.diku
From: stine@vivaldi (Jeffrey Stine)
Subject: Re: has advesary changed its adress?
Organization: Penn State Center for Academic Computing
X-Newsreader: Tin 1.1 PL3
Date: Mon, 14 Sep 92 18:33:32 GMT

Nope. The difficulty lies in the fact that bigboy has a memory/hardware
problem. I'm told that one of the simms is bad. So every so often it
falls down and goes boom. When it does it over the weekend there is
usually no one there to help it back up.
-Ab

Newsgroups: rec.games.mud.diku
From: djs55750@uxa.cso.uiuc.edu (the man )
Subject: Re: MUD review: Apocalypse II
Organization: University of Illinois at Urbana
Date: Wed, 16 Sep 1992 00:25:27 GMT

Easy, fellows, it's only a game.
Newsgroups: rec.games.mud.diku
From: boserj@netcom.com (Jeffrey Boser)
Subject: Re: Really.  Some good docs for Diku.
Date: Wed, 16 Sep 92 01:57:26 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 

rwhelan@gmuvax2.gmu.edu (Ryan A. Whelan) writes:
>boserj@netcom.com (Jeffrey Boser) writes:
>>Diku is one of the best documented muds in existance.
>
>It is?  I read all the online help and all the dm-dist/doc.  I hae played with
>the diku code and even worked on creating a few new areas.  *sigh*
>but I think it is sad if it is the best (or even close)


Agreed.  Getting into muds is a hellish business at best, the learning
curve is rediculous and the documentation is pathetic.  All in all,
its really annoying and frustrating.

>I really couldn't compare it with other muds, but if it is the best, there are
>really some bright people working on the other muds. People who need no 
>documentation what so ever.
>Ryan A. Whelan                                rwhelan@gmuvax2.gmu.edu

oh come on!  thats rediculouse.  if they want other people to join in and
contribute, documentation is a must!  If they wrote the thing, of course
they dont need docs, but if they want to share it with others, then good
docs is a pretty neat idea, dont you think?

<sigh>  the most common mud out there, lp, is the *worst* because
it doesnt have any at all.  you get a mud driver, there are NO
complete directions on how to use it.  In fact, all docs are in
the mudlib, which is a bit like signing an insurance form after an
accident.  You cant do a damn thing with just the driver without
tearing it apart and writing your own docs..  the built in functions,
nothing, are written down anywhere but the compiler.

And get this..  even in complete muds, the documentation is incomplete,
there are all sorts of special things flaoting around.  Thats why I
avoided lpmud.

But diku..  contains documentation describing the database layout in
detail, documentation on commands, and how they are designed, and pretty
much a good intro.  With the docs you can design your own world, put
in your own mobiles and weapons and stuff, without doing anything really
difficult.

Yeah, i think its the best-documented mud out there.  It was never meant
to be messed with from within, remember.


....jeff
From: ccjason@othello.ucdavis.edu (Jason Gabler)
Newsgroups: rec.games.mud.diku
Subject: Will AdvesaryMUD EVER accept new characters?
Date: 11 Sep 92 09:43:57 GMT
Organization: Computing Services, UC Davis
Originator: ccjason@othello.ucdavis.edu


 the subject says it all.
Newsgroups: rec.games.mud.diku
From: joverton@csws11.ic.sunysb.edu (Jeremiah Overton)
Subject: Armageddon Admin...
Organization: State University of New York at Stony Brook
Date: Wed, 9 Sep 1992 23:39:55 GMT

Could the admin of Armaggedon please email me.  I am curious about this
Mud, but it seems like I can only find out about it through you, and
it seems that you have to come to me....So could you please respond
via Email one way or the other?
        Much appreciated.

Newsgroups: rec.games.mud.diku
From: shulick@blackfoot.ucs.indiana.edu (Sam Hulick)
Subject: Re: MUD review: Apocalypse II
Organization: Vallen Software
Date: Tue, 15 Sep 1992 21:47:05 GMT

In article <1992Sep15.173508.18252@mnemosyne.cs.du.edu> elennon@nyx.cs.du.edu (Elizabeth Lennon) writes:
>Well you're not the only one who has had difficulties dealing with
>the "gods" on Apocalypse.  The ONLY decent one there that I have ever
>spoken to has also been Terminator.  Destiny (Ms. Perry) is the most

Terminator is nice, from the times I spoke with him.  Wolverine is on his way
to being a god, and he's friendly.

>crass rude bitch I've ever met but she gets off on being called that

HAHAHA.  Well, you let the cat out of the bag for me. :)  <name> in my post is,
in fact, Destiny.  She's nice to her "friends," but rude to the rest of us
inferior beings.

It's a fact that some gods/wizards, after some time in power, will become
power-crazed.  It's happened to me a few times, unfortunately.  People who
insultd me or my MUD became toast in a flash. :)  But I've learned my lesson
through abusiveness unto ME by people such as Destiny.  Players on ANY kind of
MUD do not like being bossed around a lot.  Destiny simply said "Stop shouting
or you lose it."  A more reasonable wizard might have said "Could you cut down
on the shouting a bit?  Just for awhile until things settle down."

>sort of stuff.  As for Chris...well he just gets off...I've TRIED
>asking a few questions when I logged on, relatively new to mudding
>and all I got was bitched at by these intolerant idiots.  Yeah their
>MUD is the standard diku with a few little cutesey frills added in,
>but many mortals on there are assholes and precious few immortals
>on there AREN'T assholes.  Wake up Apoc shits!  Your mud isn't so
>great that it will make up for the attitudes of the people you let
>play it.
>
>Liz
>
>

Thanks for your response, Liz.  I'm glad to know I'm not the only one who is so
severely PO'd at the attitude of Destiny.

-- 
Sam Hulick         \ "The greatest of evils and the worst of crimes is
shulick@indiana.edu \ poverty."  --George Bernard Shaw
(NeXT mail welcome) /
From: bombman@diku.dk (Hans-Henrik St{rfeldt)
Newsgroups: rec.games.mud.diku
Subject: Re: DikuMUD port for Amiga
Date: 13 Sep 92 18:59:28 GMT
Organization: Department of Computer Science, U of Copenhagen

gordon@meiko.com (Gordon Henderson) writes:

>In article <eickler.716213621@tabaqui> eickler@tabaqui.informatik.rwth-aachen.de (Andre Eickler) writes:
>A midi interface? Cool! I can see it now ...
[ great fun deleted ]

Nice very nice, you should cross-post to some humor group :)

--HHS
-- 
 ___________________________________________________
|            Bombman the mad bomber                 |
|            Bombman@freja.diku.dk                  |
|___________________________________________________|
Newsgroups: rec.games.mud.diku
From: rwhelan@gmuvax2.gmu.edu (Ryan A. Whelan)
Subject: Re: new
Keywords: new
Organization: George Mason University, Fairfax, Va.
Date: Sun, 13 Sep 1992 02:09:41 GMT

In article <BuDwqr.5BH@news.cso.uiuc.edu> dwelling@ux4.cso.uiuc.edu (bears...ditka..bears) writes:
>	Does anyone have any helpfull hints for new users of MUD? I always
>	lose everything I own when I quit for some reason.
>

In order to keep your equipment you need to 'rent' when leaving the game, not
quit.

-- 
Ryan Whelan                   Only 'ED' Makes It Possible?!?!?!?!
                              (Personally I would use EMACS *OR* VI, first!    
rwhelan@gmuvax2.gmu.edu                                              
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Newsgroups: rec.games.mud.diku