HDTenEightyP/NetNews huggingface dataset:
From: reni@mindvox.phantom.com (Frederick Myers)
Newsgroups: rec.games.mud.diku
Subject: gold weight (diku)
Keywords: gold cows pigs a tiger and maybe some lambs to boot
Date: 27 Sep 92 06:56:27 GMT
Distribution: globalk
Organization: [Phantom Access] / the MindVox system

ok, here it is
we are currently discusing the 'weight' of gold an if it is something
    that should be imp'ed or not.
because it does not seem to make sense that a person can walk around
with 2 million pieces of gold and not have them weih the person down
   in any bit.
here is the theory
        1) 500k weighs in at 100 pounds (.0002 per coin)
        2) since people can not carry much in gold, this should
                help encourage the use of the bank.
        3) we have put in a 'mini atm' card that will allow
                all bank transactions to be handled anywhere in the 
                game.
        4) if a player does need to have more than 500k (or what
                will push them over the limit), more is allowed
                but they will not be able to move until they fall below
                their determined carry limit.
i dunno', just something that we are tossing around and would really 
                like some input on.
check out TNG (a.k.a Pacifica a.ka. Hopper) Diku MUD, the _NEXT_ 
generation

reni
mondays@bsu-cs.bsu.edu
reni@mindvox.phantom.com
reni @  hopper.bsu.edu 5001
Newsgroups: rec.games.mud.diku
From: jfr2@Ra.MsState.Edu (Jackie F. Russell)
Subject: LISTEN FOLX
Organization: Mississippi State University
Distribution: usa
Date: Sun, 27 Sep 1992 07:12:24 GMT

Ok here is the best reason i know that they stole the code. I never said you
cant have range weapons made by different folx. That is insipid and dumb to
even say i said that. 
But :

the best reason i can give for me saying they stole the code is this :

Brett told me they did *shrug*

-brutius-

Newsgroups: rec.games.mud.diku
From: anicolao@watcgl.uwaterloo.ca (Alex Nicolaou)
Subject: Re: DIKU-SOURCE CODE: Where can I get it ????
Organization: Computer Graphics Laboratory, University of Waterloo, Ontario, Canada
Date: Thu, 1 Oct 1992 03:37:44 GMT

mohrc@jacobs.CS.ORST.EDU writes:

>>Advanced C-programmer:
>>----------------------
>>A person who thinks that the questions about the code here are rather boring
>>and redundant.

 ** Shouldn't the heading read "Reasonably half decent C-Programmer"? God forbid
someone thinks they're an advanced programmer because they can understand 
questions from the totally clueless.

alex
From: jjm4_ltd@uhura.cc.rochester.edu (Why not?!)
Newsgroups: rec.games.mud.diku
Subject: Re: Eltanin!
Keywords: Eltanin!, caltech, diku
Date: 1 Oct 92 11:24:20 GMT
Organization: University of Rochester (Rochester, NY)

In article <Sep.30.07.11.24.1992.23443@inferno.rutgers.edu> gaynor@inferno.rutgers.edu (silver) writes:
>Eltanin!
>
>Only YOU can prevent the soon-to-come senseless slaughter of Ice Giants!
>Sell me an Icy Girth (or other big acapp waist) and save an Ice Giant today!
            ^^^^^^^^^                                        ^^^^^^^^^
just for the heck of it i thought id point out that the icy girth
doesnt come from an ice giant. it comes from The Ruler of the Water Elementals
:)

>It's on YOUR head.  Here's a quarter -- get a conscience.
>
>Eltanin!  Eltanin!
>
>Heh.
>
>Eltanin!
>
>Eltanin!
>
>Regards, [Ag]
>
>ps  Eltanin!

--Raff the Mud Trivia Master and Patron God of Warriors
p.s. I should know i made it! :)
p.p.s. Hello and a hug to tiera if you're out there
p.p.p.s. please can i have my eltanin back?!!
From: terrel@ucsu.Colorado.EDU (Mark Terrel)
Newsgroups: rec.games.mud.diku
Subject: Site plea
Date: 2 Oct 92 00:09:23 GMT
Distribution: usa
Organization: University of Colorado, Boulder

Help! Please!

