HDTenEightyP/NetNews huggingface dataset:
From: beeman@cats.ucsc.edu (Adam Beeman)
Newsgroups: rec.games.mud.lp
Subject: Re: Driver additions
Date: 28 Aug 92 06:47:52 GMT
Organization: University of California; Santa Cruz
NNTP-Posting-Host: am.ucsc.edu


oakley@contra.enet.dec.com (The Zeeker) writes:
>
>	I'll try too.  Anyone else interested?  We might just have
>	an ANSI-LPC committee brewing here. ;-) ;-) ;-)
>

	Unless we're planning on starting with MudOS 0.9, you can probably
count us out.  I have absolutely no interest in rolling back the clock
9 months on game driver development just because someone wants a standard.
I suspect nobody with his/her own advanced driver work will be particularly
interested either unless they stopped at 3.1.2 and left it alone.

	We're looking at several months of programming that's been done
since the last "official" release.  Now, maybe if we form a VERY LOOSE
standard, then we can have a standard, since I don't really think TMI
and CD have really changed the LPC language, we've just added (different)
extensions to it.  But one standard driver?  Forget it.  You can count me out.

	It's a nice idea.  But it won't fly.  Maybe we *might* be able to
get CD and TMI to agree on some things, it's not out of the question.
But also note that neither driver will run a 3.1.2 mudlib. ;-)

-Adam 
Buddha@TMI


-- 
#include <std_disclaimer.h>
#define NAME	"Adam Beeman"
#define EMAIL	"beeman@{cats, ucscb}.ucsc.edu"
inherit SIGNATURE; // enhanced .sig virus
Newsgroups: rec.games.mud.lp
From: mario@netcom.com (Mario)
Subject: Re: Player-killing muds
Date: Thu, 03 Sep 92 03:56:34 GMT
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 

In article <1992Sep2.211106.12908@ms.uky.edu> diane@mik.uky.edu (diane lynn benham) writes:
>Anybody know of any player killing muds other than Genocide?
>If so, what are the addresses?
>
>Please reply to this account!
>
>diane@mik.uky.edu

Yes there are a couple.  Genocide is currently, by far, the most advanced.
Of all of the Genocide clones I've seen, mine's the best :) :)
One problem, no site to run it on (as is the problem with every other mud)
Hopefully the site below will be the home for my mud.

	    -= Branden Spikes (mario@netcom.netcom.com) =-
   -= God of Rogue (Player Slayer Mud) (boobytrap.spies.com 2222) =-
Newsgroups: rec.games.mud.lp
From: guddt@uniwa.uwa.edu.au (David Bennett)
Subject: Re: **** TOP 10 LPMUDs ****
Organization: University of Western Australia
Date: Wed, 26 Aug 1992 03:38:52 GMT

oakley@contra.enet.dec.com (The Zeeker) writes:

>In article <37238@sdcc12.ucsd.edu>, djohnson@cs.ucsd.edu (Darin Johnson) writes...
>>But TMI is *not* a playing environment.  It's an environment for
>>people to program LPC in, show off nifty toys, ask questions, etc.
>>There are of holes in TMI when it comes to using it for a game.

>	Well, I installed the TMI game driver and `mudlib' a month or
>	so ago, tried it for a week or so and was not impressed a great
>	deal.  Stick with the 3.1.2 game driver.  I have yet to experience
>	any problems with it
>	
>	Zeek


Use the discworld mudlib :)

Heheheh,
Share and enjoy,
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.
Newsgroups: rec.games.mud.lp
From: amylaar@mcshh.Hanse.DE (Joern Rennecke)
Subject: Re: Driver additions
Organization: Point of Presence & MCS Hamburg
Date: Tue, 1 Sep 1992 21:21:40 GMT

djohnson@cs.ucsd.edu (Darin Johnson) writes:

...
>And again, if 3.1.2 is so HORRIBLY buggy as everyone says, why the
>hell is everyone hiding the bug fixes???

I'm not hiding bugfixes. ftp ftp.cs.tu-berlin.de /pub/mud/incoming

	Amylaar
Newsgroups: rec.games.mud.lp
From: amylaar@mcshh.Hanse.DE (Joern Rennecke)
Subject: Re: Multi-inheritance problem.
Organization: Point of Presence & MCS Hamburg
Date: Tue, 1 Sep 1992 20:49:31 GMT

roarb@colargol.edb.tih.no (Roar Brekken) writes:



>Hi.

>The following holds true for at least these drivers: The 3.1.2 COMPAT_MODE
>of VikingMud, and the CD.01.56 of Kingdoms.

>I have the three objects, a.c, b.c and c.c. The first two are inherited by
>the latter.

>***** a.c *****

>bingme()  {
>  bing();
>}

>bing()  {
>  write("BingAAA\n");
>}

>***** b.c *****

>bingme()  {
>  bing();
>}

>bing()  {
>  write("BingBBB\n");
>}

>***** c.c *****

>inherit "players/drevreck/obj/a";
>inherit "players/drevreck/obj/b";

>init()  {
>  add_action("bingbing","bing");
>}

>bingbing()  {
>  write("Binging a:\n");
>  a::bingme();
>  write("Binging b:\n");
>  b::bingme();
>  return 1;
>}

>Now here is what happens when I clone c.c and type 'bing':

>Binging a:
>BingAAA
>Binging b:
>BingAAA

>In other words, when the function bingme() in a.c calls bing(), it calls
>bing() in a.c. Which is very nice. But: When bingme() in b.c calls bing()
>it ALSO calls bing() in a.c. Which is not nice at all!

That's a feature. Fuctions are inherited virtually by default.

>If I reverse the two inherit lines in c.c, so that b.c is inherited before
>a.c, then bing() in b.c will be called in both cases, so there is at least
>some system to the madness... :-)

See above.

>If I now write a function bing() in c.c as well, like this:

>bing()  {
>  write("BingCCC\n");
>}

>..the output turns out like this:

>Binging a:
>BingCCC
>Binging b:
>BingAAA

>Which means that bing() in a.c is correctly masked by the one in c.c, but
>that bing() in b.c STILL calls the one in a.c. *scream*

That was a bug of 3.1.2's . Really funny.

>That two objects resting side by side in the inheritance chain are able to
>call functions in each other strikes me as a BAAAD idea. That they do so
>without even being asked to do it must be even worse. That I can't even STOP
>them from doing so seems to be nothing short of ludicrous.

What about making the function completely invisible, using private nomask ?

>Another thing: If a.c and b.c both inherit some common base-object (which is 
>a good idea, and even mandatory on some muds), and this base-object defines
>a nomasked function, my object will not load, complaining about a 
>'redeclaration of nomasked function' or something along those lines. That
>is very understandable, but would it be too much to ask from a driver that
>it discovered that both of the nomasked functions were defined in the same
>object?

It is. You need virtual inheritance for variables first, lest confusion
will result. Moreover, this will involve some tricky testing that the
nomask function isn't inherited in a way that it can no longer be considered
the same.

	Amylaar
Newsgroups: rec.games.mud.lp
From: guddt@uniwa.uwa.edu.au (David Bennett)
Subject: Re: Driver additions
Organization: University of Western Australia
Date: Wed, 26 Aug 1992 03:28:23 GMT

oakley@contra.enet.dec.com (The Zeeker) writes:

>	As far as I can see, 2.4.5 IS a standard.  Nice, it works, not
>	very buggy.  I have yet to see a 3.0 Mudlib in vanilla state
>	that ACTUALLY WORKS !!  That was the great thing about 2.4.5
>	Mudlib, you could do whatever you wanted with it.  BUG-FREE!

Bug free, so long as you removed the money bug...  The quicktyper bug...
etc.

Yeah as bug free as they come.

Nothing is ever bug free, if it is, it isnt a computer program :)

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.
Newsgroups: rec.games.mud.lp
From: anipa@cs.tut.fi (Niilo Neuvo)
Subject: Re: Hack'n'slash not for me
Organization: Tampere U of Technology, Finland
	<1546@lysator.liu.se> <ANIPA.92Aug23161702@sotka.cs.tut.fi>
	<1992Aug23.171003.9479@mcshh.Hanse.DE>
Date: Sun, 23 Aug 1992 19:33:32 GMT

amylaar@mcshh.Hanse.DE (Joern Rennecke) writes:
> anipa@cs.tut.fi (Niilo Neuvo) writes:
> >The problem with exec is that if you give it to wizards to be freely
> >used you end up with having every wizard as a god. So you need to make
> >all vital code uneditable from the mud (this means that all arches and

> No. Pretty simple: Either isolate the file access from the player object,

This is a good idea, on BatMUD I have written a ftpd in lpc (we have a
nice networking package). Having the 'editing' on a different port and
the playing on a different port would probably work.

> or make exec() test for inheritance of a basic player object, that has
> all vital functions defined as nomask.

Never thought of that. Actually that needs to be thought well and
needs more than 15 minutes of planning (not my kind of code).