I still have a wonderful Diku that could really use a site.  It has had quite
a bit of coding work on it and has such things as:

	aliases
	auction
	online building
	arena
	lots more!

Please contact me for more information.

Thanks!

Mark
Newsgroups: rec.games.mud.diku
From: dead@mindvox.phantom.com (Bruce Fancher)
Subject: Diku II
Organization: [Phantom Access] / the MindVox system
Date: Tue, 29 Sep 1992 02:25:25 GMT

	Does anyone know when Diku II is scheduled to be released publicly?
Is it ever?


Bruce Fancher -+- dead@phantom.com

Newsgroups: rec.games.mud.diku
From: rlt20429@uxa.cso.uiuc.edu (Robert L. Thomas)
Subject: Re: Client Question...?
Organization: University of Illinois at Urbana
Date: Mon, 5 Oct 1992 07:41:37 GMT


While on the subject of clients, where can I find one?  I have always used
a macrokey set up from hell but at 2400baud a client could realy help.

Robb with the old modem.
From: jhosee@zeus.calpoly.edu (Jeffrey Yang Ho-See)
Newsgroups: rec.games.mud.diku
Subject: Re: DIKU-SOURCE CODE: Where can I get it ????
Date: 29 Sep 92 22:18:56 GMT
Distribution: usa
Organization: California Polytechnic State University, San Luis Obispo

In article <1a9j2cINN5oe@nestroy.wu-wien.ac.at> h8850004@d24.wu-wien.ac.at (Werner Schoenfeldinger) writes:
>Dear prospective DIKU-Programmers,

Well, I wanna see how they (Diku Mud team) set up their mud,
cause an aspiring junior like myself is dallying with the idea
of creating my own mud :) for a senior project. I kinda wanna get
a head start.

>1) You will need about 4 MB of disk-space to run DIKU.

I dont think I will be running one.

>2) You will need a nice Administrator.

Oops I guess I can hide the big source files in /tmp for a while...
:) The net police are meanies over here.

>3) The ultimate Requirement:
>	You need to be an advanced C-programmer !!!!!
>	As I see at the programming questions, the may[j]ority of the 
>	posters do not have at least any idea of C.

I usually ignore all those posts about coding problems...
How can one answer or comment on Diku code if one has never seen it?!? 

>	So if you don't have this ability-------->>>
>
>	----->>> FORGET IT, or LEARN to program.

I am learning to program :) Waddya think I am in school for? 

>-WJS (who knows the diku source by heart)

Cool! Maybe u can send me a copy of it...
From: marshall1198@iscsvax.uni.edu
Newsgroups: rec.games.mud.diku
Subject: Looking for specific MUD
Date: 2 Oct 92 08:47:29 GMT
Article-I.D.: iscsvax.1992Oct2.134729.7285
Organization: University of Northern Iowa

Looking for a MUD with a Marvel Super Hero type setting and game play.  Do such
things exist?  If so could you give me the addresses.

E-Mail responses are appreciated.

Ty
Newsgroups: rec.games.mud.diku
From: fsgaw1@acad3.alaska.edu
Subject: Sejnet/all and no more. (snicker)
Organization: University of Alaska Fairbanks
Date: Fri, 2 Oct 1992 20:38:45 GMT

kld
]Here is a generalization of what happen and what is happening with
Sejnet....... Why did ET shut it down. Apparently some Jackass, designed
a program that would crash the Game. Some one with a grudge against one or
more parties on the mud. The program did its work real well, a little to 
well. Anyway, it not only crashed the game, but the entire system the game
ran off. The company got pissed, decided their mud experiment wasn't worth
it any more and told ET to can it.
	Now on its return. It will be most likely, when that is, is 
sketchy. Who the Imp will be don't ask me, I won't say. The player files 
are intact to my knowledge. What else is I don't know. And NO! I don't
have the address, nobody I know does....
              ....That's all.