++Anipa, some of them do think
--
      NN   NN  NN   NN  NNNNNNNN
    NNNN    N  NN    N  NNNNNN
  NNNNNN  N    NN  N    NNNN
NNNNNNNN  NN   NN  NN   NN
-- 
Newsgroups: rec.games.mud.lp
From: zik@aurora.cc.monash.edu.au (Michael Saleeba [Zik])
Subject: Re: SW Quests?
Organization: Monash University, Melb., Australia.
Date: Wed, 2 Sep 1992 14:49:07 GMT

beeman@cats.ucsc.edu (Adam Beeman) writes:

>>SOLUTIONS TO SHATTERED WORLD QUESTS

>...
>I guess it's time to let other people start laughing... none of those quests
>are real.  If you'd like to write a quest based on them, feel free to do so.
>My friend wrote the hints for me over the weekend when we had nothing better
>to do, I wanted to see the reaction without getting flamed into oblivion...

>As far as I know, none of those quests exist anywhere.

Don't be a jerk! I personally sweated hard over one of those quests,
and was pretty unimpressed to see the solution posted. Covering
yourself by claiming those solutions were "not real" is pretty
pathetic and transparent. If you're going to be an asshole you might
as well own up to it.

ex-Billy of the Shattered World

+--------------------------------+----------------------------------------+
|        -|-   Zik   -|-         | "You begin to understand politics when |
|   zik@bruce.cs.monash.edu.au   |  you realise that it is the only way   |
|        Michael Saleeba         |  that boring people can become famous" |
+--------------------------------+----------------------------------------+
From: jlw@gestalt.austin.tx.us (James Waldrop)
Newsgroups: rec.games.mud.lp
Subject: Re: saving object pointers
Date: 30 Aug 92 23:26:50 GMT
Organization: Los Alamos National Laboratory, NM

mmcg@cs.monash.edu.au (Mike  Mc Gaughey) writes:
> When a restore_object was done, an object would be cloned up
> for each of the subobject values in the file, and restored
> into.  Thus, players would get back all their items, and could
> even be restored back to the room they were in before the crash
> if we wanted to.

Just to make sure I have this right, let me give you an example.

Let's say I have player A, who is attacking an orc, so he has
his attack_ob pointing to Mr. Orc.  The room he's in also
has a global variable pointing to Mr. Orc, which it uses to
check whether or not he's been slaughtered.  If the game
crashes and comes back up, will there not be 2 orcs, one for
the player's copy, and one for the room's copy?

I'm not criticizing your work, I'm just trying to figure out
how you deal with certain problems that I and some friends of
mine banged our heads up against for a while.

Sulam
-- 
James Waldrop
jlw@hebrew.cc.columbia.edu

I walk along the path muttering about signs and portents.
From: rdubbs@cs.tamu.edu (Roger B. Dubbs III)
Newsgroups: rec.games.mud.lp
Subject: Re: Driver additions
Date: 26 Aug 92 16:04:50 GMT
Organization: Computer Science Department, Texas A&M University

In article <1992Aug26.032619.6773@uniwa.uwa.edu.au> guddt@uniwa.uwa.edu.au (David Bennett) writes:
>This is not like Pascal or C (even though quite often they are not quite
>ansi compatible...) there is no standards convention.  I think you would
>have troubles forming and enforcing such a thing.  Driver bashing will
>go on, mostly because it is fun :)

Actually, I would say it is closer to the difference between C++ and
Objective-C.  (Perhaps Lars' 2.4.5 is C?  Actually, probably an even
earlier edition.)

/Roger
From: mmcg@cs.monash.edu.au (Mike  Mc Gaughey)
Newsgroups: rec.games.mud.lp
Subject: Re: * PEACE PLEASE! *
Date: 30 Aug 92 04:07:24 GMT
Organization: Computer Science, Monash University, Australia

michael@iastate.edu (Michael M. Huang) writes:

>It is rumored that grad students in AU sometimes get this strange
>mentality attack in which they start flaming one another in brutal
>magnitude.  When they have severely toasted each other, they turn
>to the unsuspecting victims of USENET.

You know me too well...

You *do* realise I'll have to kill you now?

Mike.
--
Mike McGaughey			AARNET:	mmcg@bruce.cs.monash.edu.au

"Head stompin', ass kickin', finger licking nastiness"
From: demon@sequent.com (Dave Richards)
Newsgroups: rec.games.mud.lp
Subject: LPmud 3.0 User Ids/Security
Date: 25 Aug 92 17:53:54 GMT
Article-I.D.: sequent.1992Aug25.175354.8167
Organization: Sequent Computer Systems Inc.


I am trying to move a 2.4.5-based mudlib onto 3.1.2 no-compat.  Before I
really start going though, I'd like to understand how to create a
consistant security system using the userid system.  Does anyone have anything
written up on this?  My questions are sort of: (1) What kinds of checks can
and cannot be done with userids, (2) do they allow me to check for wizard-
written players, (3) what is the granularity of checking, and (4) do you
have an example of what objects would need to do to conform?  I guess
my main concerns are how would leo.c change, the level-checking/setting
parts of player.c, etc.  I'd appreciate any help you can give me.

I think I can pick this up with only a few hints. :)

	Thanks,

	Dave Richards (a.k.a Cynosure)
From: xt@math.chalmers.se (Carl Hallen)
Newsgroups: rec.games.mud.lp
Subject: Re: Hack'n'slash not for me
Date: 23 Aug 92 23:44:55 GMT
	<1546@lysator.liu.se> <ANIPA.92Aug23161702@sotka.cs.tut.fi>
	<1992Aug23.160013.15754@uniwa.uwa.edu.au>
	<ANIPA.92Aug23211948@sotka.cs.tut.fi>
	<1992Aug23.190126.26821@uniwa.uwa.edu.au>
	<ANI
Organization: Mathematics Department, Chalmers University of Technology, Sweden
In-reply-to: anipa@cs.tut.fi's message of 23 Aug 92 22:14:50 GMT

In article <ANIPA.92Aug24001450@sotka.cs.tut.fi> anipa@cs.tut.fi (Niilo Neuvo) writes:
   Languages are a bad idea. You end up as genesis not being able to talk
   to anyone. 

On Genesis all players speak the same language if they use the 'say'
command.

Carl Hallen

Newsgroups: rec.games.mud.lp
From: oakley@contra.enet.dec.com (The Zeeker)
Subject: Re: Driver additions
Organisation: Treadstone Seventy-One
Organization: Digital Equipment Corporation, Maynard, MA.
Date: Thu, 27 Aug 1992 00:52:05 GMT


In article <17h567INNs0r@darkstar.UCSC.EDU>, beeman@cats.ucsc.edu (Adam Beeman) writes...
>closely for comparison... nor have I seen anything of BatMUD's.  But
>there is no standardization committee, there is no real agreement.

	Seems to me that it would be a good idea to START a standardization
	committee.  From what I see, everything's pretty chaotic right now.

-----------------------------------------------------------------
Brought to you by Treadstone Seventy-One Corporation.
--- --- --- | /  "Come not between the dragon and his wroth!"
 /  |-  |-  |    		- Lear, King of England
--- --- --- | \
_________________________________________________________________
From: baerrach@iagu.itd.adelaide.edu.au (Barrie Treloar)
Newsgroups: rec.games.mud.lp
Subject: Quests was Re: SW Quests
Date: 2 Sep 92 09:35:14 GMT
Reply-To: baerrach@iagu.itd.adelaide.edu.au (Barrie Treloar)
Organization: Digital Equipment Corporation

How about people sharing clever ideas for quests
or perhaps little parts of a quest that are quite 
ingenious. No reference has to be made to the mud its on or 
which quest it is. As a Wiz Talking over ideas with
other people sounds cool

Baerrach
*8)
Newsgroups: rec.games.mud.lp
From: eyeq@wpi.WPI.EDU (Brent Alan Burkholder)
Subject: Re: spellbook code in lpmud..
Organization: Worcester Polytechnic Institute
Date: Thu, 27 Aug 1992 07:36:51 GMT

You probably will need to re-code the item such that you redefine the "look"
command for the object (or some equivilent method) and then check the player
level before you print the actual information.


Newsgroups: rec.games.mud.lp
From: monan@engin.umich.edu (Michael Patrick Monan)
Subject: Re: Player-killing muds
Date: Thu, 03 Sep 92 00:21:23 EDT
Organization: University of Michigan Engineering, Ann Arbor


	Please send it to me too..or post it here...anbtw what is the 
address to Genocide? :)
				CYA!!! 
				Mike...


   monan@caen.engin.umich.edu


+----------------------------------------------------------------------------+
|  Mike Monan (monan@caen.engin.umich.edu OR Michael.Monan@um.cc.umich.edu)  |
|----------------------------------------------------------------------------|
|  I'd rather laugh with the sinners than cry with the saints                |
|		Sinners are much more fun				     |
|				And only the good die young.		     |
|						-Billy Joel	 	     |
+----------------------------------------------------------------------------|
|  It takes a big man to cry,                                                |
|		but it takes a bigger man to laugh at that man.		     |
|						-Deep Thoughts               |
|							by Jack Handey       |
+----------------------------------------------------------------------------+
| "5" -- Webber, Rose, Howard, King, and Jackson.  Need I say more?	     |
|        The next NCAA crown WILL belong to The University of Michigan.      |
+----------------------------------------------------------------------------+
|           Have a good one folx.....CCCCCCCCCCCCC-YA!!!!!!!!!!!!!!          |
+----------------------------------------------------------------------------+