(Death is Life's way of saying you've been Fired!)
From: jbl@daimi.aau.dk (Jesper Bach Larsen)
Newsgroups: rec.games.mud.diku
Subject: Re: Client Question...?
Date: 6 Oct 92 11:39:28 GMT
Organization: DAIMI: Computer Science Department, Aarhus University, Denmark

BSA104@psuvm.psu.edu writes:

>I was interested just like Rob...If someone could send me a copy of a client
>i would be really appreciative.  Thanks
>                Brian
>     bsa104@psuvm.psu.edu


TINTIN is an excellent Mud frontend which is avaible by request. Write to
Peter Unold at : pjunold@daimi.aau.dk for a copy of the source code.

/Jesper Bach Larsen (Kafka - Austin, Alex)
From: scythe@byron.u.washington.edu (The Grim Reaper)
Newsgroups: rec.games.mud.diku
Subject: Fajita mud is coming back up?
Date: 29 Sep 92 17:54:44 GMT
Organization: University of Washington, Seattle

On the copper bulletin board, I recently saw a message
that FajitaMud (the best mud I`ve seen, BTW) is coming back
up within a couple weeks?  Anyone know if this is true or not?
Of course, judging by how long it`s taken them to put in the revision...


--------------------+-------------------------+
HIC IACET ARTVRVS   + The Grim Reaper         + 
IN INSVLA AVALONIA  + SCYTHE@U.WASHINGTON.EDU +
REX QVONDAM REXQVE  + ----------------------- +
FVTVRVS             +                         +
--------------------+-------------------------+
From: brumleve@gauss (Dan Brumleve)
Newsgroups: rec.games.mud.diku
Subject: Re: How to make spec_procs on diku easier. ONLINE CODE?
Date: 29 Sep 92 18:36:13 GMT
Article-I.D.: news.BvCroE.AIH
Organization: University of Illinois at Urbana


Well, I'm currently at work on such a thing for Armageddon... Writing my
own "MUD-language" of sorts that can be used for just about anything.  Sort
of a blend between C and BASIC, and shouldn't be very hard to learn.  I
expect to have it running for Armageddon immortal access within a week.

-Jhalavar-
Newsgroups: rec.games.mud.diku
From: dead@mindvox.phantom.com (Bruce Fancher)
Subject: Just FAQ ma'am
Organization: [Phantom Access] / the MindVox system
Date: Fri, 2 Oct 1992 15:56:00 GMT

	Re: where can I get Diku source code?  Read the FAQ on rec.games.mud
for details on FTP sites for the latest versions of various muds.  Does
anyone . . . anybody at all have information on DikuMud II?

Rock out


Bruce Fancher -+- dead@phantom.com
From: jhosee@zeus.calpoly.edu (Jeffrey Yang Ho-See)
Newsgroups: rec.games.mud.diku
Subject: Re: Icy Girths and stuff
Keywords: Eltanin! ARGH! WHERE THE HECK IS IT!?!?
Date: 2 Oct 92 04:06:30 GMT
Organization: California Polytechnic State University, San Luis Obispo

In article <1992Oct1.112420.25666@galileo.cc.rochester.edu> jjm4_ltd@uhura.cc.rochester.edu (Why not?!) writes:
>In article <Sep.30.07.11.24.1992.23443@inferno.rutgers.edu> gaynor@inferno.rutgers.edu (silver) writes:
>>Eltanin!
>>
>>Only YOU can prevent the soon-to-come senseless slaughter of Ice Giants!
>>Sell me an Icy Girth (or other big acapp waist) and save an Ice Giant today!
>            ^^^^^^^^^                                        ^^^^^^^^^
>just for the heck of it i thought id point out that the icy girth
>doesnt come from an ice giant. it comes from The Ruler of the Water Elementals
>:)

I was going to mention it to gaynor@rutgers... BUT, he seemed so sure
of the girth originating from the giants, I thought I was wrong thinking
they come from the ruler.

>p.p.p.s. please can i have my eltanin back?!!

Yes, where the heck is it!??! Miikka said this week or next...
ARGH! I can't wait another month! It's killing me....