Newsgroups: rec.games.mud.lp
From: amylaar@mcshh.Hanse.DE (Joern Rennecke)
Subject: Re: Saving Scores
Organization: Point of Presence & MCS Hamburg
Date: Tue, 1 Sep 1992 21:17:54 GMT

sgreen@neumann.une.edu.au (Stephen Green) writes:

>The following relates to code on an lp386Mud (3.1.2 driver, 2.4.5 lib)

>Some background:
> One area I have contains 3 rooms with locked safes.
> Each players goal is to find the clues that belong to each level,
> ( which represent the combination for each level to open the safe ),
> in the quickest time possible, find the safe room, enter the combination,
> ( giving them the 'start clue' for the next level's safe ), and continue
> in this fashion ( in the quickest time ) to solve 3 levels.

> I added set_ lines to player.c that set ,for each player, the time taken 
> to solve ( and if a personal best set this too ) for each of the 3 levels.

> Then the next time they solve the level i had query_ 's to check to see
> if their time was a personal best, a level_best or ( if the room I am 
> querying in was the 3rd safe room ),  the game_record.
>  ( a level_best occurred if time was the best by any player for that level ).
>  ( the game_record was the best total time taken to solve all 3 levels )

>Now where I ran into trouble was in 'storing' the level_best and game_record
>so that after resets or crashes the first player to solve levels would not
>be creditted with a level_best ( which would happen if the level_best etc
>were not saved through resets/crashes).

>What I ended up doing was using write_file to write files in my dir the
>"length" ( in heart_beats ) of the various times, then setting a variable
>equal to 'file_size() -1' to be the lengths which represent times!

>Does anyone know of a better way of "storing" number values ( eg 1045 would
>be the time in heart_beats for the game_record ) so they are always
>accessiblle and can be modified whenever need be?

>Thanx.

>/* .sig */

>Stephen Green,
>University of New England,
>Armidale, N.S.W. Australia
>--------------------------
>sgreen@neumann.une.edu.au

write_bytes() .

	Amylaar
Newsgroups: rec.games.mud.lp,rec.games.frp
From: rdubbs@cs.tamu.edu (Roger B. Dubbs III)
Subject: Re: Hack'n'slash not for me
Followup-To: rec.games.frp
Organization: Computer Science Department, Texas A&M University
Date: Wed, 26 Aug 1992 16:19:24 GMT

In article <1992Aug26.023845.14790@fy.chalmers.se> yappo@fy.chalmers.se (Sten D~ring) writes:
>Anyone considering ad&d a vivid system for roleplaying really should have no
>opinions about any mud being a static world.

I beg to differ.  In *any* role-playing game system, the key to a
"vivid" game is the DM.  In the case of a MUD, it is the wizards.  The
best RPG imaginable cannot possibly work without a good DM.  (Good
players help too, but a good DM will encourage and teach the players.)
Similarly, the best mudlib in the world cannot possibly work without
good wizards.

Finally, no matter what the RPG preferences of a person are, they are
entitled to their opinions about static muds.  

/Roger
Newsgroups: rec.games.mud.lp
From: diane@mik.uky.edu (diane lynn benham)
Subject: Player-killing muds
Organization: University Of Kentucky, Dept. of Math Sciences
Date: Wed, 2 Sep 1992 21:11:06 GMT

Anybody know of any player killing muds other than Genocide?
If so, what are the addresses?

Please reply to this account!

diane@mik.uky.edu
From: jacob@fy.chalmers.se (Jacob Hallen)
Newsgroups: rec.games.mud.lp
Subject: Request for information
Date: 2 Sep 92 11:36:10 GMT
Organization: Chalmers University of Technology, G|teborg, Sweden


This is a second request for information about what kind of compilers you
have access to, so that we can make an appropriate selection for future
gamedriver developments. So far I have received 9 replies, and I have
personal information from an other 3 sites. I would however like to have a
broader base before I draw any conclusions, so if you are the admin of an
LPMud that still hasn't sent me answers to the following quiestions, please
do. I will summarise to the net for the benefit of all the gamedriver
development crews out there.

These are my questions:

1. If we ansified the gamedriver, would you be able to run it?

2. If the gamedriver was written in C++, would you be able to run it?

3. Are you using gcc?

4. What flavour of gamedriver are you using?


Jacob Hallen
Newsgroups: rec.games.mud.lp