*sigh*

- Jeffrey
From: boserj@netcom.com (Jeffrey Boser)
Newsgroups: rec.games.mud.diku
Subject: Re: TNG DikuMud opend
Date: 3 Oct 92 20:33:41 GMT
Article-I.D.: netcom.1992Oct3.203341.5602
Organization: Netcom - Online Communication Services  (408 241-9760 guest)

exel@netcom.com (Frederick Myers) writes:
>well, tng diku mud is now open.
>hopper.bsu.edu 6969
>
>{note: the theme of this mud is not Star Trek, for thos who will ask ;) }
>
>reni
>mondays@bsu-cs.bsu.edu

Reni, it needs lots of work.  One bug that I just reported makes the
game almost entire unplayable.  (The fact that everything that scrolls
up is deleted only 20 lines up, making scroll back buffers utterly
useless and making it impossible to read the top 3/4ths of your help
file).

Also, your 'say' character requires a space after it, making it
awkward, and shows you didnt bother to fix it.

On top of all this, your special way of putting the stats in that
neat section at the bottom of the screen just completely screwed
up my terminal program when your mud crashed.

This is by no means the next generation of muds, and still shows
a very lazy attitude and desire for cute stuff.  hell you are still
based in Midgard, showing you have no ability to design your own
world, races and history.  (which flaw is somethign that 90% of
all muds out there have, making yours by no means unique)



Just curious, but is anybody out there doing anything *interesting*
and *fun* to play?  Screw wizardship, I dont want it.  I just want
a place where I can fight some monsters, tell stories with my friends,
and doesnt have stupid guilds and silly, stupid, cutesy, emotes?

....jeff
(yeah, i know, i like fluke too, or at least the idea..  as is it
is almost impossible to advance with its logrythmic advancement)
Newsgroups: rec.games.mud.diku
From: exel@netcom.com (Frederick Myers)
Subject: TNG DikuMud opend
Organization: Netcom - Online Communication Services  (408 241-9760 guest) 
Date: Sat, 3 Oct 1992 18:52:24 GMT

well, tng diku mud is now open.
hopper.bsu.edu 6969

{note: the theme of this mud is not Star Trek, for thos who will ask ;) }



reni
mondays@bsu-cs.bsu.edu
From: huie@netcom.com (John Huie)
Newsgroups: rec.games.mud.diku
Subject: Information on obtaining source code for mult-class diku mud with doc?
Date: 4 Oct 92 22:30:10 GMT
Distribution: rec.games.mud.diku,rec.games.mud,rec.games.mud.misc
Organization: Netcom - Online Communication Services  (408 241-9760 guest)

Hello
	I would appreciate any help in finding an ftp site or if an
personis running one currntly. So that i can obtain source code
and documentation for a multi-class diku mud to run on a Sun/3 or Sun/4
Thanks in advance.


John Huie
huie@netcom.com
jhuie@mary.fordham.edu
					
Newsgroups: rec.games.mud.diku
From: wanderer@leland.Stanford.EDU (Anthony William Cannon)
Subject: Re: Mud Review: Perilous Realms
Organization: DSG, Stanford University, CA 94305, USA
Date: Sun, 4 Oct 92 01:12:56 GMT

I'm the builder of Midgard (one a please :)) on Perilous Realms.  The last
thing I like to be accused of is sloppy work, so I'm here to defend my
area (and the mud as a whole).

In article <1al37mINNpa7@usenet.INS.CWRU.Edu> au095@cleveland.Freenet.Edu (Kevin Rosenjack) writes:
>
>Modifications: The city is VERY 
>               hard to get around in.  Somebody should explain to
>               them that circular streets don't work well in 4
>               directions.  The guilds are a pain to find

[edited for the important parts]

You're right.  Circular streets are pretty             |
hard to navigate when you only have n,s,e,          O--O--O--#
and w.  However, I believe the only street          |  |  |  |
shaped like a circle is Circle Way.  To the      O--O  #  O--O
right is a map of what Circle Way looks          |     |     |
like.  The O's are part of the street and      --O--#--#--#--O--#
the #'s are other parts of town.  As you         |     |     |
can see, there's really no reason to walk        O--O  #  O--O
in a circle.  The only reason Circle Way was        |  |  |
designed like this was because it seemed            O--O--O
logical to have the main road go _around_              |
a major temple (the Shrine of Neutrality, in the
center) instead of straight _through_ it.  If circles really bother you,
you can always go n n n n n n instead of n e n e n n w n w n...

I've taken a lot of time (and thought) in redesigning Midgard.  Of course,
_everyone_ who has to log on will have to re-learn Midgard (a minus), I
think that my version is much more realistic and, yes, easy to get
around in once you learn it. (plus, we have maps)

Although it isn't quite finished, all of the comments we've received 
(except this one) have been ones of praise.  

Having trouble getting around?  That's understandable.  The city is about
300 rooms big.  However, I've provided four "Quick-Go" terminals which
will teleport you to Market Plaza, the West-Gate, a fine restraunt (which,
unfortuantely, hasn't been completed yet), and the Industrial section of
town. 

>Shops:         Well the shops look nice, but without shopkeepers it
>               is pretty hard to buy things.
>

This is also true.  The shops don't have shop keepers.  Let me remind you
that this is _not_ the new code.  Once the new code is completed,
the rest of the shops will be filled.   Since the old combat system doesn't
support missile weapons, it would be useless to have shopkeepers in the bow
shop, the fletchers, and the throwing dagger/axe shop. The important
shops have shopkeepers (bakery, weapons, armors, magic shop, etc.).

- Kemper of Perilous Realms

Xref: sparky rec.games.mud.diku:506 rec.games.mud.announce:108
From: bmf@thorogood.rutgers.edu (azril)
Newsgroups: rec.games.mud.diku,rec.games.mud.announce
Subject: Epic's rent has been fixed and it's up!
Date: 27 Sep 92 03:20:09 GMT
Article-I.D.: u.1992Sep29.181306.19243
Followup-To: poster
Organization: Rutgers Univ., New Brunswick, N.J.
Originator: scott@glia

To all Epic players:

The rent has been fixed and is now free.  The only thing that you have to in
connect within 14 days of your last login.  So have fun and don't die


Enasyorl The wanna be implementor
*snicker*
-- 

 --------------------------------------------------------------------------
 |   "Its just up the road. Biggest thing in the world. Can't miss it."   |
 |                                                                        |
 |			-- Generic reply to a request for directions      |
 --------------------------------------------------------------------------

-- 
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: GRS00037@APPSTATE.EDU (Blackie)
Newsgroups: rec.games.mud.diku
Subject: Re: How to make spec_procs on diku easier. ONLINE CODE?
Date: 29 Sep 92 15:14:55 GMT
Article-I.D.: lester.1992Sep29.151455.13644
Organization: APPALACHIAN STATE UNIVERSITY
X-News-Reader: VMS NEWS 1.24



Has anyone written code that alows implemeontors to write online special 
processes?

						Blackie
						Armageddon
From: jdlst4+@pitt.edu (James D Levino)
Newsgroups: rec.games.mud.diku
Subject: Re: Re: How to make spec_procs on diku easier. from James D Levino
Date: 29 Sep 92 23:23:51 GMT
Organization: University of Pittsburgh

In article <1a9ihgINN5oe@nestroy.wu-wien.ac.at> h8850004@d24.wu-wien.ac.at (Werner Schoenfeldinger) writes:

 <stuff deleted to save bandwidth>

>
>That's very nice what you have done but it wouldn't solve the problem.
>I think you didn't understand what I have meant.
>It's not for to find a wrong mobile, it's really for to make spec_programming
>easier !!!!
>

Indeed, I misunderstood what you meant.  My apologies.  Maybe it's just
me, but I really don't see anything truly difficult about programming
spec_routines in spec_procs.c.  But I admit that my knowlege of C is 
very limited at the present.

Regards,
Onivel
 

Newsgroups: rec.games.mud.diku
From: pheonix@engin.umich.edu (Douglas John Seman)
Subject: Client Question...?
Date: Mon, 05 Oct 92 01:01:37 EDT
Organization: University of Michigan Engineering, Ann Arbor

I just got the client TinTinII working...well, sort of.
The text that I am typing jumps around as the prompt is 
scrolled down by incoming messages.  It will either type
at the beginning of a blank line, or spaced over to follow
my prompt.  This makes it impossible to type in a busy 
area or during a busy time.

Is this a terminal problem?  I'm using an Appolo UNIX
workstation.  Is this a client only problem (should I 
get a different client)?  Or is there some other solution
???

I like TinTinII from what I see, and would like to use it,
if this problem can be fixed.  Any suggestions???  Please.

Someone told me to try Tinyfugue....Is this a separate
client, or is this a utility of some sort??  I've also
heard of PMF, will this client have the same problem,
or will it take care of it.  Please e-mail me if you have
any suggestions....

pheonix@engin.umich.edu
From: kmichels@husc8.harvard.edu (Kenneth Michelson)
Newsgroups: rec.games.mud.diku
Subject: Sejnet
Date: 30 Sep 92 21:28:26 GMT
Article-I.D.: husc3.1992Sep30.172827.15978
Organization: Harvard University Science Center


According to some pretty reliable sources... sejnet might be coming back on...
They are still testing it and rebuilding whatever (something like that...)
I'll post the address if It does come back online...
LAter,
Ken
n
Newsgroups: rec.games.mud.diku
From: pheonix@engin.umich.edu (Douglas John Seman)
Subject: Client question.
Date: Wed, 30 Sep 92 21:25:38 EDT
Organization: University of Michigan Engineering, Ann Arbor

I have a question about the client TinTin, and since it is my first one, this
could possibly be for all clients.  I just received a copy and compiled it.
All the features seem to work, but there is a mojor problem.
 
When I am typing text online, and other messages scroll by, it moves my
cursor to either the end of my prompt hp:** mana:** move:** >  or to the
beginning of the blank line inbetween prompts.  This means if I'm in the
middle of typing a command I can end of typing in two different places on 
that line and switching randomly between them.  As you might guess, It's 
impossible to type a command in a busy place (such as a combat)

What is my problem here?  Is it TinTin II?   Is it my terminal emulation?
Is it something else?  Any comments or suggestions would be
appreciated...
Newsgroups: rec.games.mud.diku
From: mforbes@gmuvax2.gmu.edu (The Danckler)
Subject: Re: Diku II
Organization: George Mason University, Fairfax, Va.
Date: Fri, 2 Oct 1992 16:11:40 GMT

[chomp]
>Now we hope that when the time comes when v2 will be released, it will be
>a strong enough server for people to concentrate their powerson producing
>world (rooms, objects, spec_procs etc) and NOT hacking in bad/uselss server
>code, generally leading to a multiple of kludges, totally uncompatible with
>eachother and with eyeboggling inefficient code.
>
I dunno, I thought that was the good side of DIKU, that there
was so much left over to work on it.....
makes for so many different versions, it's like watching a species 
evolve, but much quicker....
*shrug*
From: mohrc@jacobs.CS.ORST.EDU
Newsgroups: rec.games.mud.diku
Subject: Re: DIKU-SOURCE CODE: Where can I get it ????
Date: 1 Oct 92 07:37:29 GMT
Organization: Computer Science Outreach Services - Oregon State University

In article <BvFBEw.MMx@watcgl.uwaterloo.ca> anicolao@watcgl.uwaterloo.ca (Alex Nicolaou) writes:
>mohrc@jacobs.CS.ORST.EDU writes:
>
>>>Advanced C-programmer:
>>>----------------------
>>>A person who thinks that the questions about the code here are rather boring
>>>and redundant.
>
> ** Shouldn't the heading read "Reasonably half decent C-Programmer"? God forbid
>someone thinks they're an advanced programmer because they can understand 
>questions from the totally clueless.
>

Err notice the triple >>> 's in front of your quoted text (was double when you 
quoted) this generally means i was replying and didnt say this ;) which is
the case here.. imo i suck at C ... hehe

>alex


.------------------------------------------------------------------------------.
| C. Mohr       | Inet Address: mohrc@storm.cs.orst.edu, jacobs.cs.orst.edu    |
| Phone Number: |               mohrc@odin.wosc.osshe.edu, uhro.wosc.osshe.edu |
| (503) 838-8998|  Western Oregon State College Sequent Systems Administrator  |
|---------------^--------------------------------------------------------------|
| First learn computer science and all the theory.  Next develop a programming |
| style.  Then forget all that and just hack.                                  |
`------------------------------------------------------------------------------'
Newsgroups: rec.games.mud.diku